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Fearmonger and Drunk: Difference between pages

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<div id='character-details'>
<div id='character-details'>
[[File:icon_fearmonger.png|250px]]
[[File:icon_drunk.png|250px]]
<p class='flavour'>"Beware of gazing long into the Abyss, lest the Abyss also gaze into you."</p>
<p class='flavour'>"This is all perfectly *burp* logical. I know that Miss Dearheart is a Fortune Teller. Mrs Dearheart swears that Jenkins here is her Butler. It's simple *hic* deduction."<p>
 
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[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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<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Minion|Minion]]</td>
<td>[[Character Types#Outsider|Outsider]]</td>
</tr>
<tr>
<td>Artist</td>
<td>Aidan Roberts</td>
</tr>
</tr>
</table>
</table>
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<div class="small-12 large-9 large-pull-3 columns">
<div class="small-12 large-9 large-pull-3 columns">


The Fearmonger creates paranoia about who nominates whom.
The Drunk player thinks that they are a Townsfolk, and has no idea that they are actually the Drunk.


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


"Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player."
"You do not know you are the Drunk. You think you are a Townsfolk character, but you are not."
<br><br>
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<div class='example'>
<div class='example'>
On the first night, the Fearmonger chooses the {{Good|Butler}}. All players learn the Fearmonger has chosen a new player. During the day, the Fearmonger nominates the {{Good|Butler}}, and the {{Good|Butler}} is executed. Evil wins.  
The {{Good|Drunk}}, who thinks they are the {{Good|Soldier}}, is attacked by the {{Evil|Imp}}. The {{Good|Drunk}} dies.
</div>
</div>


<div class='example'>
<div class='example'>
At night, the Fearmonger chooses the {{Good|Juggler}}. The {{Good|Flowergirl}} nominates the {{Good|Juggler}}, and the {{Good|Juggler}} is executed. The game continues.
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.".
</div>
</div>


<div class='example'>
<div class='example'>
The Fearmonger chooses the {{Good|Empath}}. The next night, the Fearmonger chooses the {{Good|Soldier}}. The Fearmonger nominates and executes the {{Good|Empath}}. The game continues because the Fearmonger has selected the {{Good|Soldier}}, not the {{Good|Empath}}.  
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}}.
</div>
</div>


<div class='example'>
<div class='example'>
The Fearmonger accidentally chooses the {{Evil|Baron}}, due to the {{Good|Poppy Grower}} being in play. The Fearmonger nominates and executes the {{Evil|Baron}}. Good wins.
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 ==


* On the first night, choose any player. It is unlikely that you will be able to nominate and execute the player that you want on the first day without knowing which characters are in play, so don't get too fussy about who you choose. You can always change your mind on night two.  
* 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).
 
* 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).  


* On the first few days of the game, pay attention to which players are seen as the most suspicious, or are the most likely to be executed. This could be because they are a character that is often killed early in the game, like a {{Good|Clockmaker}} or a {{Good|Slayer}}, or it could be because the player is acting shifty and staying silent about their character. If you can guess which players are likely to be executed the following day, choose that player tonight. This will drastically increase your chances of winning the game via your ability, since that player is likely to be executed by someone - hopefully you.  
* 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.


* If you have chosen a player that is likely to be executed, pay attention to the Storyteller and how they are acting. If you get a good sense of when nominations are about to be called, you should be able to be the first player to make a nomination, which guarantees that it will be you to nominate the player you chose.  
* 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}}.


* If you have chosen a player that is likely to be executed, but you feel it would look too suspicious to be overly-enthusiastic about nominating them, generate discussion that they should definitiely be executed, but let the good team decide on who should nominate them. If you are able to make yourself look like a good player, you might be able to convince them (or let them convince themselves) that it should be you to nominate them.  
* 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.


* If you don't think that you are likely to win via your Fearmonger ability, stop choosing new players each night. The fact that the good team will no longer be learning that the Fearmonger has chosen a player will often lead them to believe that the Fearmonger is dead. As they cast their gaze onto the dead players, trying to figure out which one is evil, they will likely interpret a good player that has given true information as an evil player that has given false information. This strategy works best when all dead players are good.
* 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 you don't think that you are likely to win via your Fearmonger ability, choose a new player every night! If the good team is constantly reminded that a Fearmonger is in play, they are much less likely to vote for frivolous-seeming nominations. The more uncertain the good team is, the better for the evil team. Even reminding the good team publicly each day that they should be wary of the Fearmonger can make them reticent to cast their vote on nominated players, even evil nominated players. This strategy works best when there is more than one Minion in play, because if there is only one Minion in play, and the good team knows that the Fearmonger is still alive, they also know that all dead players are good, which is crucial information.  
* 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}}).


* If you are an evil player that isn't the Fearmonger, do everything you can to make the Fearmonger look like a good player. Often, the good team will want to find a single good player to make all the nominations, since that player is the most trusted. If you can imply that the Fearmonger is good by claiming to be a {{Good|Washerwoman}} who has learnt their character, or a {{Good|Juggler}} who has confirmed who they are, or even an {{Evil|Evil Twin}} who has died and heavily implied that the Fearmonger is the good twin, or something similar, this will help. If the good team trusts the Fearmonger to be the player most likely to be good, the Fearmonger should be able to nominate each day without suspicion.  
* 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.
<br>


* If you are evil player, even if you are not the Fearmonger, nominate as much as you can get away with. The good team will often want to keep nominations to a minimum, pay close attention to not only the nominated player but also the nominating play, and not have a chaotic mess of too-many nominations to keep track of. If only a few people are nominating each day, and the majority of those players are evil, then the majority of the voting focus will be on good players (assuming that the evil players are not nominating the Demon).
== Bluffing as the Drunk ==


* It is quite unlikely that the evil team will win directly via the Fearmonger's ability. In most games, the benefit of having a Fearmonger comes from the paranoia and over-cautiousness of the good team when they vote. If you can use this to your advantage by discouraging the execution of evil players, then the Fearmonger has had a large impact on the game, even if it might not seem like it to you. Sometimes, the Fearmonger can win the game for the evil team by a million tiny decisions that the good team are encouraged to make out of fear of what MIGHT happen, not what did happen.
When bluffing as the {{Good|Drunk}}, there are a few things you should keep in mind:
<br>


== Fighting the Boomdandy ==
* 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!)


* You start the game knowing that a Fearmonger is in play. This is something. In a one-Minion game, this means that you know three Minions which are not in the game, which is quite useful information to have. In a two Minion game, spending some time to figure out which is the other Minion character can be very helpful, and very achievable.  
* 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.


* As long as the Fearmonger chooses a new player each night, you know that the Fearmonger is still alive. In a one-Minion game, this will mean that all the dead players are good (since the Demon must also still be alive). Talk to the dead players, and trust what they say. They are on your side, and not only have valuable information to share, but a vote that you can count on.  
* 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}}.


* If you can convince the group that you are likely good, nominate every day. It doesn't matter who you nominate, or even if your nominations don't get enough votes. You can even ask the group to suggest who you should nominate each day. What matters is that a good player - you - is making a nomination each day. If you are nominating, and you are trusted, then the Fearmonger is much less likely to be nominating and be trusted. Your nomination is 100% confirmed to not grant evil the win via the Fearmonger ability, since you know you are not the Fearmonger. No other nominating player can give that level of certainty to you.  
* 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.


* If you are not able to convince the group that you are good and therefore that your nomination can be trusted, work with the group to find to most confirmed good player. Talk to everyone and find out everything you can. Get this player to nominate each day, but discuss which player they should nominate. Of course, the choice is up to them, but having your input and the groups input can go a long way in getting the player that the group thinks is most deserving of execution nominated each day. If the group can decide which player to execute, and the group can decide which player should be the one to make that nomination, and that player is on board with the group's decision, then you can at least focus your attention on who needs to be executed.  
* 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.


* Discourage frivolous nominations and voting. Only vote for players that you think are evil, but you are also convinced that the nominator is good.  
* 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}}.


* Pay attention to any players who seem too keen to nominate. They may be the Fearmonger.  
* 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.


* Each day, it is usually best to have a number of nominations that exceed the number of evil players. For example, if there are 2 evil players, have at least 3 people nominate. If there are 4 evil players, have at least 5 people nominate. This guarantees that at least one good player is nominating each day. If only evil players are nominating each day, only good players will be dying, and the chance of the good team winning will get smaller and smaller each day.
* 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.


* It is quite unlikely that the evil team will win via the Fearmonger's ability. It does happen, but it happens far less than the standard win conditions. The bigger danger is the good team becoming paralysed and undecided on who to execute. Too much carelessness can certainly make it likely that the Fearmonger will nominate and execute, but too much concern will mean that the good players don't execute at all. Aim for a nice middle-ground.  
* 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.


</div>
</div>
</div>
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[[Category:Experimental Characters]]
[[Category:Trouble Brewing]]
[[Category:Minions]]
[[Category:Outsiders]]

Revision as of 23:18, 18 March 2023

Icon drunk.png

"This is all perfectly *burp* logical. I know that Miss Dearheart is a Fortune Teller. Mrs Dearheart swears that Jenkins here is her Butler. It's simple *hic* deduction."

Appears in Logo trouble brewing.png Information

Type Outsider
Artist Aidan Roberts

The Drunk player thinks that they are a Townsfolk, and has no idea that they are actually the Drunk.

Character Text

"You do not know you are the Drunk. You think you are a Townsfolk character, but you are not."

Examples

The Drunk, who thinks they are the Soldier, is attacked by the Imp. The Drunk dies.

The Drunk, who thinks they are the Empath, wakes and learns a "0,” even though they are sitting next to one evil player. The next night, they learn a "1.".

The Drunk, who thinks they are the Ravenkeeper, is killed at night. They choose the Saint, but learn that this player is the Poisoner.

The Fortune Teller is executed. That night, the Drunk, who thinks they are Undertaker, learns that the Drunk died today.

Tips & Tricks

  • The Drunk will never know that they are the 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 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 Soldier dying at night).
  • Figuring out if a 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 Drunk may be in the town is if there are more or fewer Outsiders than you expected (if more, there might be a Baron who has let a Drunk into town).
  • If you suspect a Drunk is in play, it is important to determine which of the Townsfolk it is as soon as possible. There can only be one 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.
  • Differentiating the effects of a Drunk from a Poisoner can be difficult, but crucial. If only one person seems to be receiving false information, they might be the Drunk. If multiple people are receiveing sporadically good and bad information, that's probably the work of a dastardly Poisoner. Try to extrapolate from the case where either one is true, and see what inferences you can draw from that. Perhaps a Drunk being in play means that the Butler is lying? Or if there's a Poisoner in a game with only one Minion, you know that nobody who's been executed could have been the Imp.
  • Characters like the Undertaker and Ravenkeeper will see the 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 Virgin - a Drunk cannot activate them because they are not really a Townsfolk, they're an Outsider.
  • If you have figured out you are the Drunk, try to reverse engineer what you know. For example, if you thought you were the 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 Investigator, you can probably assume that neither of the two players you saw were Minions!
  • Remember that the 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 Drunk (e.g. The Drunk Ravenkeeper choosing themselves will be shown the Ravenkeeper).
  • Keep in mind that characters like the Slayer, Monk and Mayor cannot impact the game with their ability when they are actually the Drunk. For example, a Slayer will not kill a good player instead of the Demon; their shot will always fail.


Bluffing as the Drunk

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

  • You would not know that you are the 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!)
  • The 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.
  • 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 Drunk. For example, bluff as the Monk, and claim the player you protected died anyway. Bluff as the Soldier and kill yourself of a night time, or get the Demon to kill you. Bluff as the Slayer or nominate the Virgin, and act surprised when these character abilities have no visible effect.
  • Insinuate a 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.
  • Insinuate that a particular player is drunk. This is especially helpful if they have a damning case against your team, such as a Undertaker claiming that your dead Poisoner is indeed the dead Poisoner.
  • Convincing the group that a Drunk is in play, or that a particular player is the 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 Virgin is drunk, and there is supposed to be just the one Outsider in play, but the real Saint has revealed who they are, then the only way for the Virgin to be the Drunk is if the 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 Drunk is in play, because the extra Outsiders make it look like a Baron is in the game, which would add two extra Outsiders.
  • If you want a fellow evil player to back up your bluff as the Drunk, get them to claim to be the Librarian. The Ravenkeeper and Undertaker work well too, but one of you will have to die for that to work.
  • If you intend to bluff as the 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 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 Drunk, then they will assume that at least one of your neighbours is evil and execute them both.