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Baron and Choirboy: Difference between pages

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[[File:icon_baron.png|250px]]
[[File:icon_choirboy.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>
<td>Artist</td>
<td>Aiden Roberts</td>
</tr>
</tr>
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<p class='flavour'>"This town has gone to the dogs, what? Cheap foreign labor... that's the ticket. Stuff them in the mine, I say. A bit of hard work never hurt anyone, and a clip'o'the ears to any brigand who says otherwise. It's all about the bottom line, what?"<p>
<p class='flavour'>"I saw it, I did. I was in the pews, tidying the hymn books, when a dreadful tune started from the pipe organ. The organist had a long cloak, and long fingers on the keys. And a hat that looked… just like… yours."</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>rBTs8WsYArw</youtube>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/9398789/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2019-11-30%2F41256806-44100-2-44ec9aeee5611.mp3">You need to enable JavaScript to play this audio</div>


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== Summary ==
== Summary ==
"There are extra Outsiders in play. [+2 Outsiders]"
"If the Demon kills the King, you learn which player is the Demon. [+the King]"


The Baron changes the number of Outsiders present in the game.
The Choirboy learns who the Demon is when the King is slain.
*  
* The King can be in play without the Choirboy. During the setup phase, if the Choirboy is in play and the King isn’t, the King is added. If a King is already in play, the Choirboy doesn’t add a second King.
*  
* If the Demon kills the King using their ability, the Choirboy learns which player is the Demon. The Demon nominating and executing the King doesn’t count. Minions that kill the King, such as the Assassin, don’t count either.
* If the Demon attacks the King but doesn’t kill the King, the Choirboy doesn’t learn who the Demon is.
* The Choirboy learns which player the Demon is, but does not learn which character.
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== How to Run ==
== How to Run ==
While setting up the game, before putting character tokens in the bag, if the King is not already in play, remove a Townsfolk character token and add the King character token.
Each night except the first, if the Demon kills the King, put the Demon to sleep then wake the Choirboy. Point to the Demon player then put the Choirboy to sleep.
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<div class='example'>
<div class='example'>
The game is being set up for seven players, with five Townsfolk, one Minion, and one Demon. Because the Minion is the Baron, the Storyteller removes two Townsfolk tokens and adds a {{Good|Saint}} and a {{Good|Butler}} token. In total, three Townsfolk, two Outsider, one Minion, and one Demon tokens go in the bag for the players to draw from.
The {{Evil|Imp}} attacks the {{Good|Empath}}. The {{Good|Empath}} dies. The next night, the {{Evil|Imp}} attacks the {{Good|King}}, who is protected by the {{Good|Monk}}. The {{Good|King}} lives. The next night, the {{Evil|Imp}} attacks the {{Good|King}}, who is no longer protected by the {{Good|Monk}}. The {{Good|King}} dies. The Choirboy is woken by the Storyteller and learns which player is the {{Evil|Imp}}.
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<div class='example'>
<div class='example'>
The game is being set up for 15 players, with nine Townsfolk, two Outsiders, three Minion, and one Demon tokens. Because the Baron is in play, the Storyteller must add a {{Good|Drunk}} and a {{Good|Recluse}}. So, they remove the {{Good|Monk}} token and add a {{Good|Recluse}} token. They then add a the {{Good|Drunk}}'s "Is the Drunk" reminder token… because this game, one player isn't a Townsfolk—they are an Outsider: the {{Good|Drunk}}. All these character tokens then go into the bag for the players to draw from.
The {{Evil|Shabaloth}} kills the {{Good|King}}. The drunk Choirboy wakes and wrongly learns that the {{Good|General}} is the Demon.
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== Tips & Tricks ==
== Tips & Tricks ==


* Your ability is brought into effect before the game even begins. This means that you have absolutely no responsibility other than to help your Demon win! Have fun! Deliberately claim to be in-play Townsfolk to make them look evil! Tell lies! Make good players look evil and evil players look good by muckraking, double bluffing, or creative tomfoolery. You are emboldened to do whatever you want, since you have nothing to lose!
* The Choirboy is an ambush for the Demon. Not knowing whether you’re in the game or not is going to make the Demon act much more cautiously around the {{Good|King}}. The Demon however has a dilemma, if they let the {{Good|King}} stay alive for too long, then they are going to get really good information at a crucial moment in the game. Try to survive as long as you can to keep the pressure on the Demon.
 
* Since you add Outsiders to the game, and those players will almost always publicly claim to be Outsiders, claiming to be an Outsider as well causes havoc. If a {{Good|Drunk}} is in play, only you and a real Outsider have claimed to be Outsiders - in this situation, the good team will know that a Baron is in play, but will think that you are actually an Outsider, since there appear to be 2 more Outsiders than usual. If, however, there is no {{Good|Drunk}} in play, then there will appear to be three more Outsiders than usual in the game, and the good team will probably want to execute all three Outsiders, since they know that at least one is evil - and being responsible for the executions of three players (including yourself) is a great way to start any game and give your team the advantage.
 
* Deliberately double up with an in-play character that you want to undermine. Since it does not matter if you die, claiming to be a {{Good|Fortune Teller}} or an {{Good|Undertaker}} or even a {{Good|Mayor}} when that character is already is in play, causes the good team to look upon you both with suspicion. They may think you are evil, but they will usually be suspicious of the other player as well, and not trust any information they give.


* Claiming that a Baron is in play when there is no Baron in play is a great strategy for the evil team. Claiming to be an Outsider means that the group conversation will turn to figuring out whether or not a Baron is in play. If the good team comes to believe a Baron is indeed in play, then you look like a legitimate Outsider, but the good team will also come to believe that a {{Good|Drunk}} is in play, because the {{Good|Drunk}} must be the other Outsider. They will not trust their own information.
* If you die, don’t reveal this publicly, because just the threat of you being alive can be enough. You can take your secret with you to the grave. If there are characters like the {{Good|Undertaker}} or {{Good|Dreamer}} that learn who you are, it can be good to chat with them and get them to lie about your character. Remember the threat of a living Choirboy is almost as good as an alive Choirboy.


* Better yet, if you claim that a Baron is in play when there isn't, and two evil players both claim to be Outsiders, then it will seem like they are the two Outsiders added by the Baron, and will usually not be executed by the good team. Since good wants to keep good players alive, even good players that are "confirmed" as Outsiders are better off alive than dead.
* If the {{Good|King}} reveals themselves, try to visit them discreetly when you can. If you’re too obvious in trying to seek out the {{Good|King}}, this might signal to the Demon that you’re the Choirboy.  Maybe find a player you trust, and have them speak to the {{Good|King}} on your behalf. Even if they don't reveal who you are to the {{Good|King}}, you're letting them know that a Choirboy is in play, and this might let them act more safely.


* Throw suspicion onto the Outsiders. If you can make the good team think that the Outsiders you added are evil, they will chase their tails looking for signs of a {{Evil|Poisoner}} or {{Evil|Scarlet Woman}}!
* If no one comes out as the {{Good|King}}, you know that there should still be one in play. For some reason they’re not coming out. At this point, only you and the Demon knows for certain that there is a {{Good|King}} in play, but the Demon has the advantage of knowing who they are, and might be quite confused about why they’re not coming out.


* Be a patsy. If you are executed, the Demon is not. Don't be afraid to die this way, since it gives the Demon a day of safety. Furthermore, if you can look so execution-worthy that characters like the {{Good|Slayer}} or {{Good|Ravenkeeper}} use their ability on you, then at least they are not using it on the Demon. Even if you nominate the {{Good|Virgin}}, you might look evil, but it prevents the Demon from doing so.
* Character swap with another player and let them claim to be the Choirboy. If the Demon kills the fake Choirboy and then kills the {{Good|King}}, you learn who the Demon is. Of course, if the other player is too obvious with their claim, the Demon might not believe them. However, the uncertainty it creates might help keep the {{Good|King}} alive anyway.
 
* If you are not bluffing as an Outsider, heap as much suspicion on the actual Outsiders as possible. They will usually be trusted by the good team, since it's obvious that a Baron is in play, and will need to be killed if you are to win.
 
* One option is getting your Demon to kill you early on - players who die early at night are usually considered good, and you can use this position of trust to go around and talk to players, gathering information and feeding it back to the evil team, while also spreading misinformation. Whilst any Minion can use this strategy, of course, the Baron is particularly suited, since your devastating ability has already been used.
 
* You don't always have to be the fall guy. The last thing you want is for you to look evil and have the {{Evil|Imp}} to kill themselves and have you as their only escape route!
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== Fighting the Baron ==
== Bluffing as the Choirboy ==
 
* If the number of Outsiders is different to what it should be by default (e.g. You have three Outsiders but were expecting one), then you probably have a Baron. At this point, you have several options:
** If you believe all of the Outsider claims, keep them alive! These are basically confirmed good players even if they don't have fantastic abilities.
** If you are not certain there is a Baron, then it probably best to take out the Outsiders quickly; it could actually be evil players bluffing to create the appearance of extra outsiders to avoid suspicion.
** If you believe the Outsiders, but the count isn't quite right, then one of the Townsfolk is probably a {{Good|Drunk}}, and you should be trying to figure out who they are as soon as possible.


* The {{Good|Librarian}}, {{Good|Investigator}} {{Good|Ravenkeeper}} and {{Good|Undertaker}} are all characters that greatly help you deduce the presence of a Baron.
When bluffing as the Choirboy, there are a few things you should keep in mind:


* Unlike other Minions, the effect the Baron has on the game is pretty obvious; you will soon notice if there are Outsiders when there shouldn't be, or more of them when expected. Determining that there is a Baron is actually great news, since it means (especially in smaller games) that there is less likely to be a {{Evil|Poisoner}}, {{Evil|Spy}} or {{Evil|Scarlet Woman}}.
* The Demon will know if there is a {{Good|King}} in play or not. If there is no {{Good|King}}, a Choirboy bluff will need to partner up with another evil player who pretends to be the {{Good|King}}. If the Demon or another evil player leads with a {{Good|King}} bluff, support their bluff by letting a few people know you’re the Choirboy.


* Because they don't benefit as much from staying alive as much as other Minions, Barons will often tend to be bolder and more aggressive with their bluffs or plays. A Baron does not fear death; they will deliberately double up with another player, try to get the first nomination of a {{Good|Virgin}}, antagonize a {{Good|Slayer}}, or otherwise just try to sow chaos. If you think a player might be having a little bit ''too'' much fun with the chaos they seem to be creating, they may be a Baron!
* If there is a {{Good|King}} in play, pretend you are a Choirboy to the {{Good|King}}. This might help you discover whether there is a real Choirboy or not, which is useful information to the Demon. If the {{Good|King}} does not reveal there is a double up, then the {{Good|King}} is safe to kill and even better you can feed the game with a false Demon claim. However, if there is a double up, you might help flush out the real Choirboy and make the players doubt their information.


* Unlike the other Minions, the Baron's effect on the game happens before anything else and cannot be changed. What this means is that unlike other evil players, it isn't completely necessary to execute them. Taking out an evil vote can be advantageous, but if you have a better option (e.g. A lead on the {{Evil|Imp}} or {{Evil|Poisoner}}), then take care of that instead.
* Bluffing as the Choirboy can come to a head if the {{Good|King}} (real or fake) is killed by the Demon. Because when this happens, the town will expect you to come out with a Demon accusation. This bluff will probably fall apart when that player is executed and the game doesn’t immediately end. You might be fine if there are Minions like the {{Evil|Scarlet Woman}} on the script.  


* Don't forget that the {{Evil|Imp}} can pass on their Demonhood to a Baron! Ignoring the Baron until it is too late might put you in a difficult position of trying to figure out if they have become the Demon on the final day.
* If there are means of death by night that are not the Demon, such as the {{Evil|Assassin}} or the {{Good|Lycanthrope}}, if the {{Good|King}} (fake or not) dies during the night, you can always claim that you learned nothing, which suggests the {{Good|King}} died by one of them instead. This can be tricky if there should be an additional death which does not happen (like the {{Evil|Assassin}}).  


* Be careful if you actually double up with a Choirboy - for if the {{Good|King}} is killed by the Demon while the real Choirboy is alive, you will have to accuse someone of being the Demon. If this happens too early, it’s only a matter of time before the players execute the real Demon as their choices are reduced down to two players.
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[[Category:Trouble Brewing]]
[[Category:Experimental Characters]]
[[Category:Minions]]
[[Category:Townsfolk]]

Revision as of 13:45, 24 March 2023

Icon choirboy.png Information

Type Townsfolk

"I saw it, I did. I was in the pews, tidying the hymn books, when a dreadful tune started from the pipe organ. The organist had a long cloak, and long fingers on the keys. And a hat that looked… just like… yours."

Character Showcase

Summary

"If the Demon kills the King, you learn which player is the Demon. [+the King]"

The Choirboy learns who the Demon is when the King is slain.

  • The King can be in play without the Choirboy. During the setup phase, if the Choirboy is in play and the King isn’t, the King is added. If a King is already in play, the Choirboy doesn’t add a second King.
  • If the Demon kills the King using their ability, the Choirboy learns which player is the Demon. The Demon nominating and executing the King doesn’t count. Minions that kill the King, such as the Assassin, don’t count either.
  • If the Demon attacks the King but doesn’t kill the King, the Choirboy doesn’t learn who the Demon is.
  • The Choirboy learns which player the Demon is, but does not learn which character.

How to Run

While setting up the game, before putting character tokens in the bag, if the King is not already in play, remove a Townsfolk character token and add the King character token.

Each night except the first, if the Demon kills the King, put the Demon to sleep then wake the Choirboy. Point to the Demon player then put the Choirboy to sleep.

Examples

The Imp attacks the Empath. The Empath dies. The next night, the Imp attacks the King, who is protected by the Monk. The King lives. The next night, the Imp attacks the King, who is no longer protected by the Monk. The King dies. The Choirboy is woken by the Storyteller and learns which player is the Imp.

The Shabaloth kills the King. The drunk Choirboy wakes and wrongly learns that the General is the Demon.

Tips & Tricks

  • The Choirboy is an ambush for the Demon. Not knowing whether you’re in the game or not is going to make the Demon act much more cautiously around the King. The Demon however has a dilemma, if they let the King stay alive for too long, then they are going to get really good information at a crucial moment in the game. Try to survive as long as you can to keep the pressure on the Demon.
  • If you die, don’t reveal this publicly, because just the threat of you being alive can be enough. You can take your secret with you to the grave. If there are characters like the Undertaker or Dreamer that learn who you are, it can be good to chat with them and get them to lie about your character. Remember the threat of a living Choirboy is almost as good as an alive Choirboy.
  • If the King reveals themselves, try to visit them discreetly when you can. If you’re too obvious in trying to seek out the King, this might signal to the Demon that you’re the Choirboy. Maybe find a player you trust, and have them speak to the King on your behalf. Even if they don't reveal who you are to the King, you're letting them know that a Choirboy is in play, and this might let them act more safely.
  • If no one comes out as the King, you know that there should still be one in play. For some reason they’re not coming out. At this point, only you and the Demon knows for certain that there is a King in play, but the Demon has the advantage of knowing who they are, and might be quite confused about why they’re not coming out.
  • Character swap with another player and let them claim to be the Choirboy. If the Demon kills the fake Choirboy and then kills the King, you learn who the Demon is. Of course, if the other player is too obvious with their claim, the Demon might not believe them. However, the uncertainty it creates might help keep the King alive anyway.

Bluffing as the Choirboy

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

  • The Demon will know if there is a King in play or not. If there is no King, a Choirboy bluff will need to partner up with another evil player who pretends to be the King. If the Demon or another evil player leads with a King bluff, support their bluff by letting a few people know you’re the Choirboy.
  • If there is a King in play, pretend you are a Choirboy to the King. This might help you discover whether there is a real Choirboy or not, which is useful information to the Demon. If the King does not reveal there is a double up, then the King is safe to kill and even better you can feed the game with a false Demon claim. However, if there is a double up, you might help flush out the real Choirboy and make the players doubt their information.
  • Bluffing as the Choirboy can come to a head if the King (real or fake) is killed by the Demon. Because when this happens, the town will expect you to come out with a Demon accusation. This bluff will probably fall apart when that player is executed and the game doesn’t immediately end. You might be fine if there are Minions like the Scarlet Woman on the script.
  • If there are means of death by night that are not the Demon, such as the Assassin or the Lycanthrope, if the King (fake or not) dies during the night, you can always claim that you learned nothing, which suggests the King died by one of them instead. This can be tricky if there should be an additional death which does not happen (like the Assassin).
  • Be careful if you actually double up with a Choirboy - for if the King is killed by the Demon while the real Choirboy is alive, you will have to accuse someone of being the Demon. If this happens too early, it’s only a matter of time before the players execute the real Demon as their choices are reduced down to two players.