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[[File:icon_poisoner.png|250px]]
<p class='flavour'>"Add compound Alpha to compound Beta... NOT TOO MUCH!"<p>


<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
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[[File:logo_trouble_brewing.png|200px]]
<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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<td>Type</td>
<td>Type</td>
<td>[[Character Types#Minion|Minion]]</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
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<td>Artist</td>
<td>Artist</td>
<td>Aidan Roberts</td>
<td>Aidan Roberts</td>
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<p class='flavour'>"Add compound Alpha to compound Beta... NOT TOO MUCH!"<p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_trouble_brewing.png|100px|link=Trouble Brewing]]
 
<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/10927972/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2020-2-8%2F55385543-44100-2-68f0247b59b69.mp3">You need to enable JavaScript to play this audio</div>
 
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== Summary ==
"Each night, choose a player: they are poisoned tonight and tomorrow day."


The Poisoner secretly disrupts character abilities.
The Poisoner secretly disrupts character abilities.
* Each night, the Poisoner chooses someone to poison for that night and the entire next day.
* A poisoned player has no ability, but the Storyteller pretends they do. They do not affect the game in any real way. However, to keep up the illusion that the poisoned player is not poisoned, the Storyteller wakes them at the appropriate time and goes through the motions as if they were not poisoned. If their ability gives them information, the Storyteller may give them false information.
* If a poisoned player uses a "once per game" ability while poisoned, they cannot use their ability again.
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== How to Run ==
Each night, wake the Poisoner. They point at any player. The chosen player becomes poisoned—put the '''POISONED''' reminder token by the chosen player's character token. Put the Poisoner to sleep. (This poisoned player wakes and acts normally. They have no ability, but they think they do. If their ability would give them information, you can give false information to them if you wish. See “Drunkenness and Poisoning” in the rulebook.)


== Character Text ==
Each dusk, the poisoned player becomes healthy—remove their '''POISONED''' reminder.
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"Each night, choose a player: they are poisoned tonight and tomorrow day."
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== Examples ==
== Examples ==


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During the night, the Poisoner poisons the {{Good|Slayer}}. The next day, the {{Good|Slayer}} tries to slay the {{Evil|Imp}}. Nothing happens. The {{Good|Slayer}} now has no ability.
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<div class='example'>
The poisoned {{Good|Empath}}, who neighbours two evil players, learns a "0.” The next night, the {{Good|Empath}}, no longer poisoned, learns the correct information: a "2.”
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The {{Good|Investigator}} is poisoned. They learn that one of two players is the {{Evil|Baron}}, even though neither is a Minion. (Or even the right players, but the wrong Minion type.)
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During the night, the {{Evil|Poisoner}} poisons the {{Good|Slayer}}. The next day, the {{Good|Slayer}} tries to slay the {{Evil|Imp}}. Nothing happens. The {{Good|Slayer}} now has no ability.
The {{Good|Undertaker}} is poisoned. Even though the {{Evil|Imp}} died today, they learn that the {{Good|Virgin}} died. A few days later, a poisoned {{Good|Saint}} dies, and the game continues.
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<div class='example'>
<div class='example'>
The {{Good|Drunk}}, who thinks they are the {{Good|Empath}}, wakes and learns a "0,” even though they are sitting next to one evil player. The next night, they learn a "1.".
The Poisoner poisons the {{Good|Mayor}}, then becomes the {{Evil|Imp}}. The {{Good|Mayor}} is no longer poisoned because there is no Poisoner in play.
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The {{Good|Drunk}}, who thinks they are the {{Good|Ravenkeeper}}, is killed at night. They choose the {{Good|Saint}}, but learn that this player is the {{Evil|Poisoner}}.
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The {{Good|Fortune Teller}} is executed. That night, the {{Good|Drunk}}, who thinks they are {{Good|Undertaker}}, learns that the {{Good|Drunk}} died today.
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== Tips & Tricks ==
== Tips & Tricks ==


* The {{Good|Drunk}} will never know that they are the {{Good|Drunk}} - they will start the game with a Townsfolk token and behave as that Townsfolk normally while receiving bad information. Figuring out if you are the {{Good|Drunk}} can only be discovered via gameplay; be looking for tells like information you receive being demonstrably false, or your ability failing (e.g. A {{Good|Soldier}} dying at night).
* Identifying targets for poison is vital. Characters who get information over several nights like the {{Good|Fortune Teller}} or {{Good|Undertaker}} are great choices if you can find them. You can also make your choice based on the player; players who are strong leaders and rallying the good team or players who are quiet and trying not to attract attention are good options.


* Figuring out if a {{Good|Drunk}} is in play is important - this will allow Townsfolk to know whether or not they should be scrutinizing their information. The most obvious tell that a {{Good|Drunk}} may be in the town is if there are more or fewer Outsiders than you expected (if more, there might be a {{Evil|Baron}} who has let a {{Good|Drunk}} into town).  
* Undermine players who trust each other by poisoning the characters getting key info in that clique. If a group is rallying around an {{Good|Undertaker}}, you can turn the entire group on someone innocent by poisoning them at the right time.


* If you suspect a {{Good|Drunk}} is in play, it is important to determine which of the Townsfolk it is as soon as possible. There can only be one {{Good|Drunk}} in play, so knowing who it is will allow you to treat their information skeptically, but it will also mean that all other Townsfolk can probably trust what they know to be true and reliable.
* Co-ordinate with your Demon so that you are not selecting the same players - unless they are a character like the {{Good|Ravenkeeper}}, you'll just be wasting your poison for the day!


* Differentiating the effects of a {{Good|Drunk}} from a {{Evil|Poisoner}} can be difficult, but crucial. If only one person seems to be receiving false information, they might be the {{Good|Drunk}}. If multiple people are receiveing sporadically good and bad information, that's probably the work of a dastardly {{Evil|Poisoner}}. Try to extrapolate from the case where either one is true, and see what inferences you can draw from that. Perhaps a {{Good|Drunk}} being in play means that the {{Good|Butler}} is lying? Or if there's a {{Evil|Poisoner}} in a game with only one Minion, you know that nobody who's been executed could have been the {{Evil|Imp}}.
* Targeting characters like the {{Good|Virgin}}, {{Good|Slayer}} or {{Good|Mayor}} can be excellent, but only if they use their ability while they are poisoned. You'll need to convince them to use their ability, or time it right so that they are compromised at the moment they choose to activate.


* Characters like the {{Good|Undertaker}} and {{Good|Ravenkeeper}} will see the {{Good|Drunk}} character when checking that player. You do not register as a Townsfolk - you just think you are! This is also true for characters like the {{Good|Virgin}} - a {{Good|Drunk}} cannot activate them because they are not really a Townsfolk, they're an Outsider.
* It's risky, but you can poison your own Demon, and use the lack of death for that night to bluff as the {{Good|Monk}} or {{Good|Soldier}}. (You should probably warn your Demon you're going to do this!)


* If you have figured out you are the {{Good|Drunk}}, try to reverse engineer what you know. For example, if you thought you were the {{Good|Empath}} and have been getting a read of '0', you should be suspicious that you have at least one evil neighbour after all. Or, if you thought you were an {{Good|Investigator}}, you can probably assume that neither of the two players you saw were Minions!
* If everyone is on board with the idea, try poisoning the {{Evil|Scarlet Woman}}. If the {{Evil|Imp}} chooses to kill themselves, the {{Evil|Scarlet Woman}} will become the new Demon... unless you poison them first! That way, you or a third Minion can become the new {{Evil|Imp}} and keep the {{Evil|Scarlet Woman}} in play. Just don't get your {{Evil|Imp}} killed while the {{Evil|Scarlet Woman}} is still poisoned!


* Remember that the {{Good|Drunk}} receives ''unreliable'' information, not false information. In the majority of cases, the information you receive will be wrong, but sometimes the Storyteller may tell you something that is true. This can happen when the alternative would definitely reveal you are the {{Good|Drunk}} (e.g. The {{Good|Drunk}} {{Good|Ravenkeeper}} choosing themselves will be shown the {{Good|Ravenkeeper}}).
* You will usually be more efficient as a Poisoner by selecting multiple targets around the town rather than focusing on one player for the entire game. You only really need to poison the {{Good|Fortune Teller}} on the night they're checking your Demon, for example - then you're free to mess with other characters. This method of poisoning is also more difficult to detect than sticking to one player.


* Keep in mind that characters like the {{Good|Slayer}}, {{Good|Monk}} and {{Good|Mayor}} cannot impact the game with their ability when they are actually the {{Good|Drunk}}. For example, a {{Good|Slayer}} will not kill a good player instead of the Demon; their shot will always fail.
* On the other hand, if you only poison one player, that player might end up looking like the {{Good|Drunk}}, perhaps hiding the real {{Good|Drunk}}, or making it look like a {{Evil|Baron}} is in play.
<br>


== Bluffing as the Drunk ==
* On the first night, if you don't know who to poison, poison a player sitting next to the Demon. You know which player is the Demon, and on the off chance that an {{Good|Empath}} is sitting next to the Demon, you'll be giving some very damaging information to the good team.


When bluffing as the {{Good|Drunk}}, there are a few things you should keep in mind:
* Make use of your {{Evil|Spy}}! They know who the best targets are and can guide you in the right direction.
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* You would not know that you are the {{Good|Drunk}} at first. You would receive a Townsfolk character. The Storyteller would treat you as if you were that Townsfolk; check the relevant 'bluffing as' section to see how that character would wake (or not!)
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* The {{Good|Drunk}} is the only good character that you can claim to be without another good character calling you out for claiming the same character as them.
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* Bluff as a character that gains information more passively, such as the {{Good|Fortune Teller}}, {{Good|Investigator}}, {{Good|Empath}}, {{Good|Washerwoman}}, {{Good|Undertaker}} or {{Good|Librarian}} and give deliberately and obviously false information. If your information is ridiculous (like claiming one of two players is the {{Good|Saint}} whilst neither is claiming to be the {{Good|Saint}}), you look obviously the {{Good|Drunk}}.
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== Fighting the Poisoner ==


* Bluff as a character that has a power that can fail, then when your fake ability fails, act surprised, and put forward the possibility that you are the {{Good|Drunk}}. For example, bluff as the {{Good|Monk}}, and claim the player you protected died anyway. Bluff as the {{Good|Soldier}} and kill yourself of a night time, or get the Demon to kill you. Bluff as the {{Good|Slayer}} or nominate the {{Good|Virgin}}, and act surprised when these character abilities have no visible effect.
* The Poisoner is unlikely to target you because of your ability on the first night, since they don't know anyone but their fellow evil players and will be acting blindly. Therefore, you can usually trust that your ability will work correctly on the first night and day. This is particularly important for characters like the {{Good|Virgin}} and the {{Good|Slayer}}, who only get to use their abilities once, as well as the {{Good|Washerwoman}}, {{Good|Librarian}}, {{Good|Investigator}}, and {{Good|Chef}}.


* Insinuate a {{Good|Drunk}} is in play, and lead the group on a hunt to find out who it is. This will distract them from the main goal of finding the Demon, and will make them distrust their own good team.
* The Poisoner will especially want to target characters who get information over multiple nights, such as the {{Good|Empath}}, {{Good|Undertaker}} or {{Good|Fortune Teller}}. They will also be keen to undermine characters like the {{Good|Slayer}}, who can kill their Demon. If you think a Poisoner is in play, be cautious about these characters and their information, especially if they have come out publicly. However, if you believe a player has been poisoned, you can usually assume they were given false information by the Storyteller.


* Insinuate that a particular player is drunk. This is especially helpful if they have a damning case against your team, such as a {{Good|Undertaker}} claiming that your dead {{Evil|Poisoner}} is indeed the dead {{Evil|Poisoner}}.
* If you are a character that would be unaffected by poison (e.g. {{Good|Butler}}, {{Good|Chef}} who has gotten their info), you can try to bluff as a juicy target for the Poisoner, ensuring that they don't target anyone else.


* Convincing the group that a {{Good|Drunk}} is in play, or that a particular player is the {{Good|Drunk}}, is MUCH easier to achieve if the number of people publicly claiming to be Outsiders supports your story. For example, if you are saying that the {{Good|Virgin}} is drunk, and there is supposed to be just the one Outsider in play, but the real {{Good|Saint}} has revealed who they are, then the only way for the {{Good|Virgin}} to be the {{Good|Drunk}} is if the {{Good|Saint}} is lying. If you bluff as an Outsider, or if a fellow evil player bluffs as an Outsider, then it is much easier to convince the good team that a {{Good|Drunk}} is in play, because the extra Outsiders make it look like a {{Evil|Baron}} is in the game, which would add two extra Outsiders.
* Separating the Poisoner from the {{Good|Drunk}} can be crucial. Knowing that you have one in play might signal what else is in the game. Uncovering a {{Good|Drunk}} might tell you that the {{Good|Recluse}} is telling you the truth, or that the {{Good|Butler}} might be lying. The {{Good|Librarian}} or {{Good|Investigator}}, {{Good|Undertaker}}, and {{Good|Ravenkeeper}} can be the best ways to find out which is in play, but a lot of different people getting wrong information might point to the Poisoner.


* If you want a fellow evil player to back up your bluff as the {{Good|Drunk}}, get them to claim to be the {{Good|Librarian}}. The {{Good|Ravenkeeper}} and {{Good|Undertaker}} work well too, but one of you will have to die for that to work.
* Be alert for characters who suddenly start getting inconsistent information, especially if they have recently revealed to the group. For example, an {{Good|Empath}} who is still sitting between the same neighbours but is suddenly getting a different number to the previous nights is likely poisoned.


* If you intend to bluff as the {{Good|Drunk}} later in the game, and you believe you can succeed, initially give opposite information to what you want the good team to believe. If you are claiming to be the {{Good|Empath}} for example, and later in the game you want to execute your good neighbours, then initially tell the group that both your neighbours are good - if later on, the group comes to believe that you are the {{Good|Drunk}}, then they will assume that at least one of your neighbours is evil and execute them both.
* In the absence of more obvious targets, poisoners typically will end up targeting players that are:
** Strong or outspoken, especially if they are rallying or leading the good team
** Friends or loved ones - it's hard to resist!
** Quiet, or are trying not to attract attention; these look like they have something to hide.
 
* Unlike other Minions, the Poisoner is deadly throughout the entire game so long as they are alive. If you have a lead on a suspected Poisoner, it is always to your benefit to take them out as early in the game as possible. For example, an {{Good|Investigator}} may know that one of two players is the Poisoner; it is best to execute them both. Alternatively, two players may be claiming to be the same character; this is usually an indication a Minion is doubling up with an existing good player, and eliminating both of them removes the Poisoner from contention.
 
* Remember that the Poisoner causes information to be misleading, not wrong. If you learn that you might have been poisoned, you might still have had true information!
 
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[[Category:Trouble Brewing]]
[[Category:Trouble Brewing]]
[[Category:Outsider]]
[[Category:Minions]]

Latest revision as of 18:00, 25 January 2024

Icon poisoner.png Information

Type Minion
Artist Aidan Roberts

"Add compound Alpha to compound Beta... NOT TOO MUCH!"

Appears in Logo trouble brewing.png Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"Each night, choose a player: they are poisoned tonight and tomorrow day."

The Poisoner secretly disrupts character abilities.

  • Each night, the Poisoner chooses someone to poison for that night and the entire next day.
  • A poisoned player has no ability, but the Storyteller pretends they do. They do not affect the game in any real way. However, to keep up the illusion that the poisoned player is not poisoned, the Storyteller wakes them at the appropriate time and goes through the motions as if they were not poisoned. If their ability gives them information, the Storyteller may give them false information.
  • If a poisoned player uses a "once per game" ability while poisoned, they cannot use their ability again.

How to Run

Each night, wake the Poisoner. They point at any player. The chosen player becomes poisoned—put the POISONED reminder token by the chosen player's character token. Put the Poisoner to sleep. (This poisoned player wakes and acts normally. They have no ability, but they think they do. If their ability would give them information, you can give false information to them if you wish. See “Drunkenness and Poisoning” in the rulebook.)

Each dusk, the poisoned player becomes healthy—remove their POISONED reminder.

Examples

During the night, the Poisoner poisons the Slayer. The next day, the Slayer tries to slay the Imp. Nothing happens. The Slayer now has no ability.

The poisoned Empath, who neighbours two evil players, learns a "0.” The next night, the Empath, no longer poisoned, learns the correct information: a "2.”

The Investigator is poisoned. They learn that one of two players is the Baron, even though neither is a Minion. (Or even the right players, but the wrong Minion type.)

The Undertaker is poisoned. Even though the Imp died today, they learn that the Virgin died. A few days later, a poisoned Saint dies, and the game continues.

The Poisoner poisons the Mayor, then becomes the Imp. The Mayor is no longer poisoned because there is no Poisoner in play.

Tips & Tricks

  • Identifying targets for poison is vital. Characters who get information over several nights like the Fortune Teller or Undertaker are great choices if you can find them. You can also make your choice based on the player; players who are strong leaders and rallying the good team or players who are quiet and trying not to attract attention are good options.
  • Undermine players who trust each other by poisoning the characters getting key info in that clique. If a group is rallying around an Undertaker, you can turn the entire group on someone innocent by poisoning them at the right time.
  • Co-ordinate with your Demon so that you are not selecting the same players - unless they are a character like the Ravenkeeper, you'll just be wasting your poison for the day!
  • Targeting characters like the Virgin, Slayer or Mayor can be excellent, but only if they use their ability while they are poisoned. You'll need to convince them to use their ability, or time it right so that they are compromised at the moment they choose to activate.
  • It's risky, but you can poison your own Demon, and use the lack of death for that night to bluff as the Monk or Soldier. (You should probably warn your Demon you're going to do this!)
  • If everyone is on board with the idea, try poisoning the Scarlet Woman. If the Imp chooses to kill themselves, the Scarlet Woman will become the new Demon... unless you poison them first! That way, you or a third Minion can become the new Imp and keep the Scarlet Woman in play. Just don't get your Imp killed while the Scarlet Woman is still poisoned!
  • You will usually be more efficient as a Poisoner by selecting multiple targets around the town rather than focusing on one player for the entire game. You only really need to poison the Fortune Teller on the night they're checking your Demon, for example - then you're free to mess with other characters. This method of poisoning is also more difficult to detect than sticking to one player.
  • On the other hand, if you only poison one player, that player might end up looking like the Drunk, perhaps hiding the real Drunk, or making it look like a Baron is in play.
  • On the first night, if you don't know who to poison, poison a player sitting next to the Demon. You know which player is the Demon, and on the off chance that an Empath is sitting next to the Demon, you'll be giving some very damaging information to the good team.
  • Make use of your Spy! They know who the best targets are and can guide you in the right direction.

Fighting the Poisoner

  • The Poisoner is unlikely to target you because of your ability on the first night, since they don't know anyone but their fellow evil players and will be acting blindly. Therefore, you can usually trust that your ability will work correctly on the first night and day. This is particularly important for characters like the Virgin and the Slayer, who only get to use their abilities once, as well as the Washerwoman, Librarian, Investigator, and Chef.
  • The Poisoner will especially want to target characters who get information over multiple nights, such as the Empath, Undertaker or Fortune Teller. They will also be keen to undermine characters like the Slayer, who can kill their Demon. If you think a Poisoner is in play, be cautious about these characters and their information, especially if they have come out publicly. However, if you believe a player has been poisoned, you can usually assume they were given false information by the Storyteller.
  • If you are a character that would be unaffected by poison (e.g. Butler, Chef who has gotten their info), you can try to bluff as a juicy target for the Poisoner, ensuring that they don't target anyone else.
  • Separating the Poisoner from the Drunk can be crucial. Knowing that you have one in play might signal what else is in the game. Uncovering a Drunk might tell you that the Recluse is telling you the truth, or that the Butler might be lying. The Librarian or Investigator, Undertaker, and Ravenkeeper can be the best ways to find out which is in play, but a lot of different people getting wrong information might point to the Poisoner.
  • Be alert for characters who suddenly start getting inconsistent information, especially if they have recently revealed to the group. For example, an Empath who is still sitting between the same neighbours but is suddenly getting a different number to the previous nights is likely poisoned.
  • In the absence of more obvious targets, poisoners typically will end up targeting players that are:
    • Strong or outspoken, especially if they are rallying or leading the good team
    • Friends or loved ones - it's hard to resist!
    • Quiet, or are trying not to attract attention; these look like they have something to hide.
  • Unlike other Minions, the Poisoner is deadly throughout the entire game so long as they are alive. If you have a lead on a suspected Poisoner, it is always to your benefit to take them out as early in the game as possible. For example, an Investigator may know that one of two players is the Poisoner; it is best to execute them both. Alternatively, two players may be claiming to be the same character; this is usually an indication a Minion is doubling up with an existing good player, and eliminating both of them removes the Poisoner from contention.
  • Remember that the Poisoner causes information to be misleading, not wrong. If you learn that you might have been poisoned, you might still have had true information!