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Investigator and Fortune Teller: Difference between pages

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(Difference between pages)
 
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[[File:icon_investigator.png|250px]]
[[File:icon_fortune_teller.png|250px]]
<p class='flavour'>"It is a fine night for a stroll, wouldn't you say, Mister Morozov? Or should I say... BARON Morozov?"<p>
<p class='flavour'>"I sense great evil in your soul! But... that could just be your perfume. I am allergic to Elderberry."<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>
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<td>Artist</td>
<td>Artist</td>
<td>Aiden Roberts</td>
<td>John Grist</td>
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The Investigator learns that a particular Minion character is in play, but not exactly which player it is.
The Fortune Teller detects who the Demon is, but sometimes thinks good players are Demons.


__TOC__
__TOC__
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== Character Text ==
== Character Text ==


"You start knowing that 1 of 2 players is a particular Minion."
"Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you."
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<div class='example'>
<div class='example'>
Amy is the {{Evil|Baron}}, and Julian is the {{Good|Mayor}}. The {{Good|Investigator}} learns that either Amy or Julian is the {{Evil|Baron}}.
The {{Good|Fortune Teller}} chooses the {{Good|Monk}} and the {{Good|Undertaker}} and learns a 'no'.
</div>
</div>


<div class='example'>
<div class='example'>
Angelus is the {{Evil|Spy}}, and Lewis is the {{Evil|Poisoner}}. The {{Good|Investigator}} learns that either Angelus or Lewis is the {{Evil|Spy}}.
The {{Good|Fortune Teller}} chooses the {{Evil|Imp} and the {{Good|Empath}}, and learns a 'yes'.
</div>
</div>


<div class='example'>
<div class='example'>
Brianna is the {{Good|Recluse}}, and Marianna is the {{Evil|Imp}}. The {{Good|Investigator}} learns that either Brianna or Marianna is the {{Evil|Poisoner}}. (This happens because the {{Good|Recluse}} is registering as a Minion—in this case, the {{Evil|Poisoner}}.)
The {{Good|Fortune Teller}} chooses an alive {{Good|Butler}} and a dead {{Evil|Imp}}, and learns a 'yes'.
</div>
 
<div class='example'>
The {{Good|Fortune Teller}} chooses themselves and a {{Good|Saint}}. The {{Good|Saint}} is the Red Herring. The {{Good|Fortune Teller}} learns a 'yes'.
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== Tips & Tricks ==
== Tips & Tricks ==


* Tell the group what your information is as soon as possible on the first day. You probably won't be able to determine which of the two players is the Minion, but if you are believed, then the good team will probably have enough time to execute both players, guaranteeing that a Minion is dead on the final day.
* Getting a "no" is often more useful than getting a "yes". A 'no' means that neither of the two players is the Demon, which narrows down the number of players you have to inspect.  


* Whilst your information by itself will probably not be enough to condemn a specific player, it might combine well with another good player's information, such as the {{Good|Empath}} or the {{Good|Chef}}. If you trust them, you can team up to execute a Minion early in the game, which removes their voting power and gives you an advantage.
* You only learn about Demons. Just because you got a "no" on somebody doesn't mean that they're good. They could still be a Minion.


* If you have a strong suspicion regarding one of the 2 players shown to you, simply say nothing and study their behaviour. If they continually come to the defense of a particular player, that player is likely the Demon. If they continually try to get a particular player executed, that player is probably good. You can reveal this later in the game when you've gathered a solid portfolio of evidence. If the Minion is still alive on the final day then you know that they are likely not the Demon, and should not be executed.
* If you have a pair of players who you got a "yes" on, and a pair of players you got a "no" on, try picking one player from each pair. If you get another "yes", you know that the player you got a "yes" on both times is the player you're getting a read on; otherwise, it's the player in your initial "yes" pair that you didn't pick this time that you should look to.


* Instead of revealing your information publicly, confide in other members of the town secretly. Someone else may have information that exonerates or condemns one of your choices, and it may be easier to persuade them to tell you what they know in secret.
* If you have gotten a "yes" on players you are suspicious of, getting confirmation of which player is causing your ability to react can give you a clear goal, especially if that player is still alive at the end of the game.


* If you learn that a {{Evil|Scarlet Woman}} or a {{Evil|Poisoner}} is in play, it becomes all the more important to execute them as soon as you can! They have powerful abilities that can continue to disrupt the Good team for as long as they are in play.
* You only have a limited number of nights to gather information. Spending a lot of it focusing on one or two people may give you less to work with in the end game. For this reason, it's usually most efficient to start the game casting a wide net and learn about as many pairs as possible. Then, after you have some general information, start focusing on the players you are most suspicious of.


* All minions are dangerous. Even if you learn of a {{Evil|Baron}} or a {{Evil|Spy}}, it remains important to execute them. Even if doing so doesn't prevent them from mechanically affecting the game, they still retain their voting and nomination power, and may even go on to become the {{Evil|Imp}}!
* Remember that the {{Evil|Imp}} can kill themselves and cause a Minion to become the Demon, and if they're executed, the {{Evil|Scarlet Woman}} might become the Demon. Even if you got a "no" on someone earlier in the game doesn't mean they aren't the Demon now. If you think the Demon died, try picking someone you think is a Minion that you previously got a "no" on and see if your information has changed.


* If you learn that any minion other than the {{Evil|Baron}} is in play in a game with only one minion, you know exactly how many outsiders there are. If more than that number are claiming to be outsiders, then you know that at least one of them is lying.
* Your false positive is chosen at the beginning of the game and does not move, and you will not receive a false read from more than one player because of your ability. Remember your false register can be anyone, including you, and a "yes" is not a definite confirmation of a Demon.


* Beware the {{Good|Recluse}}! They may register as a Minion to you. If one of the players you detect is actually the {{Good|Recluse}}, the second player could be literally anything, including the Minion you were shown.
* You can choose yourself as one of the two players. Since you know you are not the Demon, this enables you to get a read on one specific player. Beware though, the Storyteller can make you your own false positive, so this may not always be effective.


* Even though one of the players you detect is a Minion, that does not necessarily mean that the other player is good.
* Be aware of the {{Good|Recluse}}, who may register as the Demon to you. This is not the same as the red herring.


* Claiming to be a character that the Demon would not want to kill, such as the {{Good|Saint}} {{Good|Soldier}}, or {{Good|Ravenkeeper}} can help you survive longer, allowing you some much needed time to gain useful information.
<br>
<br>


== Bluffing as the Investigator==
== Bluffing as the Washerwoman==
When bluffing as the {{Good|Investigator}}, there are a few things you should keep in mind:
 
When bluffing as the {{Good|Fortune Teller}}, there are a few things you should keep in mind:
 
* You wake every night, including the first night, and should have information for each night you are alive. You would have pointed at two players and the Storyteller would have either nodded or shaken their head. When you reveal that you are the {{Good|Fortune Teller}}, the good team will expect you to have a detailed explanation of every night's activities. Be prepared. Have what you are going to tell them ready.


* You would have received your information on night one, and so should have it from that point onward. You will have been shown two players and one Minion token.
* You can lie that "these two players are not the Demon" to exonerate your fellow evil players.  


* Pick two Good players, and claim that one of them is a Minion to try to get get those players executed. Choosing the {{Evil|Poisoner}} or {{Evil|Scarlet Woman}} is usually best if you want the good team to be motivated to execute them both. Good players may not execute a suspected {{Evil|Baron}} or a {{Evil|Spy}} immediately, but they might.  
* The {{Good|Fortune Teller}} can sometimes get wildly confusing information. The {{Good|Recluse}} may register as the Demon. The Demon itself can change players to someone who was previously a Minion, even if no {{Evil|Scarlet Woman}} is in play. The 'Red Herring' can register as the Demon, making a good player look suspicious. Worry less about the exact content of your information, and the number of 'yes' results you claim to have received, and more about acting with conviction.  


* If you are the Demon, or even an ambitious Minion, telling the good team an actual Minion can make you look extremely trustworthy, particularly if other good players like the {{Good|Undertaker}} support your information. This can be greatly enhanced if the Minion does everything they can to look as evil as possible. After all, the more like a Minion they appear to be, the more like the {{Good|Investigator}} you appear to be.
* Having noted the above point, your bluff is still increased dramatically if the information you reveal to the group is consistent. If you tell players over and over again that certain players are not the Demon, they will tend to keep those players alive. If you tell players over and over again that certain players are possibly the Demon, they will tend to kill them, but may come for you next when the game doesn't end afterwards.


* If you falsely claim that a {{Evil|Baron}} is in play, another evil player will need to claim to be an Outsider at some point. Otherwise, good will eventually question why there is not the appropriate number of Outsiders in play for a {{Evil|Baron}} and probably execute you. If you can talk privately to an evil player to give them this hint, great. If another evil player claims to be the {{Good|Investigator}} and that a {{Evil|Baron}} is in play, you may want to claim to be an Outsider in order to back up their story.
*If a good player is being particularly troublesome, focusing all your attention on them by claiming that they are registering as the Demon to you can quickly get them killed. You can always claim that they must have been your 'Red Herring' after the fact. This strategy can be particularly devastating if you need to get a player executed, but can not do so by normal means. In particular, you can get a {{Good|Saint}} executed or a {{Good|Mayor}} or {{Good|Soldier}} killed, or at least convince the good team not to trust them. Even sowing distrust about an {{Good|Undertaker}}, {{Good|Empath}}, or similar character can be enough to make their information questionable.


* Communicating your information secretly to one or two good players can sow an enormous amount of distrust. They will often tear themselves apart without you having to do much more.
* Remember that {{Good|Fortune Teller}}s may choose dead players, and may even choose themselves. Telling the group that a dead player is the Demon implies that all their information was dubious, and also (in single Minion games) that only one remaining player is evil. This misinformation, whilst seemingly innocent, can sway the game in your direction due to the extra mistrust among the living players. It is particularly effective if you make a {{Good|Ravenkeeper}} appear to be the Demon that killed themselves at night time.


* Claiming to have seen a Minion that is not actually in play can cause much confusion, or back up other evil players' bluffs. For example, bluffing that a {{Evil|Baron}} is in play will help confirm a Demon who is bluffing as an Outsider. Bluffing that a {{Evil|Poisoner}} is in play when there is actually a {{Evil|Scarlet Woman}}, can make good distrust their own information.
* If you are the {{Evil|Imp}}, you can come out publicly as the {{Good|Fortune Teller}} and strategically die at night to make your information sound more legitimate.


* If an actual {{Good|Investigator}} has already publicly come out with their information, and you are not one of their targets, claiming to be the real {{Good|Investigator}} and telling the group that they were one of your two shown Minions can be a great way to make them look Evil. If the real {{Good|Investigator}} looks Evil, then the players they accused as potential Minions look Good.
* If you are the {{Evil|Scarlet Woman}}, you can publicly accuse your actual Demon and lead the charge for their execution. This gives characters like the {{Good|Undertaker}} a positive read of 'Demon', solidifying your bluff.


* If you are the {{Evil|Spy}}, or have access to a {{Evil|Spy}}, they can be invaluable in providing you with powerful targets to undermine with your accusation.
* If you know of a {{Good|Recluse}}, claim to have gotten a "yes" on them. If you are or have spoken to a {{Evil|Spy}}, you can claim to have a "yes" on the {{Good|Recluse}} before they can claim their character, which makes your "yes" look even more believable.


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Revision as of 09:36, 4 March 2023

Icon fortune teller.png

"I sense great evil in your soul! But... that could just be your perfume. I am allergic to Elderberry."

Appears in Logo trouble brewing.png Information

Type Townsfolk
Artist John Grist

The Fortune Teller detects who the Demon is, but sometimes thinks good players are Demons.

Character Text

"Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you."

Examples

The Fortune Teller chooses the Monk and the Undertaker and learns a 'no'.

The Fortune Teller chooses the {{Evil|Imp} and the Empath, and learns a 'yes'.

The Fortune Teller chooses an alive Butler and a dead Imp, and learns a 'yes'.

The Fortune Teller chooses themselves and a Saint. The Saint is the Red Herring. The Fortune Teller learns a 'yes'.

Tips & Tricks

  • Getting a "no" is often more useful than getting a "yes". A 'no' means that neither of the two players is the Demon, which narrows down the number of players you have to inspect.
  • You only learn about Demons. Just because you got a "no" on somebody doesn't mean that they're good. They could still be a Minion.
  • If you have a pair of players who you got a "yes" on, and a pair of players you got a "no" on, try picking one player from each pair. If you get another "yes", you know that the player you got a "yes" on both times is the player you're getting a read on; otherwise, it's the player in your initial "yes" pair that you didn't pick this time that you should look to.
  • If you have gotten a "yes" on players you are suspicious of, getting confirmation of which player is causing your ability to react can give you a clear goal, especially if that player is still alive at the end of the game.
  • You only have a limited number of nights to gather information. Spending a lot of it focusing on one or two people may give you less to work with in the end game. For this reason, it's usually most efficient to start the game casting a wide net and learn about as many pairs as possible. Then, after you have some general information, start focusing on the players you are most suspicious of.
  • Remember that the Imp can kill themselves and cause a Minion to become the Demon, and if they're executed, the Scarlet Woman might become the Demon. Even if you got a "no" on someone earlier in the game doesn't mean they aren't the Demon now. If you think the Demon died, try picking someone you think is a Minion that you previously got a "no" on and see if your information has changed.
  • Your false positive is chosen at the beginning of the game and does not move, and you will not receive a false read from more than one player because of your ability. Remember your false register can be anyone, including you, and a "yes" is not a definite confirmation of a Demon.
  • You can choose yourself as one of the two players. Since you know you are not the Demon, this enables you to get a read on one specific player. Beware though, the Storyteller can make you your own false positive, so this may not always be effective.
  • Be aware of the Recluse, who may register as the Demon to you. This is not the same as the red herring.
  • Claiming to be a character that the Demon would not want to kill, such as the Saint Soldier, or Ravenkeeper can help you survive longer, allowing you some much needed time to gain useful information.


Bluffing as the Washerwoman

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

  • You wake every night, including the first night, and should have information for each night you are alive. You would have pointed at two players and the Storyteller would have either nodded or shaken their head. When you reveal that you are the Fortune Teller, the good team will expect you to have a detailed explanation of every night's activities. Be prepared. Have what you are going to tell them ready.
  • You can lie that "these two players are not the Demon" to exonerate your fellow evil players.
  • The Fortune Teller can sometimes get wildly confusing information. The Recluse may register as the Demon. The Demon itself can change players to someone who was previously a Minion, even if no Scarlet Woman is in play. The 'Red Herring' can register as the Demon, making a good player look suspicious. Worry less about the exact content of your information, and the number of 'yes' results you claim to have received, and more about acting with conviction.
  • Having noted the above point, your bluff is still increased dramatically if the information you reveal to the group is consistent. If you tell players over and over again that certain players are not the Demon, they will tend to keep those players alive. If you tell players over and over again that certain players are possibly the Demon, they will tend to kill them, but may come for you next when the game doesn't end afterwards.
  • If a good player is being particularly troublesome, focusing all your attention on them by claiming that they are registering as the Demon to you can quickly get them killed. You can always claim that they must have been your 'Red Herring' after the fact. This strategy can be particularly devastating if you need to get a player executed, but can not do so by normal means. In particular, you can get a Saint executed or a Mayor or Soldier killed, or at least convince the good team not to trust them. Even sowing distrust about an Undertaker, Empath, or similar character can be enough to make their information questionable.
  • Remember that Fortune Tellers may choose dead players, and may even choose themselves. Telling the group that a dead player is the Demon implies that all their information was dubious, and also (in single Minion games) that only one remaining player is evil. This misinformation, whilst seemingly innocent, can sway the game in your direction due to the extra mistrust among the living players. It is particularly effective if you make a Ravenkeeper appear to be the Demon that killed themselves at night time.
  • If you are the Imp, you can come out publicly as the Fortune Teller and strategically die at night to make your information sound more legitimate.
  • If you are the Scarlet Woman, you can publicly accuse your actual Demon and lead the charge for their execution. This gives characters like the Undertaker a positive read of 'Demon', solidifying your bluff.
  • If you know of a Recluse, claim to have gotten a "yes" on them. If you are or have spoken to a Spy, you can claim to have a "yes" on the Recluse before they can claim their character, which makes your "yes" look even more believable.