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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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<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>
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<td>Type</td>
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<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<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>
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<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Character Showcase</span>
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<youtube>wvSr4QtJlKs</youtube>
<td>Artist</td>
<td>Aiden 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>
<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: 14px; text-align: center;">by Andrew Nathenson</span>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/8958990/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2019-11-12%2F38195012-44100-2-1a2424d232f46.mp3">You need to enable JavaScript to play this audio</div>
 
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The Atheist knows that all players are good and that there is no such thing as Demons.
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== Summary ==
"You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)"


== Character Text ==
The Librarian learns that a particular Outsider character is in play, but not exactly which player it is.
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*
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"The Storyteller can break the game rules, and if executed, good wins, even if you are dead. [No evil characters]"
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== How to Run ==
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== Examples ==
== Examples ==


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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}}.
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There are three Outsiders in play, when there should be two. The players execute the Storyteller. Good wins.
There are no Outsiders in this game. The Librarian learns a '0'.
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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}}.)
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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 ==


* 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.
* 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.


* 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.
* 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.


* 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.  
* 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}}.


* 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 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.


* 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.
* 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}}.


* 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.
* 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 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 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.


* 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.  
* 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.


* 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.
* If you see two players as the {{Good|Drunk}}, remember that you might be the real drunk!
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== Bluffing as the Atheist==
* 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.
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When bluffing as the {{Good|Atheist}}, there are a few things you should keep in mind:
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* 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.
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* 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.
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== Bluffing as the Washerwoman==


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


* 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.
* 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.


* 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}}.
* 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.


* 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}}.
* 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.


* 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.
* 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.
 
* 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 11:53, 22 March 2023

Icon librarian.png Information

Type Townsfolk
Artist Aiden Roberts

"Certainly Madam, under normal circumstances, you may borrow the Codex Malificarium from the library vaults. However, you do not seem to be a member."

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

You need to enable JavaScript to play this audio

Summary

"You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)"

The Librarian learns that a particular Outsider character is in play, but not exactly which player it is.

How to Run

Examples

Benjamin is the Saint, and Filip is the Baron. The Librarian learns that either Benjamin or Filip is the Saint.

There are no Outsiders in this game. The Librarian learns a '0'.

Abdallah is the Drunk, who thinks they are the Monk, and Douglas is the Undertaker. The Librarian learns that either Abdallah or Douglas is the Drunk. (This happens because the Librarian learns the true character. The Drunk is Abdallah’s true character, not the Monk.)

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.
  • If you get a 0, this information is super powerful if you aren't the Drunk or poisoned, as then you know for sure there are no Outsiders in the game. This means there is no 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 Empath or the 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 Virgin. Alternatively, you might want to claim to be something more powerful to incite the demon into attacking you rather than the Undertaker or the Monk.
  • Characters like the 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 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 Imp attacking an Outsider means they aren't attacking an Empath or a Fortune Teller.
  • If you see that your two shown players are the 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.
  • Alternatively, you can deliberately give false information about who the Drunk is - the Demon is less likely to attack a player they think is the Drunk, which means that you can protect players who are sober and getting information while getting the Imp to target the actual Drunk instead.
  • If you see two players as the Drunk, remember that you might be the real drunk!
  • 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.

Bluffing as the Washerwoman

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 Saint or 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 Saint who is having trouble being believed, or a 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 Drunk can cause them to doubt their information, or undermine powerful characters like the Mayor. The 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 Drunk. This means that if they mess up their bluff (e.g. giving information that doesn't make sense, dying as the Soldier) that's fine - they're obviously just the 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.
  • 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.