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Undertaker and Puzzlemaster: Difference between pages

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[[File:icon_undertaker.png|250px]]
[[File:icon_puzzlemaster.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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<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Outsider|Outsider]]</td>
</tr>
<tr>
<td>Artist</td>
<td>Aiden Roberts</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"Hmmm....what have we here? The left boot is worn down to the heel, with flint shavings under the tongue. This is the garb of a Military man."<p>
<p class='flavour'>"When one begins to think that some thing is merely some other thing, one is usually on the brink of an error. Patience, patience. Don’t confuse '''just''' and '''should''' with '''is''' and '''isn’t'''."</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_trouble_brewing.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>YwOK_zZ4Eo0</youtube>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/5397557/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2019-9-5%2F26486169-44100-2-66f5127affe2a.mp3">You need to enable JavaScript to play this audio</div>


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== Summary ==
== Summary ==
"Each night*, you learn which character died by execution today."
"1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info."


The Undertaker learns which character was executed today.
The Puzzlemaster tries to figure out who is drunk.
*  
*  
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<div class='example'>
<div class='example'>
The {{Good|Mayor}} is executed today. That night, the Undertaker is shown the {{Good|Mayor}} token.
Alex is the Demon. Sarah is the {{Good|Empath}} who has been made drunk by the Puzzlemaster and is getting false information. The Puzzlemaster publicly guesses that Sarah is drunk, and is told “Alex is the Demon” privately by the Storyteller.
</div>
 
<div class='example'>
The {{Good|Drunk}}, who thinks they are the {{Good|Virgin}}, is executed today. At night, the Undertaker is shown the {{Good|Drunk}} token, because the Undertaker learns a player's true character, as opposed to the one they believe they are.
</div>
 
<div class='example'>
The {{Evil|Spy}} is executed. Two Travellers are exiled. That night, the Undertaker is shown the {{Good|Butler}} token, because the {{Evil|Spy}} is registering as the {{Good|Butler}}, and because the exiles are not executions.
</div>
</div>


<div class='example'>
<div class='example'>
Nobody was executed today. That night, the Undertaker does not wake.
Lewis is the Demon. Ben is dead and is drunk due to the Puzzlemaster. Marianna is alive and drunk due to the {{Good|Sailor}}. The Puzzlemaster privately guesses Marianna, and is told “Evin is the Demon” privately by the Storyteller.
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== Tips & Tricks ==
== Tips & Tricks ==


* The more players that are executed, the more information you get. It's to your benefit to facilitate as many executions as you can. The good team's main method for killing evil players is execution as they are far less likely to die at night, so every execution is a chance to hit the Demon. If you don't, you'll at least arrive on the final day knowing a lot more about your fellow players and their roles.
* You are the most powerful Outsider that exists. If you find the drunk, you solve the game! Treat yourself as if you are a Townsfolk. Stay alive as long as you can and make sure you use your ability before you die.  


* You do not learn the identity of Travellers; they are exiled, not executed. The only exception to this is the {{Traveler|Scapegoat}}, since they are explicitly executed by their character ability. However, you do not learn their alignment, only their character.
* You have made someone drunk. This is crucial information for the good team to know. Make sure that they are aware of this as soon as is feasible, so that the good players can take drunkenness into consideration, and help you look for the drunk player.  


* Executing someone when you don't know their identity can lend credence to your claim as the Undertaker. Alternatively, executing someone who has come out and is claiming a particular character allows you to confirm their story, as you will learn what character they are. Both are great ways to build trust with your fellow good team members.
* Don't come out as the Puzzlemaster immediately, or the Demon will likely kill you. Puzzlemasters are particularly scary to Demons, who tend to be afraid of any character that can learn who they are.  


* Good candidates for early executions are characters like the {{Good|Washerwoman}} and the {{Good|Librarian}}, as confirming their identity allows you to also confirm other good players. Executing the {{Good|Investigator}} pr {{Good|Chef}} doesn't confirm any other players, but still does mean you can trust their powerful information and perhaps quickly execute the troublesome {{Evil|Poisoner}}
* Tell the group that you are the Puzzlemaster at the same time that you use your ability. Like the {{Good|Slayer}}, the good team may not need to know who you are until it is time for your ability to be used.


* Executing a character like the {{Good|Fortune Teller}} may mean they don't get any more information, but you can confirm them and everything they've said up until that point. If they die during the night, they can no longer be confirmed.
* Seek advice from the group on who you should choose. They may know something that you don't.  


* Coming out early opens you up to risks of death or poisoning. Waiting to reveal your information until a critical moment can maximise the amount of information you receive. Make sure to come out before the end of the game!
* Reveal who you are to people who you believe are good, for information gathering purposes. If they have information that doesn't make sense to them, you may have found the drunk player, and an excellent candidate for your guess.  


* Coming out as soon as possible is a good choice if you've learned something critical, such as the identity of the Demon. If you are shown that the executed player was the {{Evil|Imp}}, it is very likely that a {{Evil|Scarlet Woman}} just took over as the Demon!
* If a player uses a public ability, and that ability obviously doesn't work, use your guess on that player as soon as you can. For example, if a player claims to be the {{Good|Virgin}}, but does not die when nominated, of if a player claims to be the {{Good|Golem}}, but nobody dies when the {{Good|Golem}} nominates, it is likely that they are the drunk player. It might not be true, and the player may just be bluffing as that character, but this kind of thing is a very helpful tell.


* If an executed player is the {{Good|Drunk}}, you will see the {{Good|Drunk}} character token, not the Townsfolk they thought they were.
* Most characters have an incentive to get up, get active, and talk to people - to speak and convince. The Puzzlemaster is best when you do the opposite. Stay silent. Watch. Listen. Pay as much attention as you can to the actions and information of other players. You don't need to pay any attention to who is good or evil, only for which information doesn't add up, or which player seems like the odd one out. Spotting a drunk player can be tricky, so take your time.  


* If you see that a player is a good character, you can trust them, and claim what you are to them. Then, when you eventually reveal yourself as the Undertaker, the executed players will be able to back you up.
* When you make your guess and the Storyteller tells you a player, execute them. If your guess was correct, good will win. If your guess was incorrect, there is little harm done, and the game will continue.  


* If you see an evil character token, it is typically unwise to be truthful with the player who was just executed. You may still want to claim to be the Undertaker and pretend to back up their bluff, so that the {{Evil|Imp}} and {{Evil|Poisoner}} might avoid you in future nights.
* If you genuinely have zero clue who is drunk, guess yourself! Given that you are almost certainly not the drunk, you'll learn a player who isn't the demon. That's something to go on - particularly if that player is alive on the final day.  


* A player who dies because of the {{Good|Virgin}} is considered executed and will react to your ability, so you will learn who they are that night.
* You know that a drunk is in play. Even if you don't make a guess, you still know that. That makes you almost as powerful as the {{Good|Librarian}}. Treat yourself like the {{Good|Librarian}}, and contribute to the good team's pool of information.  


* Beware the {{Evil|Spy}} and the {{Good|Recluse}}! They will likely register to you as good and evil characters respectively, as their abilities continue to function even when they are dead.
* Backtrack your information. If the player you are told is the Demon is executed and the game continues, then that player is not the Demon. This means that the player you guessed was not the drunk player. This is useful information to know, if you believe that player is good.  
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== Bluffing as the Undertaker==
== Bluffing as the Puzzlemaster ==
 
When bluffing as the Puzzlemaster, there are a few things you should keep in mind:
 
* The Puzzlemaster introduces a drunk into the good team, and one who is undetectable by characters like the {{Good|Librarian}} for example. When bluffing as this role, coming out to the good team as early as possible will mean that so long as they believe you ''could'' be Puzzlemaster, they have to worry that some of their information is wrong. Preferably the information that paints your demon as evil!
 
* The Puzzlemaster's moment to shine is when they make their guess and potentially learn the demon. Knowing this, a dramatic reveal at the right time can throw the good team into disarray, especially if you're able to use your power to paint a previously trusted player as drunk! Wait for your chance and then strike when you learning a potential Demon would cause the most chaos.
 
* The Good Team has a lot to gain from working with you to find the drunk - leverage that to get yourself into the good graces of trusted teams, and make sure they spend a lot of time worrying about you and your power, and less about your evil companions.


When bluffing as the Undertaker, there are a few things you should keep in mind:
* If you want to secure a free execution, it can be as simple as picking someone who the town could plausibly believe is drunk, and then naming any random person as the demon! It's to the town's benefit to execute anyone you learn (just in case!), so you can use this to knock off an annoying {{Good|Mayor}} or {{Good|Sailor}}!


* Each night, apart from the first night, the Storyteller would have woken you up and shown you the character token of the player who was executed yesterday.
* Another option is to pick someone who is the town believes to have correct info (or even yourself!), so that you learn false info. Then... point to the real demon! This can be risky if the town is execution-happy, but if they're running out of days to kill, they can very well be inclined to hold onto a "confirmed not the demon" player in the hopes they reach the final 3! (To maximise your chances of this working, communicate this information secretly so the demon has a great reason for being alive on the final day!)


* A good Undertaker may very well wait a few days before revealing that they are the Undertaker. Feel free to stay quiet for a while, or even claim to be a different character at first, to seem like an Undertaker bluffing as something else.
* A clever tag-team bluff can be to have one evil player set up as a character with obviously false information or an ability that has failed to work... and then you dramatically reveal as the Puzzlemaster, citing them as the drunk. You'll need to time this well since once they execute someone on your say so and the game doesn't end, but if they believe you, this is a devastating one-two punch of a bluff! (Added bonus: You can use this to bail out a floundering team member caught in a lie!)


* You can make yourself look good by confirming that good players are who they say they are. For this strategy to be successful you will need to find out who they are beforehand. If you are the {{Evil|Spy}}, or have access to a {{Evil|Spy}}, then you can be more convincing in this due to your complete knowledge of everybody's characters.
* The Puzzlemaster is a fantastic distraction, and a particularly ideal minion bluff as a result. If all goes well, you waste the good team's time, get some innocent people executed, and protect your demon all at the same time!


* You can make key players look evil by claiming that they are Minions, or even the Demon, if they are executed. This is risky, as the player in question will know that you are probably evil, but potentially game winning, as the rest of the group won't know that you are lying. Since most of the time more good players will be getting executed than evil players, use this technique sparingly. If you find that you aren't believed, you can always claim to be the {{Good|Drunk}} or poisoned.
* If you get caught up in a lie and are in danger of being exposed as evil, the Puzzlemaster is an excellent back-up bluff! It's to the Puzzlemaster's benefit to lie and stay hidden for a time, so you have a great reason to have been making no sense a few minutes earlier.


* If another Evil player dies by execution, you can safely claim that they are either a good or evil character. If you claim that they are a good character, both of you confirm each other's stories, so you both look more trustworthy. If you claim that they are an evil character, they should (hopefully) act a little more evil, and publicly subtly imply that they are, in fact, evil, making you appear to be the real Undertaker.
* If you suspect there is a Puzzlemaster in the game and are worried they'll sniff out your demon, deliberately bluff as someone with bad information! If you can entice the Puzzlemaster to pick you, not only will Town be inclined to trust you're good, but they definitely won't learn who the demon is.


* A good way to undermine an executed Townsfolk character is to claim you saw the {{Good|Drunk}} token for them instead. If the group believes you (and especially if the executed player believes you), then the group will assume that any information they received was unreliable. If you don't know which character a player is, claiming that they are the {{Good|Drunk}} is a good way to hide this fact.
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[[Category:Trouble Brewing]]
[[Category:Experimental Characters]]
[[Category:Townsfolk]]
[[Category:Outsiders]]

Revision as of 15:46, 22 March 2023

Icon puzzlemaster.png Information

Type Outsider

"When one begins to think that some thing is merely some other thing, one is usually on the brink of an error. Patience, patience. Don’t confuse just and should with is and isn’t."

Character Showcase

Summary

"1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info."

The Puzzlemaster tries to figure out who is drunk.

How to Run

Examples

Alex is the Demon. Sarah is the Empath who has been made drunk by the Puzzlemaster and is getting false information. The Puzzlemaster publicly guesses that Sarah is drunk, and is told “Alex is the Demon” privately by the Storyteller.

Lewis is the Demon. Ben is dead and is drunk due to the Puzzlemaster. Marianna is alive and drunk due to the Sailor. The Puzzlemaster privately guesses Marianna, and is told “Evin is the Demon” privately by the Storyteller.

Tips & Tricks

  • You are the most powerful Outsider that exists. If you find the drunk, you solve the game! Treat yourself as if you are a Townsfolk. Stay alive as long as you can and make sure you use your ability before you die.
  • You have made someone drunk. This is crucial information for the good team to know. Make sure that they are aware of this as soon as is feasible, so that the good players can take drunkenness into consideration, and help you look for the drunk player.
  • Don't come out as the Puzzlemaster immediately, or the Demon will likely kill you. Puzzlemasters are particularly scary to Demons, who tend to be afraid of any character that can learn who they are.
  • Tell the group that you are the Puzzlemaster at the same time that you use your ability. Like the Slayer, the good team may not need to know who you are until it is time for your ability to be used.
  • Seek advice from the group on who you should choose. They may know something that you don't.
  • Reveal who you are to people who you believe are good, for information gathering purposes. If they have information that doesn't make sense to them, you may have found the drunk player, and an excellent candidate for your guess.
  • If a player uses a public ability, and that ability obviously doesn't work, use your guess on that player as soon as you can. For example, if a player claims to be the Virgin, but does not die when nominated, of if a player claims to be the Golem, but nobody dies when the Golem nominates, it is likely that they are the drunk player. It might not be true, and the player may just be bluffing as that character, but this kind of thing is a very helpful tell.
  • Most characters have an incentive to get up, get active, and talk to people - to speak and convince. The Puzzlemaster is best when you do the opposite. Stay silent. Watch. Listen. Pay as much attention as you can to the actions and information of other players. You don't need to pay any attention to who is good or evil, only for which information doesn't add up, or which player seems like the odd one out. Spotting a drunk player can be tricky, so take your time.
  • When you make your guess and the Storyteller tells you a player, execute them. If your guess was correct, good will win. If your guess was incorrect, there is little harm done, and the game will continue.
  • If you genuinely have zero clue who is drunk, guess yourself! Given that you are almost certainly not the drunk, you'll learn a player who isn't the demon. That's something to go on - particularly if that player is alive on the final day.
  • You know that a drunk is in play. Even if you don't make a guess, you still know that. That makes you almost as powerful as the Librarian. Treat yourself like the Librarian, and contribute to the good team's pool of information.
  • Backtrack your information. If the player you are told is the Demon is executed and the game continues, then that player is not the Demon. This means that the player you guessed was not the drunk player. This is useful information to know, if you believe that player is good.

Bluffing as the Puzzlemaster

When bluffing as the Puzzlemaster, there are a few things you should keep in mind:

  • The Puzzlemaster introduces a drunk into the good team, and one who is undetectable by characters like the Librarian for example. When bluffing as this role, coming out to the good team as early as possible will mean that so long as they believe you could be Puzzlemaster, they have to worry that some of their information is wrong. Preferably the information that paints your demon as evil!
  • The Puzzlemaster's moment to shine is when they make their guess and potentially learn the demon. Knowing this, a dramatic reveal at the right time can throw the good team into disarray, especially if you're able to use your power to paint a previously trusted player as drunk! Wait for your chance and then strike when you learning a potential Demon would cause the most chaos.
  • The Good Team has a lot to gain from working with you to find the drunk - leverage that to get yourself into the good graces of trusted teams, and make sure they spend a lot of time worrying about you and your power, and less about your evil companions.
  • If you want to secure a free execution, it can be as simple as picking someone who the town could plausibly believe is drunk, and then naming any random person as the demon! It's to the town's benefit to execute anyone you learn (just in case!), so you can use this to knock off an annoying Mayor or Sailor!
  • Another option is to pick someone who is the town believes to have correct info (or even yourself!), so that you learn false info. Then... point to the real demon! This can be risky if the town is execution-happy, but if they're running out of days to kill, they can very well be inclined to hold onto a "confirmed not the demon" player in the hopes they reach the final 3! (To maximise your chances of this working, communicate this information secretly so the demon has a great reason for being alive on the final day!)
  • A clever tag-team bluff can be to have one evil player set up as a character with obviously false information or an ability that has failed to work... and then you dramatically reveal as the Puzzlemaster, citing them as the drunk. You'll need to time this well since once they execute someone on your say so and the game doesn't end, but if they believe you, this is a devastating one-two punch of a bluff! (Added bonus: You can use this to bail out a floundering team member caught in a lie!)
  • The Puzzlemaster is a fantastic distraction, and a particularly ideal minion bluff as a result. If all goes well, you waste the good team's time, get some innocent people executed, and protect your demon all at the same time!
  • If you get caught up in a lie and are in danger of being exposed as evil, the Puzzlemaster is an excellent back-up bluff! It's to the Puzzlemaster's benefit to lie and stay hidden for a time, so you have a great reason to have been making no sense a few minutes earlier.
  • If you suspect there is a Puzzlemaster in the game and are worried they'll sniff out your demon, deliberately bluff as someone with bad information! If you can entice the Puzzlemaster to pick you, not only will Town be inclined to trust you're good, but they definitely won't learn who the demon is.