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Oracle and Knight: Difference between pages

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[[File:icon_oracle.png|250px]]
[[File:icon_knight.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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<td>Type</td>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>[[Character Types #Townsfolk|Townsfolk]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>John Grist</td>
<td>Chloe McDougall</td>
</tr>
</tr>
</table>
</table>


<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>
<p class='flavour'>"When a man lies, he murders some part of the world."</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_sects_and_violets.png|100px]]


<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;">Character Showcase</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<youtube>CEiNXdSa8lI</youtube>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/35489280/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2021-5-15%2F196957769-44100-2-23c4dc93451de.m4a">You need to enable JavaScript to play this audio</div>


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== Summary ==
== Summary ==
"Each night*, you learn how many dead players are evil."
"You start knowing 2 players that are not the Demon."


The Oracle knows how many dead players are evil.
The Knight knows players that are not the Demon.
* 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.  
* On the first night, the Knight learns two players who are not the Demon.
* 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.
* On subsequent nights, they learn nothing more.
* 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.
* The Knight can learn Townsfolk, Outsiders or even Minions but does not learn which character type they are.
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== How to Run ==
== 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.
During setup, mark two non-Demon players with the Knight’s “Know” reminders.
During the first night, wake the Knight. Point to the two players marked “Know”.
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<div class='example'>
<div class='example'>
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.    
Lewis is the {{Good|Undertaker}}, Doug is the {{Evil|Imp}} and Ben is the {{Good|Fortune Teller}}. The Knight learns Lewis and Ben.
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<div class='example'>
<div class='example'>
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.
Marianna is the {{Evil|Vortox}} and Abdallah is the {{Good|Alchemist}}. The Knight learns Marianna and Abdallah. The Knight must learn Marianna and Abdallah because the Knight's information must be false due to the {{Evil|Vortox}} ability and therefore include the Demon.
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== Tips & Tricks ==
== 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.
* You know the two players you learnt aren’t the Demon. If both of them survive to the final three, you know two players that aren’t the Demon and therefore know who the Demon is and can win the game with your 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.
* Hide what you learnt from the town - the Demon is going to actively want to kill the players you saw to avoid getting found out on the final day, so not telling people who you learnt means the Demon doesn’t know who to kill.


* 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.
* Conceal your information and try to make the two players you saw just suspicious enough that they might be Demon candidates, but not suspicious enough that they get executed. This gives them the best odds of surviving to the final day.


* 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!
* Come out with your information as early as possible to try to convince the good team to trust the players you know. Statistically they’re most likely to be good players too and can benefit from that trust and if they’re not good, they’re Minions, so it’s not the worst thing to give them a little undeserved trust.


* 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.
* Hunt for sources of drunk or poison – you need to know if your information is true! If you suspect you were made drunk or poisoned on the first night, you probably want to kill both players that you saw as they’re more likely to be the Demon. Finding out you were drunk or poisoned can therefore win the game.
 
* Only reveal the players you learnt when they are nominated, to help keep them from being executed. This keeps the information from the Demon as long as you can, without hindering your ability to keep those players alive.
 
* Agree with one of the players you learnt to swap character claims and information. You are happy to die to get the players you know aren’t the Demon to the final day, so if the Knight information is shared that you yourself are confirmed not the Demon, the Demon will be incentivised to kill you rather than the players you learnt.
 
* Name players that you didn’t learn as your public “information” early in the game. If they don’t die at night, either the Demon didn’t believe you were the Knight (possibly because one of those two players is in fact the Demon!) or they had higher priorities for killing throughout the game, both of which gives you good social information.
 
* Claim another good character, such as the {{Good|Fortune Teller}} or {{Good|Washerwoman}} that can clear one or both of the players you saw, so that you aren’t forced to reveal your Knight information too early.
 
* You don’t need the players you learnt to reveal their characters or information to you, you know they’re not the Demon and can at least trust them that far. It may be the best play for them not to reveal for as long as possible on the basis of the trust inspired by your information naming them.
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== Bluffing as the Oracle ==
== Bluffing as the Knight ==
 
* Claim your Demon is part of your Knight information. It’s obvious and straightforward but it can just work – clearing your Demon of being the Demon can win games.
 
* Claim two good players as your information. Both of those good players know they’re not the Demon, so are inclined to believe that your information is true at least for them, so they’re more inclined to trust you.
 
* Claim two good players as your information and then spend the rest of the game trying hard to look like a Minion – this will frame the two good players you named as potential Demon candidates being “cleared” by a suspected Minion.
 
* Claim one good player and one evil player as your information to sow trust between those players, giving your evil teammate a good basis to work from when spreading their misinformation.


When bluffing as the Oracle, there are a few things you should keep in mind:
* Just as a real Knight might, hide your “information” until the late game and then reveal it to derail theorycrafting up to the point.


* 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.
* The Knight is a great backup bluff – if your Demon is nominated and might get enough votes, discard whatever you were bluffing previously, come out as the Knight and tell everyone loud and clear that this player is not the Demon.


* 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.
* The Knight is a great initial bluff for good players too - claim Knight and pick two random players. This will allow you to hide what character you really are, with the added benefits that you’ll likely survive a little while and not get questioned much until mid-late game. Even if you accidentally name the Demon as one of your two players, as long as you recant this claim by the late game it usually doesn’t do too much harm to the good team.


* 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 you’re the Demon bluffing as the Knight, kill the players you’re claiming as your information. This makes you look good as the “Demon believed you were the Knight and killed the players they couldn’t afford to have in the final three with them.


* 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.
* Think carefully about when to reveal that you’re the Knight and when to reveal the information you learnt as the Knight – they aren’t necessarily the same timing and can have different impacts. Claiming you’re the Knight early can give you a little social trust, but you can hold on and not claim any actual information until you know what’s going to help your team most towards the end of the game.


* 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:Experimental Characters]]
[[Category:Townsfolk]]
[[Category:Townsfolk]]

Revision as of 09:30, 13 August 2023

Icon knight.png Information

Type Townsfolk
Artist Chloe McDougall

"When a man lies, he murders some part of the world."

Character Showcase

Summary

"You start knowing 2 players that are not the Demon."

The Knight knows players that are not the Demon.

  • On the first night, the Knight learns two players who are not the Demon.
  • On subsequent nights, they learn nothing more.
  • The Knight can learn Townsfolk, Outsiders or even Minions but does not learn which character type they are.

How to Run

During setup, mark two non-Demon players with the Knight’s “Know” reminders. During the first night, wake the Knight. Point to the two players marked “Know”.

Examples

Lewis is the Undertaker, Doug is the Imp and Ben is the Fortune Teller. The Knight learns Lewis and Ben.

Marianna is the Vortox and Abdallah is the Alchemist. The Knight learns Marianna and Abdallah. The Knight must learn Marianna and Abdallah because the Knight's information must be false due to the Vortox ability and therefore include the Demon.

Tips & Tricks

  • You know the two players you learnt aren’t the Demon. If both of them survive to the final three, you know two players that aren’t the Demon and therefore know who the Demon is and can win the game with your information!
  • Hide what you learnt from the town - the Demon is going to actively want to kill the players you saw to avoid getting found out on the final day, so not telling people who you learnt means the Demon doesn’t know who to kill.
  • Conceal your information and try to make the two players you saw just suspicious enough that they might be Demon candidates, but not suspicious enough that they get executed. This gives them the best odds of surviving to the final day.
  • Come out with your information as early as possible to try to convince the good team to trust the players you know. Statistically they’re most likely to be good players too and can benefit from that trust and if they’re not good, they’re Minions, so it’s not the worst thing to give them a little undeserved trust.
  • Hunt for sources of drunk or poison – you need to know if your information is true! If you suspect you were made drunk or poisoned on the first night, you probably want to kill both players that you saw as they’re more likely to be the Demon. Finding out you were drunk or poisoned can therefore win the game.
  • Only reveal the players you learnt when they are nominated, to help keep them from being executed. This keeps the information from the Demon as long as you can, without hindering your ability to keep those players alive.
  • Agree with one of the players you learnt to swap character claims and information. You are happy to die to get the players you know aren’t the Demon to the final day, so if the Knight information is shared that you yourself are confirmed not the Demon, the Demon will be incentivised to kill you rather than the players you learnt.
  • Name players that you didn’t learn as your public “information” early in the game. If they don’t die at night, either the Demon didn’t believe you were the Knight (possibly because one of those two players is in fact the Demon!) or they had higher priorities for killing throughout the game, both of which gives you good social information.
  • Claim another good character, such as the Fortune Teller or Washerwoman that can clear one or both of the players you saw, so that you aren’t forced to reveal your Knight information too early.
  • You don’t need the players you learnt to reveal their characters or information to you, you know they’re not the Demon and can at least trust them that far. It may be the best play for them not to reveal for as long as possible on the basis of the trust inspired by your information naming them.

Bluffing as the Knight

  • Claim your Demon is part of your Knight information. It’s obvious and straightforward but it can just work – clearing your Demon of being the Demon can win games.
  • Claim two good players as your information. Both of those good players know they’re not the Demon, so are inclined to believe that your information is true at least for them, so they’re more inclined to trust you.
  • Claim two good players as your information and then spend the rest of the game trying hard to look like a Minion – this will frame the two good players you named as potential Demon candidates being “cleared” by a suspected Minion.
  • Claim one good player and one evil player as your information to sow trust between those players, giving your evil teammate a good basis to work from when spreading their misinformation.
  • Just as a real Knight might, hide your “information” until the late game and then reveal it to derail theorycrafting up to the point.
  • The Knight is a great backup bluff – if your Demon is nominated and might get enough votes, discard whatever you were bluffing previously, come out as the Knight and tell everyone loud and clear that this player is not the Demon.
  • The Knight is a great initial bluff for good players too - claim Knight and pick two random players. This will allow you to hide what character you really are, with the added benefits that you’ll likely survive a little while and not get questioned much until mid-late game. Even if you accidentally name the Demon as one of your two players, as long as you recant this claim by the late game it usually doesn’t do too much harm to the good team.
  • If you’re the Demon bluffing as the Knight, kill the players you’re claiming as your information. This makes you look good as the “Demon believed you were the Knight and killed the players they couldn’t afford to have in the final three with them.”
  • Think carefully about when to reveal that you’re the Knight and when to reveal the information you learnt as the Knight – they aren’t necessarily the same timing and can have different impacts. Claiming you’re the Knight early can give you a little social trust, but you can hold on and not claim any actual information until you know what’s going to help your team most towards the end of the game.