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General and Washerwoman: Difference between pages

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[[File:icon_washerwoman.png|250px]]
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<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
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<td>Type</td>
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<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
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<td>Artist</td>
<td>Aiden Roberts</td>
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<p class='flavour'>"Bloodstains on a dinner jacket? No, this is cooking sherry. How careless."<p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
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== Summary ==
"You start knowing that 1 of 2 players is a particular Townsfolk."


The General knows who is winning.
The Washerwoman learns that a specific Townsfolk is in play, but not who is playing them.
* During the first night, the Washerwoman is woken, shown two players, and learns the character of one of them.
* They learn this only once and then learn nothing more.
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== How to Run ==


== Character Text ==
While preparing the first night, put the Washerwoman's '''TOWNSFOLK''' reminder token by any Townsfolk character token, and put the Washerwoman's '''WRONG''' reminder token by any other character token.


"Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither."
During the first night, wake the Washerwoman and point to the players marked '''TOWNSFOLK''' and '''WRONG'''. Show the character token marked ''''TOWNSFOLK''' to the Washerwoman. Put the Washerwoman to sleep. Remove the Washerwoman's reminder tokens when convenient.
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== Examples ==
== Examples ==
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<div class='example'>
<div class='example'>
There are 5 good players alive and 4 evil players alive. Even though the Demon is very suspicious and will probably be executed next, there is a {{Evil|Scarlet Woman}} in play, who is very trustworthy. The Storyteller gives a thumbs down.
Evin is the {{Good|Chef}}, and Amy is the {{Good|Ravenkeeper}}. The Washerwoman learns that either Evin or Amy is the {{Good|Chef}}.
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The Good team has a lot of information, and believes that their false information is indeed false. The only Minion is dead. The Storyteller gives a thumbs up.
Julian is the {{Evil|Imp}}, and Alex is the {{Good|Virgin}}. The Washerwoman learns that either Julian or Alex is the {{Good|Virgin}}.
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The {{Evil|Po}} is a very experienced player and is coordinating well with the Minions. The {{Good|Monk}} is successfully protecting the {{Good|Savant}} each night and the good team have correctly identified several good players. However, the {{Evil|Po}} will probably kill 3 times tomorrow night, so it is anyone’s game. The Storyteller gives a thumbs to the side.
Marianna is the {{Evil|Spy}}, and Sarah is the {{Evil|Scarlet Woman}}. The Washerwoman learns that one of them is the {{Good|Ravenkeeper}}. Here, the {{Evil|Spy}} is registering as a Townsfolk—in this case, the {{Good|Ravenkeeper}}.
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== Tips & Tricks ==
== Tips & Tricks ==


* Keep in mind that your role interacts with the personal opinion of the Storyteller. This opinion will inevitably be influenced by more than just mechanics. Does your group of players include someone who is widely regarded as a very cunning evil player? Perhaps you have someone in your game who is considerably more experienced than others? What are the strategies and tactics that your Storyteller considers to be most effective? These things, and many more, can and will influence your information each night.
* The Washerwoman is deceptively powerful. Even though you don't gain information on the evil players, you can confirm the identity of a good player. This player should be your focus for the game, because if they have great information, then you have that information too. If they have a useful ability that they choose to use, you can help them use it wisely.  
 
* When the Washerwoman  is poisoned or is actually the {{Good|Drunk}}, they will often get information that is easy to figure out is incorrect—at least compared to other characters. While the {{Good|Chef}} has no clue as to whether their "1" is incorrect, if both of the players the Storyteller pointed at tell you they're a different character to the one the Storyteller showed you, it is likely that you are the {{Good|Drunk}} or poisoned. You can use this information to your team's advantage: if you know you are the {{Good|Drunk}}, you know nobody else is; if you think you were poisoned on the first night, nobody else could have been. Furthermore, if your information seems like it's correct, it probably is, because of how easy it is to tell when it's wrong.
 
* You know that of the two players you are shown, one must be the Townsfolk you are shown. Importantly, this means that you know that the person you see is not the {{Good|Drunk}}.
 
* To find out which of the two players is the Townsfolk, either ask the group publicly or have a private conversation with each player individually. It is usually best to reveal what you know before the Townsfolk in question says who they are so they trust you more.


* Think about the events that have occurred each day/night and try to imagine how they may have altered the balance of play. Did you execute someone the day before learning that the good team is now winning? Perhaps that person was evil and that is why the Storyteller believes things have shifted in your favor. Maybe they were getting misinformation and their death has now hurt the evil team’s chances of selling a lie.
* If you share your information on the first day, and speak up quickly, the good team has some solid information to begin with. This is particularly useful if you confirm another information-receiving Townsfolk like the {{Good|Empath}} or the {{Good|Fortune Teller}}.


* Take note of how your information changes from night to night. If you can survive long enough, you will essentially have a line graph showing how the good team’s fortunes have altered over the course of play. On the final day, you can use this knowledge to corroborate the claims of the remaining players.
* Waiting until the final day - or at least very late in the game - to share your information with the group can also be very useful. If you can keep the Townsfolk that you know alive until the final day, then you know one player who is not the {{Evil|Imp}}! This can either make the Demon player obvious to you, or at least reduce the possible Demon players down to 1 in 2 instead of 1 in 3.


* Pay attention to what other players are saying, particularly group consensus. If the group is confident that certain players are evil and should be executed tomorrow, and those players are actually evil, then the Storyteller is likely to tell you that the good team is winning, even if there are more dead good players than evil. Similarly, if the group is vocally very trusting of several good players and their information, then the Storyteller is likely to tell you that good is winning. If the good team is vocally distrusting of good players and keen to execute them, while being trusting of evil players and isn't planning on executing them, the Storyteller will likely tell you that evil is winning.  
* Talk to the Townsfolk player that you know, and secretly let them know that you know who they are. This way, you can hopefully form an alliance, and can come to each other's defence if either of you are nominated for execution, whilst avoiding telling the group (and therefore the evil team) who the other is. This is particularly useful if you learn a character that the Demon really wants to attack, like the {{Good|Fortune Teller}}, or even a character that the Demon wants to avoid attacking at all costs, like the {{Good|Ravenkeeper}} or the {{Good|Soldier}}.


* If your information changes from "good is winning" to "evil is winning", or vice versa, over the course of two nights, this is extremely useful. Something drastic has happened, something that you should be able to guess. Information that changes to or from "neither team is winning" isn't nearly as helpful. For example, learning that "good is winning" on night 2 to "neither team is winning" on night 3, indicates a subtle change that will be more difficult to guess as to its cause.  
* After talking to the Townsfolk that you know in private, and confirming who they are, you can tell the group that they are a different character than they actually are. This strategy is useful if you want to protect a powerful Townsfolk from characters like the {{Evil|Poisoner}}, or to trick evil players into attacking a Townsfolk that has already used their ability, such as the {{Good|Chef}}.


* If you consistently get information that the good team is winning, let the good team know. Even telling them "I don't know what we are doing right, but let's keep doing what we are doing" is helpful, because you know you are on the right track, even if you don't know the details. Be wary of any player that drastically tries to change the groups's main narrative, or suddenly advocates for the execution of a new player.  
* You can claim to be a more powerful character than you actually are. You start with all the information you're going to get, so if the demon kills you, they aren't killing the {{Good|Slayer}} or the {{Good|Fortune Teller}}. You may also want to consider nominating a {{Good|Virgin}}, and confirming yourself, the {{Good|Virgin}}, and the Townsfolk you were shown all to be good.


* If you consistently get information that the evil team is winning, let the good team know, and take immediate, contradictory action. If the evil team has been winning, try something, anything new, and convince the group to go along with it. Even if that {{Good|Librarian}} who is trusted by everybody and confirmed as good by the {{Good|Empath}} is making complete sense, if you and the group spend the day assuming that they are lying, evil, or drunk, then the Storyteller may decide that the good team is now "winning" (or even that "neither team is winning") and tell you so tonight. Anything is better than letting the evil team continue to win day after day, so it may be wise to take action that is counterintuitive or explore ideas that seem unreasonable or doubt information that seems confirmed. The worst that can happen is that the Storyteller continues to tell you that evil is winning, while the best that can happen is that the Storyteller tells you that good is now winning - either way, you learn something important. The Demon might kill you at night before you can learn this, however, so if you can sway the overall beliefs and intention of the group without revealing that you are doing so, all the better.
* Sometimes the Storyteller will point to evil players as possible Townsfolk to you. If you think this might be the case, don't say directly which Townsfolk you know to be in play. You might instead state a false Townsfolk character to try and trick evil players into admitting to being a character that you didn't learn, or you can tempt good players into revealing their Townsfolk character to you before you reveal what you know to them. This allows you to trust them more... but they may trust you less!
 
* If the 'wrong' player the Storyteller pointed to is an evil player, telling them the Townsfolk you saw may alert the {{Evil|Imp}} to the presence of the character you saw. If you saw the {{Good|Empath}}, for example, telling the Demon that may cause the {{Good|Empath}} to be killed in the night.
 
* The two of you can reveal your characters publicly to the group, without having a private conversation beforehand. This goes a long way towards proving publicly that you are both telling the truth.
 
* Publicly reveal which character is in play, but not which player it is. This way, the evil team gets little information, but the Townsfolk in question will trust you, and will look more trustworthy when they reveal who they are to the group.
 
* You could claim to be the Washerwoman and point to a player you suspect is evil, stating that they are the Townsfolk you learned about. An opportunistic evil player may pounce on an opportunity to appear good, and claim that they are, in fact, the Townsfolk you learned about, thus outing them to you as, at the very least, a liar.
 
* Beware of the {{Evil|Spy}}! They may register as a Townsfolk character to you. That player who you think is the {{Good|Investigator}} may not be the {{Good|Investigator}} after all...
 
* Remember that while the {{Evil|Spy}} is likely to know that you've seen them as a Townsfolk, they won't know which Townsfolk you've seen them as.
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== Bluffing as the General ==
== Bluffing as the Washerwoman==
 
When bluffing as the {{Good|General}}, there are a few things you should keep in mind:


* Keep the good team nice and paranoid by repeatedly claiming that you’ve been informed that the good team is losing.
When bluffing as the Washerwoman , there are a few things you should keep in mind:


* Frame a dead good player by stating that, after their execution, the Storyteller told you that the good team is now winning.
* 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 Townsfolk token.


* Try to make the good players doubt their information by stating that you’re being told that the good team is losing, but you can’t figure out why. This is especially effective if you know, for a fact, that the good team is getting large amounts of very useful, correct information.
* Claim to be the Washerwoman  and point to at least one evil player. Then, name the Townsfolk character (preferably one that you suspect/know is not in play). If that evil player is clever, they may realize that you are trying to make them look good, and claim to be that Townsfolk. For example, if you point to the {{Evil|Imp}} and a random good player, and say that one of them is the {{Good|Monk}}, then the {{Evil|Imp}} may claim to be the {{Good|Monk}}, which makes you both look good.


* If you think evil is winning, even slightly, consistently tell the group that the good team is winning. Never say that neither team is winning. If the good team consistently believes that they are winning when they are not, they should continue to believe what they believe and not change their suspicions to new players. On the final day, believing that they have made correct decisions and wise judgments the whole game, they will likely execute the wrong player based on wrong information. Encourage their overconfidence.  
* If a good player claims to be a particular Townsfolk character, you can claim to be the {{Good|Washerwoman}}, and confirm that they are who they say they are. This can help them to trust you, and lead them astray with their own information.


* To give more damaging misinformation, at the expense of being less trustworthy, give information that fluctuates wildly between "good is winning" and "evil is winning". This implies that the group is making big decisions that are swinging the game one way then another, and will have the effect of the good team incorrectly analysing their past assumptions and actions. However, if your information is too wild and doesn't seem to match up plausibly with past actions, they may disbelieve you and execute you. As such, this strategy is better for Minions.  
* Immediately upon awakening, tell the group that a particular Townsfolk is in play. Cross your fingers and hope that you are correct! If you are, great. If not, an evil player may bluff as the Townsfolk you claimed is in play.


* To be more trustworthy, at the expense of giving less harmful misinformation, never fluctuate between saying "good is winning" and "evil is winning" on consecutive nights. Have at least one night where you claim to have been told that "neither team is winning" so that the jump from one team winning to the other seems less drastic, and more the result of gradual change over several days. This gradual change from one team winning to another is more likely in reality, so there is a greater chance that the good team will believe that you are the General. However, this is less impactful on the good team's decisions, or at least will take more time. As such, this strategy is better for Demons.  
* The Washerwoman can be a difficult bluff, because sometimes the Townsfolk you say is in play, isn't. If this happens, you can always claim to be the {{Good|Drunk}} or poisoned. Another option is to claim that Washerwoman  was a bluff, and that you are actually a character that is more powerful later in the game such as a {{Good|Slayer}} or an {{Good|Undertaker}}, and that you were trying to look like a character that has already used their ability so that the Demon would not attack you.


* Whenever something significant happens in the game, such as the good team campaigning for and very nearly executing a public {{Evil|Goblin}}, or the {{Good|Undertaker}} telling the group that a {{Evil|Scarlet Woman}} must be in play because the Demon was just executed, or the {{Good|Virgin}} causing a player to be executed, or waking up to find that the player that died is suddenly claiming to be the {{Good|Klutz}}, drastically change which team you say is winning. Presumably, up until this point, you've been spreading false information about which team is winning. After a major event, it makes complete sense for the General to learn that a new team is winning. Play into the good team's beliefs, and take the opportunity to feed them even more dramatic false information.  
* 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:Experimental Characters]]
[[Category:Trouble Brewing]]
[[Category:Townsfolk]]
[[Category:Townsfolk]]

Revision as of 15:27, 21 March 2023

Icon washerwoman.png Information

Type Townsfolk
Artist Aiden Roberts

"Bloodstains on a dinner jacket? No, this is cooking sherry. How careless."

Appears in Logo trouble brewing.png

Summary

"You start knowing that 1 of 2 players is a particular Townsfolk."

The Washerwoman learns that a specific Townsfolk is in play, but not who is playing them.

  • During the first night, the Washerwoman is woken, shown two players, and learns the character of one of them.
  • They learn this only once and then learn nothing more.

How to Run

While preparing the first night, put the Washerwoman's TOWNSFOLK reminder token by any Townsfolk character token, and put the Washerwoman's WRONG reminder token by any other character token.

During the first night, wake the Washerwoman and point to the players marked TOWNSFOLK and WRONG. Show the character token marked 'TOWNSFOLK to the Washerwoman. Put the Washerwoman to sleep. Remove the Washerwoman's reminder tokens when convenient.

Examples

Evin is the Chef, and Amy is the Ravenkeeper. The Washerwoman learns that either Evin or Amy is the Chef.

Julian is the Imp, and Alex is the Virgin. The Washerwoman learns that either Julian or Alex is the Virgin.

Marianna is the Spy, and Sarah is the Scarlet Woman. The Washerwoman learns that one of them is the Ravenkeeper. Here, the Spy is registering as a Townsfolk—in this case, the Ravenkeeper.

Tips & Tricks

  • The Washerwoman is deceptively powerful. Even though you don't gain information on the evil players, you can confirm the identity of a good player. This player should be your focus for the game, because if they have great information, then you have that information too. If they have a useful ability that they choose to use, you can help them use it wisely.
  • When the Washerwoman is poisoned or is actually the Drunk, they will often get information that is easy to figure out is incorrect—at least compared to other characters. While the Chef has no clue as to whether their "1" is incorrect, if both of the players the Storyteller pointed at tell you they're a different character to the one the Storyteller showed you, it is likely that you are the Drunk or poisoned. You can use this information to your team's advantage: if you know you are the Drunk, you know nobody else is; if you think you were poisoned on the first night, nobody else could have been. Furthermore, if your information seems like it's correct, it probably is, because of how easy it is to tell when it's wrong.
  • You know that of the two players you are shown, one must be the Townsfolk you are shown. Importantly, this means that you know that the person you see is not the Drunk.
  • To find out which of the two players is the Townsfolk, either ask the group publicly or have a private conversation with each player individually. It is usually best to reveal what you know before the Townsfolk in question says who they are so they trust you more.
  • If you share your information on the first day, and speak up quickly, the good team has some solid information to begin with. This is particularly useful if you confirm another information-receiving Townsfolk like the Empath or the Fortune Teller.
  • Waiting until the final day - or at least very late in the game - to share your information with the group can also be very useful. If you can keep the Townsfolk that you know alive until the final day, then you know one player who is not the Imp! This can either make the Demon player obvious to you, or at least reduce the possible Demon players down to 1 in 2 instead of 1 in 3.
  • Talk to the Townsfolk player that you know, and secretly let them know that you know who they are. This way, you can hopefully form an alliance, and can come to each other's defence if either of you are nominated for execution, whilst avoiding telling the group (and therefore the evil team) who the other is. This is particularly useful if you learn a character that the Demon really wants to attack, like the Fortune Teller, or even a character that the Demon wants to avoid attacking at all costs, like the Ravenkeeper or the Soldier.
  • After talking to the Townsfolk that you know in private, and confirming who they are, you can tell the group that they are a different character than they actually are. This strategy is useful if you want to protect a powerful Townsfolk from characters like the Poisoner, or to trick evil players into attacking a Townsfolk that has already used their ability, such as the Chef.
  • You can claim to be a more powerful character than you actually are. You start with all the information you're going to get, so if the demon kills you, they aren't killing the Slayer or the Fortune Teller. You may also want to consider nominating a Virgin, and confirming yourself, the Virgin, and the Townsfolk you were shown all to be good.
  • Sometimes the Storyteller will point to evil players as possible Townsfolk to you. If you think this might be the case, don't say directly which Townsfolk you know to be in play. You might instead state a false Townsfolk character to try and trick evil players into admitting to being a character that you didn't learn, or you can tempt good players into revealing their Townsfolk character to you before you reveal what you know to them. This allows you to trust them more... but they may trust you less!
  • If the 'wrong' player the Storyteller pointed to is an evil player, telling them the Townsfolk you saw may alert the Imp to the presence of the character you saw. If you saw the Empath, for example, telling the Demon that may cause the Empath to be killed in the night.
  • The two of you can reveal your characters publicly to the group, without having a private conversation beforehand. This goes a long way towards proving publicly that you are both telling the truth.
  • Publicly reveal which character is in play, but not which player it is. This way, the evil team gets little information, but the Townsfolk in question will trust you, and will look more trustworthy when they reveal who they are to the group.
  • You could claim to be the Washerwoman and point to a player you suspect is evil, stating that they are the Townsfolk you learned about. An opportunistic evil player may pounce on an opportunity to appear good, and claim that they are, in fact, the Townsfolk you learned about, thus outing them to you as, at the very least, a liar.
  • Beware of the Spy! They may register as a Townsfolk character to you. That player who you think is the Investigator may not be the Investigator after all...
  • Remember that while the Spy is likely to know that you've seen them as a Townsfolk, they won't know which Townsfolk you've seen them as.


Bluffing as the Washerwoman

When bluffing as the Washerwoman , 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 Townsfolk token.
  • Claim to be the Washerwoman and point to at least one evil player. Then, name the Townsfolk character (preferably one that you suspect/know is not in play). If that evil player is clever, they may realize that you are trying to make them look good, and claim to be that Townsfolk. For example, if you point to the Imp and a random good player, and say that one of them is the Monk, then the Imp may claim to be the Monk, which makes you both look good.
  • If a good player claims to be a particular Townsfolk character, you can claim to be the Washerwoman, and confirm that they are who they say they are. This can help them to trust you, and lead them astray with their own information.
  • Immediately upon awakening, tell the group that a particular Townsfolk is in play. Cross your fingers and hope that you are correct! If you are, great. If not, an evil player may bluff as the Townsfolk you claimed is in play.
  • The Washerwoman can be a difficult bluff, because sometimes the Townsfolk you say is in play, isn't. If this happens, you can always claim to be the Drunk or poisoned. Another option is to claim that Washerwoman was a bluff, and that you are actually a character that is more powerful later in the game such as a Slayer or an Undertaker, and that you were trying to look like a character that has already used their ability so that the Demon would not attack you.
  • If you are the Spy or have access to a Spy, they can be invaluable in providing you accurate information to back up your story.