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Washerwoman and Fortune Teller: Difference between pages

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<div id='character-details'>
<div id='character-details'>


[[File:icon_washerwoman.png|250px]]
[[File:icon_fortune_teller.png|250px]]
<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>
<td>Artist</td>
<td>Artist</td>
<td>Aiden Roberts</td>
<td>John Grist</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"Bloodstains on a dinner jacket? No, this is cooking sherry. How careless."<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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<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 start knowing that 1 of 2 players is a particular Townsfolk."
"Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you."


The Washerwoman learns that a specific Townsfolk is in play, but not who is playing them.
The Fortune Teller detects who the Demon is, but sometimes thinks good players are Demons.
* During the first night, the Washerwoman is woken, shown two players, and learns the character of one of them.
*  
* They learn this only once and then learn nothing more.
*  
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== How to Run ==
== How to Run ==
While preparing the first night, put the Washerwoman's '''TOWNSFOLK''' reminder token by any Townsfolk character token, and put the Washerwoman's '''WRONG''' reminder token by any other character token.
During the first night, wake the Washerwoman and point to the players marked '''TOWNSFOLK''' and '''WRONG'''. Show the character token marked '''TOWNSFOLK''' to the Washerwoman. Put the Washerwoman to sleep. Remove the Washerwoman's reminder tokens when convenient.
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<div class='example'>
<div class='example'>
Evin is the {{Good|Chef}}, and Amy is the {{Good|Ravenkeeper}}. The Washerwoman learns that either Evin or Amy is the {{Good|Chef}}.
The Fortune Teller chooses the {{Good|Monk}} and the {{Good|Undertaker}} and learns a 'no'.
</div>
</div>


<div class='example'>
<div class='example'>
Julian is the {{Evil|Imp}}, and Alex is the {{Good|Virgin}}. The Washerwoman learns that either Julian or Alex is the {{Good|Virgin}}.
The Fortune Teller chooses the {{Evil|Imp}} and the {{Good|Empath}}, and learns a 'yes'.
</div>
</div>


<div class='example'>
<div class='example'>
Marianna is the {{Evil|Spy}}, and Sarah is the {{Evil|Scarlet Woman}}. The Washerwoman learns that one of them is the {{Good|Ravenkeeper}}. Here, the {{Evil|Spy}} is registering as a Townsfolk—in this case, the {{Good|Ravenkeeper}}.
The Fortune Teller chooses an alive {{Good|Butler}} and a dead {{Evil|Imp}}, and learns a 'yes'.
</div>
 
<div class='example'>
The Fortune Teller chooses themselves and a {{Good|Saint}}. The {{Good|Saint}} is the Red Herring. The Fortune Teller learns a 'yes'.
</div>
</div>


</div>
</div>


</div>
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<div class='row'>
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== Tips & Tricks ==
== Tips & Tricks ==


* The Washerwoman is deceptively powerful. Even though you don't gain information on the evil players, you can confirm the identity of a good player. This player should be your focus for the game, because if they have great information, then you have that information too. If they have a useful ability that they choose to use, you can help them use it wisely.  
* 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.


* When the Washerwoman  is poisoned or is actually the {{Good|Drunk}}, they will often get information that is easy to figure out is incorrect—at least compared to other characters. While the {{Good|Chef}} has no clue as to whether their "1" is incorrect, if both of the players the Storyteller pointed at tell you they're a different character to the one the Storyteller showed you, it is likely that you are the {{Good|Drunk}} or poisoned. You can use this information to your team's advantage: if you know you are the {{Good|Drunk}}, you know nobody else is; if you think you were poisoned on the first night, nobody else could have been. Furthermore, if your information seems like it's correct, it probably is, because of how easy it is to tell when it's wrong.
* 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.


* You know that of the two players you are shown, one must be the Townsfolk you are shown. Importantly, this means that you know that the person you see is not the {{Good|Drunk}}.
* 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.


* To find out which of the two players is the Townsfolk, either ask the group publicly or have a private conversation with each player individually. It is usually best to reveal what you know before the Townsfolk in question says who they are so they trust you more.
* 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.


* If you share your information on the first day, and speak up quickly, the good team has some solid information to begin with. This is particularly useful if you confirm another information-receiving Townsfolk like the {{Good|Empath}} or the {{Good|Fortune Teller}}.
* 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.  


* Waiting until the final day - or at least very late in the game - to share your information with the group can also be very useful. If you can keep the Townsfolk that you know alive until the final day, then you know one player who is not the {{Evil|Imp}}! This can either make the Demon player obvious to you, or at least reduce the possible Demon players down to 1 in 2 instead of 1 in 3.
* 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.


* Talk to the Townsfolk player that you know, and secretly let them know that you know who they are. This way, you can hopefully form an alliance, and can come to each other's defence if either of you are nominated for execution, whilst avoiding telling the group (and therefore the evil team) who the other is. This is particularly useful if you learn a character that the Demon really wants to attack, like the {{Good|Fortune Teller}}, or even a character that the Demon wants to avoid attacking at all costs, like the {{Good|Ravenkeeper}} or the {{Good|Soldier}}.
* 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.


* After talking to the Townsfolk that you know in private, and confirming who they are, you can tell the group that they are a different character than they actually are. This strategy is useful if you want to protect a powerful Townsfolk from characters like the {{Evil|Poisoner}}, or to trick evil players into attacking a Townsfolk that has already used their ability, such as the {{Good|Chef}}.
* Be aware of the {{Good|Recluse}}, who may register as the Demon to you. This is not the same as the red herring.


* You can claim to be a more powerful character than you actually are. You start with all the information you're going to get, so if the demon kills you, they aren't killing the {{Good|Slayer}} or the {{Good|Fortune Teller}}. You may also want to consider nominating a {{Good|Virgin}}, and confirming yourself, the {{Good|Virgin}}, and the Townsfolk you were shown all to be good.
* 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.
</div>


* Sometimes the Storyteller will point to evil players as possible Townsfolk to you. If you think this might be the case, don't say directly which Townsfolk you know to be in play. You might instead state a false Townsfolk character to try and trick evil players into admitting to being a character that you didn't learn, or you can tempt good players into revealing their Townsfolk character to you before you reveal what you know to them. This allows you to trust them more... but they may trust you less!
</div>


* If the 'wrong' player the Storyteller pointed to is an evil player, telling them the Townsfolk you saw may alert the {{Evil|Imp}} to the presence of the character you saw. If you saw the {{Good|Empath}}, for example, telling the Demon that may cause the {{Good|Empath}} to be killed in the night.
<div class='row'>


* The two of you can reveal your characters publicly to the group, without having a private conversation beforehand. This goes a long way towards proving publicly that you are both telling the truth.
<div class="small-12 large-12 columns" style="padding-right: 0;">
== Bluffing as the Fortune Teller==


* Publicly reveal which character is in play, but not which player it is. This way, the evil team gets little information, but the Townsfolk in question will trust you, and will look more trustworthy when they reveal who they are to the group.
When bluffing as the Fortune Teller, there are a few things you should keep in mind:


* You could claim to be the Washerwoman and point to a player you suspect is evil, stating that they are the Townsfolk you learned about. An opportunistic evil player may pounce on an opportunity to appear good, and claim that they are, in fact, the Townsfolk you learned about, thus outing them to you as, at the very least, a liar.
* 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.  


* Beware of the {{Evil|Spy}}! They may register as a Townsfolk character to you. That player who you think is the {{Good|Investigator}} may not be the {{Good|Investigator}} after all...
* You can lie that "these two players are not the Demon" to exonerate your fellow evil players.  


* Remember that while the {{Evil|Spy}} is likely to know that you've seen them as a Townsfolk, they won't know which Townsfolk you've seen them as.
* The 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.  
</div>
</div>


<div class='row'>
* 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.
<div class="small-12 large-12 columns" style="padding-right: 0;">
== Bluffing as the Washerwoman==


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


* 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 Townsfolk token.
* 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 {{Good|Ravenkeeper}} appear to be the Demon that killed themselves at night time.


* Claim to be the Washerwoman  and point to at least one evil player. Then, name the Townsfolk character (preferably one that you suspect/know is not in play). If that evil player is clever, they may realize that you are trying to make them look good, and claim to be that Townsfolk. For example, if you point to the {{Evil|Imp}} and a random good player, and say that one of them is the {{Good|Monk}}, then the {{Evil|Imp}} may claim to be the {{Good|Monk}}, which makes you both look good.
* If you are the {{Evil|Imp}}, you can come out publicly as the Fortune Teller and strategically die at night to make your information sound more legitimate.


* If a good player claims to be a particular Townsfolk character, you can claim to be the {{Good|Washerwoman}}, and confirm that they are who they say they are. This can help them to trust you, and lead them astray with their own information.
* 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.


* Immediately upon awakening, tell the group that a particular Townsfolk is in play. Cross your fingers and hope that you are correct! If you are, great. If not, an evil player may bluff as the Townsfolk you claimed is in play.
* 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.
</div>


* The Washerwoman can be a difficult bluff, because sometimes the Townsfolk you say is in play, isn't. If this happens, you can always claim to be the {{Good|Drunk}} or poisoned. Another option is to claim that Washerwoman  was a bluff, and that you are actually a character that is more powerful later in the game such as a {{Good|Slayer}} or an {{Good|Undertaker}}, and that you were trying to look like a character that has already used their ability so that the Demon would not attack you.
</div>


* If you are the {{Evil|Spy}} or have access to a {{Evil|Spy}}, they can be invaluable in providing you accurate information to back up your story.
</div>
</div>
</div>
[[Category:Trouble Brewing]]
[[Category:Townsfolk]]

Revision as of 11:59, 22 March 2023

Icon fortune teller.png Information

Type Townsfolk
Artist John Grist

"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 Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

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

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

How to Run

Examples

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

The Fortune Teller chooses the 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 Fortune Teller

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.