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Bishop and Matron: Difference between pages

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<div id='character-details'>
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[[File:icon_bishop.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>


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<p class='flavour'>"In nomine Patris, et Filii, et Spiritus Sancti… Nos mos Dei. Deus vult de nobis."</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>
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<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"Only the Storyteller can nominate. At least 1 opposing player must be nominated each day."
"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 Bishop prevents players from nominating at all. Instead, the Storyteller does all nominating.
The Matron chooses which players sit where.
* The Storyteller makes nominations during the nomination process instead of the players, and the Storyteller may nominate as few or as many players as they wish. To make things fair, they must nominate at least one player whose alignment is opposite the Bishop’s alignment each day.
* 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 Bishop does not alter who can and cannot vote. Each player may do so normally.
* The same player may be moved multiple times.
* Since Travellers are exiled, not executed, any player may call for the Bishop or another Traveller to be exiled.
* 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.
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== How to Run ==
== How to Run ==


Each dawn, mark the good Bishop with their '''NOMINATE EVIL''' reminder, or mark the evil Bishop with their '''NOMINATE GOOD''' reminder.
Players who leave their seats cannot talk about the game to other players until they return.


During the nomination process for execution, the players cannot make nominations, but you can. (''Voting happens as normal.'') When you nominate a player whose alignment is opposite the alignment of the Bishop, remove the Bishop’s reminder. You cannot end the nomination process if the Bishop is marked with their reminder.
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.
 
<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
Usually, you’ll want to nominate about three to five players each day, with at least one of them being evil. You do not have to nominate the Demon each day, but you should nominate all alive players on the final day. Which players you nominate is up to you, but it’s best to nominate more evil players if the Bishop is good, and to nominate fewer evil players if the Bishop is evil.
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<div class='example'>
<div class='example'>
The Bishop is good. On the first day, the Storyteller nominates the Demon, a Minion, and two Townsfolk. On the second day, the Storyteller nominates a Minion and Outsider.
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>
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<div class='example'>
<div class='example'>
The Bishop is evil. The Storyteller has nominated nobody. However, the Storyteller must nominate at least one good player today, so they choose the {{Good|Minstrel}}. The next day, the Storyteller nominates four good players and the Demon. The Bishop is exiled that day, and now the players may continue the nomination process normally.
The good Matron swaps the seating position of the player they think is the Demon, so that player is far away from the player they think is the Minion. They may not whisper to each other now.
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<div class="small-12 large-12 columns" style="padding-right: 0;">
== Tips & Tricks (if you are good) ==
== Tips & Tricks (if you are good) ==


* Pay very close attention to who the Storyteller nominates each day. Every day, the Storyteller must nominate at least one evil player. Usually, the Storyteller will nominate only one evil player and several good players. Pay attention day after day, and narrow down the pool of possible evil players. For example, if on day 1 the Storyteller nominates the {{Good|Fool}}, the {{Good|Chambermaid}} and the {{Good|Tinker}}, then the day after nominates the {{Good|Tinker}}, the {{Good|Exorcist}}, the {{Good|Grandmother}} and the {{Good|Sailor}}, you can assume that either the {{Good|Tinker}} is evil, or the {{Good|Tinker}} is good, and 1 of each of the other groups of characters is evil.  
* 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.


* Stay alive. You know you are good. You know that you are getting useful information each day. But, the other players don't. What they see is probably a player that is preventing them from nominating, and little more. You'll need to convince the good team to keep you alive - even though it is in their best interests to do so. Share what you learn, or vote how they want you to vote - do anything you can to stay alive long enough to gather some clues on who is good and who is evil.
* 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.


* On the final day, the Storyteller will definitely nominate the Demon. If the Storyteller just nominates two players on the final day, you'll have narrowed the possible Demon candidates down to 2 players instead of 3. This is significant. If you can convince the other players that you are good, they will gain the benefit too.
* 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.


* You get more powerful as the game progresses. If there are 12 players alive, the Storyteller can nominate a lot of players. But if there are just 4 players alive, the Storyteller will probably be nominating 4 or fewer players. Ideally, you want the Storyteller to nominate either 2 or 3 players in a day - the fewer, the better. Whilst you have no control over what the Storyteller does, what you can do is put your attention on the times when the fewest players were nominated during the day.  
* 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.
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== Tips & Tricks (if you are evil) ==
== Tips & Tricks (if you are evil) ==


* Do whatever you can to convince the group that you are good. Some Travellers don't really mind whether the group believes that that they are good. The {{Traveler|Judge}}, or the {{Traveler|Voudon}}, for example, can use their ability and gain a benefit no matter what the good players think. But if the good players get even a whiff that you might be evil, they will exile you immediately and your ability will not have been very helpful. However, if you can survive for several days, your ability is devastating, because not only are evil players not being nominated (generally - the Storyteller may do so every so often to keep up appearances), but the good team will be focused on deducing who is evil based on who is being nominated... and all their conclusions will be false.  
* 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.


* Vote as often as you can. You have the perfect excuse - that the nominated player is probably evil! After all... you are the good Bishop, aren't you? If the good team believes that you are good, then they should be voting for each possible executee as well. With no Bishop in play, it is possible for all nominations during a day to be nominations of good players. But with a good Bishop in play, there is always an opportunity to kill an evil player. If you have convinced the group that you are good... vote, vote, vote.
* 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.


* On the final day, ask the group if they wish to Exile you. Most Storytellers will nominate the Demon on the final day regardless of your alignment, so you are not losing much if you die. And, the fact that you are asking to be Exiled usually works to help you not be exiled!
* 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.


* Whenever a day ends where only good players were nominated, spend as much time as you can the following day directing the group's attention to the "fact" that at least one of yesterday's nominees was evil. If say, 4 players were nominated yesterday, you can generate a lot of suspicion about those 4 players, and maybe get one (or two, or three!) of them executed in the following days. Every day you direct the good team's attention to killing themselves is a day that the Demon lives, and the evil voting balance is tipped towards evil. Even if you don't end up getting these players executed, turning the discussion away from more dangerous topics and towards the completely useless topic of "which of these 4 players is evil?", you can waste the good team's time, energy and focus on pointless diversions.  
* 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.


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Revision as of 08:21, 30 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 Matron swaps the seating position of the player they think is the Demon, so that player is far away from the player they think is the Minion. They may not whisper to each other now.

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.