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Barista and Village Idiot: Difference between pages

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[[File:icon_barista.png|250px]]
[[File:icon_villageidiot.png|250px]]
<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 #Townsfolk|Townsfolk]]</td>
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<td>Artist</td>
<td>Artist</td>
<td>Aidan Roberts</td>
<td>Chloe McDougall</td>
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<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>
        <p class='flavour'>”Roses are blue, and violets are red, Please reverse what I just said.”</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[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>
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<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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== 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.
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* 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.
== Summary ==
* 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.
"Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]"
* 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.
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The Village Idiots are a group that learn players’ alignments.
== How to Run ==
* The Village Idiot that is drunk is chosen by the Storyteller during the game setup.
* There may be one, two, or three Village Idiots in play, irrespective of the number of players.
* If there is only one Village Idiot in play, they are sober.
* The drunk Village Idiot may get true information.
* When Village Idiots are added to the game during setup, they replace other Townsfolk.
* If a Village Idiot is created mid-game, only one is created.
* Village Idiots act one at a time, not all together.
* If all sober Village Idiots exit play, the remaining drunk Village Idiot remains drunk.
* If a sober Village Idiot becomes drunk or poisoned by other means, the drunk Village Idiot remains drunk.
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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.
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== How to Run ==
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'').
While setting up the game, before putting the character tokens in the bag, replace zero, one or two Townsfolk tokens with Village Idiot tokens. While preparing the first night, mark one Village Idiot with the "Drunk" reminder.  
 
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.
 
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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.
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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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During each night, wake any Village Idiot. They point to a player. Give a thumbs up or a thumbs down. Put that Village Idiot to sleep. Repeat until all Village Idiots have acted.
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== Examples ==
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== Examples ==
The Barista makes the {{Good|Sage}} sober and healthy.  
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Doug, Lewis, and Amy are all Village Idiots. Doug is drunk. At night, they all choose Evin, the {{Evil|Kazali}}. Doug learns that Evin is good. Lewis and Amy learn that Evin is evil.  
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Ben and Marianna are Village Idiots. Marianna is drunk. Sarah is evil, and bluffing as the Village Idiot. Ben chooses Sarah and learns that she is evil. Marianna chooses the {{Good|Heretic}} player and learns that they are good. Sarah claims to have chosen Ben and learnt that he is evil.  
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) ==
 
* 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 {{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) ==


* 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!
== Tips & Tricks ==
* Find your fellow idiots. The easiest way for you to find out which of you is drunk is to compare your information and spot where there are agreements and disagreements. And, if you’re the only Village Idiot out there, you know you’re sober!
* Collaborate with other Village Idiots to all choose the same player. This can help determine which of you is drunk (if one person’s information differs), or whether there are multiple people bluffing as Village Idiots (if all information is the same).  
* If there are exactly two of you and you haven't been able to work out who’s drunk, make sure to choose different players so you still get information. Two Village Idiots always choosing the same player won’t get any useful information.  
* Remember that there being three Village Idiot claims doesn’t prove any of you good. Be aware of evil players bluffing, as long as there aren’t too many Village Idiots as a result, one of your compatriots could be evil and trying to make you look drunk when you’re not!
* Ignore the other Village Idiots, and assume that your information is correct. If all Village Idiots do this, the net effect will most likely be positive.  
* Execute the Village Idiot that you think is drunk (in case they are actually evil).
* If a player is confirmed or strongly believed to be good or evil, choose them to determine whether you are the drunk VI or not.
* Be aware that the Storyteller may still give correct information to the drunk Village Idiot in order to prevent you becoming too powerful
* Wait a while before revealing you are a Village Idiot. If three or more other players claim to be a Village Idiot, you’ll know at least one of them is lying.


* 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.
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* 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.
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* 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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== Bluffing as the Village Idiot ==
* If you find a Village Idiot pair, bluff as the third Village Idiot and “confirm” the drunk Village Idiot’s info, to provide misinformation.
* If you find a Village Idiot pair, bluff as the third Village Idiot and “confirm” the sober Village Idiot’s info, to gain trust with the group by maybe throwing one of your more expendable evil players under the bus, then use that trust later in the game.
* If you get Village Idiot as a bluff, considering whether you want to get more than one evil player to bluff Village Idiot. One solo Village Idiot is often suspicious, but multiple evil players bluffing Village Idiot ties you together as a potential evil team. If the good team is not executing Village Idiots, get the Demon to bluff Village Idiot.
* As the demon, you can still safely bluff Village Idiot even if you don’t get it shown as one of the demon’s three bluffs, you may just need to back out quickly if there are three already that go on the warpath.
* Bluff as the Village Idiot temporarily, until you want to reveal your main bluff – it’s great cover to pass out your “actual” info without having to claim your real character.
* If you receive the Village Idiot as a demon bluff, stay mindful of good players pretending to be Village Idiots. They may actually be powerful Townsfolk, or detrimental Outsiders like the {{Good|Damsel}} or {{Good|Heretic}}.
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[[Category:Travellers]]
[[Category:Experimental Characters]]
[[Category:Townsfolk]]

Revision as of 12:27, 26 January 2024

Icon villageidiot.png Information

Type Townsfolk
Artist Chloe McDougall

”Roses are blue, and violets are red, Please reverse what I just said.”

Summary

"Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]"

The Village Idiots are a group that learn players’ alignments.

  • The Village Idiot that is drunk is chosen by the Storyteller during the game setup.
  • There may be one, two, or three Village Idiots in play, irrespective of the number of players.
  • If there is only one Village Idiot in play, they are sober.
  • The drunk Village Idiot may get true information.
  • When Village Idiots are added to the game during setup, they replace other Townsfolk.
  • If a Village Idiot is created mid-game, only one is created.
  • Village Idiots act one at a time, not all together.
  • If all sober Village Idiots exit play, the remaining drunk Village Idiot remains drunk.
  • If a sober Village Idiot becomes drunk or poisoned by other means, the drunk Village Idiot remains drunk.

How to Run

While setting up the game, before putting the character tokens in the bag, replace zero, one or two Townsfolk tokens with Village Idiot tokens. While preparing the first night, mark one Village Idiot with the "Drunk" reminder.

During each night, wake any Village Idiot. They point to a player. Give a thumbs up or a thumbs down. Put that Village Idiot to sleep. Repeat until all Village Idiots have acted.

Examples

Doug, Lewis, and Amy are all Village Idiots. Doug is drunk. At night, they all choose Evin, the Kazali. Doug learns that Evin is good. Lewis and Amy learn that Evin is evil.

Ben and Marianna are Village Idiots. Marianna is drunk. Sarah is evil, and bluffing as the Village Idiot. Ben chooses Sarah and learns that she is evil. Marianna chooses the Heretic player and learns that they are good. Sarah claims to have chosen Ben and learnt that he is evil.

Tips & Tricks

  • Find your fellow idiots. The easiest way for you to find out which of you is drunk is to compare your information and spot where there are agreements and disagreements. And, if you’re the only Village Idiot out there, you know you’re sober!
  • Collaborate with other Village Idiots to all choose the same player. This can help determine which of you is drunk (if one person’s information differs), or whether there are multiple people bluffing as Village Idiots (if all information is the same).
  • If there are exactly two of you and you haven't been able to work out who’s drunk, make sure to choose different players so you still get information. Two Village Idiots always choosing the same player won’t get any useful information.
  • Remember that there being three Village Idiot claims doesn’t prove any of you good. Be aware of evil players bluffing, as long as there aren’t too many Village Idiots as a result, one of your compatriots could be evil and trying to make you look drunk when you’re not!
  • Ignore the other Village Idiots, and assume that your information is correct. If all Village Idiots do this, the net effect will most likely be positive.
  • Execute the Village Idiot that you think is drunk (in case they are actually evil).
  • If a player is confirmed or strongly believed to be good or evil, choose them to determine whether you are the drunk VI or not.
  • Be aware that the Storyteller may still give correct information to the drunk Village Idiot in order to prevent you becoming too powerful
  • Wait a while before revealing you are a Village Idiot. If three or more other players claim to be a Village Idiot, you’ll know at least one of them is lying.

Bluffing as the Village Idiot

  • If you find a Village Idiot pair, bluff as the third Village Idiot and “confirm” the drunk Village Idiot’s info, to provide misinformation.
  • If you find a Village Idiot pair, bluff as the third Village Idiot and “confirm” the sober Village Idiot’s info, to gain trust with the group by maybe throwing one of your more expendable evil players under the bus, then use that trust later in the game.
  • If you get Village Idiot as a bluff, considering whether you want to get more than one evil player to bluff Village Idiot. One solo Village Idiot is often suspicious, but multiple evil players bluffing Village Idiot ties you together as a potential evil team. If the good team is not executing Village Idiots, get the Demon to bluff Village Idiot.
  • As the demon, you can still safely bluff Village Idiot even if you don’t get it shown as one of the demon’s three bluffs, you may just need to back out quickly if there are three already that go on the warpath.
  • Bluff as the Village Idiot temporarily, until you want to reveal your main bluff – it’s great cover to pass out your “actual” info without having to claim your real character.
  • If you receive the Village Idiot as a demon bluff, stay mindful of good players pretending to be Village Idiots. They may actually be powerful Townsfolk, or detrimental Outsiders like the Damsel or Heretic.