Actions

Fisherman and Widow: Difference between pages

From Blood on the Clocktower Wiki

(Difference between pages)
 
 
Line 6: Line 6:
<div id='character-details'>
<div id='character-details'>


[[File:icon_fisherman.png|250px]]
[[File:icon_widow.png|250px]]
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>


Line 12: Line 12:
<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Minion|Minion]]</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"This was my favourite part of the river... see how the sunlight makes a rainbow from the monastery to the market? This was the best place for big fish. And the older I get, the bigger they were."</p>
<p class='flavour'>"More wine? Château d’Ergot ’07 is a very special vintage. My yes, very special indeed."</p>


</div>
</div>
Line 28: Line 28:
<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"The Fisherman knows something that nobody else can know - what should be done."
"On your first night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play."


Once per game, during the day, visit the Storyteller for some advice to help your team win.
The Widow knows all characters and poisons the exact person they think is most useful.
*
*
</div>
</div>


<div class="small-12 large-6 columns" style="padding-right: 0;">
<div class="small-12 large-6 columns" style="padding-right: 0;">
== How to Run ==
On their first night, wake the Widow and show them the Grimoire for as long as they need. The Widow points to a character token in the Grimoire, or a player. Mark that player with a “Poisoned” reminder. Put the Widow to sleep. Wake any good player. Show them the Widow character token. Put that good player to sleep.
If the Widow dies or changes character, their poison ends. Likewise, their poison vanishes while the Widow is poisoned/drunk. When a Widow poisons a player, night 1 has already begun, so it does not prevent any [setup] abilities from taking effect.
If a Widow is created mid-game, execute the first paragraph of the how to run just like you would if they were in play on night 1 – it’s the Widow’s first night that matters for their ability, not how many nights into the whole game you are.


== How to Run ==
If the Widow chooses to poison themselves, no-one is informed that a Widow is in play.
At any time during the day, the Fisherman can approach the Storyteller privately for some advice to help them win. The Storyteller’s pieces of advice are not “facts”. They are strategy tips that the Storyteller believes will help the Fisherman win if they are followed.
 
Only the Preacher, Sailor and Poisoner can prevent the Widow from getting to poison on night 1 and in all of these cases, a good player would be told that the Widow is in play once the preaching/drunk/poison wears off. If Sailor drunked or Poisoner poisoned, the Widow can be shown a fake grimoire. Also, their poison choice has no effect for the rest of the game, even if they become sober/healthy later. If preached, the Widow is merely shown the Preacher in play and does not see the grimoire, even if the Preacher is dead/poisoned/drunk later in the game.


Generally, Fisherman advice should be able to be structured as “you should” or “you should not”. It doesn’t need to explicitly include those words but should always follow that concept of suggestions that can be followed, rather than information about what is like a Savant would get. So “kill player X” or “find out who is the Drunk” or “you should rethink which info you’re trusting” or “trust player Y” are all great Fisherman advice, for example.
If the good player who knows the Widow is in play turns evil while the Widow is alive, wake a new good player and show them the Widow character token.
</div>
</div>


Line 50: Line 59:


<div class='example'>
<div class='example'>
The Fisherman goes up to the Storyteller, and they are told "not to trust Ben", this is not because Ben is evil, but because his drunk information is leading the good team astray.
The Widow sees the Grimoire and points to the {{Good|Sailor}} character token. The {{Good|Sailor}} is poisoned this game. The {{Good|Sailor}} is sober, but dies when executed.
</div>
</div>


<div class='example'>
<div class='example'>
On the third day, the Fisherman learns “Keep the players claiming to be Outsiders alive”. These players are secretly the {{Good|Klutz}} and the {{Evil|Fearmonger}}. The Storyteller believes that keeping these players alive is more likely to end up with good executing the Demon.
On the third night, the {{Evil|Pit Hag}} turns themselves into the {{Evil|Widow}}. That night, the good {{Good|Scapegoat}} learns that a Widow is in play.
</div>
</div>


<div class='example'>
<div class='example'>
It is the third day, and the Fisherman visits the Storyteller to ask for advice. They are told to “Execute Jeremy” because Jeremy is the {{Good|Drunk}}, and the {{Good|Undertaker}} would discover this if they were executed.
On the first night the Widow looks at the Grimoire and poisons themself. The good player that would’ve learned a Widow is in play does not.
</div>
 
<div class='example'>
It is the last day, and the Fisherman visits the Storyteller to ask for advice. They are told “Don’t ask Kevin too many questions” because Kevin is the {{Good|Mutant}}, and his power activating would lose the game for good.
</div>
</div>


Line 74: Line 79:
== Tips & Tricks ==
== Tips & Tricks ==


* Ask yourself why you got the advice you got. Even if it’s something you didn’t expect, or that sends you down a totally different path than the one you were following, remember that the Storyteller knows all. They are in the best position to give you advice that will help you win.  
* Much like the {{Evil|Spy}}, you start the game knowing everything! All characters in play and who they are will be laid out in the Grimoire. Use this information to help the evil team pick good bluffs, provide information they couldn’t otherwise know, and take out high priority targets. In the Grimoire, you will not only see who everyone is, but the Storyteller reminder tokens, allowing you to track what information people are starting with.
 
* Who do you choose to poison? This is the most important question that you should be asking yourself. Unlike the {{Evil|Spy}}, who sees the Grimoire every night, you only see the Grimoire once. Unlike the {{Evil|Poisoner}}, you can choose which character, not just which player to poison. Take your time, look at every character, and make the best choice you can. There is no need to rush it.
 
* As well as looking at the Grimoire, you get to poison a player! If you are not sure who to poison, poison the most potent information Townsfolk character. This will guarantee horrendous information for the good team for the entire game. Having the option to poison a {{Good|Savant}}, {{Good|Chambermaid}}, {{Good|Fisherman}}, or {{Good|Balloonist}} can be too sweet to pass up. Go for it. (If you're not sure who is the most potent off the top of your head, just poison the one that scares you the most!)
 
* If there is a single, obvious choice for which character to poison, poison a different character instead. Since the good team will know that a Widow is in play, they will be looking for the most obvious choice for the Widow to have made. If you don't make the most obvious choice, then the good team will assume that a powerful information Townsfolk is poisoned when they are not, and that a less likely character is healthy when they are sober. Tricky you.  


* Follow the advice. The Fisherman does not provide information, it provides advice to help you win. If the advice is "execute your clockwise neighbour", just do it. Follow your advice! Unless you think your information is suspect, your advice isn’t very useful if you don’t act on it, especially because it is given in the temporal context you ask for it. Executing Erik might not be a good idea in 2 days, so canvas for his execution as soon as possible.
* Additionally, you can try to poison a player you think will command the town’s conversation in the hopes they use their (now false) information to your ends.


* After following your advice, try to evaluate where you are now in the game, and try to reverse-engineer why that advice may have been given. Who was featured as important in your advice? Why? What advantages might have come from following your advice? What does that say about the puzzle of the game?
* Don't poison a player that you can get the Demon to kill instead. For example, it may be best get the Demon to kill the {{Good|Fortune Teller}} while you poison the {{Good|Chef}}. Since you see the Grimoire, communicating to the Demon which players to kill early in the game should be easy enough.


* Use your ability immediately. Don’t risk dying to the Demon or getting executed before you can receive your advice. Ask for advice as soon as you can on the first day! After all, you risk losing your advice every day that you do not use it. Using it right away negates this risk. There is still plenty of good advice the storyteller can give you on day 1, depending on the setup.
* Coordinate with your Demon so that they do not kill your poisoned mark - unless they are a character like the {{Good|Ravenkeeper}}. Otherwise your poison might go to waste by a savvy Demon having the same target as you early on!


* Hold off on using your ability for as long as possible. This is risky, but the longer you wait the more the storyteller will be able to give you the exact type of advice you need to win. Plus, the storyteller may be more inclined to reward your risky behaviour with some juicy advice if you brave death for many days.
* Try to do what you can to discredit the player that knows you’re in play: if the town thinks they’re lying, they’ll probably think they’re lying about you being in play too! You can do this in a lot of social ways, but you can also try to use your poison (either on the player themselves or Townsfolk that might clear them) to disrupt that player's trust.


* Pay attention to character abilities that might affect the chances of you dying, and factor that into when you use your ability. If there is a {{Evil|Leviathan}} on the script, the Demon can’t kill you. If you believe a player is the {{Good|Monk}}, you can ask them to protect you. In both cases, you have a higher chance of surviving later into the game, and could hold off on getting your advice until later on that basis.
* Because a player will know you’re in play, denying that there is a poison in the game will usually be harder than arguing that the poison is somewhere it isn’t. You cause a lot of damage for the good team, so they'll be unwilling to let go of the idea that you're lurking without extraordinary evidence. Redirection about ''who'' is poisoned is much more reasonable.


* Pay attention to the specific words that the Storyteller uses. If something seems a bit ambiguous, they may be hinting at something without outright saying it. If the Storyteller tells you not to trust a player, that player might actually be a good {{Good|Empath}}, but one who has been poisoned by a {{Evil|Widow}}, and is providing false information that is leading the good team to their doom. Be especially careful when interpreting the advice given to you by your storyteller. “Kevin is sharing true information” does not necessarily mean Kevin is good, and “Execute Erik” does not necessarily mean Erik is evil. The advice may be specifically niche to whatever game you’re in, and storytellers do love being coy.
* If you’re any evil player in a game with a Widow on the script, a brave but potentially rewarding play is to claim you got the Widow’s call. This could make the town trust you and become suspicious of their own abilities even when there is no real Widow poison in play.


* Watch out for win/lose conditions and character abilities on a script. The advice you receive might relate to one. A Fisherman's advice might, for example, be an attempt by the Storyteller to prevent you from executing a {{Evil|Goblin}}.
* In smaller games, such as 5, 6, 7, or 8 players, poison a character that only gets information on the first night, such as the {{Good|Investigator}} or the {{Good|Clockmaker}}. This ensures that your poisoning will have a real effect, and avoids the likely situation where your poisoned player dies by Demon kill or execution before they gain false information.  


* Visit the Storyteller, then come back and pretend you’ve used your Fisherman ability when you haven’t. Make the evil team think your power is no longer a threat. If the Demon believes you’ve already used your ability, they might not think it’s worth it to kill you, allowing you to survive and use it later in the game.
* In larger games, such as 12, 13, 14, 15 or more players, avoid poisoning characters that only get information on the first night, and instead poison a character that get information every night, such as the {{Good|Chambermaid}} or {{Good|Oracle}}, or powerful non-information characters such as the {{Good|Virgin}} or {{Good|Innkeeper}}. In larger games, it is much less likely that your poisoned player dies by accidental execution or by the Demon killing them before you've had a chance to talk with them, and much greater chance that you can co-ordinate things so that their poisoning has full effect.  


* Think about who you want to trust with your advice. You might simply want to reveal it immediately and put the clue on the table for everyone to digest. Alternatively, you might want to share the hint with a trusted group of players who can use it to coordinate in secret.
* Die. If you are an alive Widow, then a good player is poisoned. If you are the dead Widow, then that player is no longer poisoned. This can turn a steady stream of false information into a steady stream of true information - something that is very useful if the good player was beginning to suspect that they were poisoned.  


* If you’re not certain that you’re remembered the advice right, you can revisit the Storyteller and ask them to repeat it. However, be aware that the Storyteller likely cannot provide context, or significant clarifications.
* If a Widow is in play, or a Widow is not in play but an evil player says that there is, convince the group that you think that you have been poisoned by the Widow. Give true information for a nice double-bluff. If the group thinks that you are poisoned by the Widow, then you convince them that you are good while diverting their attention away from the real poisoned player. Additionally, if you suddenly claim to be getting true information, then it is possible to convince the good team that you were poisoned but are now healthy, so the Widow must surely be dead! Having the good team think that you are good, that the poisoned good player is healthy, and that they have killed the Widow when they haven't... well, that's one spaghetti-like tangle.


* Characters that register as different alignments or characters may affect the hint given to the Fisherman. For example, a {{Evil|Recluse}} may register as the Demon, prompting the Storyteller to advise you to execute them. Be aware of this possibility.
* Poison yourself to hide that there is a Widow in play. A poisoned Widow has no ability, so no good player learns that a Widow is in play. You won't have the benefit of a poisoned good player working against the good team, but this will imply that a different Minion is in play. This is mostly effective only in 1 Minion games. For example, if you poison yourself and claim to be an Outsider in a seven player game, then that could make it look like a {{Evil|Baron}} is in play.  
</div>
</div>


Line 104: Line 115:


<div class="small-12 large-12 columns" style="padding-right: 0;">
<div class="small-12 large-12 columns" style="padding-right: 0;">
== Bluffing as the Fisherman ==
== Fighting the Widow ==
 
When bluffing as the Fisherman, there are a few things you should keep in mind:
 
* The Fisherman can be guided to do essentially anything in the game. Use this to your advantage when you are bluffing - giving advice that complements the narrative the evil team is trying to build against the good team.


* The fake advice you pretend to receive from the Storyteller, which you will have to come up with yourself, will probably be the centrepiece of your bluff. The Fisherman’s ability is a powerful one - what you come up with could be the deciding factor that wins or loses you the game. Remember to couch your ‘advice’ in the voice of your storyteller. If your storyteller likes to tell Fishermen who to execute, that makes it a much more believable bluff when you claim the Storyteller told you to execute someone.
* Unlike a lot of characters in Clocktower, the Widow comes with a clue pre-built into it: the Widow’s call. If you can verify the alignment of a player that claims to have received a Widow call, you can go a long way in deducing possibilities for the game.


* Keep in mind that the Storyteller is meant to give the Fisherman a hint about what to do, not a piece of information. A Storyteller is very unlikely to give information like ‘one of your two neighbours is Demon’ – that’s not advice. Make sure you frame your fake advice as advice that tells you to do something, like ‘execute your neighbours’.  
* Conversely, if you are certain there is a Widow in play, you can be safer in trusting the player that claimed to receive the Widow’s call, because only good players can receive such calls. However, don’t forget evil can still bluff receiving them! If you end up with two players claiming they learned a Widow is in play, you can be reasonably confident one is good and one is evil trying to trick you.


* Insist on your fake advice. It’s not much good to tell the group what to do with your fake ability if you don’t follow through on the social end. Remind players that your advice may have an expiration date, and that it’s important they follow your lead now, not later!
* One good player knows a Widow is in play. If it is you, don't tell anyone for a while. Wait and see if an evil player says they learnt a Widow is in play. Evil players may often claim to be the good player that learnt about the Widow, and in the absence of communication amongst themselves, may accidentally claim this publicly. If you wait to tell people what you know, and find yourself in a double-claim, this is great news - you've found an evil player. Or at least, a good player that has a really good reason to deceive the good team, such as a {{Good|Lunatic}} or {{Good|Goon}}.


* Give fake advice that protects an evil player. Use it to convince the town not to execute your Demon, or another powerful evil role.
* Once the good team knows that a Widow is in play, encourage them to share all their information, including their characters. The Widow knows all characters that are in play, so it's in the good team's best interest to reveal everything. If the evil team knows all characters, the good team might as well too.


* Give fake advice that incriminates a good player. Use it to cast suspicions over the information of an {{Good|Undertaker}}, or a {{Good|Fortune Teller}}, or to get a {{Good|Saint}} executed.
* If you kill the Widow, their poisoning ends. If someone you think is a Minion dies, pay attention to whether information suddenly starts getting clear again.


* If your advice doesn’t lead to good results (which is to be expected, you are making it up), consider the possibility of twisting your advice’s interpretation for more mayhem.
* Widows are highly likely to poison strong information characters. A good question to ask yourself is whether you’re likely to be a Widow target. Characters like {{Good|Fortune Teller}} or {{Good|Balloonist}} are high targets since they are Demon detectors. Characters like {{Good|Monk}} or {{Good|Lycanthrope}} are also high priority since they block Demon deaths.


* If you think you’re under suspicion, provide advice that incriminates an evil player. If the town thinks you’re evil, they may be more likely to trust that other player, brushing off your advice as an attempt to go after a good character.
* In a 1 Minion game, knowing that there is a Widow in play is crucial information because then you immediately eliminate all other Minions. If a Widow is in play, then a {{Evil|Goblin}} cannot be in play.  


* If you think you’re under suspicion, provide advice that supports a good player. If the town thinks you’re evil, they may be more likely to mistrust or go after that player.
* Unlike the {{Evil|Poisoner}}, the Widow poisoning does not change players. If you can identify which player is poisoned by the Widow, then you are able to immediately determine that no other player has been poisoned by the Widow. If the Widow is the only source of poisoning on the script, then you have eliminated poisoning for all other characters.  


* Make your hint interesting, vague and weird. Come up with something that generates a ton of discussion, generating distraction and conflict that distracts the good team from their efforts to find the Demon.
* Pay attention to players who spend a lot of time whispering together, particularly on the first day; while this is not always a Widow and their Demon, they often have more to talk about than the average pair of players.


* Don’t make your hint too elaborate. Try and stick to a single idea that can be expressed in one or two sentences, rather than a paragraph that might draw suspicion.
* The Widow makes it much easier for the evil team to claim characters that learn other player’s roles (like the {{Good|Dreamer}} or {{Good|Librarian}}, as they have that information already available. Keep this in mind before trusting such characters if Widow is a possibility.


* Coming out early with a Fisherman bluff can be risky. If the town believes you’ve used your once per game ability, they might decide to execute you on the basis that the potential downsides are minimal. This becomes especially fraught when characters like the Vortox are on the script, and the good team believe they might lose if they don’t execute someone.
* The Widow is deadly throughout the entire game so long as they are alive. If you have a lead on a suspected Widow, it is always to your benefit to execute to them and remove their creeping influence from the town altogether.


* Claim Fisherman late in the game. It can be a great back-up bluff to cover your tracks if your initial bluff doesn’t work. You can claim that you were misleading the town to avoid being targeted by the Demon, allowing you to preserve your ability for use later in the game.
* Remember, fighting the Widow is like fighting the {{Evil|Spy}}, however the Widow only sees the Grimoire on the first night and has to rely entirely on memory. This makes it much more challenging in games with high player counts, as they might only absorb a lesser amount of crucial information. Unlike the {{Evil|Spy}}, anything that happens after the first night is not seen by the Widow.


* Make sure you visit the Storyteller at least once before you reveal your fake hint. Nothing is worse than revealing your hint, only to be proven a liar when someone reveals you’ve never been to the Storyteller.
</div>
</div>


Line 142: Line 148:


[[Category:Experimental Characters]]
[[Category:Experimental Characters]]
[[Category:Townsfolk]]
[[Category:Minions]]

Revision as of 17:55, 24 March 2023

Icon widow.png Information

Type Minion

"More wine? Château d’Ergot ’07 is a very special vintage. My yes, very special indeed."

Summary

"On your first night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play."

The Widow knows all characters and poisons the exact person they think is most useful.

How to Run

On their first night, wake the Widow and show them the Grimoire for as long as they need. The Widow points to a character token in the Grimoire, or a player. Mark that player with a “Poisoned” reminder. Put the Widow to sleep. Wake any good player. Show them the Widow character token. Put that good player to sleep.

If the Widow dies or changes character, their poison ends. Likewise, their poison vanishes while the Widow is poisoned/drunk. When a Widow poisons a player, night 1 has already begun, so it does not prevent any [setup] abilities from taking effect.

If a Widow is created mid-game, execute the first paragraph of the how to run just like you would if they were in play on night 1 – it’s the Widow’s first night that matters for their ability, not how many nights into the whole game you are.

If the Widow chooses to poison themselves, no-one is informed that a Widow is in play.

Only the Preacher, Sailor and Poisoner can prevent the Widow from getting to poison on night 1 and in all of these cases, a good player would be told that the Widow is in play once the preaching/drunk/poison wears off. If Sailor drunked or Poisoner poisoned, the Widow can be shown a fake grimoire. Also, their poison choice has no effect for the rest of the game, even if they become sober/healthy later. If preached, the Widow is merely shown the Preacher in play and does not see the grimoire, even if the Preacher is dead/poisoned/drunk later in the game.

If the good player who knows the Widow is in play turns evil while the Widow is alive, wake a new good player and show them the Widow character token.

Examples

The Widow sees the Grimoire and points to the Sailor character token. The Sailor is poisoned this game. The Sailor is sober, but dies when executed.

On the third night, the Pit Hag turns themselves into the Widow. That night, the good Scapegoat learns that a Widow is in play.

On the first night the Widow looks at the Grimoire and poisons themself. The good player that would’ve learned a Widow is in play does not.

Tips & Tricks

  • Much like the Spy, you start the game knowing everything! All characters in play and who they are will be laid out in the Grimoire. Use this information to help the evil team pick good bluffs, provide information they couldn’t otherwise know, and take out high priority targets. In the Grimoire, you will not only see who everyone is, but the Storyteller reminder tokens, allowing you to track what information people are starting with.
  • Who do you choose to poison? This is the most important question that you should be asking yourself. Unlike the Spy, who sees the Grimoire every night, you only see the Grimoire once. Unlike the Poisoner, you can choose which character, not just which player to poison. Take your time, look at every character, and make the best choice you can. There is no need to rush it.
  • As well as looking at the Grimoire, you get to poison a player! If you are not sure who to poison, poison the most potent information Townsfolk character. This will guarantee horrendous information for the good team for the entire game. Having the option to poison a Savant, Chambermaid, Fisherman, or Balloonist can be too sweet to pass up. Go for it. (If you're not sure who is the most potent off the top of your head, just poison the one that scares you the most!)
  • If there is a single, obvious choice for which character to poison, poison a different character instead. Since the good team will know that a Widow is in play, they will be looking for the most obvious choice for the Widow to have made. If you don't make the most obvious choice, then the good team will assume that a powerful information Townsfolk is poisoned when they are not, and that a less likely character is healthy when they are sober. Tricky you.
  • Additionally, you can try to poison a player you think will command the town’s conversation in the hopes they use their (now false) information to your ends.
  • Don't poison a player that you can get the Demon to kill instead. For example, it may be best get the Demon to kill the Fortune Teller while you poison the Chef. Since you see the Grimoire, communicating to the Demon which players to kill early in the game should be easy enough.
  • Coordinate with your Demon so that they do not kill your poisoned mark - unless they are a character like the Ravenkeeper. Otherwise your poison might go to waste by a savvy Demon having the same target as you early on!
  • Try to do what you can to discredit the player that knows you’re in play: if the town thinks they’re lying, they’ll probably think they’re lying about you being in play too! You can do this in a lot of social ways, but you can also try to use your poison (either on the player themselves or Townsfolk that might clear them) to disrupt that player's trust.
  • Because a player will know you’re in play, denying that there is a poison in the game will usually be harder than arguing that the poison is somewhere it isn’t. You cause a lot of damage for the good team, so they'll be unwilling to let go of the idea that you're lurking without extraordinary evidence. Redirection about who is poisoned is much more reasonable.
  • If you’re any evil player in a game with a Widow on the script, a brave but potentially rewarding play is to claim you got the Widow’s call. This could make the town trust you and become suspicious of their own abilities even when there is no real Widow poison in play.
  • In smaller games, such as 5, 6, 7, or 8 players, poison a character that only gets information on the first night, such as the Investigator or the Clockmaker. This ensures that your poisoning will have a real effect, and avoids the likely situation where your poisoned player dies by Demon kill or execution before they gain false information.
  • In larger games, such as 12, 13, 14, 15 or more players, avoid poisoning characters that only get information on the first night, and instead poison a character that get information every night, such as the Chambermaid or Oracle, or powerful non-information characters such as the Virgin or Innkeeper. In larger games, it is much less likely that your poisoned player dies by accidental execution or by the Demon killing them before you've had a chance to talk with them, and much greater chance that you can co-ordinate things so that their poisoning has full effect.
  • Die. If you are an alive Widow, then a good player is poisoned. If you are the dead Widow, then that player is no longer poisoned. This can turn a steady stream of false information into a steady stream of true information - something that is very useful if the good player was beginning to suspect that they were poisoned.
  • If a Widow is in play, or a Widow is not in play but an evil player says that there is, convince the group that you think that you have been poisoned by the Widow. Give true information for a nice double-bluff. If the group thinks that you are poisoned by the Widow, then you convince them that you are good while diverting their attention away from the real poisoned player. Additionally, if you suddenly claim to be getting true information, then it is possible to convince the good team that you were poisoned but are now healthy, so the Widow must surely be dead! Having the good team think that you are good, that the poisoned good player is healthy, and that they have killed the Widow when they haven't... well, that's one spaghetti-like tangle.
  • Poison yourself to hide that there is a Widow in play. A poisoned Widow has no ability, so no good player learns that a Widow is in play. You won't have the benefit of a poisoned good player working against the good team, but this will imply that a different Minion is in play. This is mostly effective only in 1 Minion games. For example, if you poison yourself and claim to be an Outsider in a seven player game, then that could make it look like a Baron is in play.

Fighting the Widow

  • Unlike a lot of characters in Clocktower, the Widow comes with a clue pre-built into it: the Widow’s call. If you can verify the alignment of a player that claims to have received a Widow call, you can go a long way in deducing possibilities for the game.
  • Conversely, if you are certain there is a Widow in play, you can be safer in trusting the player that claimed to receive the Widow’s call, because only good players can receive such calls. However, don’t forget evil can still bluff receiving them! If you end up with two players claiming they learned a Widow is in play, you can be reasonably confident one is good and one is evil trying to trick you.
  • One good player knows a Widow is in play. If it is you, don't tell anyone for a while. Wait and see if an evil player says they learnt a Widow is in play. Evil players may often claim to be the good player that learnt about the Widow, and in the absence of communication amongst themselves, may accidentally claim this publicly. If you wait to tell people what you know, and find yourself in a double-claim, this is great news - you've found an evil player. Or at least, a good player that has a really good reason to deceive the good team, such as a Lunatic or Goon.
  • Once the good team knows that a Widow is in play, encourage them to share all their information, including their characters. The Widow knows all characters that are in play, so it's in the good team's best interest to reveal everything. If the evil team knows all characters, the good team might as well too.
  • If you kill the Widow, their poisoning ends. If someone you think is a Minion dies, pay attention to whether information suddenly starts getting clear again.
  • Widows are highly likely to poison strong information characters. A good question to ask yourself is whether you’re likely to be a Widow target. Characters like Fortune Teller or Balloonist are high targets since they are Demon detectors. Characters like Monk or Lycanthrope are also high priority since they block Demon deaths.
  • In a 1 Minion game, knowing that there is a Widow in play is crucial information because then you immediately eliminate all other Minions. If a Widow is in play, then a Goblin cannot be in play.
  • Unlike the Poisoner, the Widow poisoning does not change players. If you can identify which player is poisoned by the Widow, then you are able to immediately determine that no other player has been poisoned by the Widow. If the Widow is the only source of poisoning on the script, then you have eliminated poisoning for all other characters.
  • Pay attention to players who spend a lot of time whispering together, particularly on the first day; while this is not always a Widow and their Demon, they often have more to talk about than the average pair of players.
  • The Widow makes it much easier for the evil team to claim characters that learn other player’s roles (like the Dreamer or Librarian, as they have that information already available. Keep this in mind before trusting such characters if Widow is a possibility.
  • The Widow is deadly throughout the entire game so long as they are alive. If you have a lead on a suspected Widow, it is always to your benefit to execute to them and remove their creeping influence from the town altogether.
  • Remember, fighting the Widow is like fighting the Spy, however the Widow only sees the Grimoire on the first night and has to rely entirely on memory. This makes it much more challenging in games with high player counts, as they might only absorb a lesser amount of crucial information. Unlike the Spy, anything that happens after the first night is not seen by the Widow.