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<div id='character-details'>
<div id='edition-details'>
[[File:icon_puzzlemaster.png|250px]]
[[File:logo_trouble_brewing.png|200px]]
<p class='flavour'>"When one begins to think that some thing is merely some other thing, one is usually on the brink of an error. Patience, patience. Don’t confuse '''just''' and '''should''' with '''is''' and '''isn’t'''."</p>
<table id='edition-details-characters'>
 
<tr>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
<td class='edition-details-characters-title'>Townsfolk</td>
<table style="width: 90%; margin: 0 auto;">
<td>
[[Washerwoman]]<br>
[[Librarian]]<br>
[[Investigator]]<br>
[[Chef]]<br>
[[Empath]]<br>
[[Fortune Teller]]<br>
[[Undertaker]]<br>
[[Monk]]<br>
[[Ravenkeeper]]<br>
[[Virgin]]<br>
[[Slayer]]<br>
[[Soldier]]<br>
[[Mayor]]<br>
</td>
</tr>
<tr>
<td class='edition-details-characters-title'>Outsider</td>
<td>
[[Butler]]<br>
[[Drunk]]<br>
[[Recluse]]<br>
[[Saint]]
</td>
</tr>
<tr>
<td class='edition-details-characters-title'>Minions</td>
<td>
[[Poisoner]]<br>
[[Spy]]<br>
[[Scarlet Woman]]<br>
[[Baron]]
</td>
</tr>
<tr>
<tr>
<td>Type</td>
<td class='edition-details-characters-title'>Demons</td>
<td>[[Character Types#Outsider|Outsider]]</td>
<td>
[[Imp]]
</td>
</tr>
</tr>
</table>
</table>
</div>
</div>
</div>
</div>


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<div class="small-12 large-9 large-pull-3 columns">


The Puzzlemaster tries to figure out who is drunk.
== Synopsis ==
''Clouds roll in over Ravenswood Bluff, engulfing this sleepy town and its superstitious inhabitants in foreboding shadow. Freshly-washed clothes dance eerily on lines strung between cottages. Chimneys cough plumes of smoke into the air. Exotic scents waft through cracks in windows and under doors, as hidden cauldrons lay bubbling. An unusually warm Autumn breeze wraps around vine-covered walls and whispers ominously to those brave enough to walk the cobbled streets.''


__TOC__
''Anxious mothers call their children home from play, as thunder begins to clap on the horizon. If you listen more closely, however, noises stranger still can be heard echoing from the neighbouring forest. Under the watchful eye of a looming monastery, silhouetted figures skip from doorway to doorway. Those who can read the signs know there is...''


== Character Text ==
'''Trouble Brewing'''.


"1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info."
__TOC__
<br><br>


== Examples ==
== Gameplay ==


<div>
Trouble Brewing has a little bit of everything. Some characters passively receive information, some need to take action to learn who is who, while some simply want to bait the Demon into attacking them. Both good and evil can gain the upper hand by making well-timed sacrifices. Trouble Brewing is a relatively straightforward Demon-hunt, but evil has a number of dastardly misinformation tricks up their sleeves, so the good players best question what they think they know if they hope to survive.


<div class='example'>
Beginner. Recommended for players and Storytellers new to Blood on the Clocktower or to social deception games.
Alex is the Demon. Sarah is the {{Good|Empath}} who has been made drunk by the Puzzlemaster and is getting false information. The Puzzlemaster publicly guesses that Sarah is drunk, and is told “Alex is the Demon” privately by the Storyteller.
</div>


<div class='example'>
'''Good players''' will need to figure out who is good and who is evil by using logic and intuition. Some players may want to reveal which character they are and share their information immediately (such as the {{Good|Chef}} or {{Good|Investigator}}), while others may want to lie about their identity so that the Imp avoids attacking them (such as the {{Good|Undertaker}} or {{Good|Fortune Teller}}). Some may lie about who they are so that the Imp does attack them (such as the {{Good|Ravenkeeper}} or {{Good|Soldier}})!
Lewis is the Demon. Ben is dead and is drunk due to the Puzzlemaster. Marianna is alive and drunk due to the {{Good|Sailor}}. The Puzzlemaster privately guesses Marianna, and is told “Evin is the Demon” privately by the Storyteller.
</div>


</div>
Other good characters gain information by doing something and noticing the effect. Sacrificing one’s life by nominating a {{Good|Virgin}}, attempting to kill the {{Evil|Imp}} as a {{Good|Slayer}} and noticing what happens, or deliberately killing good players so that the {{Good|Undertaker}} can confirm which character they were—these are all ways to sacrifice life and power to gain information and achieve victory.


== Tips & Tricks ==
'''Evil players''' will need to pretend to be good characters and do so well, giving false information to confuse the good team if necessary. With only true information, the good team will usually find out who is evil with enough time to spare. But with even a little believable falsehood in the air, evil has a chance. The {{Evil|Poisoner}} and {{Evil|Spy}}, if they pay attention, can cause huge confusion in the good team’s ranks by using their abilities sneakily. Evil will also need to decide when to make sacrifices. Will the {{Evil|Scarlet Woman}} kill the {{Evil|Imp}} to save their team? Will the {{Evil|Imp}} kill themselves to turn a more trustworthy player into the Demon? Will the evil team vote to execute a suspicious Minion in order to look like honourable members of the town? Or will the {{Evil|Baron}} give obviously false information to make it look like a {{Evil|Poisoner}} is in the game? Causing confusion about which Minions are in play can be the difference between victory and defeat.


* You are the most powerful Outsider that exists. If you find the drunk, you solve the game! Treat yourself as if you are a Townsfolk. Stay alive as long as you can and make sure you use your ability before you die.
== Townsfolk ==


* You have made someone drunk. This is crucial information for the good team to know. Make sure that they are aware of this as soon as is feasible, so that the good players can take drunkenness into consideration, and help you look for the drunk player.  
<div class="row">
<div class="small-12 medium-12 large-2 columns">
[[File:icon_washerwoman.png|250px|thumb|center|link=Washerwoman]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Washerwoman}}</p>
</div>
<div class="small-12 medium-12 large-2 columns">
[[File:icon_librarian.png|250px|thumb|center|link=Librarian]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Librarian}}</p>
</div>
<div class="small-12 medium-12 large-2 columns">
[[File:icon_investigator.png|250px|thumb|center|link=Investigator]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Investigator}}</p>
</div>
<div class="small-12 medium-12 large-2 columns">
[[File:icon_chef.png|250px|thumb|center|link=Chef]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Chef}}</p>
</div>
<div class="small-12 medium-12 large-2 columns">
[[File:icon_empath.png|250px|thumb|center|link=Empath]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Empath}}</p>
</div>
<div class="small-12 medium-12 large-2 columns">
[[File:icon_fortune_teller.png|250px|thumb|center|link=Fortune Teller]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Fortune Teller}}</p>
</div>
</div>


* Don't come out as the Puzzlemaster immediately, or the Demon will likely kill you. Puzzlemasters are particularly scary to Demons, who tend to be afraid of any character that can learn who they are.  
<div class="row">
<div class="small-12 medium-12 large-2 columns">
[[File:icon_undertaker.png|250px|thumb|center|link=Undertaker]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Undertaker}}</p>
</div>
<div class="small-12 medium-12 large-2 columns">
[[File:icon_monk.png|250px|thumb|center|link=Monk]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Monk}}</p>
</div>
<div class="small-12 medium-12 large-2 columns">
[[File:icon_slayer.png|250px|thumb|center|link=Slayer]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Slayer}}</p>
</div>
<div class="small-12 medium-12 large-2 columns">
[[File:icon_soldier.png|250px|thumb|center|link=Soldier]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Soldier}}</p>
</div>
<div class="small-12 medium-12 large-2 columns">
[[File:icon_ravenkeeper.png|250px|thumb|center|link=Ravenkeeper]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Ravenkeeper}}</p>
</div>
<div class="small-12 medium-12 large-2 columns">
[[File:icon_virgin.png|250px|thumb|center|link=Virgin]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Virgin}}</p>
</div>
</div>


* Tell the group that you are the Puzzlemaster at the same time that you use your ability. Like the {{Good|Slayer}}, the good team may not need to know who you are until it is time for your ability to be used.
<div class="row">
<div class="small-12 medium-12 large-2 end columns">
[[File:icon_mayor.png|250px|thumb|center|link=Mayor]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Mayor}}</p>
</div>
</div>


* Seek advice from the group on who you should choose. They may know something that you don't.
== Outsiders ==


* Reveal who you are to people who you believe are good, for information gathering purposes. If they have information that doesn't make sense to them, you may have found the drunk player, and an excellent candidate for your guess.  
<div class="row">
<div class="small-12 medium-12 large-2 columns">
[[File:icon_butler.png|250px|thumb|center|link=Butler]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Butler}}</p>
</div>
<div class="small-12 medium-12 large-2 columns">
[[File:icon_saint.png|250px|thumb|center|link=Saint]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Saint}}</p>
</div>
<div class="small-12 medium-12 large-2 columns">
[[File:icon_recluse.png|250px|thumb|center|link=Recluse]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Recluse}}</p>
</div>
<div class="small-12 medium-12 large-2 end columns">
[[File:icon_drunk.png|250px|thumb|center|link=Drunk]]
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Good|Drunk}}</p>
</div>
</div>


* If a player uses a public ability, and that ability obviously doesn't work, use your guess on that player as soon as you can. For example, if a player claims to be the {{Good|Virgin}}, but does not die when nominated, of if a player claims to be the {{Good|Golem}}, but nobody dies when the {{Good|Golem}} nominates, it is likely that they are the drunk player. It might not be true, and the player may just be bluffing as that character, but this kind of thing is a very helpful tell.
== Minions ==


* Most characters have an incentive to get up, get active, and talk to people - to speak and convince. The Puzzlemaster is best when you do the opposite. Stay silent. Watch. Listen. Pay as much attention as you can to the actions and information of other players. You don't need to pay any attention to who is good or evil, only for which information doesn't add up, or which player seems like the odd one out. Spotting a drunk player can be tricky, so take your time.
<div class="row">
 
<div class="small-12 medium-12 large-2 columns">
* When you make your guess and the Storyteller tells you a player, execute them. If your guess was correct, good will win. If your guess was incorrect, there is little harm done, and the game will continue.  
[[File:icon_poisoner.png|250px|thumb|center|link=Poisoner]]
 
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Poisoner}}</p>
* If you genuinely have zero clue who is drunk, guess yourself! Given that you are almost certainly not the drunk, you'll learn a player who isn't the demon. That's something to go on - particularly if that player is alive on the final day.
</div>
 
<div class="small-12 medium-12 large-2 columns">
* You know that a drunk is in play. Even if you don't make a guess, you still know that. That makes you almost as powerful as the {{Good|Librarian}}. Treat yourself like the {{Good|Librarian}}, and contribute to the good team's pool of information.
[[File:icon_spy.png|250px|thumb|center|link=Spy]]
 
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Spy}}</p>
* Backtrack your information. If the player you are told is the Demon is executed and the game continues, then that player is not the Demon. This means that the player you guessed was not the drunk player. This is useful information to know, if you believe that player is good.
</div>
<br>
<div class="small-12 medium-12 large-2 columns">
 
[[File:icon_baron.png|250px|thumb|center|link=Baron]]
== Bluffing as the Puzzlemaster ==
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Baron}</p>
 
</div>
When bluffing as the {{Good|Puzzlemaster}}, there are a few things you should keep in mind:
<div class="small-12 medium-12 large-2 end columns">
 
[[File:icon_scarlet_woman.png|250px|thumb|center|link=Scarlet Woman]]
* The Puzzlemaster introduces a drunk into the good team, and one who is undetectable by characters like the {{Good|Librarian}} for example. When bluffing as this role, coming out to the good team as early as possible will mean that so long as they believe you ''could'' be Puzzlemaster, they have to worry that some of their information is wrong. Preferably the information that paints your demon as evil!
<p style="text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;">{{Evil|Scarlet Woman}}</p>
 
</div>
* The Puzzlemaster's moment to shine is when they make their guess and potentially learn the demon. Knowing this, a dramatic reveal at the right time can throw the good team into disarray, especially if you're able to use your power to paint a previously trusted player as drunk! Wait for your chance and then strike when you learning a potential Demon would cause the most chaos.
</div>
 
* The Good Team has a lot to gain from working with you to find the drunk - leverage that to get yourself into the good graces of trusted teams, and make sure they spend a lot of time worrying about you and your power, and less about your evil companions.
 
* If you want to secure a free execution, it can be as simple as picking someone who the town could plausibly believe is drunk, and then naming any random person as the demon! It's to the town's benefit to execute anyone you learn (just in case!), so you can use this to knock off an annoying {{Good|Mayor}} or {{Good|Sailor}}!
 
* Another option is to pick someone who is the town believes to have correct info (or even yourself!), so that you learn false info. Then... point to the real demon! This can be risky if the town is execution-happy, but if they're running out of days to kill, they can very well be inclined to hold onto a "confirmed not the demon" player in the hopes they reach the final 3! (To maximise your chances of this working, communicate this information secretly so the demon has a great reason for being alive on the final day!)
 
* A clever tag-team bluff can be to have one evil player set up as a character with obviously false information or an ability that has failed to work... and then you dramatically reveal as the Puzzlemaster, citing them as the drunk. You'll need to time this well since once they execute someone on your say so and the game doesn't end, but if they believe you, this is a devastating one-two punch of a bluff! (Added bonus: You can use this to bail out a floundering team member caught in a lie!)
 
* The Puzzlemaster is a fantastic distraction, and a particularly ideal minion bluff as a result. If all goes well, you waste the good team's time, get some innocent people executed, and protect your demon all at the same time!


* If you get caught up in a lie and are in danger of being exposed as evil, the Puzzlemaster is an excellent back-up bluff! It's to the Puzzlemaster's benefit to lie and stay hidden for a time, so you have a great reason to have been making no sense a few minutes earlier.
== Demons ==


* If you suspect there is a Puzzlemaster in the game and are worried they'll sniff out your demon, deliberately bluff as someone with bad information! If you can entice the Puzzlemaster to pick you, not only will Town be inclined to trust you're good, but they definitely won't learn who the demon is.
<gallery widths=150px heights=150px mode="nolines">
File:icon_imp.png|link=Imp|{{Evil|Imp}}
</gallery>


</div>
</div>
</div>
</div>
[[Category:Experimental Characters]]
[[Category:Outsiders]]

Revision as of 15:18, 21 March 2023

Synopsis

Clouds roll in over Ravenswood Bluff, engulfing this sleepy town and its superstitious inhabitants in foreboding shadow. Freshly-washed clothes dance eerily on lines strung between cottages. Chimneys cough plumes of smoke into the air. Exotic scents waft through cracks in windows and under doors, as hidden cauldrons lay bubbling. An unusually warm Autumn breeze wraps around vine-covered walls and whispers ominously to those brave enough to walk the cobbled streets.

Anxious mothers call their children home from play, as thunder begins to clap on the horizon. If you listen more closely, however, noises stranger still can be heard echoing from the neighbouring forest. Under the watchful eye of a looming monastery, silhouetted figures skip from doorway to doorway. Those who can read the signs know there is...

Trouble Brewing.

Gameplay

Trouble Brewing has a little bit of everything. Some characters passively receive information, some need to take action to learn who is who, while some simply want to bait the Demon into attacking them. Both good and evil can gain the upper hand by making well-timed sacrifices. Trouble Brewing is a relatively straightforward Demon-hunt, but evil has a number of dastardly misinformation tricks up their sleeves, so the good players best question what they think they know if they hope to survive.

Beginner. Recommended for players and Storytellers new to Blood on the Clocktower or to social deception games.

Good players will need to figure out who is good and who is evil by using logic and intuition. Some players may want to reveal which character they are and share their information immediately (such as the Chef or Investigator), while others may want to lie about their identity so that the Imp avoids attacking them (such as the Undertaker or Fortune Teller). Some may lie about who they are so that the Imp does attack them (such as the Ravenkeeper or Soldier)!

Other good characters gain information by doing something and noticing the effect. Sacrificing one’s life by nominating a Virgin, attempting to kill the Imp as a Slayer and noticing what happens, or deliberately killing good players so that the Undertaker can confirm which character they were—these are all ways to sacrifice life and power to gain information and achieve victory.

Evil players will need to pretend to be good characters and do so well, giving false information to confuse the good team if necessary. With only true information, the good team will usually find out who is evil with enough time to spare. But with even a little believable falsehood in the air, evil has a chance. The Poisoner and Spy, if they pay attention, can cause huge confusion in the good team’s ranks by using their abilities sneakily. Evil will also need to decide when to make sacrifices. Will the Scarlet Woman kill the Imp to save their team? Will the Imp kill themselves to turn a more trustworthy player into the Demon? Will the evil team vote to execute a suspicious Minion in order to look like honourable members of the town? Or will the Baron give obviously false information to make it look like a Poisoner is in the game? Causing confusion about which Minions are in play can be the difference between victory and defeat.

Townsfolk

Outsiders

Minions

Icon spy.png

Spy

Icon baron.png

{{Evil|Baron}

Demons