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Ravenkeeper and Butler: Difference between pages

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(Difference between pages)
(Created page with "<div class="row"> <div class="small-12 large-3 large-push-9 columns" style='margin: 0 auto; text-align: center'> <div id='character-details'> 250px <p class='flavour'>"My birds will avenge me! Fly! Fly, my sweet and dutiful pets! Take your message to those in dark corners! To the manor and to the river! Let them read of the nature of my death."<p> <span style="display: block; color: black; font-size: 20px; text-align: center;">Appears i...")
 
(Created page with "<div class="row"> <div class="small-12 large-3 large-push-9 columns" style='margin: 0 auto; text-align: center'> <div id='character-details'> 250px <p class='flavour'>"''Yes, sir...'' ''No, sir...'' ''Certainly, sir."<p> <span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span> 200px <span style="display: block; color: black; font-size: 20px; text-align: center; marg...")
 
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[[File:icon_ravenkeeper.png|250px]]
[[File:icon_butler.png|250px]]
<p class='flavour'>"My birds will avenge me! Fly! Fly, my sweet and dutiful pets! Take your message to those in dark corners! To the manor and to the river! Let them read of the nature of my death."<p>
<p class='flavour'>"''Yes, sir...''
''No, sir...''
''Certainly, sir."<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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If the Ravenkeeper dies at night, they get to learn one player's character.
The Mayor can win by peaceful means on the final day.


__TOC__
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== Character Text ==
== Character Text ==


"If you die at night, you are woken to choose a player: you learn their character."
"If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead."
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<div class='example'>
<div class='example'>
The {{Good|Ravenkeeper}} is killed by the {{Evil|Imp}}, and then wakes to choose a player. After some deliberation, they choose Benjamin. Benjamin is the {{Good|Empath}}, and the {{Good|Ravenkeeper}} learns this.
The {{Evil|Imp}} attacks the {{Good|Mayor}}. The Storyteller chooses that the {{Good|Ravenkeeper}} dies instead.
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<div class='example'>
<div class='example'>
The {{Evil|Imp}} attacks the {{Good|Mayor}}. The {{Good|Mayor}} doesn't die, but the {{Good|Ravenkeeper}} dies instead, due to the {{Good|Mayor}}'s ability. The {{Good|Ravenkeeper}} is woken and chooses Douglas, who is a dead {{Good|Recluse}}. The {{Good|Ravenkeeper}} learns that Douglas is the {{Evil|Scarlet Woman}}, since the {{Good|Recluse}} registered as a Minion.
There are three players alive. There are no nominations for execution today. Good wins.
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<div class='example'>
There are five players alive, including two Travellers. Both Travellers are exiled, and the vote is tied between the remaining players. Because a tied vote means neither player is executed, good wins.
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== Tips & Tricks ==
== Tips & Tricks ==


* If the Demon knows you are the {{Good|Ravenkeeper}}, they are very unlikely to kill you. It is to your benefit to bluff as a character who is a constant threat to the evil team, such as the {{Good|Empath}}, {{Good|Fortune Teller}}, {{Good|Slayer}}, or {{Good|Undertaker}}. Even bluffing as a good character that tends to be trusted by the good team (such as {{Good|Chef}} or {{Good|Washerwoman}}) can make you look like a trusted good player in the eyes of the Demon, and attract their attention at night.
* Your power activates on the final day, when just three players are alive. You may not know who the Demon is, but you can definitely win by not executing. Do whatever you can to convince the group that you are the {{Good|Mayor}}. Everything. If the good team believes you, they will either not nominate anybody, or will deliberately tie votes so that no execution occurs.


* The {{Good|Ravenkeeper}} gets some of the best information in Trouble Brewing. Think about whose character you would like to learn before each night falls. You won't want to make a hasty decision and choose wildly in the moment.
* It is often best not to reveal that you are the {{Good|Mayor}} until late in the game. If you reveal early, the Demon may spend night after night trying to kill you, and the Storyteller may let that attempt succeed.  


* Choosing living players in usually more beneficial than choosing dead players. If you learn a living player is good, you know not to execute them. If you learn a living player is evil, you know you shouldn't trust them! However, every so often, confirming that a dead player is good can be an enormous help. For example, confirming that a dead {{Good|Washerwoman}}, {{Good|Librarian}}, {{Good|Investigator}} or {{Good|Chef}} is telling the truth can help you verify their information, or picking a dead player you have suspicions about can confirm that an evil player is dead. That might even back up the {{Good|Investigator}} or {{Good|Fortune Teller}}.
* You might want to tell people that you're the {{Good|Mayor}}. Winning the game with your ability requires trust from your fellow players, and being open and honest is a fine way to acheive that trust.


* Beware of the {{Evil|Spy}} and the {{Good|Recluse}}. If you believe a player is one of them, it is unlikely that you will learn their true character if you choose them, owing to their abilities to register as other characters.  
* When a character that's an unlikely target for the Demon to pick dies at night, such as the {{Good|Butler}}, this may be an indication that you were attacked instead. When convincing other players that you are the {{Good|Mayor}}, you can use this as evidence.


* If you learn a player is the {{Good|Drunk}}, then not only do you know that they are good, you can be reasonably certain that any information they gave to the group is wrong.
* Once the Demon attacks you and somebody else dies, they will know for sure that you are the {{Good|Mayor}}. At the very beginning of each morning, if a particular player looks surprised and confused, they are likely to be the Demon!


* Remember that you only get your information if you die at night. Getting killed during the day reveals nothing to you.
* If you intend to use your ability to win the game by not executing, do everything you can to make sure you are not actually the {{Good|Drunk}}. Spend the game listening to other players, and verifying that any Outsiders are actually Outsiders. If you think a {{Good|Drunk}} is in play, you will need to figure out who it is, because if it is you, and you don't execute on the final day, evil wins. Similarly, if the only other players alive are the {{Evil|Imp}} and the {{Evil|Poisoner}}, then you will certainly be poisoned. You will need to make sure that the {{Evil|Poisoner}} is dead before using your Mayor ability.
<br>


* Sometimes, sitting quietly and refusing to give any information can give you the air of a powerful threat without actually having to provide any justification for your bluff.
== Bluffing as the Mayor ==
 
* You may want to tell the group that you are the {{Good|Ravenkeeper}} first thing on the first day. This will almost guarantee that you are still alive on the final day, as the Demon will probably not kill you. This strategy means that you have more power in the late game (since living players may vote more than dead players), but you sacrifice the chance of gaining information by your death. Additionally, claiming Ravenkeeper is the sort of thing a {{Good|Slayer}} or {{Good|Undertaker}} might do early game, so it might just get you killed.
 
* If you get to use your ability by dying at night, tell the group you are the {{Good|Ravenkeeper}} the following day. Your information will be immediately useful.
 
* If you see a good token, consider keeping that information private. If the Demon knows that you know that a player is good, that player becomes a much higher priority target, and you want the player you trust alive as long as possible.
 
* If you have told nobody that you are the {{Good|Ravenkeeper}}, and you are still alive late in the game, then it is probable that a {{Evil|Spy}} is in play, telling the Demon who to attack. If you notice this happening, pay attention to who is whispering to whom.
<br>


== Bluffing as the Ravenkeeper ==
When bluffing as the {{Good|Mayor}}, there are a few things you should keep in mind:


When bluffing as the {{Good|Ravenkeeper}}, there are a few things you should keep in mind:
* The {{Good|Mayor}} would never wake at night. You would never learn if you were targeted and caused another player to die instead.


* The {{Good|Ravenkeeper}} would wake only when they die during the night, not the day. They would wake up and choose a player, then be shown a character token.
* The {{Good|Mayor}} has a good reason to survive at night, which you can use to explain your longevity as other players die. This makes it a great bluff for a Demon in particular.


* The {{Good|Ravenkeeper}} is a fantastic bluff if you intend to pass the torch at some point to a Minion, or otherwise die protecting the Demon. Dying at night tends to make a player look good, and having information as a result of your death can allow you to throw blame, protect a fellow evil player, or make yourself look extremely trustworthy.
* Come out to a few players in private early on in the game, so that when you eventually reveal you have some backup that you're not just coming out with this claim out of nowhere.
** Throwing blame allows you to point the finger at a good player as an evil one - casting doubt on them, their information, and who they trust.
** Alternatively you can back up the bluff of an evil player, confirming their identity and making them trustworthy for the good team. For example, if your Demon is claiming to be the {{Good|Monk}}, you can claim to have chosen them and seen the {{Good|Monk}} character token.
*** An advanced technique is to claim they are in fact a different character than the one they have been claiming publicly. Your fellow evil player can then reveal they were lying all along, and you are actually correct! (Make sure your teammate knows you're going to do this, or can otherwise adapt on the fly!)
** Finally, you can back up a good player's claim, which will get them to trust you and work with you. For example, if you know a player is the {{Good|Empath}}, claim you chose them and saw the {{Good|Empath}} token.


* Don't know the identity of the player you are confirming? Claim that person is the {{Good|Drunk}}. This will also cast doubt on their information, adding an extra layer of usefulness to the strategy.
* The {{Good|Mayor}} is a fantastic fallback if another bluff doesn't work out. Coming out on the final day as the Mayor who was "in hiding" can alleviate suspicion that you may have come under if your {{Good|Fortune Teller}} information wasn't adding up.


* The {{Good|Ravenkeeper}} is a fantastic bluff if you are trying to stay alive for the whole game. As the Demon will not want to kill a {{Good|Ravenkeeper}}, you can claim that you are still alive in the late game because the Demon discovered your identity somehow (perhaps via the {{Evil|Spy}}, or just some good ol' fashioned eavesdropping).
* Deliberately setting up a kill of a character that isn't 'optimal' can be used as evidence for a Mayor being in play. For example, you can target a {{Good|Recluse}}, or a {{Good|Washerwoman}} who has already given their information; both are normally low priority for the Demon, and so you can argue that this was a redirected kill from your ability.


* You only get information if you die, so be careful about who you choose to confirm. Dying as a {{Good|Ravenkeeper}} usually takes some effort, and if you then appear to 'waste' that on a {{Good|Chef}} that nobody doubts, you will look suspicious.
* As a good player, bluffing as the {{Good|Mayor}} can get the Demon to target you, since they will either suspect you are a more powerful character bluffing as the {{Good|Mayor}} to survive, or they just want to confirm the existence of a {{Good|Mayor}} overall.


* The {{Good|Ravenkeeper}} is a great bluff to fall back on in the event that your bluff as a different character falls apart. Bluffs like the {{Good|Fortune Teller}}, {{Good|Undertaker}} or {{Good|Empath}} can all run into trouble if you don't appear to have the right information, but if you reveal you were the {{Good|Ravenkeeper}} all along, suddenly your duplicity will make sense.
* Good players are more likely to risk winning with the {{Good|Mayor}} if they have no better leads. Coordinate with your evil team to keep confusion high so that on the final day, good does not feel like they have a clear path to victory.


* Some powerful characters will openly bluff as your character to protect themselves. Revealing yourself as the "real" {{Good|Ravenkeeper}} and allowing them to keep the bluff can help you build trust with a good player while finding ways to undermine their ability.
* If you are nominated on the final day, don't despair! Unlike a regular bluff where you must beat the votes against you, a {{Good|Mayor}} can call for the town to tie the vote instead, since that will cause no execution, allowing the {{Good|Mayor}} ability to activate normally.


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Revision as of 10:02, 4 March 2023

Icon butler.png

"Yes, sir... No, sir... Certainly, sir."

Appears in Logo trouble brewing.png Information

Type Townsfolk
Artist Aidan Roberts

The Mayor can win by peaceful means on the final day.

Character Text

"If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead."

Examples

The Imp attacks the Mayor. The Storyteller chooses that the Ravenkeeper dies instead.

There are three players alive. There are no nominations for execution today. Good wins.

There are five players alive, including two Travellers. Both Travellers are exiled, and the vote is tied between the remaining players. Because a tied vote means neither player is executed, good wins.

Tips & Tricks

  • Your power activates on the final day, when just three players are alive. You may not know who the Demon is, but you can definitely win by not executing. Do whatever you can to convince the group that you are the Mayor. Everything. If the good team believes you, they will either not nominate anybody, or will deliberately tie votes so that no execution occurs.
  • It is often best not to reveal that you are the Mayor until late in the game. If you reveal early, the Demon may spend night after night trying to kill you, and the Storyteller may let that attempt succeed.
  • You might want to tell people that you're the Mayor. Winning the game with your ability requires trust from your fellow players, and being open and honest is a fine way to acheive that trust.
  • When a character that's an unlikely target for the Demon to pick dies at night, such as the Butler, this may be an indication that you were attacked instead. When convincing other players that you are the Mayor, you can use this as evidence.
  • Once the Demon attacks you and somebody else dies, they will know for sure that you are the Mayor. At the very beginning of each morning, if a particular player looks surprised and confused, they are likely to be the Demon!
  • If you intend to use your ability to win the game by not executing, do everything you can to make sure you are not actually the Drunk. Spend the game listening to other players, and verifying that any Outsiders are actually Outsiders. If you think a Drunk is in play, you will need to figure out who it is, because if it is you, and you don't execute on the final day, evil wins. Similarly, if the only other players alive are the Imp and the Poisoner, then you will certainly be poisoned. You will need to make sure that the Poisoner is dead before using your Mayor ability.


Bluffing as the Mayor

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

  • The Mayor would never wake at night. You would never learn if you were targeted and caused another player to die instead.
  • The Mayor has a good reason to survive at night, which you can use to explain your longevity as other players die. This makes it a great bluff for a Demon in particular.
  • Come out to a few players in private early on in the game, so that when you eventually reveal you have some backup that you're not just coming out with this claim out of nowhere.
  • The Mayor is a fantastic fallback if another bluff doesn't work out. Coming out on the final day as the Mayor who was "in hiding" can alleviate suspicion that you may have come under if your Fortune Teller information wasn't adding up.
  • Deliberately setting up a kill of a character that isn't 'optimal' can be used as evidence for a Mayor being in play. For example, you can target a Recluse, or a Washerwoman who has already given their information; both are normally low priority for the Demon, and so you can argue that this was a redirected kill from your ability.
  • As a good player, bluffing as the Mayor can get the Demon to target you, since they will either suspect you are a more powerful character bluffing as the Mayor to survive, or they just want to confirm the existence of a Mayor overall.
  • Good players are more likely to risk winning with the Mayor if they have no better leads. Coordinate with your evil team to keep confusion high so that on the final day, good does not feel like they have a clear path to victory.
  • If you are nominated on the final day, don't despair! Unlike a regular bluff where you must beat the votes against you, a Mayor can call for the town to tie the vote instead, since that will cause no execution, allowing the Mayor ability to activate normally.