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(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'>"After the hail has smashed the roof and splintered the glass of the Cathedral windows, it melts again into the earth, like a dying lamb in the desert sun. Such is the parable of the madman."</p> <span style="display: block; color: black; font-size: 20px; text-align: center; mar...")
 
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[[File:icon_washerwoman.png|250px]]
[[File:icon_heretic.png|250px]]
<p class='flavour'>"Bloodstains on a dinner jacket? No, this is cooking sherry. How careless."<p>
<p class='flavour'>"After the hail has smashed the roof and splintered the glass of the Cathedral windows, it melts again into the earth, like a dying lamb in the desert sun. Such is the parable of the madman."</p>
 
<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: 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#Outsider|Outsider]]</td>
</tr>
<tr>
<td>Artist</td>
<td>Aiden Roberts</td>
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</tr>
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The Washerwoman learns that a particular Townsfolk character is in play, but not exactly which player it is.
The Heretic turns a win into a loss, and a loss into a win.


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


"You start knowing that 1 of 2 players is a particular Townsfolk."
"Whoever wins, loses & whoever loses, wins, even if you are dead."
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<div class='example'>
<div class='example'>
Evin is the {{Good|Chef}}, and Amy is the {{Good|Ravenkeeper}}. The {{Good|Washerwoman}} learns that either Evin or Amy is the {{Good|Chef}}.  
On the first day, the {{Good|Heretic}} publicly claims to be the {{Good|Heretic}}. That night, the Demon kills themself. Evil wins.
</div>
</div>


<div class='example'>
<div class='example'>
Julian is the {{Evil|Imp}}, and Alex is the {{Good|Virgin}}. The {{Good|Washerwoman}} learns that either Julian or Alex is the {{Good|Virgin}}.
The {{Good|Heretic}} does not reveal their character until the final day, when 3 players are alive. They convince the good team to execute a good player, leaving 2 players alive, one of which is the Demon. Good wins.
</div>
</div>


<div class='example'>
<div class='example'>
Marianna is the {{Evil|Spy}}, and Sarah is the {{Evil|Scarlet Woman}}. The {{Good|Washerwoman}} learns that one of them is the {{Good|Ravenkeeper}}. (This happens because the {{Evil|Spy}} is registering as a Townsfolk—in this case, the {{Good|Ravenkeeper}})
The {{Good|Heretic}} is dead. The {{Good|Saint}} is executed. Good wins.
</div>
</div>


<div class='example'>
The {{Good|Heretic}} is poisoned. The {{Evil|Assassin}} kills the Demon. Good wins.
</div>
</div>


== Tips & Tricks ==
<div class='example'>
There are 3 players alive. The Demon is executed. Because there is a {{Good|Heretic}} in play, evil wins.
</div>


* The {{Good|Washerwoman}} is deceptively powerful. Even though you don't gain information on the evil players, you can confirm the identity of a good player. This player should be your focus for the game, because if they have great information, then you have that information too. If they have a useful ability that they choose to use, you can help them use it wisely.
</div>


* When the {{Good|Washerwoman}} is poisoned or is actually the {{Good|Drunk}}, they will often get information that is easy to figure out is incorrect—at least compared to other characters. While the {{Good|Chef}} has no clue as to whether their "1" is incorrect, if both of the players the Storyteller pointed at tell you they're a different character to the one the Storyteller showed you, it is likely that you are the {{Good|Drunk}} or poisoned. You can use this information to your team's advantage: if you know you are the {{Good|Drunk}}, you know nobody else is; if you think you were poisoned on the first night, nobody else could have been. Furthermore, if your information seems like it's correct, it probably is, because of how easy it is to tell when it's wrong.
== Tips & Tricks ==


* You know that of the two players you are shown, one must be the Townsfolk you are shown. Importantly, this means that you know that the person you see is not the {{Good|Drunk}}.
* Keep the Demon alive at all costs. Normally, in non-{{Good|Heretic}} games, the good team can win at any time (by executing the Demon), while the evil team can only win on the final day (by executing a non-Demon player). In a {{Good|Heretic}} game, the evil team can win at any time (by executing the Demon), while the good team can only win on the final day (by executing a non-Demon player).  


* To find out which of the two players is the Townsfolk, either ask the group publicly or have a private conversation with each player individually. It is usually best to reveal what you know before the Townsfolk in question says who they are so they trust you more.
* It is extremely dangerous for the evil team to learn that there is a {{Good|Heretic}} in play. If the Demon believes you, they may kill themself at night, losing the game, and therefore winning the game. Be very careful who you reveal yourself to.  


* If you share your information on the first day, and speak up quickly, the good team has some solid information to begin with. This is particularly useful if you confirm another information-receiving Townsfolk like the {{Good|Empath}} or the {{Good|Fortune Teller}}.
* If you believe that the good team is losing badly, it may be safest to not reveal your identity to anyone, ever.


* Waiting until the final day - or at least very late in the game - to share your information with the group can also be very useful. If you can keep the Townsfolk that you know alive until the final day, then you know one player who is not the {{Evil|Imp}}! This can either make the Demon player obvious to you, or at least reduce the possible Demon players down to 1 in 2 instead of 1 in 3.
* Consider waiting until the final day of the game to out yourself as the {{Good|Heretic}}. This is risky, because people may not believe you, but it’s better than having the Demon kill themself in the night and immediately win the game for evil. If you loudly proclaim that you are the {{Good|Heretic}} when only three players are alive, even if you are dead, the good team will know that they need to execute a player that is NOT the Demon, and deliberately lose the game, which will win the game.  


* Talk to the Townsfolk player that you know, and secretly let them know that you know who they are. This way, you can hopefully form an alliance, and can come to each other's defence if either of you are nominated for execution, whilst avoiding telling the group (and therefore the evil team) who the other is. This is particularly useful if you learn a character that the Demon really wants to attack, like the {{Good|Fortune Teller}}, or even a character that the Demon wants to avoid attacking at all costs, like the {{Good|Ravenkeeper}} or the {{Good|Soldier}}.
* Search for good players who are able to confirm you as the {{Good|Heretic}}, then work with them to orchestrate what would normally be a loss.  


* After talking to the Townsfolk that you know in private, and confirming who they are, you can tell the group that they are a different character than they actually are. This strategy is useful if you want to protect a powerful Townsfolk from characters like the {{Evil|Poisoner}}, or to trick evil players into attacking a Townsfolk that has already used their ability, such as the {{Good|Chef}}.
* Try to find a good player such as the {{Good|Courtier}} who is capable of making you drunk or poisoned. This will enable the good team to play for the win without fear of losing instead.


* You can claim to be a more powerful character than you actually are. You start with all the information you're going to get, so if the demon kills you, they aren't killing the {{Good|Slayer}} or the {{Good|Fortune Teller}}. You may also want to consider nominating a {{Good|Virgin}}, and confirming yourself, the {{Good|Virgin}}, and the Townsfolk you were shown all to be good.
* Pay attention to characters that have win or lose conditions in their character ability, such as the {{Good|Mayor}}, {{Good|Klutz}}, {{Good|Saint}}, {{Evil|Mastermind}}, or {{Evil|Goblin}}. If you stay quiet about being the {{Good|Heretic}}, the evil team may unknowingly be working to your advantage. For example, if the {{Evil|Goblin}} gets executed, good wins, or if an evil player is bluffing as the {{Good|Mayor}} and convinces the group to not execute on the final day, good wins.  


* Sometimes the Storyteller will point to evil players as possible Townsfolk to you. If you think this might be the case, don't say directly which Townsfolk you know to be in play. You might instead state a false Townsfolk character to try and trick evil players into admitting to being a character that you didn't learn, or you can tempt good players into revealing their Townsfolk character to you before you reveal what you know to them. This allows you to trust them more... but they may trust you less!
* If you think that the good team is about to execute the Demon, you'll need to convince them otherwise. You can bluff as a Townsfolk character with conflicting information, or hint to them that executing this player is a bad, bad idea. As a last resort, reveal that you are the {{Good|Heretic}} to dissuade them - avoiding the Demon being executed definitely results in avoiding a loss, but the Demon may or may not kill themself that night. It's better to trade a definite loss for a possible (or even, probable) loss.  


* If the 'wrong' player the Storyteller pointed to is an evil player, telling them the Townsfolk you saw may alert the {{Evil|Imp}} to the presence of the character you saw. If you saw the {{Good|Empath}}, for example, telling the Demon that may cause the {{Good|Empath}} to be killed in the night.
* When just three players are left alive, it is safe to reveal that you are the {{Good|Heretic}}, since the game will end before nightfall. The good team may find this to be absolutely crucial information.  


* The two of you can reveal your characters publicly to the group, without having a private conversation beforehand. This goes a long way towards proving publicly that you are both telling the truth.
* When just four players are left alive, it might be safe to reveal that you are the {{Good|Heretic}}, since the game could end during the night via the Demon attacking as normal. The good team may find this to be absolutely crucial information. However, there is still an opportunity for the Demon to kill themself, so be wary.


* Publicly reveal which character is in play, but not which player it is. This way, the evil team gets little information, but the Townsfolk in question will trust you, and will look more trustworthy when they reveal who they are to the group.
* It is often smarter to never really be 100% on what you claim to be. For example, if you claim that you are either the {{Good|Heretic}} or the {{Good|Moonchild}}, then the good team is made aware that a {{Good|Heretic}} might be in play, and can adjust their strategy accordingly, while the Demon is not convinced enough to take the game-ending step of killing themselves. Or, if you bluff as the {{Good|Juggler}}, then claim to be the {{Good|Heretic}}, then bluff as the {{Good|Snake Charmer}}, again the good team is clued in to the possibility of a {{Good|Heretic}}, but the Demon isn't sure. Unlike other characters, ambiguity is your friend. Just make sure you are 100% forthright with being the {{Good|Heretic}} when it really counts, such as the final day!


* You could claim to be the {{Good|Washerwoman}} and point to a player you suspect is evil, stating that they are the Townsfolk you learned about. An opportunistic evil player may pounce on an opportunity to appear good, and claim that they are, in fact, the Townsfolk you learned about, thus outing them to you as, at the very least, a liar.
* It doesn't matter if you die. If you get nominated, there is no need to defend yourself unless you want to. If the Demon kills you at night, it's no problem. Don't worry about staying alive.  


* Beware of the {{Evil|Spy}}! They may register as a Townsfolk character to you. That player who you think is the {{Good|Investigator}} may not be the {{Good|Investigator}} after all...
* You hold the fate of the game in your hands. Very few characters have this power. Remember how important you are. All other Townsfolk and Outsider characters are written in such a way as to encourage you to "say whatever you want at any time", that even making mistakes won't end the game. For example, even if the {{Good|Mutant}} reveals who they are and is executed, the game continues. Even if the {{Good|Fortune Teller}} reveals who they are and dies on night 2, the game continues. But the {{Good|Heretic}} is different. The words of the {{Good|Heretic}} can sway the fate of the good team drastically and quickly. Even though you are an Outsider, you are the most dangerous good player in the game - to both teams.
<br>


* Remember that while the {{Evil|Spy}} is likely to know that you've seen them as a Townsfolk, they won't know which Townsfolk you've seen them as.
== Bluffing as the Heretic ==
<br>


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


When bluffing as the {{Good|Washerwoman}}, there are a few things you should keep in mind:
* Most {{Good|Heretic}}s will wait until the final day to reveal themselves. If you want to bluff as the {{Good|Heretic}} in this way, you'll need either to stay silent about your character for the majority of the game, or bluff as another character first. Depending on the group, this type of behaviour may get you executed before the final day arrives. Minions may not fear being executed, especially as the {{Good|Heretic}} ability continues to function while dead. But a Demon bluffing as a {{Good|Heretic}} is risky indeed. Come up with an alternate bluff to use first - and make it believable.


* You would have received your information on night one, and so should have it from that point onward. You will have been shown two players and one Townsfolk token.
* Keep {{Good|Heretic}} in mind as a backup bluff. If your first bluff doesn't cut the mustard, then claiming that you were lying because you are the {{Good|Heretic}} is fairly believable. {{Good|Heretic}}s have a good reason to lie. If your first bluff succeeds, then you don't need to claim to be the {{Good|Heretic}}, so feel free to make it a risky, ridiculous one!


* Claim to be the {{Good|Washerwoman}} and point to at least one evil player. Then, name the Townsfolk character (preferably one that you suspect/know is not in play). If that evil player is clever, they may realize that you are trying to make them look good, and claim to be that Townsfolk. For example, if you point to the {{Evil|Imp}} and a random good player, and say that one of them is the {{Good|Monk}}, then the {{Evil|Imp}} may claim to be the {{Good|Monk}}, which makes you both look good.
* If a fellow evil player has been nominated, and you really need to keep that player alive, suddenly claim to be the {{Good|Heretic}}, and claim that you think the group is about to execute the Demon, and lose the game. If the good team is rattled enough, especially considering that they thought the nominee was evil enough to be nominated in the first place, they may back off immediately and vote on a different player.  


* If a good player claims to be a particular Townsfolk character, you can claim to be the {{Good|Washerwoman}}, and confirm that they are who they say they are. This can help them to trust you, and lead them astray with their own information.
* If two evil players claim to be the {{Good|Heretic}}, it will seem that one of them must be telling the truth, and the other evil. Normally, when two evil players both claim to be the same good character, the group will want to execute both players, believing one to be good and one to be evil. However, if the good team believes that one player is evil, and one really is the {{Good|Heretic}}, then they may choose to keep both players alive out of fear of accidentally executing the Demon.  


* Immediately upon awakening, tell the group that a particular Townsfolk is in play. Cross your fingers and hope that you are correct! If you are, great. If not, an evil player may bluff as the Townsfolk you claimed is in play.
* A real {{Good|Heretic}} is unlikely to come out loud and proud on day 1. If you are more coy, hinting that you might be the {{Good|Heretic}} without definitely confirming so, you will seem more convincing.  


* The {{Good|Washerwoman}} can be a difficult bluff, because sometimes the Townsfolk you say is in play, isn't. If this happens, you can always claim to be the {{Good|Drunk}} or poisoned. Another option is to claim that {{Good|Washerwoman}} was a bluff, and that you are actually a character that is more powerful later in the game such as a {{Good|Slayer}} or an {{Good|Undertaker}}, and that you were trying to look like a character that has already used their ability so that the Demon would not attack you.
* Pay a lot of attention to who the good team is planning on executing. Unlike other bluffs, where if the good team believes you they will probably not execute you, if the good team believes you, they may execute you because they now want to execute good players, particularly late in the game. If the good team believes that a {{Good|Heretic}} is in play, their strategy will reverse. Make sure this is actually what you want beforehand.  


* If you are the {{Evil|Spy}} or have access to a {{Evil|Spy}}, they can be invaluable in providing you accurate information to back up your story.
* If you are a good player, consider bluffing as the {{Good|Heretic}}. If the evil team believes you, they may convince their Demon to kill themself at night, winning the game for the good team! However, if there actually is a real {{Good|Heretic}} in play, you've accidentally helped the evil team win instead. It's pretty risky! Also, bluffing as the {{Good|Heretic}} causes a lot of confusion among the good team, as they won't know for certain what their goals are. However, the occasional good player that bluffs as the {{Good|Heretic}} will certainly make Demon players doubt whether or not taking the risk of suicide at night is worth it, as many games are played. For the good team, Demons that doubt real {{Good|Heretic}} claims are certainly beneficial, and this can only happen when the occasional good player bluffs as the {{Good|Heretic}}.


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

Revision as of 16:30, 5 March 2023

Icon heretic.png

"After the hail has smashed the roof and splintered the glass of the Cathedral windows, it melts again into the earth, like a dying lamb in the desert sun. Such is the parable of the madman."

Information

Type Outsider

The Heretic turns a win into a loss, and a loss into a win.

Character Text

"Whoever wins, loses & whoever loses, wins, even if you are dead."

Examples

On the first day, the Heretic publicly claims to be the Heretic. That night, the Demon kills themself. Evil wins.

The Heretic does not reveal their character until the final day, when 3 players are alive. They convince the good team to execute a good player, leaving 2 players alive, one of which is the Demon. Good wins.

The Heretic is dead. The Saint is executed. Good wins.

The Heretic is poisoned. The Assassin kills the Demon. Good wins.

There are 3 players alive. The Demon is executed. Because there is a Heretic in play, evil wins.

Tips & Tricks

  • Keep the Demon alive at all costs. Normally, in non-Heretic games, the good team can win at any time (by executing the Demon), while the evil team can only win on the final day (by executing a non-Demon player). In a Heretic game, the evil team can win at any time (by executing the Demon), while the good team can only win on the final day (by executing a non-Demon player).
  • It is extremely dangerous for the evil team to learn that there is a Heretic in play. If the Demon believes you, they may kill themself at night, losing the game, and therefore winning the game. Be very careful who you reveal yourself to.
  • If you believe that the good team is losing badly, it may be safest to not reveal your identity to anyone, ever.
  • Consider waiting until the final day of the game to out yourself as the Heretic. This is risky, because people may not believe you, but it’s better than having the Demon kill themself in the night and immediately win the game for evil. If you loudly proclaim that you are the Heretic when only three players are alive, even if you are dead, the good team will know that they need to execute a player that is NOT the Demon, and deliberately lose the game, which will win the game.
  • Search for good players who are able to confirm you as the Heretic, then work with them to orchestrate what would normally be a loss.
  • Try to find a good player such as the Courtier who is capable of making you drunk or poisoned. This will enable the good team to play for the win without fear of losing instead.
  • Pay attention to characters that have win or lose conditions in their character ability, such as the Mayor, Klutz, Saint, Mastermind, or Goblin. If you stay quiet about being the Heretic, the evil team may unknowingly be working to your advantage. For example, if the Goblin gets executed, good wins, or if an evil player is bluffing as the Mayor and convinces the group to not execute on the final day, good wins.
  • If you think that the good team is about to execute the Demon, you'll need to convince them otherwise. You can bluff as a Townsfolk character with conflicting information, or hint to them that executing this player is a bad, bad idea. As a last resort, reveal that you are the Heretic to dissuade them - avoiding the Demon being executed definitely results in avoiding a loss, but the Demon may or may not kill themself that night. It's better to trade a definite loss for a possible (or even, probable) loss.
  • When just three players are left alive, it is safe to reveal that you are the Heretic, since the game will end before nightfall. The good team may find this to be absolutely crucial information.
  • When just four players are left alive, it might be safe to reveal that you are the Heretic, since the game could end during the night via the Demon attacking as normal. The good team may find this to be absolutely crucial information. However, there is still an opportunity for the Demon to kill themself, so be wary.
  • It is often smarter to never really be 100% on what you claim to be. For example, if you claim that you are either the Heretic or the Moonchild, then the good team is made aware that a Heretic might be in play, and can adjust their strategy accordingly, while the Demon is not convinced enough to take the game-ending step of killing themselves. Or, if you bluff as the Juggler, then claim to be the Heretic, then bluff as the Snake Charmer, again the good team is clued in to the possibility of a Heretic, but the Demon isn't sure. Unlike other characters, ambiguity is your friend. Just make sure you are 100% forthright with being the Heretic when it really counts, such as the final day!
  • It doesn't matter if you die. If you get nominated, there is no need to defend yourself unless you want to. If the Demon kills you at night, it's no problem. Don't worry about staying alive.
  • You hold the fate of the game in your hands. Very few characters have this power. Remember how important you are. All other Townsfolk and Outsider characters are written in such a way as to encourage you to "say whatever you want at any time", that even making mistakes won't end the game. For example, even if the Mutant reveals who they are and is executed, the game continues. Even if the Fortune Teller reveals who they are and dies on night 2, the game continues. But the Heretic is different. The words of the Heretic can sway the fate of the good team drastically and quickly. Even though you are an Outsider, you are the most dangerous good player in the game - to both teams.


Bluffing as the Heretic

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

  • Most Heretics will wait until the final day to reveal themselves. If you want to bluff as the Heretic in this way, you'll need either to stay silent about your character for the majority of the game, or bluff as another character first. Depending on the group, this type of behaviour may get you executed before the final day arrives. Minions may not fear being executed, especially as the Heretic ability continues to function while dead. But a Demon bluffing as a Heretic is risky indeed. Come up with an alternate bluff to use first - and make it believable.
  • Keep Heretic in mind as a backup bluff. If your first bluff doesn't cut the mustard, then claiming that you were lying because you are the Heretic is fairly believable. Heretics have a good reason to lie. If your first bluff succeeds, then you don't need to claim to be the Heretic, so feel free to make it a risky, ridiculous one!
  • If a fellow evil player has been nominated, and you really need to keep that player alive, suddenly claim to be the Heretic, and claim that you think the group is about to execute the Demon, and lose the game. If the good team is rattled enough, especially considering that they thought the nominee was evil enough to be nominated in the first place, they may back off immediately and vote on a different player.
  • If two evil players claim to be the Heretic, it will seem that one of them must be telling the truth, and the other evil. Normally, when two evil players both claim to be the same good character, the group will want to execute both players, believing one to be good and one to be evil. However, if the good team believes that one player is evil, and one really is the Heretic, then they may choose to keep both players alive out of fear of accidentally executing the Demon.
  • A real Heretic is unlikely to come out loud and proud on day 1. If you are more coy, hinting that you might be the Heretic without definitely confirming so, you will seem more convincing.
  • Pay a lot of attention to who the good team is planning on executing. Unlike other bluffs, where if the good team believes you they will probably not execute you, if the good team believes you, they may execute you because they now want to execute good players, particularly late in the game. If the good team believes that a Heretic is in play, their strategy will reverse. Make sure this is actually what you want beforehand.
  • If you are a good player, consider bluffing as the Heretic. If the evil team believes you, they may convince their Demon to kill themself at night, winning the game for the good team! However, if there actually is a real Heretic in play, you've accidentally helped the evil team win instead. It's pretty risky! Also, bluffing as the Heretic causes a lot of confusion among the good team, as they won't know for certain what their goals are. However, the occasional good player that bluffs as the Heretic will certainly make Demon players doubt whether or not taking the risk of suicide at night is worth it, as many games are played. For the good team, Demons that doubt real Heretic claims are certainly beneficial, and this can only happen when the occasional good player bluffs as the Heretic.