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Matron and Barista: Difference between pages

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<div id='character-details'>
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[[File:icon_matron.png|250px]]
[[File:icon_barista.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#Traveller|Traveller]]</td>
<td>[[Character Types#Traveller|Traveller]]</td>
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<tr>
<td>Artist</td>
<td>Aidan Roberts</td>
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<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>
<p class='flavour'>“A cup of coffee with no cream, Monsieur? I’m terribly sorry, but we’re fresh out of cream — how about with no milk?”</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_sects_and_violets.png|100px|link=Sects & Violets]]
 
<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/39915706/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2021-8-7%2F216979112-44100-2-0ceb24ccda946.m4a">You need to enable JavaScript to play this audio</div>


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<div class="small-12 large-6 columns">
== Summary ==
== 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."
"Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which."


The Matron chooses which players sit where.
The Barista either makes people sober & healthy, or allows them to act twice as much as normal.
* 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 Storyteller chooses which player the Barista affects each night, and which one of the two Barista abilities is in effect. The Barista does not know who or what the Storyteller chooses, but the affected player does.
* The same player may be moved multiple times.
* If the affected player is acting twice, then they do so at the normal time. If they would normally wake at night, they act, go to sleep, then wake to act again. If they have already used a “once per game” ability, they may use that ability again. If they have a “once per game” ability but have not used it yet, they may use it twice before dusk.
* 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 Barista makes a player sober and healthy, their drunkenness and poisoning, if any, is removed, and they may not become drunk or poisoned until dusk. This player must get true information, even if a Vortox is in play.
* 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 ==


Players who leave their seats cannot talk about the game to other players until they return.
Each night, remove previous reminders then put the Barista’s '''SOBER AND HEALTHY''' reminder or their '''ACTS TWICE''' reminder by any character token. Wake that character’s player and show them the '''THIS CHARACTER SELECTED YOU''' info token, the Barista token, then one finger (''to show they are sober and healthy'') or two fingers (''to show they act twice''). Put that player to sleep.
 
A player marked '''SOBER AND HEALTHY''' is sober and healthy (even if they’re also marked '''DRUNK''' or '''POISONED''') and always gets true information (''even if an ability would make them drunk or poisoned'').
 
A player marked '''ACTS TWICE''' acts twice at the appropriate time. (''If the ability is optional, they may use it twice. If it is mandatory, they must use it twice.'') Use the Barista’s '''?''' reminders if needed, to substitute for the character’s own reminders.


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;">
Some characters are better off knowing they are sober and healthy, as they gain no benefit from acting twice, such as the Flowergirl, Town Crier, or Oracle.
<hr />
The Barista ensures players get true information even if an ability causes false information, such as a Fortune Teller, Spy, or Recluse.
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<div class='example'>
<div class='example'>
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.
The Barista makes the {{Good|Sage}} sober and healthy.  
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<div class='example'>
<div class='example'>
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.
The {{Good|Klutz}} acts twice. They die and must choose two players. If either is evil, evil wins. The next night, the Barista makes the {{Evil|Witch}} act twice. Two players are cursed.
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== Tips & Tricks (if you are good) ==
== 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.  
* The Barista's ability is a passive ability - it affects the other characters in the game no matter what you do. Sit back and enjoy yourself. Spend your time listening to the other players and figuring out who is who, instead of worrying about maximizing your ability.
 
* 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 {{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.
* The Storyteller will help the the good team more than the evil team, even though occasionally they may select an evil player to benefit from your ability. The Storyteller will choose roughly 2 good players for every evil player - you are a good player after all, and deserve to benefit from your ability. When this happens, other good players may decide that it is better if you are exiled. You'll need to convince them to keep you alive. The longer you are alive, the more your ability will help the good team. Remind them that even if 2 players died last night, that just means that your ability will probably help the good team tonight.


* 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.
* Having a good player act twice can be very helpful, if that player is a character such as the {{Good|Artist}}, {{Good|Seamstress}}, or {{Good|Clockmaker}}. However, don't underestimate the power of a player knowing that they are sober, healthy, and getting true information. This means that even a player sitting next to a {{Evil|No Dashii}} is getting true information. It even means that in a game with {{Evil|Vortox}}, this player will get true information. Encourage this player to speak up, because whatever they have to say will carry much more weight than the words of a player who might be drunk or poisoned.
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== Tips & Tricks (if you are evil) ==
== 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.
* The Barista's ability is a passive ability - it affects the other characters in the game no matter what you do. Sit back and enjoy yourself. Or at least, pretend to. You'll have a harder time staying alive than a good Barista, but you can do 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.
* The Storyteller will use your ability to help the evil team more than the good team. You are an evil player and deserve to reap the benefits of your ability. However, the Storyteller will sometimes help the good team by allowing a good player to act twice, or letting them know that they are sober and healthy. This is actually helpful to you - because if the Storyteller only used your ability on evil players, the good team would quickly learn that you were evil, and exile you. Live as long as you can, by convincing the group that you are good. The longer you live, the more times the Storyteller will make an evil player act twice.


* 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.
* If evil players are selected to benefit from your Barista power, they will usually act twice. The good team may not realize this though, since the {{Evil|Witch}}, {{Evil|Cerenovus}} and {{Evil|Pit-Hag}} effects may not be obvious. Be on the lookout for multiple {{Evil|Witch}} targets and see if you can convince 2 cursed players to die by nominating. Also, question any players who seem like they may be mad due to the {{Evil|Cerenovus}} - a little pressure may make them crack, and be executed as a result.  


* 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.
* If evil players are selected to benefit from your Barista power, encourage them to claim to have learnt they are sober, healthy & getting true info. In [[Sects & Violets]], all information should be treated as suspect... but you are the character that brings certainty. An evil player giving false information under the cover of claiming to know they are sober & healthy can swing a game to team evil.


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Latest revision as of 18:08, 25 January 2024

Icon barista.png Information

Type Traveller
Artist Aidan Roberts

“A cup of coffee with no cream, Monsieur? I’m terribly sorry, but we’re fresh out of cream — how about with no milk?”

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, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which."

The Barista either makes people sober & healthy, or allows them to act twice as much as normal.

  • The Storyteller chooses which player the Barista affects each night, and which one of the two Barista abilities is in effect. The Barista does not know who or what the Storyteller chooses, but the affected player does.
  • If the affected player is acting twice, then they do so at the normal time. If they would normally wake at night, they act, go to sleep, then wake to act again. If they have already used a “once per game” ability, they may use that ability again. If they have a “once per game” ability but have not used it yet, they may use it twice before dusk.
  • If the Barista makes a player sober and healthy, their drunkenness and poisoning, if any, is removed, and they may not become drunk or poisoned until dusk. This player must get true information, even if a Vortox is in play.

How to Run

Each night, remove previous reminders then put the Barista’s SOBER AND HEALTHY reminder or their ACTS TWICE reminder by any character token. Wake that character’s player and show them the THIS CHARACTER SELECTED YOU info token, the Barista token, then one finger (to show they are sober and healthy) or two fingers (to show they act twice). Put that player to sleep.

A player marked SOBER AND HEALTHY is sober and healthy (even if they’re also marked DRUNK or POISONED) and always gets true information (even if an ability would make them drunk or poisoned).

A player marked ACTS TWICE acts twice at the appropriate time. (If the ability is optional, they may use it twice. If it is mandatory, they must use it twice.) Use the Barista’s ? reminders if needed, to substitute for the character’s own reminders.

Some characters are better off knowing they are sober and healthy, as they gain no benefit from acting twice, such as the Flowergirl, Town Crier, or Oracle.


The Barista ensures players get true information even if an ability causes false information, such as a Fortune Teller, Spy, or Recluse.

Examples

The Barista makes the Sage sober and healthy.

The Klutz acts twice. They die and must choose two players. If either is evil, evil wins. The next night, the Barista makes the Witch act twice. Two players are cursed.

Tips & Tricks (if you are good)

  • The Barista's ability is a passive ability - it affects the other characters in the game no matter what you do. Sit back and enjoy yourself. Spend your time listening to the other players and figuring out who is who, instead of worrying about maximizing your ability.
  • The Storyteller will help the the good team more than the evil team, even though occasionally they may select an evil player to benefit from your ability. The Storyteller will choose roughly 2 good players for every evil player - you are a good player after all, and deserve to benefit from your ability. When this happens, other good players may decide that it is better if you are exiled. You'll need to convince them to keep you alive. The longer you are alive, the more your ability will help the good team. Remind them that even if 2 players died last night, that just means that your ability will probably help the good team tonight.
  • Having a good player act twice can be very helpful, if that player is a character such as the Artist, Seamstress, or Clockmaker. However, don't underestimate the power of a player knowing that they are sober, healthy, and getting true information. This means that even a player sitting next to a No Dashii is getting true information. It even means that in a game with Vortox, this player will get true information. Encourage this player to speak up, because whatever they have to say will carry much more weight than the words of a player who might be drunk or poisoned.

Tips & Tricks (if you are evil)

  • The Barista's ability is a passive ability - it affects the other characters in the game no matter what you do. Sit back and enjoy yourself. Or at least, pretend to. You'll have a harder time staying alive than a good Barista, but you can do it!
  • The Storyteller will use your ability to help the evil team more than the good team. You are an evil player and deserve to reap the benefits of your ability. However, the Storyteller will sometimes help the good team by allowing a good player to act twice, or letting them know that they are sober and healthy. This is actually helpful to you - because if the Storyteller only used your ability on evil players, the good team would quickly learn that you were evil, and exile you. Live as long as you can, by convincing the group that you are good. The longer you live, the more times the Storyteller will make an evil player act twice.
  • If evil players are selected to benefit from your Barista power, they will usually act twice. The good team may not realize this though, since the Witch, Cerenovus and Pit-Hag effects may not be obvious. Be on the lookout for multiple Witch targets and see if you can convince 2 cursed players to die by nominating. Also, question any players who seem like they may be mad due to the Cerenovus - a little pressure may make them crack, and be executed as a result.
  • If evil players are selected to benefit from your Barista power, encourage them to claim to have learnt they are sober, healthy & getting true info. In Sects & Violets, all information should be treated as suspect... but you are the character that brings certainty. An evil player giving false information under the cover of claiming to know they are sober & healthy can swing a game to team evil.