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Librarian and Assassin: Difference between pages

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[[File:icon_librarian.png|250px]]
[[File:icon_assassin.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>Type</td>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Minion|Minion]]</td>
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<td>Artist</td>
<td>Artist</td>
<td>Aiden Roberts</td>
<td>Aidan Roberts</td>
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<p class='flavour'>"Certainly Madam, under normal circumstances, you may borrow the Codex Malificarium from the library vaults. However, you do not seem to be a member."<p>
<p class='flavour'>"..."<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>
[[File:logo_trouble_brewing.png|100px]]
[[File:logo_bad_moon_rising.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;">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 ==
"You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)"
"Once per game, at night*, choose a player: they die, even if for some reason they could not."


The Librarian learns that a particular Outsider character is in play, but not exactly which player it is.
The Assassin kills who the Demon cannot.
*  
* Once per game at night, the Assassin can kill a player. This player dies, even if they are protected from death in any way, such as from an ability.
*  
* The Assassin ability is affected by drunkenness and poisoning, as normal.
* If the Assassin attacks the Goon, the Goon dies and turns evil.
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== How to Run ==
== How to Run ==
Each night except the first, wake the Assassin. They either shake their head no or point at any player. Put the Assassin to sleep.
If the Assassin chose a player, that player '''dies'''— mark them with the '''DEAD''' reminder. This cannot be prevented in any way (''except if the Assassin doesn’t have their ability, such as if they’re drunk or poisoned''). '''The Assassin loses their ability'''—mark them with the '''NO ABILITY''' reminder and remove their night token from the night sheet. (''The Assassin won’t wake again.'')
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Benjamin is the {{Good|Saint}}, and Filip is the {{Evil|Baron}}. The Librarian learns that either Benjamin or Filip is the {{Good|Saint}}.  
For the first three nights the Assassin wakes, but chooses not to act. During the fourth night, they choose to kill the {{Good|Fool}}. Even though the {{Good|Fool}} still has their ability, the {{Good|Fool}} dies and stays dead.
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The {{Good|Tea Lady}} neighbours two good players. The Assassin chooses to kill one of the {{Good|Tea Lady}}’s neighbours, who dies even though they were protected by the {{Good|Tea Lady}}.
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<div class='example'>
There are no Outsiders in this game. The Librarian learns a '0'.
The {{Good|Minstrel}} is in play. The {{Evil|Mastermind}} dies by execution. That night, the Assassin chooses to kill the {{Good|Moonchild}}, but they do not die, because the Assassin is drunk due to the {{Good|Minstrel}}.
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<div class='example'>
Abdallah is the {{Good|Drunk}}, who thinks they are the {{Good|Monk}}, and Douglas is the {{Good|Undertaker}}. The Librarian learns that either Abdallah or Douglas is the {{Good|Drunk}}. (This happens because the Librarian learns the true character. The {{Good|Drunk}} is Abdallah’s true character, not the {{Good|Monk}}.)
The Assassin, who was drunk due to the {{Good|Courtier}}, chooses to kill the {{Good|Goon}}. The Assassin has no ability, so the {{Good|Goon}} remains alive but turns evil.
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== Tips & Tricks ==
== Tips & Tricks ==


* It is vital to figure out early which of the two players is the one you have information about. The player that you know is good even if they are an Outsider - while their ability may be detrimental to the good team, they are a guaranteed good vote and also one player who you know for sure is definitely not the Demon.
* Few minions hold the power you have. Absolute control over life and death. No protection will keep players safe from your machinations (unless you get drunk - don't do that). Enjoy the terror you wield over the good team, and strike into their heart at the worst possible moment!
 
* If you get a 0, this information is super powerful if you aren't the {{Good|Drunk}} or poisoned, as then you know for sure there are no Outsiders in the game. This means there is no {{Evil|Baron}} in play, and any Outsider claims are probably evil players bluffing. You can also try to encourage Outsider bluffs by lying about your information and claiming there is at least one Outsider in play; a Minion or Demon may jump on that to back up their bluff.
 
* You learn your information on the first night of the game. Revealing what you know early can help confirm a player as good, which might in turn confirm other information from Townsfolk like the {{Good|Empath}} or the {{Good|Ravenkeeper}}.
 
* If you do not reveal your information until late in the game and the player you are confirming is still alive, then you can reveal them on the final day or close to it, taking them out of contention as a potential Demon and reducing the number of players for the good team to deliberate on from 3 to 2.
 
* Because you get all of your information at the start of the game, you might find it useful to confim it by nominating a {{Good|Virgin}}. Alternatively, you might want to claim to be something more powerful to incite the demon into attacking you rather than the {{Good|Undertaker}} or the {{Good|Monk}}.
 
* Characters like the {{Good|Saint}} would rather die at night than by execution. Since Outsiders are generally not targets a Demon will want to kill, you can try to bait the {{Evil|Imp}} into attacking them during the night. Perhaps you could imply that they are a powerful Townsfolk, or else you can make it known that they are confirmed not to be the Demon, meaning the real Demon will have to kill them in the night or have only 1 other person who might be the demon at the end of the game. In either case, the {{Evil|Imp}} attacking an Outsider means they aren't attacking an {{Good|Empath}} or a {{Good|Fortune Teller}}.


* If you see that your two shown players are the {{Good|Drunk}}, it is a good idea to communicate this early, especially if they think they are actually a character who receives information. Knowing that their information may be wrong is information in itself.
* Kill players that your demon cannot get to. Is that {{Good|Exorcist}} blocking your demon from acting? Not anymore. Is that {{Good|Pacifist}} under the protection of a {{Good|Innkeeper}}? Child's play. A smug {{Good|Sailor}} causing you problems? Make this night their last. Nothing stops your blade, so you might as well take full advantage and go after the players that think they are untouchable.


* Alternatively, you can deliberately give false information about who the {{Good|Drunk}} is - the Demon is less likely to attack a player they think is the {{Good|Drunk}}, which means that you can protect players who are sober and getting information while getting the {{Evil|Imp}} to target the actual {{Good|Drunk}} instead.
* Kill to confuse death count and mask the type of demon that is in play. If the players suspect a {{Evil|Zombuul}}, you can kill on a night the demon cannot, which will confuse things (especially since your ability can mimic the kill of a venomous {{Evil|Pukka}}). Another useful example is to cover for a charging {{Evil|Po}} - the good team won't see the extra deaths coming, making it extra devastating when unleashed.


* If you see two players as the {{Good|Drunk}}, remember that you might be the real drunk!
* Coordinate with your demon on who they would like you to kill. This is especially true of hungry demons like the {{Evil|Shabaloth}} and the {{Evil|Po}} who can kill multiple times per night, but it's nearly always worth discussing to avoid doubling up with them. Your extra kill is powerful, and it'll be a real bummer to 'lose' it because you and the demon both went after the same target.


* Giving away your information freely will mean that the other player can trust you, but not that you can necessarily trust them - it is always possible they are an evil player simply agreeing with you to shore up their own bluff. In turn, asking the player to reveal to you means you can trust ''them'', but not that they can trust you. Try to find a middle ground where it's reasonable that both of you knew the information. For example, you could share a small list of characters they could potentially be, and get them to pick from the list who they are.
* If you don't know who to kill, or if you feel like being particularly tricky, you can kill yourself (or kill a fellow evil player) at night to make that evil player look like a good player. Since it is rare for an evil player to die at night, the good team will usually assume that any player that dies at night is good, trusting that player's information and basing their future strategy on that assumption. This is particularly damaging if you can undercut a good player's ability in the process. For example, if you know that an {{Good|Innkeeper}} is protecting you at night, and you kill yourself, not only will you look good in the morning, but the {{Good|Innkeeper}} will look like they are lying about protecting you.
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== Bluffing as the Washerwoman==
== Fighting the Assassin ==
 
When bluffing as the Librarian, there are a few things you should keep in mind:
 
* You would have received your information on night one, and so should have it from that point onward. You will have been shown two players and one Outsider token.
 
* You can use your information to back up a fellow evil player and make them look good. This lends credibility to their claim (especially if they are claiming to be a {{Good|Saint}} or {{Good|Recluse}}) and allows you to work with them directly as you are both 'good players' who know each other.
 
* You can also use your information to back up a good player. A {{Good|Saint}} who is having trouble being believed, or a {{Good|Butler}} looking for someone to trust will appreciate a Librarian confirming them, and will be more willing to trust and vote with you.
 
* Naming two good players as the {{Good|Drunk}} can cause them to doubt their information, or undermine powerful characters like the {{Good|Mayor}}. The {{Good|Drunk}} is a very safe option, since the people that you pick will not be able to confirm your information (at least for a while).
 
* You can also name one of your fellow evil players as a potential {{Good|Drunk}}. This means that if they mess up their bluff (e.g. giving information that doesn't make sense, dying as the {{Good|Soldier}}) that's fine - they're obviously just the {{Good|Drunk}}!


* As a show of confidence, immediately reveal which Outsider is 'in play' very early in the game, but don't name your 'players'. This can lead to a good player confirming your information, or it can allow an evil player to jump in and bluff if you are wrong.
* You can't! The Assassin has the opportunity to kill any player of their choice, and that player can not do anything to prevent that death from occurring. The {{Good|Innkeeper}} can't protect them, nor can the {{Good|Tea Lady}}, and the {{Good|Fool}}, {{Good|Sailor}}, and even the {{Good|Goon}} will die at the Assassin's hand. As a good player, the best that you can do to combat the Assassin is to notice when the Assassin made a kill and to pick up the pieces afterwards. The good news is that the Assassin can only kill one player per game, unlike the {{Evil|Godfather}} which can often kill multiple players.  


* If you are the {{Evil|Spy}} or have access to a {{Evil|Spy}}, they can be invaluable in providing you accurate information to back up your story.
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[[Category:Trouble Brewing]]
[[Category:Bad Moon Rising]]
[[Category:Townsfolk]]
[[Category:Minions]]

Revision as of 15:35, 2 April 2023

Icon assassin.png Information

Type Minion
Artist Aidan Roberts

"..."

Appears in Logo bad moon rising.png Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"Once per game, at night*, choose a player: they die, even if for some reason they could not."

The Assassin kills who the Demon cannot.

  • Once per game at night, the Assassin can kill a player. This player dies, even if they are protected from death in any way, such as from an ability.
  • The Assassin ability is affected by drunkenness and poisoning, as normal.
  • If the Assassin attacks the Goon, the Goon dies and turns evil.

How to Run

Each night except the first, wake the Assassin. They either shake their head no or point at any player. Put the Assassin to sleep.

If the Assassin chose a player, that player dies— mark them with the DEAD reminder. This cannot be prevented in any way (except if the Assassin doesn’t have their ability, such as if they’re drunk or poisoned). The Assassin loses their ability—mark them with the NO ABILITY reminder and remove their night token from the night sheet. (The Assassin won’t wake again.)

Examples

For the first three nights the Assassin wakes, but chooses not to act. During the fourth night, they choose to kill the Fool. Even though the Fool still has their ability, the Fool dies and stays dead.

The Tea Lady neighbours two good players. The Assassin chooses to kill one of the Tea Lady’s neighbours, who dies even though they were protected by the Tea Lady.

The Minstrel is in play. The Mastermind dies by execution. That night, the Assassin chooses to kill the Moonchild, but they do not die, because the Assassin is drunk due to the Minstrel.

The Assassin, who was drunk due to the Courtier, chooses to kill the Goon. The Assassin has no ability, so the Goon remains alive but turns evil.

Tips & Tricks

  • Few minions hold the power you have. Absolute control over life and death. No protection will keep players safe from your machinations (unless you get drunk - don't do that). Enjoy the terror you wield over the good team, and strike into their heart at the worst possible moment!
  • Kill players that your demon cannot get to. Is that Exorcist blocking your demon from acting? Not anymore. Is that Pacifist under the protection of a Innkeeper? Child's play. A smug Sailor causing you problems? Make this night their last. Nothing stops your blade, so you might as well take full advantage and go after the players that think they are untouchable.
  • Kill to confuse death count and mask the type of demon that is in play. If the players suspect a Zombuul, you can kill on a night the demon cannot, which will confuse things (especially since your ability can mimic the kill of a venomous Pukka). Another useful example is to cover for a charging Po - the good team won't see the extra deaths coming, making it extra devastating when unleashed.
  • Coordinate with your demon on who they would like you to kill. This is especially true of hungry demons like the Shabaloth and the Po who can kill multiple times per night, but it's nearly always worth discussing to avoid doubling up with them. Your extra kill is powerful, and it'll be a real bummer to 'lose' it because you and the demon both went after the same target.
  • If you don't know who to kill, or if you feel like being particularly tricky, you can kill yourself (or kill a fellow evil player) at night to make that evil player look like a good player. Since it is rare for an evil player to die at night, the good team will usually assume that any player that dies at night is good, trusting that player's information and basing their future strategy on that assumption. This is particularly damaging if you can undercut a good player's ability in the process. For example, if you know that an Innkeeper is protecting you at night, and you kill yourself, not only will you look good in the morning, but the Innkeeper will look like they are lying about protecting you.

Fighting the Assassin

  • You can't! The Assassin has the opportunity to kill any player of their choice, and that player can not do anything to prevent that death from occurring. The Innkeeper can't protect them, nor can the Tea Lady, and the Fool, Sailor, and even the Goon will die at the Assassin's hand. As a good player, the best that you can do to combat the Assassin is to notice when the Assassin made a kill and to pick up the pieces afterwards. The good news is that the Assassin can only kill one player per game, unlike the Godfather which can often kill multiple players.