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[[File:icon_widow.png|250px]]
[[File:icon_general.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#Minion|Minion]]</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"More wine? Château d’Ergot ’07 is a very special vintage. My yes, very special indeed."</p>
<p class='flavour'>"I don’t have time for quotes."</p>


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== Summary ==
== Summary ==
"On your first night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play."
"Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither."


The Widow knows all characters and poisons the exact person they think is most useful.
The General knows who is winning.
*  
* If the good team is winning, the Storyteller gives a thumbs up. If the evil team is winning, the Storyteller gives a thumbs down. If neither team is winning, or the Storyteller isn’t sure, the Storyteller gives a thumbs to the side.
*  
* The Storyteller is the judge on which team is winning. Many factors may be included, such as how many players of each team are still alive, how much information the good team has, how successful the evil team’s bluffs seem to be, which players the group wants to execute next, or how experienced the Demon player is. All of these, and more, will inform the Storyteller’s judgment.
* The Storyteller decides who is winning at the point that the General wakes. Previous events in the night may affect their decision.
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== How to Run ==
== How to Run ==
Each night, wake the General. If you believe that the good team is winning, give a thumbs up. If you believe that the evil team is winning, give a thumbs down. If you don’t know which team is winning, give a thumbs to the side. Put the General to sleep.
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<div class='example'>
<div class='example'>
The Widow sees the Grimoire and points to the {{Good|Sailor}} character token. The {{Good|Sailor}} is poisoned this game. The {{Good|Sailor}} is sober, but dies when executed.
There are 5 good players alive and 4 evil players alive. Even though the Demon is very suspicious and will probably be executed next, there is a {{Evil|Scarlet Woman}} in play, who is very trustworthy. The Storyteller gives a thumbs down.
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<div class='example'>
<div class='example'>
On the third night, the {{Evil|Pit Hag}} turns themselves into the {{Evil|Widow}}. That night, the good {{Good|Scapegoat}} learns that a Widow is in play.
The Good team has a lot of information, and believes that their false information is indeed false. The only Minion is dead. The Storyteller gives a thumbs up.
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</div>


<div class='example'>
<div class='example'>
On the first night the Widow looks at the Grimoire and poisons themself. The good player that would’ve learned a Widow is in play does not.
The {{Evil|Po}} is a very experienced player and is coordinating well with the Minions. The {{Good|Monk}} is successfully protecting the {{Good|Savant}} each night and the good team have correctly identified several good players. However, the {{Evil|Po}} will probably kill 3 times tomorrow night, so it is anyone’s game. The Storyteller gives a thumbs to the side.
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== Tips & Tricks ==
== Tips & Tricks ==


* Much like the {{Evil|Spy}}, you start the game knowing everything! All characters in play and who they are will be laid out in the Grimoire. Use this information to help the evil team pick good bluffs, provide information they couldn’t otherwise know, and take out high priority targets. In the Grimoire, you will not only see who everyone is, but the Storyteller reminder tokens, allowing you to track what information people are starting with.
* Keep in mind that your role interacts with the personal opinion of the Storyteller. This opinion will inevitably be influenced by more than just mechanics. Does your group of players include someone who is widely regarded as a very cunning evil player? Perhaps you have someone in your game who is considerably more experienced than others? What are the strategies and tactics that your Storyteller considers to be most effective? These things, and many more, can and will influence your information each night.
 
* Who do you choose to poison? This is the most important question that you should be asking yourself. Unlike the {{Evil|Spy}}, who sees the Grimoire every night, you only see the Grimoire once. Unlike the {{Evil|Poisoner}}, you can choose which character, not just which player to poison. Take your time, look at every character, and make the best choice you can. There is no need to rush it.
 
* As well as looking at the Grimoire, you get to poison a player! If you are not sure who to poison, poison the most potent information Townsfolk character. This will guarantee horrendous information for the good team for the entire game. Having the option to poison a {{Good|Savant}}, {{Good|Chambermaid}}, {{Good|Fisherman}}, or {{Good|Balloonist}} can be too sweet to pass up. Go for it. (If you're not sure who is the most potent off the top of your head, just poison the one that scares you the most!)
 
* If there is a single, obvious choice for which character to poison, poison a different character instead. Since the good team will know that a Widow is in play, they will be looking for the most obvious choice for the Widow to have made. If you don't make the most obvious choice, then the good team will assume that a powerful information Townsfolk is poisoned when they are not, and that a less likely character is healthy when they are sober. Tricky you.
 
* Additionally, you can try to poison a player you think will command the town’s conversation in the hopes they use their (now false) information to your ends.
 
* Don't poison a player that you can get the Demon to kill instead. For example, it may be best get the Demon to kill the {{Good|Fortune Teller}} while you poison the {{Good|Chef}}. Since you see the Grimoire, communicating to the Demon which players to kill early in the game should be easy enough.
 
* Coordinate with your Demon so that they do not kill your poisoned mark - unless they are a character like the {{Good|Ravenkeeper}}. Otherwise your poison might go to waste by a savvy Demon having the same target as you early on!
 
* Try to do what you can to discredit the player that knows you’re in play: if the town thinks they’re lying, they’ll probably think they’re lying about you being in play too! You can do this in a lot of social ways, but you can also try to use your poison (either on the player themselves or Townsfolk that might clear them) to disrupt that player's trust.
 
* Because a player will know you’re in play, denying that there is a poison in the game will usually be harder than arguing that the poison is somewhere it isn’t. You cause a lot of damage for the good team, so they'll be unwilling to let go of the idea that you're lurking without extraordinary evidence. Redirection about ''who'' is poisoned is much more reasonable.


* If you’re any evil player in a game with a Widow on the script, a brave but potentially rewarding play is to claim you got the Widow’s call. This could make the town trust you and become suspicious of their own abilities even when there is no real Widow poison in play.
* Think about the events that have occurred each day/night and try to imagine how they may have altered the balance of play. Did you execute someone the day before learning that the good team is now winning? Perhaps that person was evil and that is why the Storyteller believes things have shifted in your favor. Maybe they were getting misinformation and their death has now hurt the evil team’s chances of selling a lie.


* In smaller games, such as 5, 6, 7, or 8 players, poison a character that only gets information on the first night, such as the {{Good|Investigator}} or the {{Good|Clockmaker}}. This ensures that your poisoning will have a real effect, and avoids the likely situation where your poisoned player dies by Demon kill or execution before they gain false information.  
* Take note of how your information changes from night to night. If you can survive long enough, you will essentially have a line graph showing how the good team’s fortunes have altered over the course of play. On the final day, you can use this knowledge to corroborate the claims of the remaining players.


* In larger games, such as 12, 13, 14, 15 or more players, avoid poisoning characters that only get information on the first night, and instead poison a character that get information every night, such as the {{Good|Chambermaid}} or {{Good|Oracle}}, or powerful non-information characters such as the {{Good|Virgin}} or {{Good|Innkeeper}}. In larger games, it is much less likely that your poisoned player dies by accidental execution or by the Demon killing them before you've had a chance to talk with them, and much greater chance that you can co-ordinate things so that their poisoning has full effect.  
* Pay attention to what other players are saying, particularly group consensus. If the group is confident that certain players are evil and should be executed tomorrow, and those players are actually evil, then the Storyteller is likely to tell you that the good team is winning, even if there are more dead good players than evil. Similarly, if the group is vocally very trusting of several good players and their information, then the Storyteller is likely to tell you that good is winning. If the good team is vocally distrusting of good players and keen to execute them, while being trusting of evil players and isn't planning on executing them, the Storyteller will likely tell you that evil is winning.  


* Die. If you are an alive Widow, then a good player is poisoned. If you are the dead Widow, then that player is no longer poisoned. This can turn a steady stream of false information into a steady stream of true information - something that is very useful if the good player was beginning to suspect that they were poisoned.  
* If your information changes from "good is winning" to "evil is winning", or vice versa, over the course of two nights, this is extremely useful. Something drastic has happened, something that you should be able to guess. Information that changes to or from "neither team is winning" isn't nearly as helpful. For example, learning that "good is winning" on night 2 to "neither team is winning" on night 3, indicates a subtle change that will be more difficult to guess as to its cause.  


* If a Widow is in play, or a Widow is not in play but an evil player says that there is, convince the group that you think that you have been poisoned by the Widow. Give true information for a nice double-bluff. If the group thinks that you are poisoned by the Widow, then you convince them that you are good while diverting their attention away from the real poisoned player. Additionally, if you suddenly claim to be getting true information, then it is possible to convince the good team that you were poisoned but are now healthy, so the Widow must surely be dead! Having the good team think that you are good, that the poisoned good player is healthy, and that they have killed the Widow when they haven't... well, that's one spaghetti-like tangle.
* If you consistently get information that the good team is winning, let the good team know. Even telling them "I don't know what we are doing right, but let's keep doing what we are doing" is helpful, because you know you are on the right track, even if you don't know the details. Be wary of any player that drastically tries to change the groups's main narrative, or suddenly advocates for the execution of a new player.  


* Poison yourself to hide that there is a Widow in play. A poisoned Widow has no ability, so no good player learns that a Widow is in play. You won't have the benefit of a poisoned good player working against the good team, but this will imply that a different Minion is in play. This is mostly effective only in 1 Minion games. For example, if you poison yourself and claim to be an Outsider in a seven player game, then that could make it look like a {{Evil|Baron}} is in play.  
* If you consistently get information that the evil team is winning, let the good team know, and take immediate, contradictory action. If the evil team has been winning, try something, anything new, and convince the group to go along with it. Even if that {{Good|Librarian}} who is trusted by everybody and confirmed as good by the {{Good|Empath}} is making complete sense, if you and the group spend the day assuming that they are lying, evil, or drunk, then the Storyteller may decide that the good team is now "winning" (or even that "neither team is winning") and tell you so tonight. Anything is better than letting the evil team continue to win day after day, so it may be wise to take action that is counterintuitive or explore ideas that seem unreasonable or doubt information that seems confirmed. The worst that can happen is that the Storyteller continues to tell you that evil is winning, while the best that can happen is that the Storyteller tells you that good is now winning - either way, you learn something important. The Demon might kill you at night before you can learn this, however, so if you can sway the overall beliefs and intention of the group without revealing that you are doing so, all the better.
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== Fighting the Widow ==
== Bluffing as the General ==
 
* Unlike a lot of characters in Clocktower, the Widow comes with a clue pre-built into it: the Widow’s call. If you can verify the alignment of a player that claims to have received a Widow call, you can go a long way in deducing possibilities for the game.
 
* Conversely, if you are certain there is a Widow in play, you can be safer in trusting the player that claimed to receive the Widow’s call, because only good players can receive such calls. However, don’t forget evil can still bluff receiving them! If you end up with two players claiming they learned a Widow is in play, you can be reasonably confident one is good and one is evil trying to trick you.
 
* One good player knows a Widow is in play. If it is you, don't tell anyone for a while. Wait and see if an evil player says they learnt a Widow is in play. Evil players may often claim to be the good player that learnt about the Widow, and in the absence of communication amongst themselves, may accidentally claim this publicly. If you wait to tell people what you know, and find yourself in a double-claim, this is great news - you've found an evil player. Or at least, a good player that has a really good reason to deceive the good team, such as a {{Good|Lunatic}} or {{Good|Goon}}.
 
* Once the good team knows that a Widow is in play, encourage them to share all their information, including their characters. The Widow knows all characters that are in play, so it's in the good team's best interest to reveal everything. If the evil team knows all characters, the good team might as well too.
 
* If you kill the Widow, their poisoning ends. If someone you think is a Minion dies, pay attention to whether information suddenly starts getting clear again. 


* Widows are highly likely to poison strong information characters. A good question to ask yourself is whether you’re likely to be a Widow target. Characters like {{Good|Fortune Teller}} or {{Good|Balloonist}} are high targets since they are Demon detectors. Characters like {{Good|Monk}} or {{Good|Lycanthrope}} are also high priority since they block Demon deaths.
When bluffing as the General, there are a few things you should keep in mind:


* In a 1 Minion game, knowing that there is a Widow in play is crucial information because then you immediately eliminate all other Minions. If a Widow is in play, then a {{Evil|Goblin}} cannot be in play.  
* Keep the good team nice and paranoid by repeatedly claiming that you’ve been informed that the good team is losing.


* Unlike the {{Evil|Poisoner}}, the Widow poisoning does not change players. If you can identify which player is poisoned by the Widow, then you are able to immediately determine that no other player has been poisoned by the Widow. If the Widow is the only source of poisoning on the script, then you have eliminated poisoning for all other characters.  
* Frame a dead good player by stating that, after their execution, the Storyteller told you that the good team is now winning.


* Pay attention to players who spend a lot of time whispering together, particularly on the first day; while this is not always a Widow and their Demon, they often have more to talk about than the average pair of players.
* Try to make the good players doubt their information by stating that you’re being told that the good team is losing, but you can’t figure out why. This is especially effective if you know, for a fact, that the good team is getting large amounts of very useful, correct information.


* The Widow makes it much easier for the evil team to claim characters that learn other player’s roles (like the {{Good|Dreamer}} or {{Good|Librarian}}, as they have that information already available. Keep this in mind before trusting such characters if Widow is a possibility.
* If you think evil is winning, even slightly, consistently tell the group that the good team is winning. Never say that neither team is winning. If the good team consistently believes that they are winning when they are not, they should continue to believe what they believe and not change their suspicions to new players. On the final day, believing that they have made correct decisions and wise judgments the whole game, they will likely execute the wrong player based on wrong information. Encourage their overconfidence.  


* The Widow is deadly throughout the entire game so long as they are alive. If you have a lead on a suspected Widow, it is always to your benefit to execute to them and remove their creeping influence from the town altogether.
* To give more damaging misinformation, at the expense of being less trustworthy, give information that fluctuates wildly between "good is winning" and "evil is winning". This implies that the group is making big decisions that are swinging the game one way then another, and will have the effect of the good team incorrectly analysing their past assumptions and actions. However, if your information is too wild and doesn't seem to match up plausibly with past actions, they may disbelieve you and execute you. As such, this strategy is better for Minions.  


* Remember, fighting the Widow is like fighting the {{Evil|Spy}}, however the Widow only sees the Grimoire on the first night and has to rely entirely on memory. This makes it much more challenging in games with high player counts, as they might only absorb a lesser amount of crucial information. Unlike the {{Evil|Spy}}, anything that happens after the first night is not seen by the Widow.
* To be more trustworthy, at the expense of giving less harmful misinformation, never fluctuate between saying "good is winning" and "evil is winning" on consecutive nights. Have at least one night where you claim to have been told that "neither team is winning" so that the jump from one team winning to the other seems less drastic, and more the result of gradual change over several days. This gradual change from one team winning to another is more likely in reality, so there is a greater chance that the good team will believe that you are the General. However, this is less impactful on the good team's decisions, or at least will take more time. As such, this strategy is better for Demons.  


* Whenever something significant happens in the game, such as the good team campaigning for and very nearly executing a public {{Evil|Goblin}}, or the {{Good|Undertaker}} telling the group that a {{Evil|Scarlet Woman}} must be in play because the Demon was just executed, or the {{Good|Virgin}} causing a player to be executed, or waking up to find that the player that died is suddenly claiming to be the {{Good|Klutz}}, drastically change which team you say is winning. Presumably, up until this point, you've been spreading false information about which team is winning. After a major event, it makes complete sense for the General to learn that a new team is winning. Play into the good team's beliefs, and take the opportunity to feed them even more dramatic false information.
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[[Category:Experimental Characters]]
[[Category:Experimental Characters]]
[[Category:Minions]]
[[Category:Townsfolk]]

Revision as of 13:48, 24 March 2023

Icon general.png Information

Type Townsfolk

"I don’t have time for quotes."

Summary

"Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither."

The General knows who is winning.

  • If the good team is winning, the Storyteller gives a thumbs up. If the evil team is winning, the Storyteller gives a thumbs down. If neither team is winning, or the Storyteller isn’t sure, the Storyteller gives a thumbs to the side.
  • The Storyteller is the judge on which team is winning. Many factors may be included, such as how many players of each team are still alive, how much information the good team has, how successful the evil team’s bluffs seem to be, which players the group wants to execute next, or how experienced the Demon player is. All of these, and more, will inform the Storyteller’s judgment.
  • The Storyteller decides who is winning at the point that the General wakes. Previous events in the night may affect their decision.

How to Run

Each night, wake the General. If you believe that the good team is winning, give a thumbs up. If you believe that the evil team is winning, give a thumbs down. If you don’t know which team is winning, give a thumbs to the side. Put the General to sleep.

Examples

There are 5 good players alive and 4 evil players alive. Even though the Demon is very suspicious and will probably be executed next, there is a Scarlet Woman in play, who is very trustworthy. The Storyteller gives a thumbs down.

The Good team has a lot of information, and believes that their false information is indeed false. The only Minion is dead. The Storyteller gives a thumbs up.

The Po is a very experienced player and is coordinating well with the Minions. The Monk is successfully protecting the Savant each night and the good team have correctly identified several good players. However, the Po will probably kill 3 times tomorrow night, so it is anyone’s game. The Storyteller gives a thumbs to the side.

Tips & Tricks

  • Keep in mind that your role interacts with the personal opinion of the Storyteller. This opinion will inevitably be influenced by more than just mechanics. Does your group of players include someone who is widely regarded as a very cunning evil player? Perhaps you have someone in your game who is considerably more experienced than others? What are the strategies and tactics that your Storyteller considers to be most effective? These things, and many more, can and will influence your information each night.
  • Think about the events that have occurred each day/night and try to imagine how they may have altered the balance of play. Did you execute someone the day before learning that the good team is now winning? Perhaps that person was evil and that is why the Storyteller believes things have shifted in your favor. Maybe they were getting misinformation and their death has now hurt the evil team’s chances of selling a lie.
  • Take note of how your information changes from night to night. If you can survive long enough, you will essentially have a line graph showing how the good team’s fortunes have altered over the course of play. On the final day, you can use this knowledge to corroborate the claims of the remaining players.
  • Pay attention to what other players are saying, particularly group consensus. If the group is confident that certain players are evil and should be executed tomorrow, and those players are actually evil, then the Storyteller is likely to tell you that the good team is winning, even if there are more dead good players than evil. Similarly, if the group is vocally very trusting of several good players and their information, then the Storyteller is likely to tell you that good is winning. If the good team is vocally distrusting of good players and keen to execute them, while being trusting of evil players and isn't planning on executing them, the Storyteller will likely tell you that evil is winning.
  • If your information changes from "good is winning" to "evil is winning", or vice versa, over the course of two nights, this is extremely useful. Something drastic has happened, something that you should be able to guess. Information that changes to or from "neither team is winning" isn't nearly as helpful. For example, learning that "good is winning" on night 2 to "neither team is winning" on night 3, indicates a subtle change that will be more difficult to guess as to its cause.
  • If you consistently get information that the good team is winning, let the good team know. Even telling them "I don't know what we are doing right, but let's keep doing what we are doing" is helpful, because you know you are on the right track, even if you don't know the details. Be wary of any player that drastically tries to change the groups's main narrative, or suddenly advocates for the execution of a new player.
  • If you consistently get information that the evil team is winning, let the good team know, and take immediate, contradictory action. If the evil team has been winning, try something, anything new, and convince the group to go along with it. Even if that Librarian who is trusted by everybody and confirmed as good by the Empath is making complete sense, if you and the group spend the day assuming that they are lying, evil, or drunk, then the Storyteller may decide that the good team is now "winning" (or even that "neither team is winning") and tell you so tonight. Anything is better than letting the evil team continue to win day after day, so it may be wise to take action that is counterintuitive or explore ideas that seem unreasonable or doubt information that seems confirmed. The worst that can happen is that the Storyteller continues to tell you that evil is winning, while the best that can happen is that the Storyteller tells you that good is now winning - either way, you learn something important. The Demon might kill you at night before you can learn this, however, so if you can sway the overall beliefs and intention of the group without revealing that you are doing so, all the better.

Bluffing as the General

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

  • Keep the good team nice and paranoid by repeatedly claiming that you’ve been informed that the good team is losing.
  • Frame a dead good player by stating that, after their execution, the Storyteller told you that the good team is now winning.
  • Try to make the good players doubt their information by stating that you’re being told that the good team is losing, but you can’t figure out why. This is especially effective if you know, for a fact, that the good team is getting large amounts of very useful, correct information.
  • If you think evil is winning, even slightly, consistently tell the group that the good team is winning. Never say that neither team is winning. If the good team consistently believes that they are winning when they are not, they should continue to believe what they believe and not change their suspicions to new players. On the final day, believing that they have made correct decisions and wise judgments the whole game, they will likely execute the wrong player based on wrong information. Encourage their overconfidence.
  • To give more damaging misinformation, at the expense of being less trustworthy, give information that fluctuates wildly between "good is winning" and "evil is winning". This implies that the group is making big decisions that are swinging the game one way then another, and will have the effect of the good team incorrectly analysing their past assumptions and actions. However, if your information is too wild and doesn't seem to match up plausibly with past actions, they may disbelieve you and execute you. As such, this strategy is better for Minions.
  • To be more trustworthy, at the expense of giving less harmful misinformation, never fluctuate between saying "good is winning" and "evil is winning" on consecutive nights. Have at least one night where you claim to have been told that "neither team is winning" so that the jump from one team winning to the other seems less drastic, and more the result of gradual change over several days. This gradual change from one team winning to another is more likely in reality, so there is a greater chance that the good team will believe that you are the General. However, this is less impactful on the good team's decisions, or at least will take more time. As such, this strategy is better for Demons.
  • Whenever something significant happens in the game, such as the good team campaigning for and very nearly executing a public Goblin, or the Undertaker telling the group that a Scarlet Woman must be in play because the Demon was just executed, or the Virgin causing a player to be executed, or waking up to find that the player that died is suddenly claiming to be the Klutz, drastically change which team you say is winning. Presumably, up until this point, you've been spreading false information about which team is winning. After a major event, it makes complete sense for the General to learn that a new team is winning. Play into the good team's beliefs, and take the opportunity to feed them even more dramatic false information.