Actions

Apprentice and Matron: Difference between pages

From Blood on the Clocktower Wiki

(Difference between pages)
No edit summary
 
No edit summary
 
Line 6: Line 6:
<div id='character-details'>
<div id='character-details'>


[[File:icon_apprentice.png|250px]]
[[File:icon_matron.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>


Line 16: Line 16:
</table>
</table>


<p class='flavour'>"For years have I traveled, studying the ways of The Craft. Which craft, you ask? Simply that of the simple folk. Nothing to worry about. Not yet."</p>
<p class='flavour'>"Miss Featherbottom, be quiet. Master Rutherford, a teacup needs just the four fingers, please. I know you are a father of nine, but age, or lack there-of as the case may be, is never an excuse for poor manners."</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>
[[File:logo_bad_moon_rising.png|100px]]
[[File:logo_bad_moon_rising.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: 14px; text-align: center;">by Andrew Nathenson</span>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/66453583/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2023-2-13%2F317700945-44100-2-983f553c36513.m4a">You need to enable JavaScript to play this audio</div>


</div>
</div>
Line 35: Line 31:
<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"On your 1st night, you gain a Townsfolk ability (if good) or a Minion ability (if evil)."
"Each day, you may choose up to 3 sets of 2 players to swap seats. Players may not leave their seats to talk in private."


The Apprentice has either a Townsfolk or a Minion ability.
The Matron chooses which players sit where.
* A good Apprentice gains a Townsfolk ability. An evil Apprentice gains a Minion ability. They have this ability until they die.
* The Matron may swap two players’ seating positions, up to three times per day. The new seating order is permanent, unless changed again by the Matron.
* The Apprentice learns their ability on their first night, and they may act that night if the character whose ability they gain would do so.
* The same player may be moved multiple times.
* Only abilities listed on the character sheet may be gained.
* Some players may find moving difficult due to a physical disability or impediment. In these cases, they are immune to the Matron’s ability and can stay put.
* If the Apprentice gains an ability that normally only functions on the first night of the game, such as the Grandmother’s, it functions on the Apprentice’s first night instead.
* With the Matron in play, players may not talk privately except with their immediate neighbors while sitting down. Players may not leave their seat to whisper something to any player, and may not even talk about the game to each other when going to the bathroom, and so on. Players should self-police this.
* The Apprentice does not literally become the character whose ability they gain. They are the Apprentice, a Traveller, so they may be exiled but not executed, and they do not count toward the number of alive players to see if evil wins due to just two players being alive. Also, other characters’ abilities that detect characters would detect the Apprentice as the Apprentice.
* If the Matron swaps just one or two sets of players, they may not swap another set of players later that day.
</div>
</div>


Line 48: Line 44:
== How to Run ==
== How to Run ==


During the first night after the Apprentice enters play, wake the Apprentice. Show them the '''YOU ARE''' info token, then a Townsfolk or Minion token. In the Grimoire, replace the Apprentice token with that character token, and mark them with the '''IS THE APPRENTICE''' reminder. That player remains the Apprentice but gains the ability of their character token.
Players who leave their seats cannot talk about the game to other players until they return.


<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
Each day, the Matron may choose two players and declare that they swap seating positions. Ask them to do so. Swap their character tokens and any reminders they have in the Grimoire. The Matron may do this up to three times, but all swaps happen one after the other.
You will almost certainly want to choose a not-in-play character ability, because there is only one of each character token and the Apprentice needs to use that token.
</div>
</div>
</div>


Line 64: Line 58:


<div class='example'>
<div class='example'>
The evil Apprentice gains the {{Evil|Assassin}} ability. That night, they kill the {{Good|Fool}}.
The evil Matron rearranges the seating order so that she is sitting next to the {{Good|Tea Lady}}. This way, the two of them can whisper to each other, and the {{Good|Tea Lady}}'s ability does not work.
</div>
</div>


<div class='example'>
<div class='example'>
The good Apprentice gains the {{Good|Chambermaid}} ability. From now on, they learn who wakes at night. Later, the {{Good|Gambler}} guesses that the Apprentice is the {{Good|Tea Lady}}. The {{Good|Gambler}} dies, because the Apprentice is not the {{Good|Tea Lady}}, but the Apprentice.
The good {{Traveler|Apprentice}} gains the {{Good|Chambermaid}} ability. From now on, they learn who wakes at night. Later, the {{Good|Gambler}} guesses that the {{Traveler|Apprentice}} is the {{Good|Tea Lady}}. The {{Good|Gambler}} dies, because the {{Traveler|Apprentice}} is not the {{Good|Tea Lady}}, but the {{Traveler|Apprentice}}.
</div>
</div>


Line 80: Line 74:
== Tips & Tricks (if you are good) ==
== Tips & Tricks (if you are good) ==


* The strategy that you employ will depend almost entirely on which Townsfolk ability you gain. If you become the {{Good|Gambler}}, then play the game as you would a normal {{Good|Gambler}}. If you become a {{Good|Sailor}}, then play the game as if you were a {{Good|Sailor}}.  
* If you see players whispering and conspiring together, separate them. Since you prevent players from having private conversations unless they are sitting next to each other, when you see two players plotting together like they are evil, put them on opposite sides of the room so that they can't do that any more.
 
* Reseat players that you are suspicious of so that they neighbour you. This way, you can keep an eye (and an ear) on their activities. Minions and Demons will find it difficult to plot and scheme with their fellow players if you keep them under a close, watchful eye.
 
* Reseat players that you trust so that they neighbour you. You can find out who they are, find out what they know, share what you know, and then reseat them again to neighbour other players that you trust. This way, you can control the flow of private information in the game in such a way that the players that you trust are only talking to other players that you trust.
 
* Don't reseat any players to be next to you. This is one of the more common tricks for an evil Matron in order to learn info from the Demon/Minions as to what they should be doing. So if you make sure all of your swaps are elsewhere in the circle, you look more likely to be good.


* Feel free to lie about which character ability you gained. If you lie that you gained the {{Good|Courtier}}'s power, you may successfully lure the Demon into attacking you. The good team losing a Traveller at night is a much more favorable outcome than the good team losing a Townsfolk (because Travellers don't count as players for evil's "two players left alive" victory condition), so by tricking the Demon into attacking you, you've helped the good team. Similarly, you can lie about who you are to prevent the evil team from attacking you. An {{Evil|Assassin}} is unlikely to use their precious ability to kill an Apprentice {{Good|Fool}}... but they may do so to remove an Apprentice {{Good|Exorcist}}!
* Pay particular attention to where position-dependent characters are seated, and adjust the order of players accordingly. For example, a {{Good|Tea Lady}} can be repositioned between two good players (if you don't think the Demon knows who they are) so that their neighbours survive, or between players you suspect of being evil (if you plan to execute one of these players to test your theory). Seating a {{Good|Lunatic}} away from the players that they say are Minions prevents them from conspiring with them, should the {{Good|Lunatic}} actually be the Demon. If playing a Script game, put the {{Good|Empath}} between players that you want to learn about, or switch players around to prevent them from being poisoned by the {{Evil|No Dashii}}. Do whatever you need to make the most of which players sit where.


* It is possible that you become the same character as someone else in play, but it is unlikely. Since there is only 1 of each token, the Storyteller will more often give you a not-in-play character's ability. Treat any players claiming to be the same character as you with suspicion.
* In [[Bad Moon Rising]], most good players will need to be secretive and proactive in order to make the most of their ability. The {{Good|Chambermaid}} needs to talk to the players they choose to find out who they are. The {{Good|Courtier}} needs to find out which characters are in-play. The {{Good|Sailor}} needs to find out who to make drunk. Listen to which players are which characters, and do what you can to facilitate their private conversations. If you think the {{Good|Goon}} really needs to talk to the {{Good|Exorcist}} because there was no death last night, and this could be the result of either of their abilities, seat them next to each other so that they can swap information.
</div>
</div>


Line 94: Line 94:
== Tips & Tricks (if you are evil) ==
== Tips & Tricks (if you are evil) ==


* The strategy that you employ will depend almost entirely on which Minion ability you gain. If you become the {{Evil|Mastermind}}, then play the game as you would a normal {{Evil|Mastermind}}. If you become a {{Evil|Devil's Advocate}}, then play the game as if you were a {{Evil|Devil's Advocate}}.
* Reposition evil players so that they are neighbouring you. This will allow you to talk in private, learn who the other evil players are, and figure out what your strategy is. After the two of you have said what you needed to say to each other, you can reposition them elsewhere in the room.


* Pick a Townsfolk character, and claim to have gained that role's ability. If you were the good Apprentice, you would have been woken and shown a Townsfolk whose ability you gain. Be prepared for the other players to ask you questions about which Townsfolk ability you have, and how you are using it.  
* Sit evil players next to evil players. By repositioning the Minions and Demon so that they are next to each other, they can talk and coordinate better. The {{Evil|Assassin}} will need to know what the {{Evil|Devil's Advocate}} and the {{Evil|Po}} are planning, so that they don't both accidentally kill the same player, for example.


* If you claim to be the same character as a good player, you can either claim that the Storyteller has given you a duplicate ability as that player (which is not common, but possible), or that that player is lying about who they are. Either way, it's not the end of the world, but you may have to contend with that player one on one if you want to survive.  
* Pay particular attention to where position-dependent characters are seated, and adjust the order of players accordingly. For example, a {{Good|Tea Lady}} can be repositioned next to an evil player (if the Demon plans on killing one of them tonight). Seating a {{Evil|Lunatic}} away from the players they believe are their Minions prevents them from talking to those players. If playing a Script game, put the {{Good|Empath}} next to the {{Good|Recluse}} to confuse their information, or switch players around to so that the most dangerous characters are being poisoned by the {{Evil|No Dashii}}. Do whatever you need to make the most of which players sit where.


* Your ability will be extremely helpful to the evil team, but only if you can learn who they are and co-ordinate with them. As the {{Evil|Devil's Advocate}}, you can save evil players from death, but you'll need to know who they are first. As the {{Evil|Assassin}}, you can kill any good player needed, but you'll need to know which players are good first. As the {{Evil|Mastermind}}, you can win the game by getting the Demon executed, but you'll need to communicate to the Minions that this is what you are doing so that they know to vote. If you are the {{Evil|Godfather}}, you'll need to know which players are Outsiders, and not Minions pretending to be Outsiders. Whichever Minion ability you gain, you'll work best if you can talk to the Demon, let them know that you are evil, find out who the Minions are, and communicate with them well.
* In Bad Moon Rising, most good players will need to be secretive and proactive in order to make the most of their ability. The {{Good|Tea Lady}} needs to encourage the Demon to attack their neighbours, or even get them executed, but without revealing that she is the {{Good|Tea Lady}}. The {{Good|Gambler}} needs to learn who is in play. The {{Good|Gossip}} should be making public statements based on information that they suspect to be false, but don't know for certain. Listen to which players are which characters, and do what you can to prevent useful private conversations. If you think that two good players would really benefit from talking with each other, separate them as much as you can.


</div>
</div>

Revision as of 13:07, 24 March 2023

Icon matron.png Information

Type Traveller

"Miss Featherbottom, be quiet. Master Rutherford, a teacup needs just the four fingers, please. I know you are a father of nine, but age, or lack there-of as the case may be, is never an excuse for poor manners."

Appears in Logo bad moon rising.png

Summary

"Each day, you may choose up to 3 sets of 2 players to swap seats. Players may not leave their seats to talk in private."

The Matron chooses which players sit where.

  • The Matron may swap two players’ seating positions, up to three times per day. The new seating order is permanent, unless changed again by the Matron.
  • The same player may be moved multiple times.
  • Some players may find moving difficult due to a physical disability or impediment. In these cases, they are immune to the Matron’s ability and can stay put.
  • With the Matron in play, players may not talk privately except with their immediate neighbors while sitting down. Players may not leave their seat to whisper something to any player, and may not even talk about the game to each other when going to the bathroom, and so on. Players should self-police this.
  • If the Matron swaps just one or two sets of players, they may not swap another set of players later that day.

How to Run

Players who leave their seats cannot talk about the game to other players until they return.

Each day, the Matron may choose two players and declare that they swap seating positions. Ask them to do so. Swap their character tokens and any reminders they have in the Grimoire. The Matron may do this up to three times, but all swaps happen one after the other.

Examples

The evil Matron rearranges the seating order so that she is sitting next to the Tea Lady. This way, the two of them can whisper to each other, and the Tea Lady's ability does not work.

The good Apprentice gains the Chambermaid ability. From now on, they learn who wakes at night. Later, the Gambler guesses that the Apprentice is the Tea Lady. The Gambler dies, because the Apprentice is not the Tea Lady, but the Apprentice.

Tips & Tricks (if you are good)

  • If you see players whispering and conspiring together, separate them. Since you prevent players from having private conversations unless they are sitting next to each other, when you see two players plotting together like they are evil, put them on opposite sides of the room so that they can't do that any more.
  • Reseat players that you are suspicious of so that they neighbour you. This way, you can keep an eye (and an ear) on their activities. Minions and Demons will find it difficult to plot and scheme with their fellow players if you keep them under a close, watchful eye.
  • Reseat players that you trust so that they neighbour you. You can find out who they are, find out what they know, share what you know, and then reseat them again to neighbour other players that you trust. This way, you can control the flow of private information in the game in such a way that the players that you trust are only talking to other players that you trust.
  • Don't reseat any players to be next to you. This is one of the more common tricks for an evil Matron in order to learn info from the Demon/Minions as to what they should be doing. So if you make sure all of your swaps are elsewhere in the circle, you look more likely to be good.
  • Pay particular attention to where position-dependent characters are seated, and adjust the order of players accordingly. For example, a Tea Lady can be repositioned between two good players (if you don't think the Demon knows who they are) so that their neighbours survive, or between players you suspect of being evil (if you plan to execute one of these players to test your theory). Seating a Lunatic away from the players that they say are Minions prevents them from conspiring with them, should the Lunatic actually be the Demon. If playing a Script game, put the Empath between players that you want to learn about, or switch players around to prevent them from being poisoned by the No Dashii. Do whatever you need to make the most of which players sit where.
  • In Bad Moon Rising, most good players will need to be secretive and proactive in order to make the most of their ability. The Chambermaid needs to talk to the players they choose to find out who they are. The Courtier needs to find out which characters are in-play. The Sailor needs to find out who to make drunk. Listen to which players are which characters, and do what you can to facilitate their private conversations. If you think the Goon really needs to talk to the Exorcist because there was no death last night, and this could be the result of either of their abilities, seat them next to each other so that they can swap information.

Tips & Tricks (if you are evil)

  • Reposition evil players so that they are neighbouring you. This will allow you to talk in private, learn who the other evil players are, and figure out what your strategy is. After the two of you have said what you needed to say to each other, you can reposition them elsewhere in the room.
  • Sit evil players next to evil players. By repositioning the Minions and Demon so that they are next to each other, they can talk and coordinate better. The Assassin will need to know what the Devil's Advocate and the Po are planning, so that they don't both accidentally kill the same player, for example.
  • Pay particular attention to where position-dependent characters are seated, and adjust the order of players accordingly. For example, a Tea Lady can be repositioned next to an evil player (if the Demon plans on killing one of them tonight). Seating a Lunatic away from the players they believe are their Minions prevents them from talking to those players. If playing a Script game, put the Empath next to the Recluse to confuse their information, or switch players around to so that the most dangerous characters are being poisoned by the No Dashii. Do whatever you need to make the most of which players sit where.
  • In Bad Moon Rising, most good players will need to be secretive and proactive in order to make the most of their ability. The Tea Lady needs to encourage the Demon to attack their neighbours, or even get them executed, but without revealing that she is the Tea Lady. The Gambler needs to learn who is in play. The Gossip should be making public statements based on information that they suspect to be false, but don't know for certain. Listen to which players are which characters, and do what you can to prevent useful private conversations. If you think that two good players would really benefit from talking with each other, separate them as much as you can.