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Washerwoman and Sweetheart: Difference between pages

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[[File:icon_washerwoman.png|250px]]
 
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
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<td>Type</td>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
 
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<td>Artist</td>
<td>Type</td>
<td>Aiden Roberts</td>
<td>[[Character Types#Outsider|Outsider]]</td>
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<p class='flavour'>"Bloodstains on a dinner jacket? No, this is cooking sherry. How careless."<p>
<td>Artist</td>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<td>Aidan Roberts</td>
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<span style="display: block; color: black; font-size: 18px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
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<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/9971569/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2020-0-27%2F45319781-44100-2-b5f2a643b4fd4.mp3">You need to enable JavaScript to play this audio</div>
<p class='flavour'>"I will never forget her. Never."</p>
<span style="display: block; color: black; font-size: 18px; text-align: center; margin-top: 20px;">Character Showcase</span>
<youtube>wvSr4QtJlKs</youtube>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
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[[File:logo_sects_and_violets.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/37885810/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2021-6-27%2F208319007-44100-2-e45bee0d673bb.m4a">You need to enable JavaScript to play this audio</div>
 
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== Summary ==
== Summary ==
"You start knowing that 1 of 2 players is a particular Townsfolk."
"When you die, 1 player is drunk from now on."


The Washerwoman learns that a specific Townsfolk is in play, but not who is playing them.
The Sweetheart, when they die, causes someone to be drunk for the rest of the game.
* During the first night, the Washerwoman is woken, shown two players, and learns the character of one of them.
*  
* They learn this only once and then learn nothing more.
*
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== How to Run ==
== How to Run ==
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While preparing the first night, put the Washerwoman's '''TOWNSFOLK''' reminder token by any Townsfolk character token, and put the Washerwoman's '''WRONG''' reminder token by any other character token.
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During the first night, wake the Washerwoman and point to the players marked '''TOWNSFOLK''' and '''WRONG'''. Show the character token marked ''''TOWNSFOLK''' to the Washerwoman. Put the Washerwoman to sleep. Remove the Washerwoman's reminder tokens when convenient.
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== Examples ==
== Examples ==


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Evin is the {{Good|Chef}}, and Amy is the {{Good|Ravenkeeper}}. The Washerwoman learns that either Evin or Amy is the {{Good|Chef}}.
The Sweetheart dies. The {{Good|Mathematician}} is now drunk, and may get false information at night.
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Julian is the {{Evil|Imp}}, and Alex is the {{Good|Virgin}}. The Washerwoman learns that either Julian or Alex is the {{Good|Virgin}}.
The Sweetheart dies. The {{Good|Mutant}} is now drunk. The {{Good|Mutant}} may safely come out as the {{Good|Mutant}}, but they do not know this.
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Marianna is the {{Evil|Spy}}, and Sarah is the {{Evil|Scarlet Woman}}. The Washerwoman learns that one of them is the {{Good|Ravenkeeper}}. Here, the {{Evil|Spy}} is registering as a Townsfolk—in this case, the {{Good|Ravenkeeper}}.
The Sweetheart dies. The Demon is now drunk, so their attack at night won’t kill anyone.
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== Tips & Tricks ==
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* The 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.
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* When the 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.
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== 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}}.
* Don't die! Your death will immediately cause a fellow villager to become drunk, rendering their ability and any information they gain from that point on will be unreliable. While it is possible for an evil player to become drunk via this method, you are an Outsider and your ability hinders the Good Team - you should always assume that a fellow good player has been afflicted.


* 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.
* Bluff as an undesirable target for the Demon. To increase your chances of survival, claim to be a character that the Demon wouldn't want to touch - this can be a character like the {{Good|Sage}} who the Demon wants to avoid at all costs, or characters like the {{Good|Artist}} and {{Good|Juggler}} who have used their abilities already. If the Demon thinks you are low priority, they'll focus on other targets, allowing you to avoid death. (Note that it may be to your benefit to reveal your true identity to one or two people secretly so they know whatever 'information' you're offering is not true.


* 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 do die, reveal immediately. Knowing that you are the Sweetheart is very important for the good team since your ability only activates on death. It is also worth revealing if you are going to be executed - even if you are out in the open, the Demon will have to decide that night between killing you or a more dangerous target like a prominent {{Good|Philosopher}}.


* 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.
* Try and figure out who has become drunk after you die. Even in death, you can be useful - figuring out who has unreliable information as a result of you also means that you can determine who does ''not'' have unreliable information.


* 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}}.
* Beware the {{Evil|Witch}} and the {{Evil|Cerenovus}}! The Demon isn't the only way that you can die - a haphazard nomination or careless madness can see you die just as easily as if the Demon kills you. If you know either of these Minions are in play, avoid attracting their ire, or else tread carefully.


* 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}}.
* Die late in the game if you must. Depending on the state of the game (e.g. Who is alive), the drunkenness you inflict on the game may have minimal or no impact. For example if the only character claims alive are a poisoned {{Good|Snake Charmer}}, {{Good|Juggler}}, and {{Good|Klutz}} and yourself, then your death is safer than earlier in the game, where you might have messed up the ability of an {{Good|Oracle}} or {{Good|Town Crier}}.
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* 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.
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* 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!
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* 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.
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== Bluffing as the Sweetheart ==


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


* 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.
* Most genuine Sweetheart players will not immediately tell the group that they are the Sweetheart. They will most likely bluff as a different character completely, or stay silent about their character for a while. Bluff as a different character initially, or stay silent for a while, to look bona fide.  


* You could claim to be the 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.
* The Sweetheart is a great backup bluff. If you bluff as the {{Good|Flowergirl}}, but somebody else claims to be the {{Good|Flowergirl}}, claiming to actually be the Sweetheart may be believed. If you claim to be 3 different characters, and none of them are working, throwing your hands in the air in exasperation and revealing yourself as the Sweetheart might fly.


* 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...
* If you reveal as Sweetheart and don't die for several days ... beware. A Sweetheart that reveals to the group will usually be attacked by the Demon fairly quickly. If you stay alive for too long after revealing, the group may wonder why.


* 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.
* Die. Preferably at night. If you are a Minion, or a Demon that can die at night, such as the {{Evil|Fang Gu}}, then dying is extremely helpful. The good team will believe that a player is now drunk, when this is not the case. Information will be doubted. Good players will look evil. Chaos reigns. Sit back and enjoy the show.
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== Bluffing as the Washerwoman==
* If you die, reveal that you are the Sweetheart publicly, and as soon as possible. This is the time most real Sweethearts will reveal themselves. After you are dead, spearhead a campaign to find out "which player is drunk" - if players are spending all their time looking for a drunk that doesn't exist, they are not hunting the Demon as well. Remind the group that one of them is drunk at every opportunity!


When bluffing as the Washerwoman , there are a few things you should keep in mind:
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* 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.
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* Claim to be the 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.
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* 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.
 
* 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.
 
* The 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 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.


* 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.
[[Category:Sects & Violets]]
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[[Category:Outsider]]

Revision as of 14:55, 22 March 2023

Icon sweetheart.png Information

Type Outsider
Artist Aidan Roberts

"I will never forget her. Never."

Appears in Logo sects and violets.png

Cult of the Clocktower Episode by Andrew Nathenson

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Summary

"When you die, 1 player is drunk from now on."

The Sweetheart, when they die, causes someone to be drunk for the rest of the game.

How to Run

Examples

The Sweetheart dies. The Mathematician is now drunk, and may get false information at night.

The Sweetheart dies. The Mutant is now drunk. The Mutant may safely come out as the Mutant, but they do not know this.

The Sweetheart dies. The Demon is now drunk, so their attack at night won’t kill anyone.

Tips & Tricks

  • Don't die! Your death will immediately cause a fellow villager to become drunk, rendering their ability and any information they gain from that point on will be unreliable. While it is possible for an evil player to become drunk via this method, you are an Outsider and your ability hinders the Good Team - you should always assume that a fellow good player has been afflicted.
  • Bluff as an undesirable target for the Demon. To increase your chances of survival, claim to be a character that the Demon wouldn't want to touch - this can be a character like the Sage who the Demon wants to avoid at all costs, or characters like the Artist and Juggler who have used their abilities already. If the Demon thinks you are low priority, they'll focus on other targets, allowing you to avoid death. (Note that it may be to your benefit to reveal your true identity to one or two people secretly so they know whatever 'information' you're offering is not true.
  • If you do die, reveal immediately. Knowing that you are the Sweetheart is very important for the good team since your ability only activates on death. It is also worth revealing if you are going to be executed - even if you are out in the open, the Demon will have to decide that night between killing you or a more dangerous target like a prominent Philosopher.
  • Try and figure out who has become drunk after you die. Even in death, you can be useful - figuring out who has unreliable information as a result of you also means that you can determine who does not have unreliable information.
  • Beware the Witch and the Cerenovus! The Demon isn't the only way that you can die - a haphazard nomination or careless madness can see you die just as easily as if the Demon kills you. If you know either of these Minions are in play, avoid attracting their ire, or else tread carefully.
  • Die late in the game if you must. Depending on the state of the game (e.g. Who is alive), the drunkenness you inflict on the game may have minimal or no impact. For example if the only character claims alive are a poisoned Snake Charmer, Juggler, and Klutz and yourself, then your death is safer than earlier in the game, where you might have messed up the ability of an Oracle or Town Crier.

Bluffing as the Sweetheart

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

  • Most genuine Sweetheart players will not immediately tell the group that they are the Sweetheart. They will most likely bluff as a different character completely, or stay silent about their character for a while. Bluff as a different character initially, or stay silent for a while, to look bona fide.
  • The Sweetheart is a great backup bluff. If you bluff as the Flowergirl, but somebody else claims to be the Flowergirl, claiming to actually be the Sweetheart may be believed. If you claim to be 3 different characters, and none of them are working, throwing your hands in the air in exasperation and revealing yourself as the Sweetheart might fly.
  • If you reveal as Sweetheart and don't die for several days ... beware. A Sweetheart that reveals to the group will usually be attacked by the Demon fairly quickly. If you stay alive for too long after revealing, the group may wonder why.
  • Die. Preferably at night. If you are a Minion, or a Demon that can die at night, such as the Fang Gu, then dying is extremely helpful. The good team will believe that a player is now drunk, when this is not the case. Information will be doubted. Good players will look evil. Chaos reigns. Sit back and enjoy the show.
  • If you die, reveal that you are the Sweetheart publicly, and as soon as possible. This is the time most real Sweethearts will reveal themselves. After you are dead, spearhead a campaign to find out "which player is drunk" - if players are spending all their time looking for a drunk that doesn't exist, they are not hunting the Demon as well. Remind the group that one of them is drunk at every opportunity!