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You can set up a game of Clocktower by following the instructions on the '''setup sheet''', which are explained in more detail here.
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== Gather Your Players ==
[[File:icon_ravenkeeper.png|250px]]
Get one chair per player and arrange the chairs facing each other. A rough circle or square is fine, as long as people are sitting in a definite clockwise or counterclockwise order. As the Storyteller, you will need to be able to enter and exit the circle often, so leave a gap between two chairs. The center of this space will need to be mostly empty - no tables or hazards on the floor which can be tripped on.
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>


== Prepare The Grimoire ==
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Clip the Grimoire by fastening the two metal clips as close as possible to the upper and lower corners of the game box, creating a sturdy book-like container. Unfold and assemble the two-piece '''Grimoire stand''' and place the Grimoire upon it, putting it where players that walk around will not accidentally see its contents. Collect supplies of all the info, night, and shroud tokens anywhere you like in the Grimoire. (We recommend the bottom-left corner of the right side.)
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<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
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<td>Artist</td>
<td>Aiden Roberts</td>
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== Choose An Edition ===
<p class='flavour'>"My birds will avenge me! Fly! Fly, my sweet and dutiful pets! Take your message to those in dark corners! To the manor and to the river! Let them read of the nature of my death."</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_trouble_brewing.png|100px]]


This box set comes with three editions: [[Trouble Brewing]], [[Bad Moon Rising]], and [[Sects & Violets]]. Choose one to play with. Uncover and add its '''edition box''' to the bottom-left part of the Grimoire. (This will let you easily access the character and reminder tokens you need for this game.) Add the night sheet for this edition to the right side of the Grimoire.
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/9514918/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2020-0-6%2F42182196-44100-2-dcbc08a450cfc.mp3">You need to enable JavaScript to play this audio</div>


You’ll need five or more players for [[Trouble Brewing]], and seven or more players for other editions. While you can play other editions with fewer than seven players, this is not recommended. (In five - or six - player games of [[Bad Moon Rising] and [[Sects & Violets]] characters like the Shabaloth, Goon, Fang Gu, or Evil Twin can give an unfair advantage to one team.)
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We recommend you start with [[Trouble Brewing]] and then move on to other editions. Likewise, we recommend you run a game or two with five to ten players to get the hang of things, then try your hand at larger games.
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== Prepare The Town Square ==
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Put the Town Square board on the floor in the center of the chairs. Put one life token per player on the Town Square matching their seating position. Put a pile of vote tokens in the center of the Town Square. Put the Traveller sheet partially under the Town Square, showing the number of Townsfolk, Outsiders, and Minions.


== Read The Rules To Any New Players ==
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The rules sheet describes all the major things that a new player will need to know to start playing. Simply read out the text written on this sheet to the group, or let those who want to read it do so privately.


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Part of the rules sheet will prompt you to talk about various hand signals. You’ll want to demonstrate these hand signals as you go, since some players learn visually.
== Summary ==
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"If you die at night, you are woken to choose a player: you learn their character."
 
If the Ravenkeeper dies at night, they get to learn one player's character.
* The Ravenkeeper is woken on the night that they die, and chooses a player immediately.
* The Ravenkeeper may choose a dead player if they wish.
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== How to Run ==
If the Ravenkeeper died tonight, wake them. They point at any player. Show the chosen player's character token to the Ravenkeeper. Put the Ravenkeeper to sleep.
 
We advise you to discourage or even ban players from talking about what they are doing at night as they are doing it.
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== Examples ==
 
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The Ravenkeeper is killed by the {{Evil|Imp}}, and then wakes to choose a player. After some deliberation, they choose Benjamin. Benjamin is the {{Good|Empath}}, and the Ravenkeeper learns this.
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The {{Evil|Imp}} attacks the {{Good|Mayor}}. The {{Good|Mayor}} doesn't die, but the Ravenkeeper dies instead, due to the {{Good|Mayor}}'s ability. The Ravenkeeper is woken and chooses Douglas, who is a dead {{Good|Recluse}}. The Ravenkeeper learns that Douglas is the {{Evil|Scarlet Woman}}, since the {{Good|Recluse}} registered as a Minion.
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== Tips & Tricks ==
 
* If the Demon knows you are the Ravenkeeper, they are very unlikely to kill you. It is to your benefit to bluff as a character who is a constant threat to the evil team, such as the {{Good|Empath}}, {{Good|Fortune Teller}}, {{Good|Slayer}}, or {{Good|Undertaker}}. Even bluffing as a good character that tends to be trusted by the good team (such as {{Good|Chef}} or {{Good|Washerwoman}}) can make you look like a trusted good player in the eyes of the Demon, and attract their attention at night.
 
* The Ravenkeeper gets some of the best information in Trouble Brewing. Think about whose character you would like to learn before each night falls. You won't want to make a hasty decision and choose wildly in the moment.
 
* Choosing living players in usually more beneficial than choosing dead players. If you learn a living player is good, you know not to execute them. If you learn a living player is evil, you know you shouldn't trust them! However, every so often, confirming that a dead player is good can be an enormous help. For example, confirming that a dead {{Good|Washerwoman}}, {{Good|Librarian}}, {{Good|Investigator}} or {{Good|Chef}} is telling the truth can help you verify their information, or picking a dead player you have suspicions about can confirm that an evil player is dead. That might even back up the {{Good|Investigator}} or {{Good|Fortune Teller}}.
 
* Beware of the {{Evil|Spy}} and the {{Good|Recluse}}. If you believe a player is one of them, it is unlikely that you will learn their true character if you choose them, owing to their abilities to register as other characters.
 
* If you learn a player is the {{Good|Drunk}}, then not only do you know that they are good, you can be reasonably certain that any information they gave to the group is wrong.
 
* Remember that you only get your information if you die at night. Getting killed during the day reveals nothing to you.
 
* Sometimes, sitting quietly and refusing to give any information can give you the air of a powerful threat without actually having to provide any justification for your bluff.
 
* You may want to tell the group that you are the Ravenkeeper first thing on the first day. This will almost guarantee that you are still alive on the final day, as the Demon will probably not kill you. This strategy means that you have more power in the late game (since living players may vote more than dead players), but you sacrifice the chance of gaining information by your death. Additionally, claiming Ravenkeeper is the sort of thing a {{Good|Slayer}} or {{Good|Undertaker}} might do early game, so it might just get you killed.
 
* If you get to use your ability by dying at night, tell the group you are the Ravenkeeper the following day. Your information will be immediately useful.
 
* If you see a good token, consider keeping that information private. If the Demon knows that you know that a player is good, that player becomes a much higher priority target, and you want the player you trust alive as long as possible.
 
* If you have told nobody that you are the Ravenkeeper, and you are still alive late in the game, then it is probable that a {{Evil|Spy}} is in play, telling the Demon who to attack. If you notice this happening, pay attention to who is whispering to whom.
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== Bluffing as the Ravenkeeper==
 
When bluffing as the Ravenkeeper, there are a few things you should keep in mind:
 
* The Ravenkeeper would wake only when they die during the night, not the day. They would wake up and choose a player, then be shown a character token.
 
* The Ravenkeeper is a fantastic bluff if you intend to pass the torch at some point to a Minion, or otherwise die protecting the Demon. Dying at night tends to make a player look good, and having information as a result of your death can allow you to throw blame, protect a fellow evil player, or make yourself look extremely trustworthy.
** Throwing blame allows you to point the finger at a good player as an evil one - casting doubt on them, their information, and who they trust.
** Alternatively you can back up the bluff of an evil player, confirming their identity and making them trustworthy for the good team. For example, if your Demon is claiming to be the {{Good|Monk}}, you can claim to have chosen them and seen the {{Good|Monk}} character token.
*** An advanced technique is to claim they are in fact a different character than the one they have been claiming publicly. Your fellow evil player can then reveal they were lying all along, and you are actually correct! (Make sure your teammate knows you're going to do this, or can otherwise adapt on the fly!)
** Finally, you can back up a good player's claim, which will get them to trust you and work with you. For example, if you know a player is the {{Good|Empath}}, claim you chose them and saw the {{Good|Empath}} token.


* Don't know the identity of the player you are confirming? Claim that person is the {{Good|Drunk}}. This will also cast doubt on their information, adding an extra layer of usefulness to the strategy.


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* The Ravenkeeper is a fantastic bluff if you are trying to stay alive for the whole game. As the Demon will not want to kill a Ravenkeeper, you can claim that you are still alive in the late game because the Demon discovered your identity somehow (perhaps via the {{Evil|Spy}}, or just some good ol' fashioned eavesdropping).
If you wish, you can read out the part of the rules sheet that talks about nominations and executions now, but most players will learn this better if you read it out later on, when the first nomination for execution begins.
<hr />
There is a duplicate rules sheet on the reverse side of the Traveller sheet, kept under the Town Square. To save time, get a veteran player to read out the rules from this sheet, so you don’t have to. While they are explaining the rules, you can set up the game.
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== Secretly Choose Characters ==
* You only get information if you die, so be careful about who you choose to confirm. Dying as a Ravenkeeper usually takes some effort, and if you then appear to 'waste' that on a {{Good|Chef}} that nobody doubts, you will look suspicious.


Take all of the Townsfolk '''character tokens''' out of the chosen edition box, and choose the appropriate number for the number of players, as listed on the setup sheet. Put these character tokens in the left side of the Grimoire, and return all remaining Townsfolk character tokens to the edition box. Then, do the same for any Outsiders, Minions, and the Demon. Do this secretly - the players do not know which characters are in the game.
* The Ravenkeeper is a great bluff to fall back on in the event that your bluff as a different character falls apart. Bluffs like the {{Good|Fortune Teller}}, {{Good|Undertaker}} or {{Good|Empath}} can all run into trouble if you don't appear to have the right information, but if you reveal you were the Ravenkeeper all along, suddenly your duplicity will make sense.


If there are more than fifteen players in this game, then any excess players must volunteer to be {{Traveller|Travellers}}. {{Traveller|Travellers}} have
* Some powerful characters will openly bluff as your character to protect themselves. Revealing yourself as the "real" Ravenkeeper and allowing them to keep the bluff can help you build trust with a good player while finding ways to undermine their ability.
enormous power but less responsibility, and they often help the game go quicker. Give these volunteers the {{Traveller|Travellers}} sheet, so they can choose which {{Traveller|Travellers}} they wish to be. You’ll find more information about them at {{Traveller|Travellers}}.
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For your first game, we do not recommend that you include {{Traveller|Travellers}} or {{Fabled|Fabled}}.
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<span style='font-style: normal;'>'''CHOOSING CHARACTERS'''.</span> The characters you choose will greatly affect how the game plays. Choose what you think will be fun, what will interact well, or simply what you feel capable of handling. If it is your first game, and you don’t know which characters to include, consider the following (for an eight-player game) or alter one to suit your style:
<br><br>
'''Chef, Empath, Fortune Teller, Undertaker, Virgin, Drunk (Investigator), Scarlet Woman, Imp.''' This setup has a lot of information for the good team, and is a great way to get people engaged and talking immediately, but also is relatively safe for evil players that are unsure of how to bluff well. It will be a chaotic game that is a blast for new players. Remember to give the drunk Investigator false information, and remember that they cannot die by nominating the Virgin!
<br><br>
'''Empath, Fortune Teller, Ravenkeeper, Slayer, Mayor, Saint, Poisoner, Imp.''' This will be a much quieter game, as players slowly figure out if the Saint, Slayer, and Mayor are telling the truth. The Poisoner, who has many juicy targets, can certainly cause some chaos. However, the game may be a quick one if the Slayer is savvy, if the Saint is not savvy enough, or if the Poisoner cannot find the Empath and Fortune Teller in time. If the Mayor is attacked at night, remember to kill another player instead - perhaps the Ravenkeeper?
<br><br>
'''Washerwoman, Fortune Teller, Undertaker, Slayer, Virgin, Recluse, Spy, Imp.''' This is a more advanced setup, requiring some deeper logic from the players, but can be very rewarding if they figure it out. Remember that the Recluse can register as the Demon to the Fortune Teller, Undertaker, and Slayer! And remember that the Spy can register as a Townsfolk to the Virgin, Undertaker, and Washerwoman!
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== Add and Remove Characters ==
[[Category:Trouble Brewing]]
[[Category:Townsfolk]]

Revision as of 01:49, 23 March 2023

Icon ravenkeeper.png Information

Type Townsfolk
Artist Aiden Roberts

"My birds will avenge me! Fly! Fly, my sweet and dutiful pets! Take your message to those in dark corners! To the manor and to the river! Let them read of the nature of my death."

Appears in Logo trouble brewing.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"If you die at night, you are woken to choose a player: you learn their character."

If the Ravenkeeper dies at night, they get to learn one player's character.

  • The Ravenkeeper is woken on the night that they die, and chooses a player immediately.
  • The Ravenkeeper may choose a dead player if they wish.

How to Run

If the Ravenkeeper died tonight, wake them. They point at any player. Show the chosen player's character token to the Ravenkeeper. Put the Ravenkeeper to sleep.

We advise you to discourage or even ban players from talking about what they are doing at night as they are doing it.

Examples

The Ravenkeeper is killed by the Imp, and then wakes to choose a player. After some deliberation, they choose Benjamin. Benjamin is the Empath, and the Ravenkeeper learns this.

The Imp attacks the Mayor. The Mayor doesn't die, but the Ravenkeeper dies instead, due to the Mayor's ability. The Ravenkeeper is woken and chooses Douglas, who is a dead Recluse. The Ravenkeeper learns that Douglas is the Scarlet Woman, since the Recluse registered as a Minion.

Tips & Tricks

  • If the Demon knows you are the Ravenkeeper, they are very unlikely to kill you. It is to your benefit to bluff as a character who is a constant threat to the evil team, such as the Empath, Fortune Teller, Slayer, or Undertaker. Even bluffing as a good character that tends to be trusted by the good team (such as Chef or Washerwoman) can make you look like a trusted good player in the eyes of the Demon, and attract their attention at night.
  • The Ravenkeeper gets some of the best information in Trouble Brewing. Think about whose character you would like to learn before each night falls. You won't want to make a hasty decision and choose wildly in the moment.
  • Choosing living players in usually more beneficial than choosing dead players. If you learn a living player is good, you know not to execute them. If you learn a living player is evil, you know you shouldn't trust them! However, every so often, confirming that a dead player is good can be an enormous help. For example, confirming that a dead Washerwoman, Librarian, Investigator or Chef is telling the truth can help you verify their information, or picking a dead player you have suspicions about can confirm that an evil player is dead. That might even back up the Investigator or Fortune Teller.
  • Beware of the Spy and the Recluse. If you believe a player is one of them, it is unlikely that you will learn their true character if you choose them, owing to their abilities to register as other characters.
  • If you learn a player is the Drunk, then not only do you know that they are good, you can be reasonably certain that any information they gave to the group is wrong.
  • Remember that you only get your information if you die at night. Getting killed during the day reveals nothing to you.
  • Sometimes, sitting quietly and refusing to give any information can give you the air of a powerful threat without actually having to provide any justification for your bluff.
  • You may want to tell the group that you are the Ravenkeeper first thing on the first day. This will almost guarantee that you are still alive on the final day, as the Demon will probably not kill you. This strategy means that you have more power in the late game (since living players may vote more than dead players), but you sacrifice the chance of gaining information by your death. Additionally, claiming Ravenkeeper is the sort of thing a Slayer or Undertaker might do early game, so it might just get you killed.
  • If you get to use your ability by dying at night, tell the group you are the Ravenkeeper the following day. Your information will be immediately useful.
  • If you see a good token, consider keeping that information private. If the Demon knows that you know that a player is good, that player becomes a much higher priority target, and you want the player you trust alive as long as possible.
  • If you have told nobody that you are the Ravenkeeper, and you are still alive late in the game, then it is probable that a Spy is in play, telling the Demon who to attack. If you notice this happening, pay attention to who is whispering to whom.

Bluffing as the Ravenkeeper

When bluffing as the Ravenkeeper, there are a few things you should keep in mind:

  • The Ravenkeeper would wake only when they die during the night, not the day. They would wake up and choose a player, then be shown a character token.
  • The Ravenkeeper is a fantastic bluff if you intend to pass the torch at some point to a Minion, or otherwise die protecting the Demon. Dying at night tends to make a player look good, and having information as a result of your death can allow you to throw blame, protect a fellow evil player, or make yourself look extremely trustworthy.
    • Throwing blame allows you to point the finger at a good player as an evil one - casting doubt on them, their information, and who they trust.
    • Alternatively you can back up the bluff of an evil player, confirming their identity and making them trustworthy for the good team. For example, if your Demon is claiming to be the Monk, you can claim to have chosen them and seen the Monk character token.
      • An advanced technique is to claim they are in fact a different character than the one they have been claiming publicly. Your fellow evil player can then reveal they were lying all along, and you are actually correct! (Make sure your teammate knows you're going to do this, or can otherwise adapt on the fly!)
    • Finally, you can back up a good player's claim, which will get them to trust you and work with you. For example, if you know a player is the Empath, claim you chose them and saw the Empath token.
  • Don't know the identity of the player you are confirming? Claim that person is the Drunk. This will also cast doubt on their information, adding an extra layer of usefulness to the strategy.
  • The Ravenkeeper is a fantastic bluff if you are trying to stay alive for the whole game. As the Demon will not want to kill a Ravenkeeper, you can claim that you are still alive in the late game because the Demon discovered your identity somehow (perhaps via the Spy, or just some good ol' fashioned eavesdropping).
  • You only get information if you die, so be careful about who you choose to confirm. Dying as a Ravenkeeper usually takes some effort, and if you then appear to 'waste' that on a Chef that nobody doubts, you will look suspicious.
  • The Ravenkeeper is a great bluff to fall back on in the event that your bluff as a different character falls apart. Bluffs like the Fortune Teller, Undertaker or Empath can all run into trouble if you don't appear to have the right information, but if you reveal you were the Ravenkeeper all along, suddenly your duplicity will make sense.
  • Some powerful characters will openly bluff as your character to protect themselves. Revealing yourself as the "real" Ravenkeeper and allowing them to keep the bluff can help you build trust with a good player while finding ways to undermine their ability.