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Spy and Baron: Difference between pages

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[[File:icon_spy.png|250px]]
[[File:icon_baron.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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<td>Artist</td>
<td>Artist</td>
<td>Marianna Carr</td>
<td>Aiden Roberts</td>
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</tr>
</table>
</table>


<p class='flavour'>"Any brewmaster worth their liquor, <br/>
<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>
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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<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;">Cult of the Clocktower Episode</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
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== Summary ==
== Summary ==
"Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead."
"There are extra Outsiders in play. [+2 Outsiders]"


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.
The Baron changes the number of Outsiders present in the game.
*  
*  
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<div class='example'>
<div class='example'>
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}}.
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.
</div>
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<div class='example'>
<div class='example'>
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.
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.
</div>
 
<div class='example'>
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 ==


* 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.
* 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!
 
* 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 {{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
 
* 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 {{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.
* 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.


* 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.
* 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.


* 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!
* 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.


* 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.
* 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.


* 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!)
* 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}}!


* 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.
* 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.


* 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}}.
* 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.


* 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.
* 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 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.
* 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 Spy ==
== Fighting the Baron ==
 
* 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.
 
* 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 {{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.
* 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 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 {{Good|Librarian}}, {{Good|Investigator}} {{Good|Ravenkeeper}} and {{Good|Undertaker}} are all characters that greatly help you deduce the presence of a Baron.


* 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.
* 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 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.
* 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!


* 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.
* 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.


* 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.
* 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.


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Revision as of 16:00, 22 March 2023

Icon baron.png Information

Type Minion
Artist Aiden Roberts

"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?"

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

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Summary

"There are extra Outsiders in play. [+2 Outsiders]"

The Baron changes the number of Outsiders present in the game.

How to Run

Examples

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 Saint and a 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 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 Drunk and a Recluse. So, they remove the Monk token and add a Recluse token. They then add a the Drunk's "Is the Drunk" reminder token… because this game, one player isn't a Townsfolk—they are an Outsider: the Drunk. All these character tokens then go into the bag for the players to draw from.

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!
  • 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 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 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 Fortune Teller or an Undertaker or even a 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 Drunk is in play, because the Drunk must be the other Outsider. They will not trust their own information.
  • 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.
  • 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 Poisoner or Scarlet Woman!
  • 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 Slayer or Ravenkeeper use their ability on you, then at least they are not using it on the Demon. Even if you nominate the Virgin, you might look evil, but it prevents the Demon from doing so.
  • 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 Imp to kill themselves and have you as their only escape route!

Fighting the Baron

  • 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 Drunk, and you should be trying to figure out who they are as soon as possible.
  • 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 Poisoner, Spy or Scarlet Woman.
  • 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 Virgin, antagonize a 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!
  • 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 Imp or Poisoner), then take care of that instead.
  • Don't forget that the 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.