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[[File:icon_soldier.png|250px]]
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<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>


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<p class='flavour'>"As David said to Goliath, as Theseus said to the Minotaur, as Arjuna said to Bhagadatta... No."</p>
<p class='flavour'>"Do not disturb me. The tick must continue, for the circle is a symbol of life and contains all things - all answers - in it's divine machinery. I must work."</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_trouble_brewing.png|100px]]
[[File:logo_sects_and_violets.png|100px]]


<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: 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>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
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== Summary ==
== Summary ==
"You are safe from the Demon."
"You start knowing how many steps from the Demon to its nearest Minion."


The Soldier can not be killed by the Demon.
The Clockmaker knows the distance from the Demon to it's nearest Minion, either clockwise or anti-clockwise.
* The Soldier cannot die from the Demon's ability. So, if the Imp attacks the Soldier at night, nothing happens. Nobody dies. The Imp does not get to choose another player to attack instead.
* The Clockmaker only learns this on the first night.
* The Soldier can still die by execution, even if the nominator was the Demon. The Soldier is protected from the Demon's ability to kill, not the actions of the Demon player.
* The distance is the number of seated players, starting from the player next to the Demon and ending at the nearest Minion, either clockwise or counterclockwise.
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== How to Run ==
== How to Run ==
During the night, if the Demon attacks the Soldier, the Soldier remains alive. (At dawn, declare that no one died at night.)


In other editions, Demons may have abilities other than killing. The Soldier is also protected from all other harmful effects of the Demon's ability, such as poisoning or turning the Soldier evil.
During the first night, wake the Clockmaker. Show fingers (0, 1, 2 etc.) equaling the distance in players from the Demon to the nearest Minion, starting with the player neighboring the Demon closer to that Minion. Put the Clockmaker to sleep.
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<div class='example'>
The {{Evil|Imp}} attacks the Soldier. The Soldier does not die, so nobody dies that night.
The {{Evil|Fang Gu}} is sitting next to the {{Evil|Pit-Hag}}. During the first night, the Clockmaker learns a "1.
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<div class='example'>
<div class='example'>
The {{Evil|Poisoner}} poisons the Soldier, then the {{Evil|Imp}} attacks the Soldier. The Soldier dies, since they have no ability.
Clockwise from the {{Evil|No Dashii}} sits the {{Good|Dreamer}}, the {{Good|Snake Charmer}}, then the {{Evil|Evil Twin}}. Counterclockwise from the {{Evil|No Dashii}} sits the {{Good|Mutant}}, the {{Good|Sweetheart}}, the {{Good|Philosopher}}, the {{Good|Sage}}, then the {{Evil|Witch}}. Because the {{Evil|Witch}} is five steps away from the Demon, and the {{Evil|Evil Twin}} is three steps away from the Demon, the Clockmaker learns a "3” during the first night.
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<div class='example'>
<div class='example'>
The {{Evil|Imp}} attacks the Soldier. The Soldier dies, because they are actually the {{Good|Drunk}}.
The {{Evil|Fang Gu}} neighbours two Travellers, one good and one evil. Neighboring one of these Travellers is a {{Evil|Cerenovus}}. During the first night, the Clockmaker learns a "2,” because evil Travellers are not Minions.
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== Tips & Tricks ==
== Tips & Tricks ==


* If the Demon attacks you, nobody dies this night. This has two benefits. Firstly, since no good player has died at night, there are more players alive than there ought to have been, allowing the good team more time to execute. Secondly, no death of a night time supports your claim that you are indeed the Soldier.
* You don't have to give your information out immediately; wait a couple of days so that you can observe the other players and see if you uncover anything suspicious while the evil team thinks the pressure is off.


* You will never know for sure that your ability has worked. If you wake up to no deaths, perhaps there is a {{Good|Monk}} in play, or the {{Evil|Imp}} decided to take a night off terrorising the living and attack someone's already dead corpse. Both of those look identical to the Demon attacking you in the night.
* Your information is most valuable if you can identify a Minion. Figure out which player is a Minion, and you can pin down some very likely Demon suspects. You should try and coordinate with other good players in the game to uncover this information. Many players detect players of an evil alignment (like the {{Good|Oracle}} and the {{Good|Seamstress}}), while others detect the Demons and Minions directly (like the {{Good|Flowergirl}}, {{Good|Town Crier}} or even the {{Good|Snake Charmer}}).


* Consider bluffing as a juicy Demon target, such as the {{Good|Fortune Teller}}, {{Good|Undertaker}}, {{Good|Empath}} or {{Good|Slayer}}, to attract a Demon attack.
* If you get a very large number (> 3), then the Minions are probably sitting close together and away from their Demon. Similarly if you get a very small number (< 2), one of the Minions and the Demon are probably very close together. You can use this information to look at who is talking to who - watch for players interacting in a way that matches up with what you know.


* If you can prove that you are the Soldier, then the good team has an enormous advantage on the final day. Instead of good choosing between three (or four) players to execute, they will be choosing between two (or three). Getting an  {{Good|Empath}} or {{Good|Fortune Teller}} to confirm you as not the Demon can be very helpful.
* If you have a suspicion of who you think the Demon is, use your information to count to their possible Minions and observe those players/what information they have and what information exists about them. Minions tends to have a harder time hiding themselves than a Demon (who knows not-in-play characters), so you can take advantage of this weak point to confirm the Demon.


* A clever Demon will not attack you again after the first time unless they think they can kill you. If you can convince the Demon that a {{Good|Monk}} protected you, the Demon might try to attack you again.
* Your information becomes more valuable as the game goes on and players die. Since the evil players are unlikely to die at night, they tend to survive longer and will support each other and their arguments, thus making themselves more obvious than at the start of the game. Look at which players still alive match up to your information; if they're coordinating or backing each other up, they might be secretly evil!


* If there are no deaths at night, don't immediately claim to be the Soldier! Perhaps the Demon attacked another player protected by the {{Good|Monk}} and has no idea you were ever protected.
* All of the Minions you'll be facing up against tend to act obviously, which means that it is also quite obvious when they die. If you notice that suddenly nobody is dying by {{Evil|Witch}}, being driven mad by {{Evil|Cerenovus}}, or transformed by the {{Evil|Pit-Hag}}, then you may have executed one of the Minions. Figuring out who will lead you right back to the Demon! The {{Evil|Evil Twin}} is a bit of an exception to this since you'll very likely know they're in play from the beginning. This also means you know (up to) four Demon options from the very beginning!
 
* If you are unsure whether they are good or evil, allow powerful information characters to bluff as your role. This way, the Demon is more likely to attack you, and less likely to attack them. You can even talk with these players secretly, and agree to publicly claim to be each others' characters - they stay safe, whilst you reveal their information to the group..
 
* If you die at night, you were either poisoned by the {{Evil|Poisoner}} , or you are the {{Good|Drunk}}. This is big information, and very helpful for the group to know. If you were poisoned, then a {{Evil|Poisoner}} is still alive (and in a one Minion game, you now know which Minion is in play!), which also gives you information about the alignment of the dead players. If you are the {{Good|Drunk}}, then nobody else can be the {{Good|Drunk}}. Either way, you learn something useful.
 
* Tell the group you are the Soldier at some stage during the game. After all, good will need as much information as they can get at their disposal.
 
* If you have told nobody that you are the Soldier, you are still alive on the final day, and a death has occurred every night so far, then it is probable that a {{Evil|Spy}} is in play and telling the Demon who to attack. If you notice this happening, pay attention to who is whispering to who.
 
* If you never tell anyone who you are, your role can combo in a very risky way with the {{Good|Mayor}}. You might be more confident to execute nobody in final three than anyone else in your position. Even if the {{Evil|Imp}} is pretending to be the {{Good|Mayor}}, and you execute no one, evil hasn't won yet! The Demon still has to kill either you or the other surviving player, and just maybe they'll guess wrong, and you will wake to a second day with just three players alive.
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== Bluffing as the Soldier ==
== Bluffing as the Clockmaker ==
 
When bluffing as the Soldier, there's a few things you should keep in mind:


* The Soldier never wakes, and never acts during the day. You would receive no indication that you were ever attacked. You have no information at all to keep track of.
When bluffing as the Clockmaker, there are a few things you should keep in mind:


* The Soldier is an easy bluff, as you don't give any information and your alleged ability explains your longevity as the game goes on. This does not mean you should rest on your laurels though; ''because'' you have no information, people may eventually become suspicious of you as the options narrow. A Soldier who is trying to help good (by bluffing as a juicy target like the {{Good|Fortune Teller}} for the Demon to kill, for example) can carry more favor than a Soldier sitting quietly.
* The standard, easiest way to bluff as the Clockmaker is to tell the group false information on the first day. Since you know how many steps the Demon and Minion are from each other, this incorrect information can lead the good team down the garden path for several days. Remember that a "1" means that the Demon and Minion are sitting next to each other.


* Staying quiet and trying not to draw attention to yourself is the mark of a powerful character... or a Soldier trying to draw the attention of a Demon. Sitting quietly and acting cagey about your ability for a few days makes it look like you are genuinely trying to get targeted.
* Giving correct Clockmaker information can actually quite helpful to the evil team. If they believe that you are good, they will believe your information, and therefore not consider you as a Minion or Demon when figuring out the Clockmaker information, and therefore not arrive at the actual Demon. If instead they believe that you are evil, they will believe that you gave false information, and again avoid the actual Demon.


* You (or your Demon) can choose to kill an already dead player at night. This will give the illusion that no death actually occurred, allowing you to claim that you were targeted instead.
* Surviving the first day is crucial if you are the Demon bluffing as the Clockmaker. As the only character in Sects & Violets that gets information on the first night, and never again, beginner good players will have a tendency to want to execute the Clockmaker on the first day. Waiting until you reveal that you are the Clockmaker until the second day, or beyond, can help you survive the earlier, riskier, stages of the game.


* Because it cannot die at night, information characters often can and will bluff as the Soldier. You can gain the trust of a player doing this by "revealing" yourself as the true Soldier, and offering to swap characters with them in order to keep them alive longer while making yourself more of a target. (Bonus: If you have a {{Evil|Poisoner}} in play, keep this player alive while completely undermining their ability!)
* Choosing small numbers to give as false information is usually best. If the number you give is half the number of players, then that implies that the Demon and Minion are sitting exactly opposite each other, since either clockwise or anti-clockwise, steps from one player end up at the same player. Also, in games with several Minions, large numbers may imply that the Minions are all sitting in a bunch, which the good players may not believe. Smaller numbers can be just as confusing as bigger numbers. Think carefully about what number you choose.


* The Soldier cannot die at night (unless poisoned or actually the {{Good|Drunk}}). If you die, you'd best have a good explanation ready for why that happened!
* Since the good team can often get a good idea of who the Minions are by the disappearance of obvious Minion abilities from the game, it can throw a spanner in the works if you kill an obvious-acting Minion at night time. For example, the good team will often realize when they have executed a {{Evil|Pit-Hag}} (since no more players are changing characters at night), and the heat will be on you to either prove or disprove your Clockmaker information, by killing the player that would be the Demon. However, if you killed the {{Evil|Pit-Hag}} at night, then the good players are likely to believe that the player executed during the day was actually the {{Evil|Pit-Hag}}. This may help or hinder your cause, depending on what the good players believe, particularly if they believe a {{Evil|Vortox}} is in play or not.
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[[Category:Trouble Brewing]]
[[Category:Sects & Violets]]
[[Category:Townsfolk]]
[[Category:Townsfolk]]

Revision as of 16:47, 23 March 2023

Icon clockmaker.png Information

Type Townsfolk
Artist Aiden Roberts

"Do not disturb me. The tick must continue, for the circle is a symbol of life and contains all things - all answers - in it's divine machinery. I must work."

Appears in Logo sects and violets.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"You start knowing how many steps from the Demon to its nearest Minion."

The Clockmaker knows the distance from the Demon to it's nearest Minion, either clockwise or anti-clockwise.

  • The Clockmaker only learns this on the first night.
  • The distance is the number of seated players, starting from the player next to the Demon and ending at the nearest Minion, either clockwise or counterclockwise.

How to Run

During the first night, wake the Clockmaker. Show fingers (0, 1, 2 etc.) equaling the distance in players from the Demon to the nearest Minion, starting with the player neighboring the Demon closer to that Minion. Put the Clockmaker to sleep.

Examples

The Fang Gu is sitting next to the Pit-Hag. During the first night, the Clockmaker learns a "1.”

Clockwise from the No Dashii sits the Dreamer, the Snake Charmer, then the Evil Twin. Counterclockwise from the No Dashii sits the Mutant, the Sweetheart, the Philosopher, the Sage, then the Witch. Because the Witch is five steps away from the Demon, and the Evil Twin is three steps away from the Demon, the Clockmaker learns a "3” during the first night.

The Fang Gu neighbours two Travellers, one good and one evil. Neighboring one of these Travellers is a Cerenovus. During the first night, the Clockmaker learns a "2,” because evil Travellers are not Minions.

Tips & Tricks

  • You don't have to give your information out immediately; wait a couple of days so that you can observe the other players and see if you uncover anything suspicious while the evil team thinks the pressure is off.
  • Your information is most valuable if you can identify a Minion. Figure out which player is a Minion, and you can pin down some very likely Demon suspects. You should try and coordinate with other good players in the game to uncover this information. Many players detect players of an evil alignment (like the Oracle and the Seamstress), while others detect the Demons and Minions directly (like the Flowergirl, Town Crier or even the Snake Charmer).
  • If you get a very large number (> 3), then the Minions are probably sitting close together and away from their Demon. Similarly if you get a very small number (< 2), one of the Minions and the Demon are probably very close together. You can use this information to look at who is talking to who - watch for players interacting in a way that matches up with what you know.
  • If you have a suspicion of who you think the Demon is, use your information to count to their possible Minions and observe those players/what information they have and what information exists about them. Minions tends to have a harder time hiding themselves than a Demon (who knows not-in-play characters), so you can take advantage of this weak point to confirm the Demon.
  • Your information becomes more valuable as the game goes on and players die. Since the evil players are unlikely to die at night, they tend to survive longer and will support each other and their arguments, thus making themselves more obvious than at the start of the game. Look at which players still alive match up to your information; if they're coordinating or backing each other up, they might be secretly evil!
  • All of the Minions you'll be facing up against tend to act obviously, which means that it is also quite obvious when they die. If you notice that suddenly nobody is dying by Witch, being driven mad by Cerenovus, or transformed by the Pit-Hag, then you may have executed one of the Minions. Figuring out who will lead you right back to the Demon! The Evil Twin is a bit of an exception to this since you'll very likely know they're in play from the beginning. This also means you know (up to) four Demon options from the very beginning!

Bluffing as the Clockmaker

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

  • The standard, easiest way to bluff as the Clockmaker is to tell the group false information on the first day. Since you know how many steps the Demon and Minion are from each other, this incorrect information can lead the good team down the garden path for several days. Remember that a "1" means that the Demon and Minion are sitting next to each other.
  • Giving correct Clockmaker information can actually quite helpful to the evil team. If they believe that you are good, they will believe your information, and therefore not consider you as a Minion or Demon when figuring out the Clockmaker information, and therefore not arrive at the actual Demon. If instead they believe that you are evil, they will believe that you gave false information, and again avoid the actual Demon.
  • Surviving the first day is crucial if you are the Demon bluffing as the Clockmaker. As the only character in Sects & Violets that gets information on the first night, and never again, beginner good players will have a tendency to want to execute the Clockmaker on the first day. Waiting until you reveal that you are the Clockmaker until the second day, or beyond, can help you survive the earlier, riskier, stages of the game.
  • Choosing small numbers to give as false information is usually best. If the number you give is half the number of players, then that implies that the Demon and Minion are sitting exactly opposite each other, since either clockwise or anti-clockwise, steps from one player end up at the same player. Also, in games with several Minions, large numbers may imply that the Minions are all sitting in a bunch, which the good players may not believe. Smaller numbers can be just as confusing as bigger numbers. Think carefully about what number you choose.
  • Since the good team can often get a good idea of who the Minions are by the disappearance of obvious Minion abilities from the game, it can throw a spanner in the works if you kill an obvious-acting Minion at night time. For example, the good team will often realize when they have executed a Pit-Hag (since no more players are changing characters at night), and the heat will be on you to either prove or disprove your Clockmaker information, by killing the player that would be the Demon. However, if you killed the Pit-Hag at night, then the good players are likely to believe that the player executed during the day was actually the Pit-Hag. This may help or hinder your cause, depending on what the good players believe, particularly if they believe a Vortox is in play or not.