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__NOTOC__
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<div id='character-details'>
 
[[File:icon_seamstress.png|250px]]
<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>[[Character Types#Townsfolk|Townsfolk]]</td>
</tr>
<tr>
<td>Artist</td>
<td>Aidan Roberts</td>
</tr>
</table>
 
<p class='flavour'>"Did you hear that stranger in the cashmere coat put the word on our young Belle? And she said yes? Well, that's nothing compared to what Harry and that juggler got up to at the fair! The things I could say if I was a tattletale... my, yes."</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_sects_and_violets.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: 14px; text-align: center;">by Andrew Nathenson</span>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/37081540/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2021-6-12%2F204721181-44100-2-31fbcfd5fa35e.m4a">You need to enable JavaScript to play this audio</div>
 
</div>


<div id='edition-details'>
[[File:logo_trouble_brewing.png|200px]]
<table id='edition-details-characters'>
<tr>
<td class='edition-details-characters-title'>Townsfolk</td>
<td>
[[Washerwoman]]<br>
[[Librarian]]<br>
[[Investigator]]<br>
[[Chef]]<br>
[[Empath]]<br>
[[Fortune Teller]]<br>
[[Undertaker]]<br>
[[Monk]]<br>
[[Ravenkeeper]]<br>
[[Virgin]]<br>
[[Slayer]]<br>
[[Soldier]]<br>
[[Mayor]]<br>
</td>
</tr>
<tr>
<td class='edition-details-characters-title'>Outsider</td>
<td>
[[Butler]]<br>
[[Drunk]]<br>
[[Recluse]]<br>
[[Saint]]
</td>
</tr>
<tr>
<td class='edition-details-characters-title'>Minions</td>
<td>
[[Poisoner]]<br>
[[Spy]]<br>
[[Scarlet Woman]]<br>
[[Baron]]
</td>
</tr>
<tr>
<td class='edition-details-characters-title'>Demons</td>
<td>
[[Imp]]
</td>
</tr>
</table>
</div>
</div>
</div>


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<div class="row">
== Synopsis ==
''Clouds roll in over Ravenswood Bluff, engulfing this sleepy town and its superstitious inhabitants in foreboding shadow. Freshly-washed clothes dance eerily on lines strung between cottages. Chimneys cough plumes of smoke into the air. Exotic scents waft through cracks in windows and under doors, as hidden cauldrons lay bubbling. An unusually warm Autumn breeze wraps around vine-covered walls and whispers ominously to those brave enough to walk the cobbled streets.''


<div class="small-12 large-6 columns">
''Anxious mothers call their children home from play, as thunder begins to clap on the horizon. If you listen more closely, however, noises stranger still can be heard echoing from the neighbouring forest. Under the watchful eye of a looming monastery, silhouetted figures skip from doorway to doorway. Those who can read the signs know there is...''
== Summary ==
"Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment."


The Seamstress learns whether 2 players are on the same team as each each other.
'''Trouble Brewing'''.
* They only get this information once per game, so they had best choose wisely when and who.
* They may choose alive or dead players or even Travellers.
</div>


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__TOC__
== How to Run ==


Each night, wake the Seamstress. They either shake their head no or point at any two players except themself.
== Gameplay ==


If they shake their head no, nothing happens. Put the Seamstress to sleep.
Trouble Brewing has a little bit of everything. Some characters passively receive information, some need to take action to learn who is who, while some simply want to bait the Demon into attacking them. Both good and evil can gain the upper hand by making well-timed sacrifices. Trouble Brewing is a relatively straightforward Demon-hunt, but evil has a number of dastardly misinformation tricks up their sleeves, so the good players best question what they think they know if they hope to survive.


If they point at two players, either nod your head yes (''to indicate these players have the same alignment'') or shake your head no (''to indicate these players do not have the same alignment''). Put the Seamstress to sleep. The Seamstress loses their ability - mark them with the '''NO ABILITY''' reminder and remove their night token from the night sheet.
Beginner. Recommended for players and Storytellers new to Blood on the Clocktower or to social deception games.
</div>


</div>
'''Good players''' will need to figure out who is good and who is evil by using logic and intuition. Some players may want to reveal which character they are and share their information immediately (such as the {{Good|Chef}} or {{Good|Investigator}}), while others may want to lie about their identity so that the Imp avoids attacking them (such as the {{Good|Undertaker}} or {{Good|Fortune Teller}}). Some may lie about who they are so that the Imp does attack them (such as the {{Good|Ravenkeeper}} or {{Good|Soldier}})!


<div class='row'>
Other good characters gain information by doing something and noticing the effect. Sacrificing one’s life by nominating a {{Good|Virgin}}, attempting to kill the {{Evil|Imp}} as a {{Good|Slayer}} and noticing what happens, or deliberately killing good players so that the {{Good|Undertaker}} can confirm which character they were—these are all ways to sacrifice life and power to gain information and achieve victory.


<div class="small-12 large-12 columns" style="padding-right: 0;">
'''Evil players''' will need to pretend to be good characters and do so well, giving false information to confuse the good team if necessary. With only true information, the good team will usually find out who is evil with enough time to spare. But with even a little believable falsehood in the air, evil has a chance. The {{Evil|Poisoner}} and {{Evil|Spy}}, if they pay attention, can cause huge confusion in the good team’s ranks by using their abilities sneakily. Evil will also need to decide when to make sacrifices. Will the {{Evil|Scarlet Woman}} kill the {{Evil|Imp}} to save their team? Will the {{Evil|Imp}} kill themselves to turn a more trustworthy player into the Demon? Will the evil team vote to execute a suspicious Minion in order to look like honourable members of the town? Or will the {{Evil|Baron}} give obviously false information to make it look like a {{Evil|Poisoner}} is in the game? Causing confusion about which Minions are in play can be the difference between victory and defeat.


== Examples ==
== Townsfolk ==


<div class='example'>
<div class="row">
During the first night, the Seamstress chooses two players, who are the {{Good|Barber}} and the {{Good|Clockmaker}}. Because they are both good, the Seamstress learns a "yes.” 
<div class="small-6 medium-6 large-2 columns">
</div>
[[File:icon_washerwoman.png|250px|thumb|center|link=Washerwoman]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Washerwoman}}</p>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_librarian.png|250px|thumb|center|link=Librarian]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Librarian}}</p>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_investigator.png|250px|thumb|center|link=Investigator]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Investigator}}</p>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_chef.png|250px|thumb|center|link=Chef]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Chef}}</p>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_empath.png|250px|thumb|center|link=Empath]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Empath}}</p>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_fortune_teller.png|250px|thumb|center|link=Fortune Teller]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Fortune Teller}}</p>
</div>
</div>


<div class='example'>
<div class="row">
During the first three nights, the Seamstress chooses not to use their ability. During the fourth night, they choose two players, who are the {{Evil|Fang Gu}} and the {{Good|Sweetheart}}. The Seamstress learns a "no.
<div class="small-6 medium-6 large-2 columns">
</div>
[[File:icon_undertaker.png|250px|thumb|center|link=Undertaker]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Undertaker}}</p>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_monk.png|250px|thumb|center|link=Monk]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Monk}}</p>
</div>
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[[File:icon_slayer.png|250px|thumb|center|link=Slayer]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Slayer}}</p>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_soldier.png|250px|thumb|center|link=Soldier]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Soldier}}</p>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_ravenkeeper.png|250px|thumb|center|link=Ravenkeeper]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Ravenkeeper}}</p>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_virgin.png|250px|thumb|center|link=Virgin]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Virgin}}</p>
</div>
</div>


<div class='example'>
<div class="row">
The {{Evil|Pit-Hag}} turns the {{Good|Mathematician}} into the {{Evil|Witch}}, who remains good. Later that night, the Seamstress chooses the two players, the {{Evil|Witch}} and the {{Good|Town Crier}}. The Seamstress learns a "yes" because they are both good.
<div class="small-6 medium-12 large-2 end columns">
</div>
[[File:icon_mayor.png|250px|thumb|center|link=Mayor]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Mayor}}</p>
</div>
</div>


</div>
== Outsiders ==


<div class="row">
<div class="small-6 medium-6 large-2 columns">
[[File:icon_butler.png|250px|thumb|center|link=Butler]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Butler}}</p>
</div>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_saint.png|250px|thumb|center|link=Saint]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Saint}}</p>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_recluse.png|250px|thumb|center|link=Recluse]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Recluse}}</p>
</div>
<div class="small-6 medium-6 large-2 columns">
[[File:icon_drunk.png|250px|thumb|center|link=Drunk]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Drunk}}</p>
</div>
</div>


<div class='row'>
== Minions ==
 
<div class="small-12 large-12 columns" style="padding-right: 0;">
== Tips & Tricks ==
 
* Wait a couple of days before using your ability. This has some risk attached because you can obviously be killed in that time, but waiting will give you an idea of the layout of the game, who is claiming what, and who you find suspicious. It also means there is a smaller pool of alive players to choose from since there will have been executions and demon kills.
 
* Use your ability as soon as possible! You only have one shot, and if you die before you use it, then you'll be kicking yourself. Even picking two random players on the first night is better than picking nobody!
 
* A common mistake that Seamstresses can make is not remembering that you detect the ''same'' alignment - not "good" alignment. This means if you get lucky enough to pick two evil players, then they will register as 'Yes' for your ability. It is much more likely to get two good players, but if you're not sure, try coordinating your information with other information gatherers (e.g. {{Good|Clockmaker}}) and see if they line up with your concerns. You can also watch your two players and see if they begin colluding before you get a chance to reveal they're the same alignment.
 
* If you have a player that you trust is good (alive or dead), you can use this person as a reference point for another player's alignment. If you get they are of different alignments, then you can be reasonably sure it's the unknown player that's the evil one. This is especially potent when dealing with a troublesome {{Evil|Evil Twin}}.
 
* Use your ability on people you don't know much about! Learning whether two people are on the same team or not is very powerful, and will help you decide whether or not to trust them when they begin revealing who they are and what they do.
 
* Pick people for your ability that have a lot of sway over the game. Figuring out if a {{Good|Savant}} or {{Good|Flowergirl}} claim is legitimate is usually more potent than figuring out if that {{Good|Barber}} is being upfront.
 
* In general, try to pick players who are not your neighbour. If you are sitting next to a {{Evil|No Dashii}}, they will poison you and of course read positively to your information. By picking players further away from you, you will still be getting poisoned information, but at least you know there isn't a potential demon in the mix muddying things up further.
</div>


<div class="row">
<div class="small-12 medium-12 large-2 columns">
[[File:icon_poisoner.png|250px|thumb|center|link=Poisoner]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Poisoner}}</p>
</div>
<div class="small-12 medium-12 large-2 columns">
[[File:icon_spy.png|250px|thumb|center|link=Spy]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Spy}}</p>
</div>
<div class="small-12 medium-12 large-2 columns">
[[File:icon_baron.png|250px|thumb|center|link=Baron]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Baron}}</p>
</div>
<div class="small-12 medium-12 large-2 end columns">
[[File:icon_scarlet_woman.png|250px|thumb|center|link=Scarlet Woman]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Scarlet Woman}}</p>
</div>
</div>
</div>


<div class='row'>
== Demons ==
 
<div class="small-12 large-12 columns" style="padding-right: 0;">
== Bluffing as the Seamstress ==
 
When bluffing as the Seamstress, there are a few things you should keep in mind:
 
* Tell 2 good players that they are different alignments to each other. With any luck, each will mistrust the other, and the rest of the group will be suspicious of both of them! Juicy!
 
* If a good player has convinced the group that they are good, or is on their way, choose this player and an evil player, and tell the group that they are the same alignments. If the good player is believed to be good, the evil player will be believed to be good as well.
 
* You can use your Seamstress ability to confirm that evil players are good by "choosing" both evil players. If the group has no idea who is good and who is evil, you can tell the truth - by telling the group that the evil players are the same alignment. The group will normally assume that this means that they are both good, because the likelihood of a real Seamstress choosing two evil players is quite low. For example, tell the group that the {{Evil|Pit-Hag}} and the {{Evil|Vigormortis}} are the same alignment - the good team will probably think they are both good.
 
* Alternatively, if the group is fairly certain that an evil player actually is evil, you can tell the group that you choose this player and fellow evil player, and learnt that they are different alignments. If the group believes that the first player is evil, they will believe that the second is good. For example, if the group believes that the {{Evil|Witch}} player is evil, you can tell the group that you learnt that the {{Evil|Witch}} player and the {{Evil|No Dashii}} player are different alignments. With any luck,the good team will assume that this means that the {{Evil|No Dashii}} player is good. If the {{Evil|Witch}} has any smarts, they will look even more evil, get executed, and you and the Demon can sail to victory.
 
* Claim to have used your Seamstress ability sooner rather that later. Since you are evil, and particularly if you are the Demon, you will probably live longer than a real Seamstress. However, this is not an excuse to claim to have used your Seamstress ability on the 6th night of the game. Any Seamstress worth their salt would have used their ability in the first half of the game, not the second half, due to the risk of dying and not getting to use their ability at all.
 
* Remember that a Seamstress can not choose themselves. They must choose two other players.
</div>


<div class="row">
<div class="small-12 medium-12 large-2 end columns">
[[File:icon_imp.png|250px|thumb|center|link=Imp]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Imp}}</p>
</div>
</div>
</div>


</div>
</div>
 
</div>
[[Category:Sects & Violets]]
[[Category:Townsfolk]]

Revision as of 17:09, 2 April 2023

Synopsis

Clouds roll in over Ravenswood Bluff, engulfing this sleepy town and its superstitious inhabitants in foreboding shadow. Freshly-washed clothes dance eerily on lines strung between cottages. Chimneys cough plumes of smoke into the air. Exotic scents waft through cracks in windows and under doors, as hidden cauldrons lay bubbling. An unusually warm Autumn breeze wraps around vine-covered walls and whispers ominously to those brave enough to walk the cobbled streets.

Anxious mothers call their children home from play, as thunder begins to clap on the horizon. If you listen more closely, however, noises stranger still can be heard echoing from the neighbouring forest. Under the watchful eye of a looming monastery, silhouetted figures skip from doorway to doorway. Those who can read the signs know there is...

Trouble Brewing.

Gameplay

Trouble Brewing has a little bit of everything. Some characters passively receive information, some need to take action to learn who is who, while some simply want to bait the Demon into attacking them. Both good and evil can gain the upper hand by making well-timed sacrifices. Trouble Brewing is a relatively straightforward Demon-hunt, but evil has a number of dastardly misinformation tricks up their sleeves, so the good players best question what they think they know if they hope to survive.

Beginner. Recommended for players and Storytellers new to Blood on the Clocktower or to social deception games.

Good players will need to figure out who is good and who is evil by using logic and intuition. Some players may want to reveal which character they are and share their information immediately (such as the Chef or Investigator), while others may want to lie about their identity so that the Imp avoids attacking them (such as the Undertaker or Fortune Teller). Some may lie about who they are so that the Imp does attack them (such as the Ravenkeeper or Soldier)!

Other good characters gain information by doing something and noticing the effect. Sacrificing one’s life by nominating a Virgin, attempting to kill the Imp as a Slayer and noticing what happens, or deliberately killing good players so that the Undertaker can confirm which character they were—these are all ways to sacrifice life and power to gain information and achieve victory.

Evil players will need to pretend to be good characters and do so well, giving false information to confuse the good team if necessary. With only true information, the good team will usually find out who is evil with enough time to spare. But with even a little believable falsehood in the air, evil has a chance. The Poisoner and Spy, if they pay attention, can cause huge confusion in the good team’s ranks by using their abilities sneakily. Evil will also need to decide when to make sacrifices. Will the Scarlet Woman kill the Imp to save their team? Will the Imp kill themselves to turn a more trustworthy player into the Demon? Will the evil team vote to execute a suspicious Minion in order to look like honourable members of the town? Or will the Baron give obviously false information to make it look like a Poisoner is in the game? Causing confusion about which Minions are in play can be the difference between victory and defeat.

Townsfolk

Outsiders

Minions

Demons

Icon imp.png

Imp