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Poisoner and Acrobat: Difference between pages

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[[File:icon_poisoner.png|250px]]
[[File:icon_acrobat.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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<td>Type</td>
<td>Type</td>
<td>[[Character Types#Minion|Minion]]</td>
<td>[[Character Types#Outsider|Outsider]]</td>
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</tr>
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<td>Artist</td>
<td>Artist</td>
<td>Aidan Roberts</td>
<td>Chloe McDougall</td>
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<p class='flavour'>"Add compound Alpha to compound Beta... NOT TOO MUCH!"<p>
<p class='flavour'>"Welcome, one and all, to the greatest show on earth."</p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_trouble_brewing.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/10927972/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2020-2-8%2F55385543-44100-2-68f0247b59b69.mp3">You need to enable JavaScript to play this audio</div>


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== Summary ==
== Summary ==
"Each night, choose a player: they are poisoned tonight and tomorrow day."
"Each night*, if either good living neighbour is drunk or poisoned, you die."
 
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.
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== 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.
The Acrobat dies if the people they neighbour are drunk or poisoned.
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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.
The Acrobat neighbours the {{Good|Lycanthrope}} and the {{Good|Amnesiac}}. The {{Good|Lycanthrope}} has been poisoned by the {{Evil|Widow}}. On the first night, the Acrobat lives, because the Acrobat's ability doesn't apply on the first night. On the second night, the Acrobat dies.
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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.
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<div class='example'>
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.)
The Acrobat neighbours the {{Good|Moonchild}} and the {{Good|Soldier}}. The {{Good|Soldier}} is executed, and the Acrobat's living neighbours are now the {{Good|Moonchild}} and the {{Evil|Boomdandy}}, with the {{Evil|Boomdandy}}'s next neighbour being the {{Good|Tea Lady}}. The {{Good|Moonchild}} dies at night, and the Acrobat's living neighbours are now the drunk {{Good|Sailor}} and the {{Evil|Boomdandy}}. The Acrobat dies.
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<div class='example'>
<div class='example'>
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.
The Acrobat neighbours the {{Evil|Imp}} and the {{Good|Dreamer}}. The {{Evil|Imp}} also neighbours the {{Good|Clockmaker}}. The Acrobat does not die, because neither the {{Good|Dreamer}} nor the {{Good|Clockmaker}} are drunk or poisoned. (The Acrobat's ability ignores Evil players, so the {{Evil|Imp}}'s status is not considered.) The {{Good|Snake Charmer}} selects the {{Evil|Imp}}, turning the {{Evil|Imp}}'s player into a good, poisoned {{Good|Snake Charmer}}. The Acrobat dies.
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<div class='example'>
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 ==


* 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.
* The term "good living neighbours" specifically means your nearest clockwise and anticlockwise good and alive players, rather than if your nearest alive neighbours are good. So if the closest alive clockwise player is evil, it will ignore that person and skip over them until it finds the nearest good alive clockwise neighbour.


* 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.
* Your neighbours are crucial to your ability, and you want to know whether they're information characters or not, and what kind of information they get. A lot of your possible strategies depend on who they are, and so it's important that you can learn as much about who they are and what they can do.


* 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!
* There is no need to pay attention to the first night. You can't die on the first night. But pay attention to who is alive and who is dead on the nights thereafter. Who is alive and who is dead will determine who your good living neighbours are.


* 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.
* Even though it seems that your ability only harms you, it is actually quite helpful. If you live through the night, this means that your good living neighbours are both sober and healthy. While this cannot tell you anything about first night information, if either of your alive neighbours are worried about their information being influenced by poisoning or drunkenness, you can confide to them that their information is not affected by this.  


* 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!)
* The Acrobat only reacts to good alive neighbours being drunk or poisoned, but does not directly react to players registering falsely or being mad. If the Acrobat has an alive good neighbour being made mad by the {{Evil|Cerenovus}} there is no effect. If the Acrobat is next to an alive good neighbour that registers falsely the Demon, such as from the {{Good|Fortune Teller}} there is no effect. However, if the Acrobat has the {{Good|Recluse}} as a neighbour who is poisoned, then this would cause the Acrobat to die (in this instance, there is no chance for the {{Good|Recluse}} to register as evil because they're poisoned).


* 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!
* If you die at night, this means that one of your good living neighbours is drunk or poisoned. Assume that both of them are drunk or poisoned, and figure out which makes the most sense. Also, if you can figure out why they are drunk or poisoned, you may have found out that a particular Minion is in play, such as the {{Evil|Poisoner}}, or you may be able to confirm the identity of a good player, such as the {{Good|Sailor}}.


* 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.
* If you seemed to have died from a poisoned player, and this is clearly not your closet neighbour, then the players in between are evil. This is really useful information that you want to bring to the table.


* 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.
* If you die, bring this information out immediately so that players know to that one of your good alive neighbours is currently poisoned. This could be very important to prevent a character with a once per game ability from using their ability while poisoned: stopping a {{Good|Slayer}} from wasting their shot, or a {{Good|Seamstress}} from ruining their hemlines.


* 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.  
* If you don't die, then either the sources of poisoning in the game are not in play, or that they are not or cannot target your neighbours. If there is a {{Evil|Widow}} in play, you know that neither of your neighbours are the target.  


* Make use of your {{Evil|Spy}}! They know who the best targets are and can guide you in the right direction.
* Look out for good players who can make other players drunk or poisoned, like the {{Good|Innkeeper}} or {{Good|Sailor}}, because they can help verify who you are by triggering your ability. Get the {{Good|Innkeeper}} to choose both your neighbours as then one of them will be drunk. Likewise, get the {{Good|Sailor}} to pick your neighbours, because then the {{Good|Sailor}} knows if they're sober or not and could prove who they are after you've proved who you are.
 
* If you're the only death at night, this is probably a normal Demon kill. If you are one of many deaths, then your ability is a good explanation for yours. Just be mindful of other sources of deaths at night, such as the {{Evil|Assassin}} or the {{Good|Gossip}}.
 
* Try to hint that one of your good neighbours is a powerful information character, setting them up as a poisoning target: pretend that your neighbouring {{Good|Clockmaker}} is actually the {{Good|Balloonist}}. This will cause possible poisoning Minions and Demons to waste their shot on a player where it will have no effect. This requires coordination with the neighbour.
 
* Come out immediately and provide some measure of protection from poisoning to your neighbours. If evil knows you're the Acrobat, they will not want to poison your neighbours. Possibly get one or both of your neighbours to protect the next nearest person if their ability is more relevant.
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== Fighting the Poisoner ==
== Bluffing as the Acrobat ==
 
* 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}}.


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


* If you are a character that would be unaffected by poison (e.g. {{Good|Butler}}, {{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.
* Come out as the Acrobat and use your pretend ability as a reason to try and get one or more of your good neighbours executed. Even if they are a character whose ability doesn't pose a threat to the good team, it still forces the good team to use one of their executions on a good player.  


* 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 you are bluffing as the Acrobat, and you are evil, it is very unlikely that you will die at night. You'll need to have an explanation as to why your good living neighbour are always sober and healthy. This should be fairly easy to do, as drunkenness and poisoning isn't that common, but it helps to have your story prepared. Either you can say that there is no drunkenness or poisoning in the game, or all drunk or poisoned players are dead. This is much easier than saying that there is a drunk or poisoned player, and you know who it is.  


* 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.
* Come out as the Acrobat and use the fact you haven't died across the course of the game as a reason to disprove the existence of a poisoning character. The chance of you dying with a poisoner in play increases as the game goes on. If there is a {{Evil|Poisoner}} on the script, use the fact that you haven't died all game to suggest that there is none in the game.


* In the absence of more obvious targets, poisoners typically will end up targeting players that are:
* If you are a Minion, getting the Demon to kill you at night could make the good team believe that one of your living neighbours is drunk or poisoned. If you neighbour the Demon, this is an opportunity for the Demon to start giving false information. If you don't neighbour the Demon, the confusion could be enough to make your sacrifice worth it. Either way, the night you died may look like you were just killed by the Demon, so this strategy works best when characters add or remove deaths at night, such as the {{Good|Innkeeper}}, {{Good|Tea Lady}}, {{Good|Soldier}}, or {{Evil|Mastermind}}.
** 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 {{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.
* Come out immediately as the Acrobat, because this might give your neighbours a false impression that they're immune from poisoning. Perhaps you're the {{Evil|Widow}} who has poisoned your neighbour.  


* 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!
* When a neighbour thinks their information is dodgy from poisoning, you tell them that you're actually the Acrobat so that can't be the case. This will make the thing their dodgy information is good and may make strategic blunders because of this.


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[[Category:Trouble Brewing]]
[[Category:Experimental Characters]]
[[Category:Minions]]
[[Category:Outsiders]]

Revision as of 23:40, 25 September 2023

Icon acrobat.png Information

Type Outsider
Artist Chloe McDougall

"Welcome, one and all, to the greatest show on earth."

Summary

"Each night*, if either good living neighbour is drunk or poisoned, you die."

The Acrobat dies if the people they neighbour are drunk or poisoned.

Examples

The Acrobat neighbours the Lycanthrope and the Amnesiac. The Lycanthrope has been poisoned by the Widow. On the first night, the Acrobat lives, because the Acrobat's ability doesn't apply on the first night. On the second night, the Acrobat dies.

The Acrobat neighbours the Moonchild and the Soldier. The Soldier is executed, and the Acrobat's living neighbours are now the Moonchild and the Boomdandy, with the Boomdandy's next neighbour being the Tea Lady. The Moonchild dies at night, and the Acrobat's living neighbours are now the drunk Sailor and the Boomdandy. The Acrobat dies.

The Acrobat neighbours the Imp and the Dreamer. The Imp also neighbours the Clockmaker. The Acrobat does not die, because neither the Dreamer nor the Clockmaker are drunk or poisoned. (The Acrobat's ability ignores Evil players, so the Imp's status is not considered.) The Snake Charmer selects the Imp, turning the Imp's player into a good, poisoned Snake Charmer. The Acrobat dies.

Tips & Tricks

  • The term "good living neighbours" specifically means your nearest clockwise and anticlockwise good and alive players, rather than if your nearest alive neighbours are good. So if the closest alive clockwise player is evil, it will ignore that person and skip over them until it finds the nearest good alive clockwise neighbour.
  • Your neighbours are crucial to your ability, and you want to know whether they're information characters or not, and what kind of information they get. A lot of your possible strategies depend on who they are, and so it's important that you can learn as much about who they are and what they can do.
  • There is no need to pay attention to the first night. You can't die on the first night. But pay attention to who is alive and who is dead on the nights thereafter. Who is alive and who is dead will determine who your good living neighbours are.
  • Even though it seems that your ability only harms you, it is actually quite helpful. If you live through the night, this means that your good living neighbours are both sober and healthy. While this cannot tell you anything about first night information, if either of your alive neighbours are worried about their information being influenced by poisoning or drunkenness, you can confide to them that their information is not affected by this.
  • The Acrobat only reacts to good alive neighbours being drunk or poisoned, but does not directly react to players registering falsely or being mad. If the Acrobat has an alive good neighbour being made mad by the Cerenovus there is no effect. If the Acrobat is next to an alive good neighbour that registers falsely the Demon, such as from the Fortune Teller there is no effect. However, if the Acrobat has the Recluse as a neighbour who is poisoned, then this would cause the Acrobat to die (in this instance, there is no chance for the Recluse to register as evil because they're poisoned).
  • If you die at night, this means that one of your good living neighbours is drunk or poisoned. Assume that both of them are drunk or poisoned, and figure out which makes the most sense. Also, if you can figure out why they are drunk or poisoned, you may have found out that a particular Minion is in play, such as the Poisoner, or you may be able to confirm the identity of a good player, such as the Sailor.
  • If you seemed to have died from a poisoned player, and this is clearly not your closet neighbour, then the players in between are evil. This is really useful information that you want to bring to the table.
  • If you die, bring this information out immediately so that players know to that one of your good alive neighbours is currently poisoned. This could be very important to prevent a character with a once per game ability from using their ability while poisoned: stopping a Slayer from wasting their shot, or a Seamstress from ruining their hemlines.
  • If you don't die, then either the sources of poisoning in the game are not in play, or that they are not or cannot target your neighbours. If there is a Widow in play, you know that neither of your neighbours are the target.
  • Look out for good players who can make other players drunk or poisoned, like the Innkeeper or Sailor, because they can help verify who you are by triggering your ability. Get the Innkeeper to choose both your neighbours as then one of them will be drunk. Likewise, get the Sailor to pick your neighbours, because then the Sailor knows if they're sober or not and could prove who they are after you've proved who you are.
  • If you're the only death at night, this is probably a normal Demon kill. If you are one of many deaths, then your ability is a good explanation for yours. Just be mindful of other sources of deaths at night, such as the Assassin or the Gossip.
  • Try to hint that one of your good neighbours is a powerful information character, setting them up as a poisoning target: pretend that your neighbouring Clockmaker is actually the Balloonist. This will cause possible poisoning Minions and Demons to waste their shot on a player where it will have no effect. This requires coordination with the neighbour.
  • Come out immediately and provide some measure of protection from poisoning to your neighbours. If evil knows you're the Acrobat, they will not want to poison your neighbours. Possibly get one or both of your neighbours to protect the next nearest person if their ability is more relevant.

Bluffing as the Acrobat

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

  • Come out as the Acrobat and use your pretend ability as a reason to try and get one or more of your good neighbours executed. Even if they are a character whose ability doesn't pose a threat to the good team, it still forces the good team to use one of their executions on a good player.
  • If you are bluffing as the Acrobat, and you are evil, it is very unlikely that you will die at night. You'll need to have an explanation as to why your good living neighbour are always sober and healthy. This should be fairly easy to do, as drunkenness and poisoning isn't that common, but it helps to have your story prepared. Either you can say that there is no drunkenness or poisoning in the game, or all drunk or poisoned players are dead. This is much easier than saying that there is a drunk or poisoned player, and you know who it is.
  • Come out as the Acrobat and use the fact you haven't died across the course of the game as a reason to disprove the existence of a poisoning character. The chance of you dying with a poisoner in play increases as the game goes on. If there is a Poisoner on the script, use the fact that you haven't died all game to suggest that there is none in the game.
  • If you are a Minion, getting the Demon to kill you at night could make the good team believe that one of your living neighbours is drunk or poisoned. If you neighbour the Demon, this is an opportunity for the Demon to start giving false information. If you don't neighbour the Demon, the confusion could be enough to make your sacrifice worth it. Either way, the night you died may look like you were just killed by the Demon, so this strategy works best when characters add or remove deaths at night, such as the Innkeeper, Tea Lady, Soldier, or Mastermind.
  • Come out immediately as the Acrobat, because this might give your neighbours a false impression that they're immune from poisoning. Perhaps you're the Widow who has poisoned your neighbour.
  • When a neighbour thinks their information is dodgy from poisoning, you tell them that you're actually the Acrobat so that can't be the case. This will make the thing their dodgy information is good and may make strategic blunders because of this.