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[[File:icon_scarlet_woman.png|250px]]
[[File:icon_spy.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'>"You have shown me the secrets of the Council of the Purple Flame. We have lain together in fire and in lust and in beastly commune, and I am forever your servant. But tonight, my dear, I am your master."<p>
<p class='flavour'>"Any brewmaster worth their liquor, <br/>
knows no concoction pours trouble quicker, <br/>
than one where spies seem double."<p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
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== Summary ==
== Summary ==
"If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count)"
"Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead."


The Scarlet Woman becomes the Demon when the Demon dies.
The Spy might appear to be a good character, but is actually evil. They also see the Grimoire, so they know the characters (and status) of all players.
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*  
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<div class='example'>
<div class='example'>
There are seven players alive: the {{Evil|Imp}}, the Scarlet Woman, two Townsfolk, and three Travellers. The {{Evil|Imp}} is executed, so the game ends and good wins.
The {{Good|Washerwoman}} learns that either Abdallah or Douglas is the {{Good|Ravenkeeper}}. Abdallah is the {{Good|Monk}}, and Douglas is the Spy registering as the {{Good|Ravenkeeper}}.
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<div class='example'>
<div class='example'>
There are five players alive: the {{Evil|Imp}}, the Scarlet Woman, the {{Evil|Baron}}, and two Townsfolk. The {{Evil|Imp}} is executed. The Scarlet Woman becomes the {{Evil|Imp}}, and the game continues.
The Spy neighbours the {{Evil|Imp}} and the {{Good|Empath}}. The {{Good|Chef}} learns a "1" because the Spy is registering as evil. Later that night, the {{Good|Empath}} learns a "0" because the Spy is now registering as good.
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<div class='example'>
<div class='example'>
Brianna is the Scarlet Woman. The {{Good|Fortune Teller}} chooses Brianna and Alex, and learns a "no.” Later, the {{Evil|Imp}} dies, so Brianna becomes the {{Evil|Imp}}. The {{Good|Fortune Teller}} chooses Brianna and Alex again, and learns a "yes."
The Spy nominates the {{Good|Virgin}} and is executed by the {{Good|Virgin}}’s ability, because the Storyteller chooses that the Spy registers as a Townsfolk. That night, the {{Good|Undertaker}} learns that the {{Good|Drunk}} died today, because the Spy is now registering as the {{Good|Drunk}}.
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== Tips & Tricks ==
== Tips & Tricks ==


* The Scarlet Woman is at her strongest when you co-ordinate with the Demon and figure out a strategy that you both like, since the Demon can safely die. Maybe you accuse the Demon of being evil, and the Demon does everything possible to make the good team think they are indeed evil? This makes you look very good, and trustworthy. Maybe the Demon kills themselves of a night time and claims to be the {{Good|Ravenkeeper}}, saying that you are the character you say you are. Maybe the Demon accuses you of being evil, but does so unconvincingly, so that you look good by comparison. Maybe you and the Demon both claim to be the same character, such as the {{Good|Mayor}}? After all, "one of you must be the {{Good|Mayor}}", right? It doesn't matter which one of you dies, since the game continues with a living Demon either way.
* If you're reading this having just pulled the Spy token this tip won't help you, but if you're about to play your first game, ask your Storyteller to show you an example of a grimoire, so you're prepared when they wake you up.


* In the early game, staying alive is more important for you compared to other Minions. Whist it doesn't really matter if the {{Evil|Baron}}, or {{Evil|Poisoner}} dies early (since they can often cause a lot of disruption early in the game), you will need to survive until the end of the game if you intend to become the Demon at some point. Waiting, listening, then claiming to be a character that you know is not in play often achieves this best.
* Providing your memory is good, 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 and take out high priority targets.


* Timing is important. Remember that if fewer than five players are alive when the Demon dies, the game is over and good wins. If your Demon has a lot of heat on them, and you think that they won't survive to the final day, take action and get your Demon killed while five or more players are still alive... before it's too late.
* It isn't necessary to memorise everything. Some important things to remember can be:
** A character that isn't in play, for you to bluff (perhaps more than one, in case you get chance to talk to a fellow minion), and any information you might need to support your bluff.
** Some people the {{Evil|Imp}} should kill or your {{Evil|Poisoner}} poison, like the {{Good|Slayer}} or {{Good|Undertaker}}
** Some people the {{Evil|Imp}} should definitely not kill, like the {{Good|Ravenkeeper}} or {{Good|Soldier}}
** Any reminder tokens you think will be important


* Whilst you are the Scarlet Woman, you will not register as the Demon. So, if you can get yourself confirmed as such by good characters, such as the {{Good|Slayer}} or the {{Good|Fortune Teller}}, then become the Demon at a later stage, then the good team will be very confused about the identity of the real Demon, as their information won't add up.
* Take your time! The Storyteller will show you the Grimoire for as long as you need.


* If the Demon is playing well, and seems to be trusted by the good team, there is no need to use your ability. You can play the normal Minion role of spreading false information, breeding distrust among the good players and generally being troublesome whilst ignoring your character ability.
* In the Grimoire, you will not only see who everyone is, but the Storyteller reminder tokens. These will allow you to identify who is a {{Good|Drunk}}, who your {{Evil|Poisoner}} targeted, who the {{Good|Fortune Teller}} red herring is, who the Demon killed,  who the {{Good|Washerwoman}}/{{Good|Librarian}} is getting their read on, and the alignment of any Travellers. Remember that you may register as good for a  {{Good|Washerwoman}} or{{Good|Librarian}}; if you see this in the Grimoire, you can lean into that bluff early on.
 
* Choosing a good bluff for yourself is easy, because you know all characters that are not in play.
 
* You also have access to information that is hard to guess or obtain as an evil player, like player's characters. This makes you an especially potent {{Good|Washerwoman}}, {{Good|Undertaker}} or {{Good|Ravenkeeper}}, since all of these characters learn that sort of information. You can gain the trust of good players by being able to name their character, especially if they haven't revealed yet, or if they are bluffing as something else.
 
* Bluffing as the {{Good|Librarian}} or the {{Good|Investigator}} and selecting powerful characters (like the {{Good|Empath}}, {{Good|Ravenkeeper}} or {{Good|Mayor}}) to mark as the {{Good|Drunk}} or as an evil Minion will let you undermine these players. As the Spy, you can do this before they come out, which lends credibility to your claim compared to other evil players doing the same type of bluff.
 
* You can provide support to your Demon and other Minions (like the {{Evil|Poisoner}}) by secretly giving them powerful characters to target early on, neutralizing them before they pose a serious threat for the evil team. In general, you are going to want to have a lot of secret conversations with fellow evil players to communicate the information that you have; prepare a solid alibi to explain why you were whispering.
 
* You will usually register as a good player to characters like the {{Good|Empath}}, {{Good|Chef}}, and {{Good|Undertaker}}. Thanks to this, you will be able to gain the trust of good players much more easily than the other evil characters. This also makes you a great candidate to become the Demon in the later game. Encourage the {{Evil|Imp}} to pass on their Demonhood to you once you are well established!
 
* You are the only evil player that can activate the {{Good|Virgin}} ability. Players who die this way are usually the most trusted characters in the game. Deliberately giving false information and then sacrificing yourself on a {{Good|Virgin}} can give you a platform to confuse and mislead the good team. Similarly if you know an {{Good|Undertaker}} is in play, you can allow yourself to be executed, so when you register as good to them, they will trust you and your information. This can also be a great way to undermine an undesirable execution (for example, your Demon) - you will die and your execution will take priority over the existing vote.
 
* The Spy is particularly effective for bluffs that require more than one player. For example, you can claim to be the {{Good|Washerwoman}}, {{Good|Librarian}} or {{Good|Ravenkeeper}} and back up your Demon's character claim. (You should probably let your Demon know you're going to do this!)
 
* You will often register as good, which is great if you are sitting near an {{Good|Empath}}, or if a {{Good|Chef}} is in play. This will help you with your goal of infiltrating the good team and getting them to trust you.
 
* You can telegraph possible bluffs to other evil players, without needing to have a private conversation with them. Like talking about "stars" or "jewels" in order to let a partner know that you are strong in diamonds in a game of bridge, you can use subtleties of language to hint to your allies what characters they can bluff as. Or, sometimes, just tell them directly. For example, if you publicly say, "I won't say who, but somebody told me that David is the {{Good|Monk}}", then David might realise what you are doing, and start bluffing as the {{Good|Monk}}.
 
* Make sure the Storyteller knows what you are claiming to be - this will enable them to back up your bluff to other players. For example, if you are bluffing as the {{Good|Butler}} and you are executed, the Storyteller will know to show the {{Good|Undertaker}} the {{Good|Butler}} token.
 
* You won't always register as good. Sometimes the town will see you as evil - and that's okay! The last thing you want is for your Demon to be executed because you're too well trusted.
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== Fighting the Scarlet Woman ==
== Fighting the Spy ==
 
* Detecting the Spy is the first step in fighting the Spy. For example, the Demon kills may be a little bit too efficient. If your {{Good|Fortune Teller}} and {{Good|Slayer}} swiftly drop dead while your {{Good|Ravenkeeper}} and {{Good|Soldier}} are unscathed, that is a sign that the Demon knows more than they should.
 
* If you suspect a Spy, you should assume that the evil team knows everything, which means it is now in the good team's best interest to share everything they have. This will allow you to coordinate more efficiently, while also catching out evil players who didn't have their bluff totally prepared.


* When the Scarlet Woman is in play, the Demon can get away with doing certain things they would not be able to otherwise. For example, they can be successfully executed, or die by a {{Good|Slayer}}'s ability and the game will continue. If you are certain that you definitely took out the {{Evil|Imp}} but the game is still going, you should be suspicious that a Scarlet Woman is in play. It is possible for an {{Good|Undertaker}}] to correctly see the {{Evil|Imp}} token without being the {{Good|Drunk}}!
* Pay attention to players who spend a lot of time whispering together, particularly on the first day; while this is not always a Spy and their Demon, they often have more to talk about than the average pair of players.


* If the {{Evil|Imp}} kills themselves at night, the Demonhood must always pass to the Scarlet Woman first before any other Minions. This can allow you to narrow down where the new Demon has ended up if the {{Evil|Imp}} gets away from you.
* If you are a {{Good|Virgin}}, {{Good|Undertaker}} or {{Good|Ravenkeeper}}, be wary of players who seem too eager to die and prove who they are. Because the Spy can register as good, this might be their attempt to weasel their way into your good graces.


* The Demon and the Scarlet Woman may co-ordinate on their bluffs to confirm each other. For example, the Scarlet Woman may claim to be the {{Good|Washerwoman}} and "confirm" the Demon's claim. This has the benefit of making them both look good, and potentially set up passing on the Demonhood later in the game.
* The Spy is particularly good at bluffing as characters like the {{Good|Washerwoman}} or the {{Good|Ravenkeeper}}, as these characters detect information that is not usually available to the evil team until those players come out. If you suspect a Spy, keep a close eye on anyone claiming to be these roles.


* The Scarlet Woman does not register as a Demon, which means characters who detect Demons specifically will appear to get a clean read on them. For example, the {{Good|Fortune Teller}} will not detect them, and the {{Good|Slayer}} ability will not work on them. Be wary of players who are overeager to be checked or confirmed, especially early in the game.
* Characters who detect alignment, like the {{Good|Empath}} or the {{Good|Chef}} may get information that doesn't seem to add up. This can sometimes be an indication that the Spy is causing the numbers to be off by registering as good.


* If you know a Scarlet Woman is in play (e.g. Getting a read from an {{Good|Investigator}} or a {{Good|Ravenkeeper}}), then a good strategy can be to leave them alive. On the final days when three players are left alive, you no longer have to answer the question "who is the Demon", but "did the Demon pass to the Scarlet Woman". If you think they did, you execute the Scarlet Woman. If you don't think they did, you eliminate the Scarlet Woman from contention and now have a one in two shot at the Demon overall.
* The Spy will know if they've been seen by the {{Good|Washerwoman}} or {{Good|Librarian}} as a good player, but they won't know the character. If one of these characters claims to have seen a character that neither of the people they saw are claiming to be, perhaps a Spy misregistered to them. This can be particularly significant if the {{Good|Librarian}} saw an Outsider and one of the people they saw is claiming to be a different Outsider - perhaps the Spy took a one-in-four chance, and guessed wrong.


* Unlike other Minions, the Scarlet Woman can be bolder about targeting their own Demon, and may even deliberately try to get them killed to make themselves look better. If you suspect someone is a Scarlet Woman, pay close attention to who they are targeting, and if their allegiances abruptly change; if they have been targeting a particular player and then change their tune once it gets below five players, then that may very well be their Demon.
* An {{Good|Undertaker}} or {{Good|Ravenkeeper}} can learn that a player is in fact the Spy. This is usually a lie by the Storyteller and should regarded with suspicion.


* The Scarlet Woman is usually a backup plan, not a phase two; if the Demon is well integrated into the town or not under much suspicion, the Scarlet Woman may end up behaving more like a regular Minion, and sacrifice themselves more freely. If you discover a Scarlet Woman throwing themselves on their sword, it can be worthwhile to be suspicious of players who have been considered trustworthy up until that point.
* The {{Evil|Imp}} is more likely to kill themselves and pass their Demonhood on if a Spy is in play due to the Spy's ability to integrate themselves into the town. Be wary of any deaths at night that do not make sense.


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Revision as of 15:58, 22 March 2023

Icon spy.png Information

Type Minion
Artist Marianna Carr

"Any brewmaster worth their liquor,
knows no concoction pours trouble quicker,
than one where spies seem double."

Appears in Logo trouble brewing.png Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead."

The Spy might appear to be a good character, but is actually evil. They also see the Grimoire, so they know the characters (and status) of all players.

How to Run

Examples

The Washerwoman learns that either Abdallah or Douglas is the Ravenkeeper. Abdallah is the Monk, and Douglas is the Spy registering as the Ravenkeeper.

The Spy neighbours the Imp and the Empath. The Chef learns a "1" because the Spy is registering as evil. Later that night, the Empath learns a "0" because the Spy is now registering as good.

The Spy nominates the Virgin and is executed by the Virgin’s ability, because the Storyteller chooses that the Spy registers as a Townsfolk. That night, the Undertaker learns that the Drunk died today, because the Spy is now registering as the Drunk.

Tips & Tricks

  • If you're reading this having just pulled the Spy token this tip won't help you, but if you're about to play your first game, ask your Storyteller to show you an example of a grimoire, so you're prepared when they wake you up.
  • Providing your memory is good, 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 and take out high priority targets.
  • It isn't necessary to memorise everything. Some important things to remember can be:
    • A character that isn't in play, for you to bluff (perhaps more than one, in case you get chance to talk to a fellow minion), and any information you might need to support your bluff.
    • Some people the Imp should kill or your Poisoner poison, like the Slayer or Undertaker
    • Some people the Imp should definitely not kill, like the Ravenkeeper or Soldier
    • Any reminder tokens you think will be important
  • Take your time! The Storyteller will show you the Grimoire for as long as you need.
  • In the Grimoire, you will not only see who everyone is, but the Storyteller reminder tokens. These will allow you to identify who is a Drunk, who your Poisoner targeted, who the Fortune Teller red herring is, who the Demon killed, who the Washerwoman/Librarian is getting their read on, and the alignment of any Travellers. Remember that you may register as good for a Washerwoman orLibrarian; if you see this in the Grimoire, you can lean into that bluff early on.
  • Choosing a good bluff for yourself is easy, because you know all characters that are not in play.
  • You also have access to information that is hard to guess or obtain as an evil player, like player's characters. This makes you an especially potent Washerwoman, Undertaker or Ravenkeeper, since all of these characters learn that sort of information. You can gain the trust of good players by being able to name their character, especially if they haven't revealed yet, or if they are bluffing as something else.
  • Bluffing as the Librarian or the Investigator and selecting powerful characters (like the Empath, Ravenkeeper or Mayor) to mark as the Drunk or as an evil Minion will let you undermine these players. As the Spy, you can do this before they come out, which lends credibility to your claim compared to other evil players doing the same type of bluff.
  • You can provide support to your Demon and other Minions (like the Poisoner) by secretly giving them powerful characters to target early on, neutralizing them before they pose a serious threat for the evil team. In general, you are going to want to have a lot of secret conversations with fellow evil players to communicate the information that you have; prepare a solid alibi to explain why you were whispering.
  • You will usually register as a good player to characters like the Empath, Chef, and Undertaker. Thanks to this, you will be able to gain the trust of good players much more easily than the other evil characters. This also makes you a great candidate to become the Demon in the later game. Encourage the Imp to pass on their Demonhood to you once you are well established!
  • You are the only evil player that can activate the Virgin ability. Players who die this way are usually the most trusted characters in the game. Deliberately giving false information and then sacrificing yourself on a Virgin can give you a platform to confuse and mislead the good team. Similarly if you know an Undertaker is in play, you can allow yourself to be executed, so when you register as good to them, they will trust you and your information. This can also be a great way to undermine an undesirable execution (for example, your Demon) - you will die and your execution will take priority over the existing vote.
  • The Spy is particularly effective for bluffs that require more than one player. For example, you can claim to be the Washerwoman, Librarian or Ravenkeeper and back up your Demon's character claim. (You should probably let your Demon know you're going to do this!)
  • You will often register as good, which is great if you are sitting near an Empath, or if a Chef is in play. This will help you with your goal of infiltrating the good team and getting them to trust you.
  • You can telegraph possible bluffs to other evil players, without needing to have a private conversation with them. Like talking about "stars" or "jewels" in order to let a partner know that you are strong in diamonds in a game of bridge, you can use subtleties of language to hint to your allies what characters they can bluff as. Or, sometimes, just tell them directly. For example, if you publicly say, "I won't say who, but somebody told me that David is the Monk", then David might realise what you are doing, and start bluffing as the Monk.
  • Make sure the Storyteller knows what you are claiming to be - this will enable them to back up your bluff to other players. For example, if you are bluffing as the Butler and you are executed, the Storyteller will know to show the Undertaker the Butler token.
  • You won't always register as good. Sometimes the town will see you as evil - and that's okay! The last thing you want is for your Demon to be executed because you're too well trusted.

Fighting the Spy

  • Detecting the Spy is the first step in fighting the Spy. For example, the Demon kills may be a little bit too efficient. If your Fortune Teller and Slayer swiftly drop dead while your Ravenkeeper and Soldier are unscathed, that is a sign that the Demon knows more than they should.
  • If you suspect a Spy, you should assume that the evil team knows everything, which means it is now in the good team's best interest to share everything they have. This will allow you to coordinate more efficiently, while also catching out evil players who didn't have their bluff totally prepared.
  • Pay attention to players who spend a lot of time whispering together, particularly on the first day; while this is not always a Spy and their Demon, they often have more to talk about than the average pair of players.
  • If you are a Virgin, Undertaker or Ravenkeeper, be wary of players who seem too eager to die and prove who they are. Because the Spy can register as good, this might be their attempt to weasel their way into your good graces.
  • The Spy is particularly good at bluffing as characters like the Washerwoman or the Ravenkeeper, as these characters detect information that is not usually available to the evil team until those players come out. If you suspect a Spy, keep a close eye on anyone claiming to be these roles.
  • Characters who detect alignment, like the Empath or the Chef may get information that doesn't seem to add up. This can sometimes be an indication that the Spy is causing the numbers to be off by registering as good.
  • The Spy will know if they've been seen by the Washerwoman or Librarian as a good player, but they won't know the character. If one of these characters claims to have seen a character that neither of the people they saw are claiming to be, perhaps a Spy misregistered to them. This can be particularly significant if the Librarian saw an Outsider and one of the people they saw is claiming to be a different Outsider - perhaps the Spy took a one-in-four chance, and guessed wrong.
  • An Undertaker or Ravenkeeper can learn that a player is in fact the Spy. This is usually a lie by the Storyteller and should regarded with suspicion.
  • The Imp is more likely to kill themselves and pass their Demonhood on if a Spy is in play due to the Spy's ability to integrate themselves into the town. Be wary of any deaths at night that do not make sense.