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No Dashii and Oracle: Difference between pages

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<div id='character-details'>
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[[File:icon_nodashii.png|250px]]
[[File:icon_oracle.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>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Demon|Demon]]</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Aidan Roberts</td>
<td>John Grist</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"By the sins of Arnoch, I feel thy laden stench. By the curs-ed sun and her foul legion of tiny grinning gods, I corrupt thee. By the blessed night and the hidden depths of the horrid and unholy sea, I end thy squalid life upon this plane."</p>
<p class='flavour'>"Only the chosen may gaze beyond the veil. The dead are restless, and they point in silence toward the icy north."</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 ==
"Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned."
"Each night*, you learn how many dead players are evil."


The No Dashii poisons their neighboring Townsfolk.
The Oracle knows how many dead players are evil.
* The No Dashii’s closest clockwise and counterclockwise Townsfolk neighbors are poisoned, regardless of whether they are alive or dead. If a No Dashii dies or otherwise loses their ability, then those two players become healthy. Two Townsfolk players will always be poisoned this way, as neighboring Outsiders, Minions, or Travellers are skipped.
* Because the Oracle acts after the Demon attacks each night, the Oracle’s info refers to the players that are dead when dawn breaks and all players open their eyes.  
* If a new player becomes the No Dashii, or a poisoned Townsfolk changes into a non-Townsfolk character, the players who are poisoned may change immediately based on who the neighbors of the No Dashii are.
* The Oracle detects dead Minions and Demons, but also any other players that are evil, such as evil Travellers, or Townsfolk or Outsiders that have been turned evil.
* When counting the number of dead players, remember to count Townsfolk and Outsider tokens that are upside-down, which means their alignment is the opposite of what is printed.
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== How to Run ==
== How to Run ==


While preparing the first night, the two Townsfolk neighboring the No Dashii become '''poisoned''' - mark them with '''POISONED''' reminders.
Each night except the first, wake the Oracle. Show fingers (''0, 1, 2, etc.'') equaling the number of dead evil players. Then, put the Oracle to sleep.
 
If a Townsfolk poisoned by the No Dashii becomes a non-Townsfolk character, or the No Dashii turns into a different character, or if a new player becomes the No Dashii, the new neighbors of the No Dashii become '''poisoned''', and the old neighbors become '''healthly''' - move the No Dashii’s '''POISONED''' reminders immediately if needed.
 
Each night except the first, wake the No Dashii. They point at any player. That player ''dies'' - mark them with the '''DEAD''' reminder. Put the No Dashii to sleep.
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<div class='example'>
<div class='example'>
At the start of the game, the No Dashii neighbors a {{Good|Town Crier}} and a {{Good|Snake Charmer}}. They are both poisoned. A few days later, they are both dead, and the closest alive neighbors to the No Dashii are an unpoisoned {{Good|Clockmaker}} and an unpoisoned {{Good|Barber}}.
During the first day, the {{Good|Flowergirl}} is executed. That night, the Demon kills the {{Good|Juggler}}. The Oracle wakes and learns a "0,” because all dead players are good.    
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<div class='example'>
<div class='example'>
Clockwise from the No Dashii sits a {{Good|Philosopher}}, a {{Good|Mathematician}}, then a {{Good|Sage}}. Anticlockwise from the No Dashii sits a {{Evil|Witch}}, a {{Good|Mutant}}, then a {{Good|Seamstress}}. The {{Good|Philosopher}} and the {{Good|Seamstress}} are poisoned
Halfway through the game, seven players are dead. Five of them are good and two of them are evil. During the day, an evil Traveller is Exiled. That night, the Demon kills one of it's Minions. The Oracle wakes and learns a "4,” because four dead players are evil.
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== Tips & Tricks ==
== Tips & Tricks ==


* Find out who your neighboring Townsfolk are. You may be sitting next to Minions, Travellers or Outsiders, so it may not be immediately obvious who you have poisoned.  
* So long as you are getting a "0", you can trust that all the dead players are good, and can therefore work with them and use their information.  


* Once you know who your neighboring Townsfolk are, support them as much as possible. Listen to them. Repeat their arguments to the group. Since they are poisoned, their information is probably false, and spreading their false information will make others look dodgy, particularly when it is not you that revealed the false information originally..
* The moment you are getting a "1" or more, evil has entered the realm of the dead, and you should now be very careful about who you speak to. Outsource your suspicions to the dead - they'll be incentivised to prove themselves good and can do a lot of the work of accusations for you.


* At night, don't kill your neighboring Townsfolk. Since they are poisoned, the longer they stay alive, and the shorter that unpoisoned Townsfolk live, the more misinformation will be in the game, and the more chance you have of winning.
* Most players who die at night will be good players; evil players want to stay alive as long as possible, so the demon will be focusing their kill on good player threats. If you suddenly start getting a read on an evil player, you should start your suspicions with the most recent executee.


* Kill your neighbors, if people begin to think that a No Dashii is in play. Doing this makes it look like someone else is the No Dashii, or at least it makes it look like you are a different Demon than the No Dashii.
* The {{Evil|Fang Gu}} and the {{Evil|Vigormortis}} are both demons you can detect moving around the town. The {{Evil|Fang Gu}} will cause unexpected jumps in the evil count if they hit an outsider and jump between players, while the {{Evil|Vigormortis}} will probably take out a minion (or two!) close to the beginning of the game to ensure their ability stays active. If you're noticing either of these trends, check for other tells of these demons (e.g. Increased outsider count, minion abilities activating despite only a few alive players remaining). If you can confirm one of them is in play, you know it isn't {{Evil|Vortox}} and can start forming a strategy for victory!


* If all evil players are spreading false information, then it can sometimes look like a {{Evil|Vortox}} is in play. Making the argument that the Demon is actually the {{Evil|Vortox}} makes the remaining good players mistrust their own information, and makes you look good.  
* Feel free to come out early or late in the game - you receive valuable information the entire day, so even your first piece of info alone can give the good team a lot to work with. You ''might'' be able to make a deduction or two based on when you die - an early Oracle  death could indicate a spooked {{Evil|Vigormortis}}, OR that someone evil recently was executed and they don't want you to know.
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== Fighting the No Dashii  ==
== Bluffing as the Oracle ==


* The No Dashii's poisoning skips Minions, Outsiders and Travellers. Thanks to this, the No Dashii does not have to be your ''immediate'' neighbor in order to poison you.
When bluffing as the Oracle, there are a few things you should keep in mind:


* In rare circumstances, the No Dashii's nearest townsfolk may change - this would be thanks to characters like the {{Good|Barber}} or the {{Evil|Pit-Hag}}. When this happens, the new nearest Townsfolk will become poisoned from that point on. For example - the Demon is sitting next to a {{Good|Flowergirl}}, and next to them is a {{Good|Savant}}. The {{Good|Flowergirl}} is therefore poisoned. That night, the {{Evil|Pit-Hag}} turns the {{Good|Flowergirl}} into the {{Good|Klutz}}. As the {{Good|Klutz}} is an Outsider, the new nearest Townsfolk is the {{Good|Savant}}, who becomes poisoned from this point onward. Another example - the nearest character to the Demon is their Minion, a {{Evil|Witch}}, who the Demon swaps with the {{Good|Snake Charmer}}. As the new (evil) {{Good|Snake Charmer}} is now the closest Townsfolk to the Demon, they are poisoned and the {{Good|Mathematician}} is now sober.
* Tell the group that 1 (or more!) dead players are evil, when all dead players are good. This will make the dead players untrustworthy, which means the good team is likely to disregard their information. If you do this when only one Minion is in play, it helps if that Minion ceases to use their ability in a noticeable way, so that it appears that the Minion is dead. For example, if all players know that a {{Evil|Witch}} is in play because a player has died from nominating, then making sure the {{Evil|Witch}} curses themselves each night removes the possibility of another player dying due to the {{Evil|Witch}} curse and revealing that the {{Evil|Witch}} is still alive, which therefore weakens your claim that a dead players is evil.


* There are a few sources of misinformation in Sects & Violets, but if you are a Townsfolk and suspect that your information is being interfered with, a good start is to look hard at your neighbors and see if any of them are suspicious. If the No Dashii is the culprit, they'll have to be close to you.
* If an evil player is dead, tell the group that all dead players are good. This makes your dead, evil friend look like an angel, and any misinformation they are spreading will more likely be trusted.


* Depending on the game size, figuring out that a No Dashii is in play as opposed to, say, a {{Evil|Vigormortis}}, can often be fairly simple. If most of the good player's information is making sense, there is probably no No Dashii in play. However, if a lot of the good team's information is not making sense, you may be facing either a No Dashii or a {{Evil|Vortox}}. Figuring out whether ALL information is bogus, or just that MOST information is bogus, can make the difference between winning, and losing so bad that people bring it up at parties unrelated for years to come!
* Increase your numbers gradually. It is very unusual for the good team to be killing an evil player every day, so if you claim that your information was a 1 on the second night, a 2 on the third night, and a 3 on the fourth night, then it looks suspicious. It is usually more believable to say that you learnt a 0 on the second night, a 1 on the third night, a 1 on the fourth night, a 1 on the fifth night, a 2 on the sixth night etc.


* Come up with a cool and interesting strategy we haven't thought of, and post it on this wiki!
* If a different demon is in play, you can make it look like a {{Evil|Vigormortis}}, or {{Evil|Fang Gu}} is the actual Demon. Coming out with an unexpected increase in evil dead at a time nobody is suspicious can throw shade that a Minion was just killed by the {{Evil|Vigormortis}}. Similarly if an evil player is claiming to be an Outsider, you can suddenly give a number higher than normal - this can make it look like a {{Evil|Fang Gu}} has tried to attack an Outsider, and died. Both of these strategies are risky in the long term but can cause a lot of confusion in the short term.


* If players are suspicious of a particular good player, and that good player is executed, that is the perfect time to increase your false information by 1. This confirms the good teams suspicions that the good player was actually evil, and that their day's work was worth it. Suckers.
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[[Category:Sects & Violets]]
[[Category:Sects & Violets]]
[[Category:Demons]]
[[Category:Townsfolk]]

Revision as of 09:17, 19 July 2023

Icon oracle.png Information

Type Townsfolk
Artist John Grist

"Only the chosen may gaze beyond the veil. The dead are restless, and they point in silence toward the icy north."

Appears in Logo sects and violets.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"Each night*, you learn how many dead players are evil."

The Oracle knows how many dead players are evil.

  • Because the Oracle acts after the Demon attacks each night, the Oracle’s info refers to the players that are dead when dawn breaks and all players open their eyes.
  • The Oracle detects dead Minions and Demons, but also any other players that are evil, such as evil Travellers, or Townsfolk or Outsiders that have been turned evil.
  • When counting the number of dead players, remember to count Townsfolk and Outsider tokens that are upside-down, which means their alignment is the opposite of what is printed.

How to Run

Each night except the first, wake the Oracle. Show fingers (0, 1, 2, etc.) equaling the number of dead evil players. Then, put the Oracle to sleep.

Examples

During the first day, the Flowergirl is executed. That night, the Demon kills the Juggler. The Oracle wakes and learns a "0,” because all dead players are good.

Halfway through the game, seven players are dead. Five of them are good and two of them are evil. During the day, an evil Traveller is Exiled. That night, the Demon kills one of it's Minions. The Oracle wakes and learns a "4,” because four dead players are evil.

Tips & Tricks

  • So long as you are getting a "0", you can trust that all the dead players are good, and can therefore work with them and use their information.
  • The moment you are getting a "1" or more, evil has entered the realm of the dead, and you should now be very careful about who you speak to. Outsource your suspicions to the dead - they'll be incentivised to prove themselves good and can do a lot of the work of accusations for you.
  • Most players who die at night will be good players; evil players want to stay alive as long as possible, so the demon will be focusing their kill on good player threats. If you suddenly start getting a read on an evil player, you should start your suspicions with the most recent executee.
  • The Fang Gu and the Vigormortis are both demons you can detect moving around the town. The Fang Gu will cause unexpected jumps in the evil count if they hit an outsider and jump between players, while the Vigormortis will probably take out a minion (or two!) close to the beginning of the game to ensure their ability stays active. If you're noticing either of these trends, check for other tells of these demons (e.g. Increased outsider count, minion abilities activating despite only a few alive players remaining). If you can confirm one of them is in play, you know it isn't Vortox and can start forming a strategy for victory!
  • Feel free to come out early or late in the game - you receive valuable information the entire day, so even your first piece of info alone can give the good team a lot to work with. You might be able to make a deduction or two based on when you die - an early Oracle death could indicate a spooked Vigormortis, OR that someone evil recently was executed and they don't want you to know.

Bluffing as the Oracle

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

  • Tell the group that 1 (or more!) dead players are evil, when all dead players are good. This will make the dead players untrustworthy, which means the good team is likely to disregard their information. If you do this when only one Minion is in play, it helps if that Minion ceases to use their ability in a noticeable way, so that it appears that the Minion is dead. For example, if all players know that a Witch is in play because a player has died from nominating, then making sure the Witch curses themselves each night removes the possibility of another player dying due to the Witch curse and revealing that the Witch is still alive, which therefore weakens your claim that a dead players is evil.
  • If an evil player is dead, tell the group that all dead players are good. This makes your dead, evil friend look like an angel, and any misinformation they are spreading will more likely be trusted.
  • Increase your numbers gradually. It is very unusual for the good team to be killing an evil player every day, so if you claim that your information was a 1 on the second night, a 2 on the third night, and a 3 on the fourth night, then it looks suspicious. It is usually more believable to say that you learnt a 0 on the second night, a 1 on the third night, a 1 on the fourth night, a 1 on the fifth night, a 2 on the sixth night etc.
  • If a different demon is in play, you can make it look like a Vigormortis, or Fang Gu is the actual Demon. Coming out with an unexpected increase in evil dead at a time nobody is suspicious can throw shade that a Minion was just killed by the Vigormortis. Similarly if an evil player is claiming to be an Outsider, you can suddenly give a number higher than normal - this can make it look like a Fang Gu has tried to attack an Outsider, and died. Both of these strategies are risky in the long term but can cause a lot of confusion in the short term.
  • If players are suspicious of a particular good player, and that good player is executed, that is the perfect time to increase your false information by 1. This confirms the good teams suspicions that the good player was actually evil, and that their day's work was worth it. Suckers.