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Plague Doctor and Al-Hadikhia: Difference between pages

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<div id='character-details'>
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[[File:icon_plaguedoctor.png|250px]]
[[File:icon_alhadikhia.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 #Outsider|Outsider]]</td>
<td>[[Character Types#Demon|Demon]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Aidan Roberts</td>
<td>Marianna Carr</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>“Pleauze shtay shtill. Thinks nid tiime for hillink. Myrhh-myrhh.”</p>
<p class='flavour'>"Alsukut min dhahab."</p>
 
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Character Showcase</span>
<youtube>JRO9FNEwIcU</youtube>


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== Summary ==
== Summary ==
"If you die, the Storyteller gains a not-in-play Minion ability.
"Each night*, choose 3 players (all players learn who): each silently chooses to live or die, but if all live, all die."


The Plague Doctor brings an extra Minion ability into play.
The Al-Hadikhia puts three players in a dilemma – who will choose to die, so that others can live?
* The Storyteller chooses which Minion ability is gained.
* The Al-Hadikhia chooses three players per night. Everyone learns which three were chosen. Each player makes their choice before the next player is revealed.
* This ability is in effect for the rest of the game.
* All players must be silent when the Al-Hadikhia acts at night. This period lasts from when the Storyteller first declares that a player has been chosen, until the Storyteller says that it ends.
* Nothing else changes for the Storyteller they don’t become evil, they don’t become a player, they are not a legitimate player to be targeted by other abilities, and they cannot vote or nominate.
* At night, the Storyteller asks players out loud if they choose to live. If they nod their head, they live. If they shake their head, they die. Players may be brought back to life this way.
* If all Minions are in play, the Storyteller can gain an in-play Minion ability.
* If all players choose to live, then they all die instead. If a player chose to die but did not die, they count as alive for this calculation.
* If the Plague Doctor is drunk or poisoned when they die, the Storyteller doesn’t gain a Minion ability, even when the Plague Doctor becomes sober and healthy.
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== How to Run ==
== How to Run ==
When the Plague Doctor dies, place a not-in-play Minion character token in the center of the left side of Grimoire. Mark this with the Plague Doctor’s “Storyteller Ability” reminder. If applicable, add a night token to the night sheet.
Each night except the first, wake the Al-Hadikhia. They point at three players. Mark these players with the '''1''', '''2''' and '''3''' reminders, in the order the Al-Hadikhia chose. Put the Al- Hadikhia to sleep. Wake the player marked '''1''' and say “The Al- Hadikhia has chosen” then the name of the player, then “Do you choose to live?” They either nod or shake their head. Put them to sleep. If they chose to live, remove their shroud (''if any''), and if they choose to '''die''', add a shroud. Repeat for players marked '''2''' then '''3'''. If all three players are alive (''none of them have a shroud'') then add a shroud to all three. They '''die'''. Declare that the time of silence has ended.
 
Each dawn, declare which players marked '''1''', '''2''' and '''3''' are alive and which are dead. Do this even if a player’s alive or dead status did not change during the night.


When this Minion would normally act, the relevant choices are made by the Storyteller. </div>
<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
You may need to remind all players to be silent as the Al-Hadikhia acts. This includes non-verbal noise. This prevents players signaling to others about whether they have chosen to live or die.
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<div class='example'>
<div class='example'>
The Plague Doctor dies. The Storyteller gains the {{Evil|Poisoner}} ability and chooses a player to poison each night for the rest of the game. </div>
The Al-Hadikhia chooses Evin, Lachlan, and Sarah. Evin chooses to die. Lachlan chooses to die. Sarah chooses to live. In the morning, Evin and Lachlan are dead, and Sarah is alive.
</div>
 
<div class='example'>
<div class='example'>
The Plague Doctor is executed and the Storyteller gains the {{Evil|Cerenovus}} ability. That night, the {{Evil|Pit-Hag}} turns the {{Evil|Witch}} into the {{Evil|Cerenovus}}. There are now two {{Evil|Cerenovus}} abilities in play – the Storyteller’s and the new {{Evil|Cerenovus}}’. </div>
The Al-Hadikhia chooses Alex, Lewis, and Doug, who is dead. Alex chooses life. Lewis chooses life. Doug chooses life, so is now alive. Since all players are now alive, all three players die.  
<div class='example'>
</div>
The Plague Doctor has died and the Storyteller has had the {{Evil|Organ Grinder}} ability for two days. The Plague Doctor is made drunk by the {{Good|Minstrel}}. The Storyteller still has the {{Evil|Organ Grinder}} ability as they gained it when the Plague Doctor died and the Plague Doctor now being drunk does not affect that. </div>
 
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== Tips & Tricks ==
== Tips & Tricks ==


* Don’t let yourself get executed! You don’t want to give the evil team an extra ability, so the longer you last, the less that ability is going to affect the game.  
* On the second night, all players will know that an Al-Hadikhia is in play. There is little point generating discussion about which Demon might be in play.  


* When you do die, look for the Minion ability that came into play as a result. This will prove you’re good if you can either point out a publicly visible ability or show evidence of a more subtle one to the other good players, which reinforces your alignment and proves your identity as an Outsider.
* Choose three good players, in order to maximise the number of deaths per night. Good players will often all choose to live, meaning three good players will die. This may hint to the good team that the dead players are actually good, but it's worth it. This strategy is particularly useful if the remaining evil players are all alive, since the evil team will have a significant voting advantage for the rest of the game.


* When you die, look for the Minion ability that came into play as a result – the ability that came into play was previously not in play, so by elimination it indicates what Minions could have been in play throughout the game.  
* Choose an evil player every so often, to make that evil player look good, or to guarantee at least one death per night. Beginner Al-Hadikhia players may always choose good players, so choosing some evil players, particularly early on, can really help. It is usually best if the two good players that you chose, die, while the single evil player that you chose, lives. But having all three players die is also very helpful, since the final day approaches quicker. Avoid the situation where the two good players live and the evil player dies. The evil player you chose should have a clue as to what the other players are going to choose, to plan their own life accordingly.  


* Meta your storyteller – if there’s an ability you think your Storyteller will want you can use that to deduce which Minions are likely to have been in play from the start in order to leave space for your Storyteller to gain the Minion ability they’re likely to be most interested in gaining.
* Choose yourself at some stage, particularly if all other players have already been chosen previously this game. If you are the single player that has not been chosen by the Al-Hadikhia, that makes you look VERY suspicious. To avoid this, choose yourself one night - just make sure that you choose two other players who are very likely to choose to die, because you will need to choose to live. Talking to a Minion beforehand, and arranging that they will choose to die while you choose to live, guarantees that you will not accidentally kill yourself, since it doesn't matter what the third player chooses.


* If you’re in a starting three Minion game, you know for a fact that every Minion ability is going to be in play when you die, so you can strategise accordingly.  
* The more information you have about which characters are in play, the better. Some characters, like the {{Good|Ravenkeeper}}, {{Good|Sage}}, or {{Good|Farmer}}, will want to die at night. Some characters, like the {{Good|Flowergirl}}, {{Good|Balloonist}} or {{Good|Poppy Grower}} will want to stay alive. Some characters, like the {{Good|Fisherman}} or {{Good|Slayer}} may not be sure if they want to live or die, depending on how useful their ability was or will be. If you know which players are which characters, you can arrange to choose three players that are all likely to live, or all likely to die. Either way, it's helpful.  


* You can generally assume that a Minion ability wielded by the Storyteller is going to be used more effectively that it might be by a Minion, since the Storyteller has perfect knowledge of the game, so be wary of how the game balance might swing when you die.
* Choose dead Minions occasionally. You can raise Minions from the dead, and this can be crucial, particularly if they get to use their ability again, such as the {{Evil|Assassin}} or the {{Evil|Poisoner}}. Alive Minions can also vote more often - very handy. Be aware of choosing Minions that will telegraph their ability to the good team, such as the {{Evil|Pit-Hag}} or the {{Evil|Cerenovus}}. If the public nature of these abilities too obviously let's the good team know which players specifically are Minions, this could cause trouble, outweighing the benefit of another alive Minion.
 
* Choose dead good players occasionally. While it certainly isn't helpful to give Townsfolk players their ability back, these players may look like Minions to the good team, confusing their information. Also, you can be fairly certain that good, dead players will choose to live again, so you can use that to decide which other players to choose. Every life or death decision of a player that you know beforehand, means you can choose players more wisely. 
 
* Some players will always choose life at night, out of uncertainty or fear. Where possible, choose three of these types of players all at once at night.
 
* Talk to your Minions. They may be able to provide you with information on who to choose at night, and who not to. This is true even moreso than a regular Demon, because not only are you choosing which characters you want to kill, but you are choosing which combinations of characters. Your Minions may also provide you with information about which character they are, and if they are ok to die at night... and what their story will be afterwards.
 
* If an evil player is chosen at night, even yourself, plan what you are going to say the following day. Having a valid reason for choosing life (or death, as the case may be) is easier when you've thought about it beforehand. Avoid making Minions choose life or death without prior warning, and having to Scramble to come up with reasons for their choice. If you are playing with characters that allow you to die, like the {{Evil|Scarlet Woman}}, it is also good practice to having your own night-choice and reasons pre-planned.  
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== Bluffing as the Plague Doctor ==
== Fighting the Al-Hadikhia ==
 
* Don't be scared of choosing to die at night. Someone will. It's just a question of who, and how many. If you are a character than can afford to die, choose death. This will mean that, on average, the characters that can't afford to die will live through the night.
 
* If players live through the night, assume that they are good, or at least are not the Demon. Particulary if you are playing with new players. Generally, the Al-Hadikhia won't choose themself, so avoiding executing the players that have lived through the night, any night, may mean you end up executing the Demon by default.


* Plague Doctors are almost never happy to die – they know they have a major negative impact on the good team’s chances. Use this as an argument to survive for as long as possible. It’s one of the few characters, much like the {{Good|Saint}}, who will almost always fight hard to survive and therefore you can use this to keep your Minion ability active for as long as possible or to survive to the endgame as the Demon.
* If players die at night in an unusual pattern, ask why. Good player will usually have a good reason as to why they chose death, and a good reason why they chose life. If the reasons that you are hearing don't make sense, you may have found an evil player.


* Consider hiding a Minion ability if possible, so that when you die it looks like a Minion ability has been added. This can be tricky, depending what Minion abilities you have to work with, but with the right abilities to “confirm you” as the Plague Doctor this can really help you get trusted and drive the good team narrative as a result. The balance, of course, is that this means using a Minion ability far less effectively for the period of the game up until you die, so you may want to consider the next option instead.
* If a player is returned to life, don't execute them. You may not know which character they are, but they aren't the Demon!


* Have living evil players claim to have been affected by a “Storyteller-used Minion ability” once you die to back up your bluff. This means you don’t have to hide a Minion ability until you die, you can just have evil players pretend to be affected by an additional ability. This, of course, has the downside of linking you directly to your fellow evil players, so the pressure is very much on at that point to be convincingly good yourself!
* Discuss as a group what your planned night-preferences are. If you signal that you will choose death, if chosen, that means that other players can choose life if you are chosen. If you signal that will choose life if chosen, that means that the other two players will need to consider dying, to avoid all players choosing life.


* Emphasise your deductions around working out which Minion abilities are in play so “you know what you might add when you die”. This is usually the focus of a Plague Doctor anyway, but gives you a gilt-edged opportunity to mislead and misdirect from the get-go as to what seems to currently be in play.
* The Demon will likely be listening to any discussions about who is planning on choosing what, and will attack people based on that knowledge. Change your mind at the last minute without telling anyone, to throw the Demon's plans into disarray.  


* You are, of course, not the Plague Doctor, so there will be no Minion ability added to the game when you die. Be prepared to change your claim at that point to cater to this or have a plausible story as to why your ability might not have worked. Maybe the Storyteller gained a passive ability? Maybe you were wrong about which Minion abilities were already in play, so the Storyteller actually gained something no-one was expecting. Maybe there’s a {{Evil|Pit-Hag}} that changed the current Minions just before you died so the Storyteller gained a Minion ability that used to be in play at the start of the game.
* Pay particular attention to nights where only 4 or 5 players are still alive. Unlike most Demons, which only kill one player per night, the Al-Hadikhia can kill three players per night. If you go to the night phase with 4 or 5 players alive, it will be game-over if the good players choose poorly. This night is the important one. Take your time to think, and make the right call.  


* Don't try to break the "Silence" rule (by signalling to the other players what your choice was) by adhering to the letter of the law, but not the spirit. At night, the Al-Hadikhia character acts in silence so that the players don't communicate their thoughts to each other. The game is more fun this way. Don't break the rules on a technicality, as the Storyteller will adjust the rules to disallow this behaviour in the future.


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[[Category:Experimental Characters]]
[[Category:Experimental Characters]]
[[Category:Outsiders]]
[[Category:Demons]]

Revision as of 17:27, 8 December 2023

Icon alhadikhia.png Information

Type Demon
Artist Marianna Carr

"Alsukut min dhahab."

Character Showcase

Summary

"Each night*, choose 3 players (all players learn who): each silently chooses to live or die, but if all live, all die."

The Al-Hadikhia puts three players in a dilemma – who will choose to die, so that others can live?

  • The Al-Hadikhia chooses three players per night. Everyone learns which three were chosen. Each player makes their choice before the next player is revealed.
  • All players must be silent when the Al-Hadikhia acts at night. This period lasts from when the Storyteller first declares that a player has been chosen, until the Storyteller says that it ends.
  • At night, the Storyteller asks players out loud if they choose to live. If they nod their head, they live. If they shake their head, they die. Players may be brought back to life this way.
  • If all players choose to live, then they all die instead. If a player chose to die but did not die, they count as alive for this calculation.

How to Run

Each night except the first, wake the Al-Hadikhia. They point at three players. Mark these players with the 1, 2 and 3 reminders, in the order the Al-Hadikhia chose. Put the Al- Hadikhia to sleep. Wake the player marked 1 and say “The Al- Hadikhia has chosen” then the name of the player, then “Do you choose to live?” They either nod or shake their head. Put them to sleep. If they chose to live, remove their shroud (if any), and if they choose to die, add a shroud. Repeat for players marked 2 then 3. If all three players are alive (none of them have a shroud) then add a shroud to all three. They die. Declare that the time of silence has ended.

Each dawn, declare which players marked 1, 2 and 3 are alive and which are dead. Do this even if a player’s alive or dead status did not change during the night.

You may need to remind all players to be silent as the Al-Hadikhia acts. This includes non-verbal noise. This prevents players signaling to others about whether they have chosen to live or die.

Examples

The Al-Hadikhia chooses Evin, Lachlan, and Sarah. Evin chooses to die. Lachlan chooses to die. Sarah chooses to live. In the morning, Evin and Lachlan are dead, and Sarah is alive.

The Al-Hadikhia chooses Alex, Lewis, and Doug, who is dead. Alex chooses life. Lewis chooses life. Doug chooses life, so is now alive. Since all players are now alive, all three players die.

Tips & Tricks

  • On the second night, all players will know that an Al-Hadikhia is in play. There is little point generating discussion about which Demon might be in play.
  • Choose three good players, in order to maximise the number of deaths per night. Good players will often all choose to live, meaning three good players will die. This may hint to the good team that the dead players are actually good, but it's worth it. This strategy is particularly useful if the remaining evil players are all alive, since the evil team will have a significant voting advantage for the rest of the game.
  • Choose an evil player every so often, to make that evil player look good, or to guarantee at least one death per night. Beginner Al-Hadikhia players may always choose good players, so choosing some evil players, particularly early on, can really help. It is usually best if the two good players that you chose, die, while the single evil player that you chose, lives. But having all three players die is also very helpful, since the final day approaches quicker. Avoid the situation where the two good players live and the evil player dies. The evil player you chose should have a clue as to what the other players are going to choose, to plan their own life accordingly.
  • Choose yourself at some stage, particularly if all other players have already been chosen previously this game. If you are the single player that has not been chosen by the Al-Hadikhia, that makes you look VERY suspicious. To avoid this, choose yourself one night - just make sure that you choose two other players who are very likely to choose to die, because you will need to choose to live. Talking to a Minion beforehand, and arranging that they will choose to die while you choose to live, guarantees that you will not accidentally kill yourself, since it doesn't matter what the third player chooses.
  • The more information you have about which characters are in play, the better. Some characters, like the Ravenkeeper, Sage, or Farmer, will want to die at night. Some characters, like the Flowergirl, Balloonist or Poppy Grower will want to stay alive. Some characters, like the Fisherman or Slayer may not be sure if they want to live or die, depending on how useful their ability was or will be. If you know which players are which characters, you can arrange to choose three players that are all likely to live, or all likely to die. Either way, it's helpful.
  • Choose dead Minions occasionally. You can raise Minions from the dead, and this can be crucial, particularly if they get to use their ability again, such as the Assassin or the Poisoner. Alive Minions can also vote more often - very handy. Be aware of choosing Minions that will telegraph their ability to the good team, such as the Pit-Hag or the Cerenovus. If the public nature of these abilities too obviously let's the good team know which players specifically are Minions, this could cause trouble, outweighing the benefit of another alive Minion.
  • Choose dead good players occasionally. While it certainly isn't helpful to give Townsfolk players their ability back, these players may look like Minions to the good team, confusing their information. Also, you can be fairly certain that good, dead players will choose to live again, so you can use that to decide which other players to choose. Every life or death decision of a player that you know beforehand, means you can choose players more wisely.
  • Some players will always choose life at night, out of uncertainty or fear. Where possible, choose three of these types of players all at once at night.
  • Talk to your Minions. They may be able to provide you with information on who to choose at night, and who not to. This is true even moreso than a regular Demon, because not only are you choosing which characters you want to kill, but you are choosing which combinations of characters. Your Minions may also provide you with information about which character they are, and if they are ok to die at night... and what their story will be afterwards.
  • If an evil player is chosen at night, even yourself, plan what you are going to say the following day. Having a valid reason for choosing life (or death, as the case may be) is easier when you've thought about it beforehand. Avoid making Minions choose life or death without prior warning, and having to Scramble to come up with reasons for their choice. If you are playing with characters that allow you to die, like the Scarlet Woman, it is also good practice to having your own night-choice and reasons pre-planned.

Fighting the Al-Hadikhia

  • Don't be scared of choosing to die at night. Someone will. It's just a question of who, and how many. If you are a character than can afford to die, choose death. This will mean that, on average, the characters that can't afford to die will live through the night.
  • If players live through the night, assume that they are good, or at least are not the Demon. Particulary if you are playing with new players. Generally, the Al-Hadikhia won't choose themself, so avoiding executing the players that have lived through the night, any night, may mean you end up executing the Demon by default.
  • If players die at night in an unusual pattern, ask why. Good player will usually have a good reason as to why they chose death, and a good reason why they chose life. If the reasons that you are hearing don't make sense, you may have found an evil player.
  • If a player is returned to life, don't execute them. You may not know which character they are, but they aren't the Demon!
  • Discuss as a group what your planned night-preferences are. If you signal that you will choose death, if chosen, that means that other players can choose life if you are chosen. If you signal that will choose life if chosen, that means that the other two players will need to consider dying, to avoid all players choosing life.
  • The Demon will likely be listening to any discussions about who is planning on choosing what, and will attack people based on that knowledge. Change your mind at the last minute without telling anyone, to throw the Demon's plans into disarray.
  • Pay particular attention to nights where only 4 or 5 players are still alive. Unlike most Demons, which only kill one player per night, the Al-Hadikhia can kill three players per night. If you go to the night phase with 4 or 5 players alive, it will be game-over if the good players choose poorly. This night is the important one. Take your time to think, and make the right call.
  • Don't try to break the "Silence" rule (by signalling to the other players what your choice was) by adhering to the letter of the law, but not the spirit. At night, the Al-Hadikhia character acts in silence so that the players don't communicate their thoughts to each other. The game is more fun this way. Don't break the rules on a technicality, as the Storyteller will adjust the rules to disallow this behaviour in the future.