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Washerwoman and Atheist: Difference between pages

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[[File:icon_washerwoman.png|250px]]
[[File:icon_atheist.png|250px]]
<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#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>
<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 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; margin-top: 20px;">Character Showcase</span>
[[File:logo_trouble_brewing.png|200px]]
<youtube>wvSr4QtJlKs</youtube>
 
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__NOTOC__
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== 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.
The Atheist knows that all players are good and that there is no such thing as Demons.
* 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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__TOC__
== 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.
== Character Text ==


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.
"The Storyteller can break the game rules, and if executed, good wins, even if you are dead. [No evil characters]"
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== Examples ==
== Examples ==


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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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Julian is the {{Evil|Imp}}, and Alex is the {{Good|Virgin}}. The Washerwoman learns that either Julian or Alex is the {{Good|Virgin}}.
There are three Outsiders in play, when there should be two. The players execute the Storyteller. Good wins.
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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}}.
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.
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== Tips & Tricks ==
== 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.  
* 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.


* 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.
* 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.


* 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}}.
* 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.  


* 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.
* 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.  


* 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}}.
* 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.


* 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.
* 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.


* 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 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.


* 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 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.  


* 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 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.
 
<br>
* 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.
== Bluffing as the Atheist==
 
* 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.
<br>


== Bluffing as the Washerwoman==
When bluffing as the {{Good|Atheist}}, there are a few things you should keep in mind:


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


* 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.
* 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.  


* 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 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.


* 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.
* 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.


* 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 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}}.


* 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.
* 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 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.
* 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.


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[[Category:Trouble Brewing]]
[[Category:Experimental Characters]]
[[Category:Townsfolk]]
[[Category:Townsfolk]]

Revision as of 17:47, 21 March 2023

Icon atheist.png Information

Type Townsfolk

"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."

Character Showcase

The Atheist knows that all players are good and that there is no such thing as Demons.

Character Text

"The Storyteller can break the game rules, and if executed, good wins, even if you are dead. [No evil characters]"

Examples

There are three Outsiders in play, when there should be two. The players execute the Storyteller. Good wins.

The Investigator learns that either the Grandmother or the Seamstress is the Boomdandy. The Sweetheart nominates, and dies, even though there is no Witch in play. The Slayer uses their ability on the Gossip, who dies.

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.
  • 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.
  • 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.
  • 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.
  • If there are characters on the script that could make you drunk, such as the Drunk, do everything you can to figure out whether or not you are drunk. If you are the 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.
  • 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.
  • 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 Twin is in play and another learning that a 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 Mayor or 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.


Bluffing as the Atheist

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

  • 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 Baron, or will be used by the time you die, such as the Mezepheles. If there are characters that can keep the game going after the Demon dies, such as the Scarlet Woman or Mastermind or 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 Empath learning that you are evil or a poisoned 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.
  • 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 Poisoner or the Vigormortis.
  • 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 Spy or the Imp.
  • 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.