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Fortune Teller and Poisoner: Difference between pages

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[[File:icon_fortune_teller.png|250px]]
[[File:icon_poisoner.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>


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<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Minion|Minion]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>John Grist</td>
<td>Aidan Roberts</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"I sense great evil in your soul! But... that could just be your perfume. I am allergic to Elderberry."<p>
<p class='flavour'>"Add compound Alpha to compound Beta... NOT TOO MUCH!"<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;">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: 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>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
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== Summary ==
== Summary ==
"Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you."
"Each night, choose a player: they are poisoned tonight and tomorrow day."


The Fortune Teller detects who the Demon is, but sometimes thinks good players are Demons.
The Poisoner secretly disrupts character abilities.
* Each night, the Fortune Teller chooses two players and learns if at least one of them is a Demon. They do not learn which of them is a Demon, just that one of them is. If neither is the Demon, they learn this instead.
* Each night, the Poisoner chooses someone to poison for that night and the entire next day.
* Unfortunately, one player, called the Red Herring, will register as a Demon to the Fortune Teller if chosen. The Red Herring is the same player throughout the entire game. This player may be any good player, even the Fortune Teller themself, and the Fortune Teller does not know which player it is.
* A poisoned player has no ability, but the Storyteller pretends they do. They do not affect the game in any real way. However, to keep up the illusion that the poisoned player is not poisoned, the Storyteller wakes them at the appropriate time and goes through the motions as if they were not poisoned. If their ability gives them information, the Storyteller may give them false information.
* The Fortune Teller may choose any two players—alive or dead, or even themself. If they choose a dead Demon, then the Fortune Teller still receives a nod.
* If a poisoned player uses a "once per game" ability while poisoned, they cannot use their ability again.
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== How to Run ==
== How to Run ==
While preparing the first night, put the Fortune Teller's '''RED HERRING''' reminder token by any good character token, marking that player as the Red Herring.
Each night, wake the Poisoner. They point at any player. The chosen player becomes poisoned—put the '''POISONED''' reminder token by the chosen player's character token. Put the Poisoner to sleep. (This poisoned player wakes and acts normally. They have no ability, but they think they do. If their ability would give them information, you can give false information to them if you wish. See “Drunkenness and Poisoning” in the rulebook.)


Each night, wake the Fortune Teller. The Fortune Teller points at any two players. If either chosen player is a Demon or the Red Herring, nod your head yes. Otherwise, shake your head no. Put the Fortune Teller to sleep.
Each dusk, the poisoned player becomes healthy—remove their '''POISONED''' reminder.
 
In smaller games, making the Fortune Teller their own Red Herring is sometimes advised, as the Fortune Teller gets more information that way.
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<div class='example'>
<div class='example'>
The Fortune Teller chooses the {{Good|Monk}} and the {{Good|Undertaker}} and learns a 'no'.
During the night, the Poisoner poisons the {{Good|Slayer}}. The next day, the {{Good|Slayer}} tries to slay the {{Evil|Imp}}. Nothing happens. The {{Good|Slayer}} now has no ability.
</div>
 
<div class='example'>
The poisoned {{Good|Empath}}, who neighbours two evil players, learns a "0.” The next night, the {{Good|Empath}}, no longer poisoned, learns the correct information: a "2.
</div>
</div>


<div class='example'>
<div class='example'>
The Fortune Teller chooses the {{Evil|Imp}} and the {{Good|Empath}}, and learns a 'yes'.
The {{Good|Investigator}} is poisoned. They learn that one of two players is the {{Evil|Baron}}, even though neither is a Minion. (Or even the right players, but the wrong Minion type.)
</div>
</div>


<div class='example'>
<div class='example'>
The Fortune Teller chooses an alive {{Good|Butler}} and a dead {{Evil|Imp}}, and learns a 'yes'.
The {{Good|Undertaker}} is poisoned. Even though the {{Evil|Imp}} died today, they learn that the {{Good|Virgin}} died. A few days later, a poisoned {{Good|Saint}} dies, and the game continues.
</div>
</div>


<div class='example'>
<div class='example'>
The Fortune Teller chooses themselves and a {{Good|Saint}}. The {{Good|Saint}} is the Red Herring. The Fortune Teller learns a 'yes'.
The Poisoner poisons the {{Good|Mayor}}, then becomes the {{Evil|Imp}}. The {{Good|Mayor}} is no longer poisoned because there is no Poisoner in play.
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== Tips & Tricks ==
== Tips & Tricks ==


* Getting a 'no' is often more useful than getting a 'yes'. A 'no' means that neither of the two players is the Demon, which narrows down the number of players you have to inspect.  
* Identifying targets for poison is vital. Characters who get information over several nights like the {{Good|Fortune Teller}} or {{Good|Undertaker}} are great choices if you can find them. You can also make your choice based on the player; players who are strong leaders and rallying the good team or players who are quiet and trying not to attract attention are good options.


* You only learn about Demons. Just because you got a 'no' on somebody doesn't mean that they're good. They could still be a Minion.
* Undermine players who trust each other by poisoning the characters getting key info in that clique. If a group is rallying around an {{Good|Undertaker}}, you can turn the entire group on someone innocent by poisoning them at the right time.


* If you have a pair of players who you got a 'yes' on, and a pair of players you got a 'no' on, try picking one player from each pair. If you get another 'yes', you know that the player you got a 'yes' on both times is the player you're getting a read on; otherwise, it's the player in your initial 'yes' pair that you didn't pick this time that you should look to.
* Co-ordinate with your Demon so that you are not selecting the same players - unless they are a character like the {{Good|Ravenkeeper}}, you'll just be wasting your poison for the day!


* If you have gotten a 'yes' on players you are suspicious of, getting confirmation of which player is causing your ability to react can give you a clear goal, especially if that player is still alive at the end of the game.
* Targeting characters like the {{Good|Virgin}}, {{Good|Slayer}} or {{Good|Mayor}} can be excellent, but only if they use their ability while they are poisoned. You'll need to convince them to use their ability, or time it right so that they are compromised at the moment they choose to activate.


* You only have a limited number of nights to gather information. Spending a lot of it focusing on one or two people may give you less to work with in the end game. For this reason, it's usually most efficient to start the game casting a wide net and learn about as many pairs as possible. Then, after you have some general information, start focusing on the players you are most suspicious of.
* It's risky, but you can poison your own Demon, and use the lack of death for that night to bluff as the {{Good|Monk}} or {{Good|Soldier}}. (You should probably warn your Demon you're going to do this!)


* Remember that the {{Evil|Imp}} can kill themselves and cause a Minion to become the Demon, and if they're executed, the {{Evil|Scarlet Woman}} might become the Demon. Even if you got a 'no' on someone earlier in the game doesn't mean they aren't the Demon now. If you think the Demon died, try picking someone you think is a Minion that you previously got a 'no' on and see if your information has changed.
* If everyone is on board with the idea, try poisoning the {{Evil|Scarlet Woman}}. If the {{Evil|Imp}} chooses to kill themselves, the {{Evil|Scarlet Woman}} will become the new Demon... unless you poison them first! That way, you or a third Minion can become the new {{Evil|Imp}} and keep the {{Evil|Scarlet Woman}} in play. Just don't get your {{Evil|Imp}} killed while the {{Evil|Scarlet Woman}} is still poisoned!


* Your false positive is chosen at the beginning of the game and does not move, and you will not receive a false read from more than one player because of your ability. Remember your false register can be anyone, including you, and a 'yes' is not a definite confirmation of a Demon.
* You will usually be more efficient as a Poisoner by selecting multiple targets around the town rather than focusing on one player for the entire game. You only really need to poison the {{Good|Fortune Teller}} on the night they're checking your Demon, for example - then you're free to mess with other characters. This method of poisoning is also more difficult to detect than sticking to one player.


* You can choose yourself as one of the two players. Since you know you are not the Demon, this enables you to get a read on one specific player. Beware though, the Storyteller can make you your own false positive, so this may not always be effective.
* On the other hand, if you only poison one player, that player might end up looking like the {{Good|Drunk}}, perhaps hiding the real {{Good|Drunk}}, or making it look like a {{Evil|Baron}} is in play.


* Be aware of the {{Good|Recluse}}, who may register as the Demon to you. This is not the same as the Red Herring.
* On the first night, if you don't know who to poison, poison a player sitting next to the Demon. You know which player is the Demon, and on the off chance that an {{Good|Empath}} is sitting next to the Demon, you'll be giving some very damaging information to the good team.  


* Claiming to be a character that the Demon would not want to kill, such as the {{Good|Saint}}, {{Good|Soldier}}, or {{Good|Ravenkeeper}} can help you survive longer, allowing you some much needed time to gain useful information.
* Make use of your {{Evil|Spy}}! They know who the best targets are and can guide you in the right direction.
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== Fighting the Poisoner ==


== Bluffing as the Fortune Teller==
* The Poisoner is unlikely to target you because of your ability on the first night, since they don't know anyone but their fellow evil players and will be acting blindly. Therefore, you can usually trust that your ability will work correctly on the first night and day. This is particularly important for characters like the {{Good|Virgin}} and the {{Good|Slayer}}, who only get to use their abilities once, as well as the {{Good|Washerwoman}}, {{Good|Librarian}}, {{Good|Investigator}}, and {{Good|Chef}}.
 
When bluffing as the Fortune Teller, there are a few things you should keep in mind:
 
* You wake every night, including the first night, and should have information for each night you are alive. You would have pointed at two players and the Storyteller would have either nodded or shaken their head. When you reveal that you are the Fortune Teller, the good team will expect you to have a detailed explanation of every night's activities. Be prepared. Have what you are going to tell them ready.  


* You can lie that "these two players are not the Demon" to exonerate your fellow evil players.  
* The Poisoner will especially want to target characters who get information over multiple nights, such as the {{Good|Empath}}, {{Good|Undertaker}} or {{Good|Fortune Teller}}. They will also be keen to undermine characters like the {{Good|Slayer}}, who can kill their Demon. If you think a Poisoner is in play, be cautious about these characters and their information, especially if they have come out publicly. However, if you believe a player has been poisoned, you can usually assume they were given false information by the Storyteller.


* The Fortune Teller can sometimes get wildly confusing information. The {{Good|Recluse}} may register as the Demon. The Demon itself can change players to someone who was previously a Minion, even if no {{Evil|Scarlet Woman}} is in play. The 'Red Herring' can register as the Demon, making a good player look suspicious. Worry less about the exact content of your information, and the number of 'yes' results you claim to have received, and more about acting with conviction.  
* If you are a character that would be unaffected by poison (e.g. {{Good|Recluse}}, {{Good|Chef}} who has gotten their info), you can try to bluff as a juicy target for the Poisoner, ensuring that they don't target anyone else.


* Having noted the above point, your bluff is still increased dramatically if the information you reveal to the group is consistent. If you tell players over and over again that certain players are not the Demon, they will tend to keep those players alive. If you tell players over and over again that certain players are possibly the Demon, they will tend to kill them, but may come for you next when the game doesn't end afterwards.
* Separating the Poisoner from the {{Good|Drunk}} can be crucial. Knowing that you have one in play might signal what else is in the game. Uncovering a {{Good|Drunk}} might tell you that the {{Good|Recluse}} is telling you the truth, or that the {{Good|Butler}} might be lying. The {{Good|Librarian}} or {{Good|Investigator}}, {{Good|Undertaker}}, and {{Good|Ravenkeeper}} can be the best ways to find out which is in play, but a lot of different people getting wrong information might point to the Poisoner.


*If a good player is being particularly troublesome, focusing all your attention on them by claiming that they are registering as the Demon to you can quickly get them killed. You can always claim that they must have been your 'Red Herring' after the fact. This strategy can be particularly devastating if you need to get a player executed, but can not do so by normal means. In particular, you can get a {{Good|Saint}} executed or a {{Good|Mayor}} or {{Good|Soldier}} killed, or at least convince the good team not to trust them. Even sowing distrust about an {{Good|Undertaker}}, {{Good|Empath}}, or similar character can be enough to make their information questionable.
* Be alert for characters who suddenly start getting inconsistent information, especially if they have recently revealed to the group. For example, an {{Good|Empath}} who is still sitting between the same neighbours but is suddenly getting a different number to the previous nights is likely poisoned.


* Remember that Fortune Tellers may choose dead players, and may even choose themselves. Telling the group that a dead player is the Demon implies that all their information was dubious, and also (in single Minion games) that only one remaining player is evil. This misinformation, whilst seemingly innocent, can sway the game in your direction due to the extra mistrust among the living players. It is particularly effective if you make a {{Good|Ravenkeeper}} appear to be the Demon that killed themselves at night time.
* In the absence of more obvious targets, poisoners typically will end up targeting players that are:
** Strong or outspoken, especially if they are rallying or leading the good team
** Friends or loved ones - it's hard to resist!
** Quiet, or are trying not to attract attention; these look like they have something to hide.


* If you are the {{Evil|Imp}}, you can come out publicly as the Fortune Teller and strategically die at night to make your information sound more legitimate.
* Unlike other Minions, the Poisoner is deadly throughout the entire game so long as they are alive. If you have a lead on a suspected Poisoner, it is always to your benefit to take them out as early in the game as possible. For example, an {{Good|Investigator}} may know that one of two players is the Poisoner; it is best to execute them both. Alternatively, two players may be claiming to be the same character; this is usually an indication a Minion is doubling up with an existing good player, and eliminating both of them removes the Poisoner from contention.


* If you are the {{Evil|Scarlet Woman}}, you can publicly accuse your actual Demon and lead the charge for their execution. This gives characters like the {{Good|Undertaker}} a positive read of 'Demon', solidifying your bluff.
* Remember that the Poisoner causes information to be misleading, not wrong. If you learn that you might have been poisoned, you might still have had true information!


* If you know of a {{Good|Recluse}}, claim to have gotten a "yes" on them. If you are or have spoken to a {{Evil|Spy}}, you can claim to have a "yes" on the {{Good|Recluse}} before they can claim their character, which makes your "yes" look even more believable.
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[[Category:Trouble Brewing]]
[[Category:Trouble Brewing]]
[[Category:Townsfolk]]
[[Category:Minions]]

Revision as of 11:08, 21 September 2023

Icon poisoner.png Information

Type Minion
Artist Aidan Roberts

"Add compound Alpha to compound Beta... NOT TOO MUCH!"

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

You need to enable JavaScript to play this audio

Summary

"Each night, choose a player: they are poisoned tonight and tomorrow day."

The Poisoner secretly disrupts character abilities.

  • Each night, the Poisoner chooses someone to poison for that night and the entire next day.
  • A poisoned player has no ability, but the Storyteller pretends they do. They do not affect the game in any real way. However, to keep up the illusion that the poisoned player is not poisoned, the Storyteller wakes them at the appropriate time and goes through the motions as if they were not poisoned. If their ability gives them information, the Storyteller may give them false information.
  • If a poisoned player uses a "once per game" ability while poisoned, they cannot use their ability again.

How to Run

Each night, wake the Poisoner. They point at any player. The chosen player becomes poisoned—put the POISONED reminder token by the chosen player's character token. Put the Poisoner to sleep. (This poisoned player wakes and acts normally. They have no ability, but they think they do. If their ability would give them information, you can give false information to them if you wish. See “Drunkenness and Poisoning” in the rulebook.)

Each dusk, the poisoned player becomes healthy—remove their POISONED reminder.

Examples

During the night, the Poisoner poisons the Slayer. The next day, the Slayer tries to slay the Imp. Nothing happens. The Slayer now has no ability.

The poisoned Empath, who neighbours two evil players, learns a "0.” The next night, the Empath, no longer poisoned, learns the correct information: a "2.”

The Investigator is poisoned. They learn that one of two players is the Baron, even though neither is a Minion. (Or even the right players, but the wrong Minion type.)

The Undertaker is poisoned. Even though the Imp died today, they learn that the Virgin died. A few days later, a poisoned Saint dies, and the game continues.

The Poisoner poisons the Mayor, then becomes the Imp. The Mayor is no longer poisoned because there is no Poisoner in play.

Tips & Tricks

  • Identifying targets for poison is vital. Characters who get information over several nights like the Fortune Teller or Undertaker are great choices if you can find them. You can also make your choice based on the player; players who are strong leaders and rallying the good team or players who are quiet and trying not to attract attention are good options.
  • Undermine players who trust each other by poisoning the characters getting key info in that clique. If a group is rallying around an Undertaker, you can turn the entire group on someone innocent by poisoning them at the right time.
  • Co-ordinate with your Demon so that you are not selecting the same players - unless they are a character like the Ravenkeeper, you'll just be wasting your poison for the day!
  • Targeting characters like the Virgin, Slayer or Mayor can be excellent, but only if they use their ability while they are poisoned. You'll need to convince them to use their ability, or time it right so that they are compromised at the moment they choose to activate.
  • It's risky, but you can poison your own Demon, and use the lack of death for that night to bluff as the Monk or Soldier. (You should probably warn your Demon you're going to do this!)
  • If everyone is on board with the idea, try poisoning the Scarlet Woman. If the Imp chooses to kill themselves, the Scarlet Woman will become the new Demon... unless you poison them first! That way, you or a third Minion can become the new Imp and keep the Scarlet Woman in play. Just don't get your Imp killed while the Scarlet Woman is still poisoned!
  • You will usually be more efficient as a Poisoner by selecting multiple targets around the town rather than focusing on one player for the entire game. You only really need to poison the Fortune Teller on the night they're checking your Demon, for example - then you're free to mess with other characters. This method of poisoning is also more difficult to detect than sticking to one player.
  • On the other hand, if you only poison one player, that player might end up looking like the Drunk, perhaps hiding the real Drunk, or making it look like a Baron is in play.
  • On the first night, if you don't know who to poison, poison a player sitting next to the Demon. You know which player is the Demon, and on the off chance that an Empath is sitting next to the Demon, you'll be giving some very damaging information to the good team.
  • Make use of your Spy! They know who the best targets are and can guide you in the right direction.

Fighting the Poisoner

  • The Poisoner is unlikely to target you because of your ability on the first night, since they don't know anyone but their fellow evil players and will be acting blindly. Therefore, you can usually trust that your ability will work correctly on the first night and day. This is particularly important for characters like the Virgin and the Slayer, who only get to use their abilities once, as well as the Washerwoman, Librarian, Investigator, and Chef.
  • The Poisoner will especially want to target characters who get information over multiple nights, such as the Empath, Undertaker or Fortune Teller. They will also be keen to undermine characters like the Slayer, who can kill their Demon. If you think a Poisoner is in play, be cautious about these characters and their information, especially if they have come out publicly. However, if you believe a player has been poisoned, you can usually assume they were given false information by the Storyteller.
  • If you are a character that would be unaffected by poison (e.g. Recluse, Chef who has gotten their info), you can try to bluff as a juicy target for the Poisoner, ensuring that they don't target anyone else.
  • Separating the Poisoner from the Drunk can be crucial. Knowing that you have one in play might signal what else is in the game. Uncovering a Drunk might tell you that the Recluse is telling you the truth, or that the Butler might be lying. The Librarian or Investigator, Undertaker, and Ravenkeeper can be the best ways to find out which is in play, but a lot of different people getting wrong information might point to the Poisoner.
  • Be alert for characters who suddenly start getting inconsistent information, especially if they have recently revealed to the group. For example, an Empath who is still sitting between the same neighbours but is suddenly getting a different number to the previous nights is likely poisoned.
  • In the absence of more obvious targets, poisoners typically will end up targeting players that are:
    • Strong or outspoken, especially if they are rallying or leading the good team
    • Friends or loved ones - it's hard to resist!
    • Quiet, or are trying not to attract attention; these look like they have something to hide.
  • Unlike other Minions, the Poisoner is deadly throughout the entire game so long as they are alive. If you have a lead on a suspected Poisoner, it is always to your benefit to take them out as early in the game as possible. For example, an Investigator may know that one of two players is the Poisoner; it is best to execute them both. Alternatively, two players may be claiming to be the same character; this is usually an indication a Minion is doubling up with an existing good player, and eliminating both of them removes the Poisoner from contention.
  • Remember that the Poisoner causes information to be misleading, not wrong. If you learn that you might have been poisoned, you might still have had true information!