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Psychopath and Widow: Difference between pages

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[[File:icon_psychopath.png|250px]]
[[File:icon_widow.png|250px]]
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>


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<p class='flavour'>"Surprise!"</p>
<p class='flavour'>"More wine? Château d’Ergot ’07 is a very special vintage. My yes, very special indeed."</p>
 
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Character Showcase</span>
<youtube>av9gstmXl4I</youtube>


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== Summary ==
== Summary ==
"Each day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo."
"On your first night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play."


The Psychopath kills in broad daylight.
The Widow knows all characters and poisons the exact person they think is most useful.
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<div class='example'>
The Psychopath chooses to kill the {{Good|Sailor}}. The {{Good|Sailor}} is sober, so does not die. The Psychopath may not use their ability again today.
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.
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<div class='example'>
<div class='example'>
The Psychopath has been nominated by the {{Good|Barber}}, and is executed. In Roshambo, the {{Good|Barber}} has rock and the Psychopath has rock, so the Psychopath lives. The next day, the {{Good|Saint}} nominates and executes the Psychopath. The {{Good|Saint}} has paper and the Psychopath has scissors, so the Psychopath lives. The next day, the {{Good|Barber}} nominates and executes the Psychopath again. The {{Good|Barber}} has rock and the Psychopath has scissors, so the Psychopath dies.  
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.
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<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.
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== Tips & Tricks ==
== Tips & Tricks ==


* Reveal yourself publicly on the first day, or as early as possible, and start killing immediately. Even if you kill players that are not ideal, like players that have already used their ability, it is still helpful. If the good team is executing a player per day, and you and the Demon are killing two players per "day", then you still have the advantage, regardless of which players are dying. The good team may want to execute you immediately, particularly in a large game, but if it takes them a few days to do so, it should still be worth it.
* 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.
 
* 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.  


* Wait on revealing yourself until the perfect opportunity. Depending on the script, there may be some extremely dangerous Townsfolk in play. Sacrificing a day or three of activity might be worth it, to make a surprise attack on a particularly powerful character, such as the {{Good|Lycanthrope}}, {{Good|King}}, or the {{Good|Cult Leader}}. Even if you only kill this one player before you die, that could be enough to save the game for the evil team.
* 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!)


* Wait on revealing yourself until the very end of the game. If you can survive until the final three players, you can kill a player and win the game before the final day of nominations occur. Or, if there are four or five players alive, you can kill a player at that point, and force the good team to execute the Demon that day or face a loss that night.  
* 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.  


* Be aware that even though you are very powerful Minion, you have a significant downside - that the good team knows which player is a Minion. The good team knows one player that they don't need to execute to win the game. Also, characters that gain information about Minions can be particularly powerful, such as the {{Good|Noble}}, {{Good|Clockmaker}}, or {{Good|Balloonist}}.  
* 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.


* Kill yourself if necessary. Towards the end of the game, it is often more useful for you to be dead (and one step closer to evil winning due to just two players alive) than alive and known to not be the Demon. You can use your ability to die, or even publicly announce that you are willing to die by the Demon to achieve this end.
* 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.


* Gain as much information as you can while you are alive. Listen in on private conversations, pay attention to which good players are which characters, and which players are planning what. Talk to everyone. You don't even need to talk to your own evil team, but you can if you want. Even though you may be annoying to the good players, the more information you have will mean you know who to attack each day.
* 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!


* Soak up some executions at the appropriate time. Early on in the game, it is usually best if the players are executing other players, since the chance of them executing the Demon is low. Later in the game, it is usually best if the good team is executing you, because the chance of otherwise executing the Demon is high. If you can convince the good players to execute you at the times when the Demon is suspicious, the odds favour you. If you can convince the good team to avoid executing you at the times when the Demon is trusted, then you gain the benefit of a good player executed and a good player dying due to the Psychopath each day.  
* 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.


* When there are just four or five players alive, think carefully about who to attack. A savvy good team will realise that going to the night phase with a living Psychopath and just four players alive will mean certain doom the following day, when you attack a player before nominations.  
* 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.


* Don't be afraid to die, but try to live as long as possible. In a large game, a lucky good team that executes the Psychopath on the first day has removed and confirmed a Minion with a lot of time to spare. This is not helpful, and not very fun for you.  
* 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.


* You can never reveal that you are the Psychopath, and just wait to be executed. The roshambo part of your ability will still activate, even if the good team has no idea that you are the Psychopath. This wastes an execution for the day, and will still allow you to attack a player the following day. As long as you don't lose roshambo, of course.  
* 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.  


* If there are characters that swap the Demons on the script, it can sometimes be useful to obviously not use your ability during the day, even if the good team knows for a fact that you are the Psychopath. For example, if an {{Evil|Imp}}, {{Evil|Fang Gu}}, or {{Evil|Pit-Hag}} are on the script, you can trick the good team into executing you as they may think that you no longer have your ability.  
* 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.  


* Learn some Roshambo (Paper-Rock-Scissors) psychology. Unlike normal, you don't need to win. Either winning or drawing is ok for you. Instead of trying to figure out what your roshambo opponent is going to do (a one in three chance), all you need to do is figure out what they are not going to do (a two in three chance). If you think they are not going to guess rock, guess scissors. If you think they are not going to guess scissors, guess paper. If you think that they are not going to guess paper, guess rock.  
* 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.  


* Every so often, kill an evil player. If the good team correctly assumes that you only kill good players, that is giving them too much information. Killing an evil player to make them look good might be worth it.
* 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.


* An evil player can nominate you, and deliberately lose roshambo. However, if the good team knows this, then they can just execute that evil player the following day. This is sometimes, but rarely, worth it.  
* 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.  
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== Fighting the Psychopath ==
== Fighting the Widow ==
 
* 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. 


* Until the Psychopath reveals who they are and uses their ability, there is little you can do to fight the Psychopath. You won't know that the Psychopath is in play until their execution fails, and at that time you can formulate a strategy on how to deal with them.  
* 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.


* Once a Psychopath has revealed themselves, consider executing them as soon as possible. Nominate and execute them every day until the Psychopath gets unlucky with Roshambo and dies. This strategy is best in large games where the Psychopath has revealed early. It is worth spending a few days to remove them, so as to avoid the Psychopath killing three, four, five, or even more players.  
* 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.  


* Once a Psychopath has revealed themselves, consider executing them each day, for as long as you don't have a solid reason to kill another player. If you don't have a clue who the Demon is, it is best to just execute the Psychopath over and over and hope for the best. When the game gets to four, five, or six players alive, you can turn your attention to finding the Demon.  
* 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.  


* Once a Psychopath has revealed themselves, consider not executing them at all, if you have a clue or two on which player the Demon might be. It is usually best to take a shot at killing the Demon than wasting an execution on the Psychopath.  
* 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.


* If the group's strategy is to kill the Psychopath, make sure you are unanimous in your voting each day. Flip-flopping about your strategy will only benefit the evil team.  
* 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 the group's strategy is to leave the Psychopath alive and find the Demon, stay quiet about your more powerful character abilities, so as to give the Psychopath as little information as possible. Talk to players you trust (or any players other that the Psychopath, really) and put your information together in secret. The Psychopath may wander in earshot of your conversations, so beware, and feel free to whisper. Or, to throw the Psychopath off the scent, if you are a character that doesn't mind dying, publicly bluff as characters the Psychopath would want to kill, such as the {{Good|Bounty Hunter}} or the {{Good|Fisherman}}. Or, if you are a character that definitely doesn't want to die, publicly bluff as a character that would be a poor Psychopath kill, such as the {{Good|Chef}} or the {{Good|Snitch}}.
* 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.


* When nominations are called, get in early to nominate the Psychopath. If the nomination is successful, it will be you who plays Roshambo with the Psychopath, and you know that you are good. Be suspicious of other players who jump in with too much eagerness to nominate the Psychopath, as they may be evil players nominating the Psychopath, with the intent to deliberately lose Roshambo.  
* 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.


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Revision as of 16:35, 22 March 2023

Icon widow.png Information

Type Minion

"More wine? Château d’Ergot ’07 is a very special vintage. My yes, very special indeed."

Summary

"On your first night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play."

The Widow knows all characters and poisons the exact person they think is most useful.

How to Run

Examples

The Widow sees the Grimoire and points to the Sailor character token. The Sailor is poisoned this game. The Sailor is sober, but dies when executed.

On the third night, the Pit Hag turns themselves into the Widow. That night, the good Scapegoat learns that a Widow is in play.

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.

Tips & Tricks

  • Much like the 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.
  • Who do you choose to poison? This is the most important question that you should be asking yourself. Unlike the Spy, who sees the Grimoire every night, you only see the Grimoire once. Unlike the 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 Savant, Chambermaid, Fisherman, or 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 Fortune Teller while you poison the 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 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.
  • 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 Investigator or the 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.
  • 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 Chambermaid or Oracle, or powerful non-information characters such as the Virgin or 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.
  • 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 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.
  • 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 Baron is in play.

Fighting the Widow

  • 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 Lunatic or 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 Fortune Teller or Balloonist are high targets since they are Demon detectors. Characters like Monk or Lycanthrope are also high priority since they block Demon deaths.
  • 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 Goblin cannot be in play.
  • Unlike the 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.
  • 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.
  • The Widow makes it much easier for the evil team to claim characters that learn other player’s roles (like the Dreamer or Librarian, as they have that information already available. Keep this in mind before trusting such characters if Widow is a possibility.
  • 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.
  • Remember, fighting the Widow is like fighting the 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 Spy, anything that happens after the first night is not seen by the Widow.