Actions

Yaggababble and Summoner: Difference between pages

From Blood on the Clocktower Wiki

(Difference between pages)
No edit summary
 
No edit summary
 
Line 6: Line 6:
<div id='character-details'>
<div id='character-details'>


[[File:icon_yaggababble.png|250px]]
[[File:icon_summoner.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>


Line 12: Line 12:
<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types #Demon|Demon]]</td>
<td>[[Character Types #Minion|Minion]]</td>
</tr>
<tr>
<td>Artist</td>
<td>Lachlan Bastiaen</td>
</tr>
</tr>
<tr>
<tr>
<td>Revealed</td>
<td>Revealed</td>
<td>29/02/2024</td>
<td>21/03/2024</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"Murders inside the Rue Morgue? Фальшивые новости! Hounds on the Baskerville moor? Фальшивые новости! Death while sailing the Nile? Фальшивые новости!"</p>
<p class='flavour'>"Hail the guardians of the north; by my intellect, thou art cut. Hail the guardians of the east; by my will, thou art dominated. Hail the guardians of the south; by that which lies beyond, the mystery is revealed. Hail the guardians of the west; a shield in the darkness"</p>
 
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Character Showcase</span>
<youtube>IE12EQJLGVI</youtube>


</div>
</div>
Line 39: Line 32:
<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"You start knowing a secret phrase. For each time you said it publicly today, a player might die."
"You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]"
 
The Yaggababble kills by talking.
* The phrase that the Yaggababble says can be any length, but is usually 2 to 5 words long.
* If the Yaggababble says this phrase, the Storyteller may kill a player any time afterwards, until dawn.
* The Yaggababble may say this phrase as a standalone sentence, or part of another sentence.
* The Yaggababble may say this phrase multiple times per day. If so, the Storyteller may kill multiple players.
* The Storyteller chooses which players die.
* The Storyteller may choose to kill fewer players than the number of times the phrase was said.
* If the Yaggababble is drunk or poisoned, players cannot die, even if the Yaggababble was sober and healthy when they said their phrase. If the Yaggababble is sober and healthy, players might die, even if the Yaggababble was drunk or poisoned when they said their phrase.
* It is rare for the Yaggababble to kill during the day.


The Summoner creates a Demon.
* The Summoner may choose any player to become the Demon, even themselves.
* The new Demon does not learn which players are Minions, or vice versa. The evil players will need to talk amongst themselves to figure this out.
* Even though there is no Demon in play for two days, the game does not end. However, if the Summoner becomes unable to create a Demon (due to dying, becoming drunk on night 3 etc.) good wins.
* The newly created Demon acts on the same night that it is created.
</div>
</div>


Line 56: Line 44:


== How to Run ==
== How to Run ==
During setup, write a phrase on a piece of paper, or on a phone.
During the setup phase, remove the Demon and add a Townsfolk.
 
When preparing the first night, put the Summoner’s '''NIGHT 1''' reminder by the Summoner. When preparing the second night, put the Summoner’s '''NIGHT 2''' reminder by the Summoner.
 
When preparing the third night, put the Summoner’s '''NIGHT 3''' reminder by the Summoner.
 
During the first night, show the Summoner 3 not-in-play characters as bluffs.


During the first night, wake the Demon. Show this phrase, then put them to sleep.
During the night, if the Summoner has a '''NIGHT 3''' reminder, wake the Summoner. They point at a player, and to a Demon icon on the character sheet. Put the Summoner to sleep. Wake the chosen player. Show the '''YOU ARE''' info token, then the Demon token. Show the '''YOU ARE''' info token, then give a thumbs down. Replace their character token with the Demon token and put the new Demon to sleep.
</div>
Each time Demon says the secret phrase, put a '''DEAD''' reminder in the centre of the left side of the Grimoire, as a reminder to yourself to place it tonight.
Each night, you may mark players with these '''DEAD''' reminders, and add a shroud to each marked player. These players die.
</div>


</div>
</div>
Line 74: Line 64:


<div class='example'>
<div class='example'>
The Yaggababble's phrase is "that sounds fishy". The Yaggabble says this once during the first day. That night, a player dies. The next day, the Yaggababble says "that sounds fishy" three times. That night, three players die.
On the third night, the Summoner chooses the {{Good|Snitch}} player, and the {{Evil|Lleech}}. The {{Good|Snitch}} becomes the evil {{Evil|Lleech}}, and chooses a player to poison, and a player to kill.
</div>
</div>
 
<div class='example'>
<div class='example'>
The Yaggababble has said their phrase twice today. A {{Evil|Witch}} is in play. When the {{Good|Heretic}} nominates, the {{Good|Heretic}} dies, even though they were not cursed by the {{Evil|Witch}}. The {{Good|Golem}} nominates the Demon, and the {{Good|Golem}} dies. Both players died due to the Yaggababble's ability.
On the first day, the Summoner is executed. Good wins.
</div>
 
</div>
</div>
 
<div class='example'>
</div>
On the third night, the Summoner turns the {{Good|Alchemist}} into the {{Evil|Leviathan}}. At dawn, all players learn that {{Evil|Leviathan}} is in play, and that it is day three of five.
 
</div>
<div class='row'>
 
<div class="small-12 large-12 columns" style="padding-right: 0;">
== Tips & Tricks ==
* Say your phrase as often as you can! It's how you get kills, after all, you can really charge up your ability by getting a bunch of kills every single night.
 
* Be sparing, around once per day, with how often you say it to conceal the phrase from the town, you don’t want to be giving yourself away by making your phrase really obvious. Once a day is a good benchmark, though, to still be able to mimic other Demons.
 
* Make sure that when you say your phrase, the Storyteller can hear you – if they don’t hear you it’s not going to do anything but possibly still out you for saying it too often.
 
* Share the phrase with your Minions - they can give you conversational segues to bring up your phrase and make everything seem more natural rather than forced.
 
* Trust your ST to reward you for the risk of saying it a lot - you can possibly take the risk of squeezing a few extra utterings to get an extra couple of kills if it’ll drive you to endgame that much sooner.
 
* If your ST isn’t rewarding you for saying the phrase multiple times, don’t bother. You can say your phrase once per day and still be a very effective Demon.
 
* Your Minions can choose their own odd phrases to repeat themselves as well to make it seem like they might be the Demon in the late game.
 
* Say your phrases when there are fewer people around – if fewer people hear it then fewer people can draw the link of how many times you might have said your phrase.
 
* Pay attention to any phrases that any good players say more than once and draw attention to those. The more candidates there are for Yaggababble phrases, the more your own phrase can hide.
 
* If the Storyteller gives you an unusual phrase that you’re unsure how to get into conversation, you can request a more common one on the first day.
 
* Make sure you’re confident that you are saying the exact phrase you were given – don't reword the phrase or the Storyteller might not give the kills to you.
 
* Say phrases that are similar in concept to your actual phrase, to muddy the waters and convince the group that you’re trying to get across an overall idea, not just repeat a single phrase.
 
* Pick a secondary phrase that you say that doesn’t match your kills. This might make you look like a Minion that’s trying to cover for a Yaggababble.
 
* Try to mix up the emphasis and rhythm of your phrase so it’s less recognisable as the same phrase.
 
</div>
</div>


</div>
</div>


<div class='row'>
</div>


<div class="small-12 large-12 columns" style="padding-right: 0;">
== Fighting the Yaggababble ==
* Watch for odd phrases that are getting repeated and compare to Demon kills at night. If in doubt, it’s probably worth killing players that’re reusing phrases just in case, even if there’s good odds they’re good.
* Be aware that Minions might repeat phrases to try to conceal the Yaggababble phrase – any player that repeats any given phrase too often should be treated with great suspicion!
* Watch for players that seem eager to speak when the Storyteller is listening – a true Yaggababble will want to make sure the Storyteller hears them when they say their phrase so will prioritise speaking with the Storyteller is nearby.
</div>
</div>
</div>
[[Category:Experimental Characters]]
[[Category:Experimental Characters]]
[[Category:Demons]]
[[Category:Minions]]

Revision as of 12:02, 26 March 2024

Icon summoner.png Information

Type Minion
Revealed 21/03/2024

"Hail the guardians of the north; by my intellect, thou art cut. Hail the guardians of the east; by my will, thou art dominated. Hail the guardians of the south; by that which lies beyond, the mystery is revealed. Hail the guardians of the west; a shield in the darkness"

Summary

"You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]"

The Summoner creates a Demon.

  • The Summoner may choose any player to become the Demon, even themselves.
  • The new Demon does not learn which players are Minions, or vice versa. The evil players will need to talk amongst themselves to figure this out.
  • Even though there is no Demon in play for two days, the game does not end. However, if the Summoner becomes unable to create a Demon (due to dying, becoming drunk on night 3 etc.) good wins.
  • The newly created Demon acts on the same night that it is created.

How to Run

During the setup phase, remove the Demon and add a Townsfolk.

When preparing the first night, put the Summoner’s NIGHT 1 reminder by the Summoner. When preparing the second night, put the Summoner’s NIGHT 2 reminder by the Summoner.

When preparing the third night, put the Summoner’s NIGHT 3 reminder by the Summoner.

During the first night, show the Summoner 3 not-in-play characters as bluffs.

During the night, if the Summoner has a NIGHT 3 reminder, wake the Summoner. They point at a player, and to a Demon icon on the character sheet. Put the Summoner to sleep. Wake the chosen player. Show the YOU ARE info token, then the Demon token. Show the YOU ARE info token, then give a thumbs down. Replace their character token with the Demon token and put the new Demon to sleep.

Examples

On the third night, the Summoner chooses the Snitch player, and the Lleech. The Snitch becomes the evil Lleech, and chooses a player to poison, and a player to kill.

On the first day, the Summoner is executed. Good wins.

On the third night, the Summoner turns the Alchemist into the Leviathan. At dawn, all players learn that Leviathan is in play, and that it is day three of five.