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Welcome to the biggest single resource on the internet for Blood On The Clocktower information, tips, tricks, secrets, rules, strategies and advice!


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== Characters By Edition ==
[[File:icon_drunk.png|250px]]
<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>
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<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>[[Character Types#Outsider|Outsider]]</td>
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<td>Artist</td>
<td>Aidan Roberts</td>
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The Drunk player thinks that they are a Townsfolk, and has no idea that they are actually the Drunk.
 
__TOC__
 
== Character Text ==
 
"You do not know you are the Drunk. You think you are a Townsfolk character, but you are not."
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== Examples ==
 
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The {{Good|Drunk}}, who thinks they are the {{Good|Soldier}}, is attacked by the {{Evil|Imp}}. The {{Good|Drunk}} dies.
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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.".
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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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[[File:Logo_trouble_brewing.png|250px|thumb|center|link=Trouble Brewing]]
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[[File:Logo_sects_and_violets.png|250px|thumb|center|link=Sects & Violets]]
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[[File:Logo_bad_moon_rising.png|250px|thumb|center|link=Bad Moon Rising]]
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== Tips & Tricks ==
== Townsfolk ==
 
* 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).
 
* 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.
 
* 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}}.
 
* 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 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!
 
* 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}}).
 
* 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.
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== Bluffing as the Drunk ==
 
When bluffing as the {{Good|Drunk}}, there are a few things you should keep in mind:
 
* 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!)
 
* 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.
 
* 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}}.
 
* 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.
 
* 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.
 
* 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}}.
 
* 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.
 
* 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.
 
* 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.
 
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[[Category:Trouble Brewing]]
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[[Category:Outsiders]]
File:icon_undertaker.png|link=:Category:Townsfolk|[[:Category:Townsfolk|Townsfolk]]
File:icon_sweetheart.png|link=:Category:Outsiders|[[:Category:Outsiders|Outsiders]]
File:icon_pithag.png|link=:Category:Minions|[[:Category:Minions|Minions]]
File:icon_shabaloth.png|link=:Category:Demons|[[:Category:Demons|Demons]]
File:icon_bonecollector.png|link=Travellers|[[Travellers]]
File:icon_fibbin.png|link=Fabled|[[Fabled]]
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Revision as of 14:57, 21 March 2023

Welcome to the biggest single resource on the internet for Blood On The Clocktower information, tips, tricks, secrets, rules, strategies and advice!

Hero Image.png

Characters By Edition

Logo trouble brewing.png
Logo sects and violets.png
Logo bad moon rising.png

Townsfolk