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Atheist and Cannibal: Difference between pages

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(Created page with "<div class="row"> <div class="small-12 large-3 large-push-9 columns" style='margin: 0 auto; text-align: center'> <div id='character-details'> 250px <p class='flavour'>"Let us disperse with unnecessary conjecture and silly paranoia. There is a perfectly rational explanation for everything. Yes, a teacup may indeed be orbiting the planet, too small to see, but I shall drink my tea from the very real china in my very real hands."</p> <span styl...")
 
(Created page with "<div class="row"> <div class="small-12 large-3 large-push-9 columns" style='margin: 0 auto; text-align: center'> <div id='character-details'> 250px <p class='flavour'>"I don’t like clowns. They taste funny."</p> <span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span> <table style="width: 90%; margin: 0 auto;"> <tr> <td>Type</td> <td>Townsfolk</td> <...")
 
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<div id='character-details'>
<div id='character-details'>
[[File:icon_amnesiac.png|250px]]
[[File:icon_cannibal.png|250px]]
<p class='flavour'>"Let us disperse with unnecessary conjecture and silly paranoia. There is a perfectly rational explanation for everything. Yes, a teacup may indeed be orbiting the planet, too small to see, but I shall drink my tea from the very real china in my very real hands."</p>
<p class='flavour'>"I don’t like clowns. They taste funny."</p>


<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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The Atheist knows that all players are good and that there is no such thing as Demons.
The Cannibal gains the abilities of executed players, if they’re good.


__TOC__
__TOC__
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== Character Text ==
== Character Text ==


"The Storyteller can break the game rules, and if executed, good wins, even if you are dead. [No evil characters]"
"You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution."
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<div class='example'>
<div class='example'>
There are three Outsiders in play, when there should be two. The players execute the Storyteller. Good wins.
The {{Good|Clockmaker}} is executed and dies. That night, the {{Good|Cannibal}} learns a “2” because the Demon and Minion are two steps apart.
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<div class='example'>
<div class='example'>
The {{Good|Investigator}} learns that either the {{Good|Grandmother}} or the {{Good|Seamstress}} is the {{Evil|Boomdandy}}. The {{Good|Sweetheart}} nominates, and dies, even though there is no {{Evil|Witch}} in play. The {{Good|Slayer}} uses their ability on the {{Good|Gossip}}, who dies.
It is the third night and the {{Evil|Widow}} was executed today. Because the {{Evil|Widow}} was bluffing as the {{Good|Fortune Teller}}, the {{Good|Cannibal}} is prompted to choose 2 players, but they learn a “no” after choosing the Demon because they don’t actually have the {{Good|Fortune Teller}}'s (or {{Evil|Widow}}’s) ability, because they are poisoned.
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<div class='example'>
It is the fourth night and the {{Good|Mutant}} was executed today. The {{Good|Cannibal}} doesn’t learn anything tonight, because a real {{Good|Mutant}} would not wake.
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== Tips & Tricks ==
== Tips & Tricks ==


* If you are the Atheist, you know who the Demon is: nobody. You know exactly what to do to win the game: execute the Storyteller. If you can convince the other players that you are indeed the Atheist, then that will be enough to win the game.
* Execute people! While it is not advantageous to execute good players, your ability reduces the sting of this by quite a lot. Even if the town executes a Townsfolk by accident, the fact that you can still pick up their ability should help the good team significantly.


* Don't be too fussed if the other players don't believe you at first, and want to execute a few players. Executing the Storyteller on day one just because one player claims to be the Atheist is a big risk for most players to take, and it is smart to play for a few days to get as much information as possible. Claim that you are the Atheist, again and again, and have patience.
* Keep a special eye out for players claiming to be Townsfolk with once-per-game abilities. You can eat such Townsfolk, use their once-per-game power, and keep chewing on more Townsfolk as the game goes on.


* Reveal your character early. There isn't really much point lying about who you are, since there are no evil players to fool, and no Demon attacks to avoid at night.  
* Remember you're not told which ability you have at any time! You may be able to figure it out based on things happening at night - being woken up and asked to choose two players means you're probably the {{Good|Fortune Teller}} or the {{Good|Chambermaid}} for example, but you can't necessarily be sure which.


* Convince as many players as possible to reveal their characters and information as early as possible. There is little point hiding information, since the player you need to beat is the Storyteller, and the Storyteller already knows everything.  
* Be sure to talk to executees before they die if you can, in the hopes that you can learn what exact ability you’re going to be picking up from them. If their ability is something that can only be used during the day, for example a {{Good|Slayer}}, you may miss the opportunity to use such an ability if you don’t know you have it.


* If there are characters on the script that could make you drunk, such as the {{Good|Drunk}}, do everything you can to figure out whether or not you are drunk. If you are the {{Good|Drunk}}, then you are not the Atheist at all, there is no Atheist in play, there are hidden evil players amongst you, and executing the Storyteller will result in the evil team winning.
* Alternatively, don’t talk to the executed and then approach them the following day and describe what you experienced in the night, thus confirming to them that you are the {{Good|Cannibal}}. This will help you build a circle of trust amongst the executed dead.


* Don't be afraid to die. Most players will want to kill the Atheist at some stage, just in case you are evil. Dying so that the good team can win is worth it, even though it will result in the Storyteller killing an extra player (or more!) that night. 
* Don’t forget that evil players might give you fake abilities when executed. Your Storyteller will generally still try to make you think you have the ability the evil player claimed they had.
 
* If all the good team's information makes sense and is consistent, then kill all the players that this information points to as evil. Once all these players are dead, it should be much easier to convince the other players that you are the Atheist.
 
* If the good team's information has some noticeable inconsistencies, such as once player learning that an {{Evil|Evil Twin}} is in play and another learning that a {{Evil|Scarlet Woman}} is in play in a one-Minion game, then highlight these inconsistencies to the group as evidence that the Storyteller is breaking the rules.
 
* If there are any characters in play that have game-ending abilities, such as the {{Good|Mayor}} or {{Good|Saint}}, then check with the Storyteller as to whether or not the game will end if you take a risky action. It is best that all players know beforehand, when they are about to do something that could end the game, with either a win or a loss.
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== Bluffing as the Amnesiac==
== Bluffing as the Cannibal==
 
* If you are a Minion, you can bluff as the Atheist without worrying that there will be another Atheist in play. There are no evil players in an Atheist game, so the fact that you are an evil Minion means that there is no Atheist.
 
* If you are the Demon, you can bluff as the Atheist, even if the Storyteller doesn't show you the Atheist as a bluff. There are no evil players in an Atheist game, so the fact that you are an evil player means that there is no Atheist.
 
* If you are bluffing as the Atheist, be prepared for the players to execute you at some stage. It is rare that any player claiming to be the Atheist will survive until the final day. So, bluffing as the Atheist tends to work best for characters who's ability is already used, such as the {{Evil|Baron}}, or will be used by the time you die, such as the {{Evil|Mezepheles}}. If there are characters that can keep the game going after the Demon dies, such as the {{Evil|Scarlet Woman}} or {{Evil|Mastermind}} or {{Evil|Imp}}, then this makes an Atheist bluff easier for the Demon.


* The first major strategy to win the game via an Atheist bluff is to spend your time convincing the good team that you are the Atheist. Unlike other characters, this may need a more social approach than usual, as most Atheists are loud and confident in what they know and what needs to happen to win. However, using the good team's information against them can also work, such as a {{Good|Empath}} learning that you are evil or a poisoned {{Good|Empath}} learning you are good - both of these result can be used as evidence that you are indeed the Atheist, since the Storyteller can break the rules to give the good team false information.
When bluffing as the {{Good|Cannibal}}, there are a few things you should keep in mind:


* The second major strategy to win the game via an Atheist bluff is to convince the good team that the information that they have is inconsistent, that it points to too many players being evil, that it doesn't make sense. This is different than trying to convince them that a particular player or group of players is evil, which wouldn't make sense if you are the Atheist. If you can confuse the good team as to what is happening, they may execute the Storyteller in haste, or execute the wrong evil players and let the Demon survive. Either way, evil wins. This strategy works best with characters that can cause a lot of confusion, such as the {{Evil|Poisoner}} or the {{Evil|Vigormortis}}.
* Try to get people executed! It’s what a real {{Good|Cannibal}} would do, and it’s a great excuse to go after Townsfolk. Even if the town later discovers they killed someone useful on your suggestion, they may still hold hope you can recoup such a loss with cannibalism, a hope you would be more than happy to fill with a lie.


* The third major strategy to win the game via an Atheist bluff is to convince the good team that the information that they have makes too much sense! In a real Atheist game, the Storyteller will often be trying their best to make all the information consistent, or at least to make all players appear to be good. Making the argument that everything is making too much sense is making the argument that the Storyteller is responsible. This strategy works best with characters that can appear to be good, such as the {{Evil|Spy}} or the {{Evil|Imp}}.
* If you want to accuse an executee of being evil, consider acting like your power didn’t work after you ate them. Evil players poison the {{Good|Cannibal}} when eaten, giving you lots of bluffing possibilities no matter what you say.


* If your plan is to convince the group that all players are good, get your teammates to give false information that is either very consistent or wildly inaccurate. If you goal is to get a few good players executed to increase the final-day chances of an evil win, get your teammates to give false information that converges on particular players being evil.
* Be ready to fake a new ability every time someone is executed, that may mean interviewing executees before they die or conspiring with your allies. If you claim to eat someone who gets information every night, but don’t claim to have gotten information the night of their execution, you might be in a pickle. Unless, of course, you say such an absence of information was merely due to the fact that they were evil and poisoned you! But that mileage may vary.


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Revision as of 15:57, 5 March 2023

Icon cannibal.png

"I don’t like clowns. They taste funny."

Information

Type Townsfolk

The Cannibal gains the abilities of executed players, if they’re good.

Character Text

"You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution."

Examples

The Clockmaker is executed and dies. That night, the Cannibal learns a “2” because the Demon and Minion are two steps apart.

It is the third night and the Widow was executed today. Because the Widow was bluffing as the Fortune Teller, the Cannibal is prompted to choose 2 players, but they learn a “no” after choosing the Demon because they don’t actually have the Fortune Teller's (or Widow’s) ability, because they are poisoned.

It is the fourth night and the Mutant was executed today. The Cannibal doesn’t learn anything tonight, because a real Mutant would not wake.

Tips & Tricks

  • Execute people! While it is not advantageous to execute good players, your ability reduces the sting of this by quite a lot. Even if the town executes a Townsfolk by accident, the fact that you can still pick up their ability should help the good team significantly.
  • Keep a special eye out for players claiming to be Townsfolk with once-per-game abilities. You can eat such Townsfolk, use their once-per-game power, and keep chewing on more Townsfolk as the game goes on.
  • Remember you're not told which ability you have at any time! You may be able to figure it out based on things happening at night - being woken up and asked to choose two players means you're probably the Fortune Teller or the Chambermaid for example, but you can't necessarily be sure which.
  • Be sure to talk to executees before they die if you can, in the hopes that you can learn what exact ability you’re going to be picking up from them. If their ability is something that can only be used during the day, for example a Slayer, you may miss the opportunity to use such an ability if you don’t know you have it.
  • Alternatively, don’t talk to the executed and then approach them the following day and describe what you experienced in the night, thus confirming to them that you are the Cannibal. This will help you build a circle of trust amongst the executed dead.
  • Don’t forget that evil players might give you fake abilities when executed. Your Storyteller will generally still try to make you think you have the ability the evil player claimed they had.


Bluffing as the Cannibal

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

  • Try to get people executed! It’s what a real Cannibal would do, and it’s a great excuse to go after Townsfolk. Even if the town later discovers they killed someone useful on your suggestion, they may still hold hope you can recoup such a loss with cannibalism, a hope you would be more than happy to fill with a lie.
  • If you want to accuse an executee of being evil, consider acting like your power didn’t work after you ate them. Evil players poison the Cannibal when eaten, giving you lots of bluffing possibilities no matter what you say.
  • Be ready to fake a new ability every time someone is executed, that may mean interviewing executees before they die or conspiring with your allies. If you claim to eat someone who gets information every night, but don’t claim to have gotten information the night of their execution, you might be in a pickle. Unless, of course, you say such an absence of information was merely due to the fact that they were evil and poisoned you! But that mileage may vary.