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[[File:icon_gossip.png|250px]]
[[File:icon_librarian.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>


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<td>Artist</td>
<td>Artist</td>
<td>Aiden Roberts</td>
<td>Aiden Roberts</td>
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<p class='flavour'>"Blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah. Blah."</p>
<p class='flavour'>"Certainly Madam, under normal circumstances, you may borrow the Codex Malificarium from the library vaults. However, you do not seem to be a member."<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>
[[File:logo_bad_moon_rising.png|100px]]
[[File:logo_trouble_brewing.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: 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>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
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== Summary ==
== Summary ==
"Each day, you may make a public statement. Tonight, if it was true, a player dies."
"You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)"


The Gossip deliberately speaks lies, in the hope of uncovering the truth.
The Librarian learns that a particular Outsider character is in play, but not exactly which player it is.
*  
* During the first night, the Librarian learns that one of two players is a specific Outsider.
*  
* They learn this only once and then learn nothing more.
* The Drunk is an Outsider. If the Librarian learns that one of two players is the Drunk, they do not learn the Townsfolk that the Drunk's player thinks they are.
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== How to Run ==
== How to Run ==
While preparing the first night, put the Librarian's '''OUTSIDER''' reminder token by any Outsider character token, and put the Librarian's '''WRONG''' reminder token by any other character token.
During the first night, wake the Librarian and point to the players marked '''OUTSIDER''' and '''WRONG'''. Show the character token marked '''OUTSIDER''' to the Librarian. Put the Librarian to sleep. Remove the Librarian's reminder tokens when convenient.
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During the day, the Gossip says, "I am the Gossip. My public statement is: The Demon is wearing a hat." The Demon is not wearing a hat. That night, nobody dies due to the Gossip’s ability.
Benjamin is the {{Good|Saint}}, and Filip is the {{Evil|Baron}}. The Librarian learns that either Benjamin or Filip is the {{Good|Saint}}.  
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<div class='example'>
The Gossip neighbours a good Traveller and the {{Good|Pacifist}}. During the day, the drunk Gossip says, "Both my neighbours are good." At dusk, the drunk Gossip becomes sober. That night, the {{Good|Chambermaid}} dies.
There are no Outsiders in this game. The Librarian learns a '0'.
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<div class='example'>
<div class='example'>
During the day, the Gossip makes a true statement. That night, the Gossip is killed by the Demon. They lose their ability, so their statement does not kill anyone tonight.
Abdallah is the {{Good|Drunk}}, who thinks they are the {{Good|Monk}}, and Douglas is the {{Good|Undertaker}}. The Librarian learns that either Abdallah or Douglas is the {{Good|Drunk}}. (This happens because the Librarian learns the true character. The {{Good|Drunk}} is Abdallah’s true character, not the {{Good|Monk}}.)
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== Tips & Tricks ==
== Tips & Tricks ==


* Get over your fear of death! A lot of Gossips will be tentative about using their ability, since they're worried about causing a death accidentally. While it's true you should be cautious with any ability that could cause death, the potential gain in information more than makes up for the risk. Use your ability every day!
* It is vital to figure out early which of the two players is the one you have information about. The player that you know is good even if they are an Outsider - while their ability may be detrimental to the good team, they are a guaranteed good vote and also one player who you know for sure is definitely not the Demon.
 
* If you get a 0, this information is super powerful if you aren't the {{Good|Drunk}} or poisoned, as then you know for sure there are no Outsiders in the game. This means there is no {{Evil|Baron}} in play, and any Outsider claims are probably evil players bluffing. You can also try to encourage Outsider bluffs by lying about your information and claiming there is at least one Outsider in play; a Minion or Demon may jump on that to back up their bluff.
 
* You learn your information on the first night of the game. Revealing what you know early can help confirm a player as good, which might in turn confirm other information from Townsfolk like the {{Good|Empath}} or the {{Good|Ravenkeeper}}.


* Similar to the {{Good|Artist}} in [[Sects & Violets]], you are an extremely flexible and versatile information gatherer. Since you can make literally any statement you like about anything, you can cover gaps in the good team, back up other players' information, or ask that one question that everyone desperately wants to know but have no way to find out! Take full advantage of this and the good team will be thanking you.
* If you do not reveal your information until late in the game and the player you are confirming is still alive, then you can reveal them on the final day or close to it, taking them out of contention as a potential Demon and reducing the number of players for the good team to deliberate on from 3 to 2.


* Be precise with your statements! A vague statement that could be true OR false (e.g. "The demon made someone look evil yesterday.") won't be helpful to you when you're trying to figure out if someone died as a result of your ability. Instead, aim for binary statements that are definitely true or false (e.g., "The demon nominated yesterday.")
* Because you get all of your information at the start of the game, you might find it useful to confim it by nominating a {{Good|Virgin}}. Alternatively, you might want to claim to be something more powerful to incite the demon into attacking you rather than the {{Good|Undertaker}} or the {{Good|Monk}}.


* Deliberately say statements that you believe are false. This reduces the risk that you will kill a player, but still allow you to gain information. If nobody dies (or at least, you don't ''think'' anyone died because of you), then you can reverse your statement to get the truth! For example, if you say "The {{Good|Chambermaid}} is not in play" because you believe another player ''is'' the {{Good|Chambermaid}} and no deaths occur, you can trust their claim!
* Characters like the {{Good|Saint}} would rather die at night than by execution. Since Outsiders are generally not targets a Demon will want to kill, you can try to bait the {{Evil|Imp}} into attacking them during the night. Perhaps you could imply that they are a powerful Townsfolk, or else you can make it known that they are confirmed not to be the Demon, meaning the real Demon will have to kill them in the night or have only 1 other person who might be the demon at the end of the game. In either case, the {{Evil|Imp}} attacking an Outsider means they aren't attacking an {{Good|Empath}} or a {{Good|Fortune Teller}}.


* Deliberately say true statements! This can be advantageous for two reasons. One, if someone dies because of you, it'll be hard to deny you're the Gossip (providing you can trace that death back to you and not one of the many other causes). This will be less effective in a game with a multi-kill demon like the {{Evil|Shabaloth}} or {{Evil|Po}}. Two, if someone dies as a result of your ability, then you can be very confident that the statement ''was'' true (deliberately saying false statements does not account for your ability malfunctioning, so if you suspect that could be the case, this is the way to confirm it!)
* If you see that your two shown players are the {{Good|Drunk}}, it is a good idea to communicate this early, especially if they think they are actually a character who receives information. Knowing that their information may be wrong is information in itself.


* Be wary of the game state and time what kind of statements you say. If it's late enough in the game, an extra death at night could be all the evil team needs to squeeze out a victory. As the amount of living players runs low, try to avoid saying anything that could cause an extra death, just to be on the safe side.
* Alternatively, you can deliberately give false information about who the {{Good|Drunk}} is - the Demon is less likely to attack a player they think is the {{Good|Drunk}}, which means that you can protect players who are sober and getting information while getting the {{Evil|Imp}} to target the actual {{Good|Drunk}} instead.


* Not sure what sort of statements you can make? Here's some examples!
* If you see two players as the {{Good|Drunk}}, remember that you might be the real drunk!
** "The demon is a {{Evil|Zombuul}}."
 
** "Steven is evil."
* Giving away your information freely will mean that the other player can trust you, but not that you can necessarily trust them - it is always possible they are an evil player simply agreeing with you to shore up their own bluff. In turn, asking the player to reveal to you means you can trust ''them'', but not that they can trust you. Try to find a middle ground where it's reasonable that both of you knew the information. For example, you could share a small list of characters they could potentially be, and get them to pick from the list who they are.
** "Two evil players are sitting next to each other."
** "The {{Evil|Assassin}} has used their ability."
** "Marianna is the {{Good|Courtier}}."
** "Both of my neighbours are good."
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== Bluffing as the Gossip ==
== Bluffing as the Librarian==
 
When bluffing as the Librarian, there are a few things you should keep in mind:
 
* 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 Outsider token.
 
* You can use your information to back up a fellow evil player and make them look good. This lends credibility to their claim (especially if they are claiming to be a {{Good|Saint}} or {{Good|Recluse}}) and allows you to work with them directly as you are both 'good players' who know each other.


When bluffing as the Gossip, there are a few things you should keep in mind:
* You can also use your information to back up a good player. A {{Good|Saint}} who is having trouble being believed, or a {{Good|Butler}} looking for someone to trust will appreciate a Librarian confirming them, and will be more willing to trust and vote with you.


* There are roughly two ways to bluff as the gossip - the safe way and the risky way. The safe way is to make safe statements, and do your best to give useless information to the group - this way, the good team is likely to believe that you are good, but ignore your information. Like bluffing as the {{Good|Soldier}}, this tends to be safe, but the lack of false information in the group discussion can bite you later on. The riskier way to bluff is to make your Gossip statements as controversial as possible, and do your best to convince the group that your false statements are true, and your true statements are false - this creates a lot of confusion and uncertainty. Like bluffing as the {{Good|Fortune Teller}}, this can be riskier initially, but the increased level of false information in the group can work to your advantage.
* Naming two good players as the {{Good|Drunk}} can cause them to doubt their information, or undermine powerful characters like the {{Good|Mayor}}. The {{Good|Drunk}} is a very safe option, since the people that you pick will not be able to confirm your information (at least for a while).


* As a default, deliberately give false statements. Assuming there is no real Gossip in play to get people killed, giving false statements looks more reliable, as it matches the lower kill-count at night.
* You can also name one of your fellow evil players as a potential {{Good|Drunk}}. This means that if they mess up their bluff (e.g. giving information that doesn't make sense, dying as the {{Good|Soldier}}) that's fine - they're obviously just the {{Good|Drunk}}!


* You can't kill with bluffing alone, so be careful giving statements you think are true. However, if you are a Minion that wants to be executed in order to save the Demon, then of course you want to give true statements that look suspicious! However, if the Demon is a multi-kill Demon such as the {{Evil|Shabaloth}} or {{Evil|Po}}, then giving regular true-sounding statements can be quite easily believable. Basically, coordinate your statements against the number of deaths at night - true statements are more believable when there's a lot of deaths, false when there are fewer.
* As a show of confidence, immediately reveal which Outsider is 'in play' very early in the game, but don't name your 'players'. This can lead to a good player confirming your information, or it can allow an evil player to jump in and bluff if you are wrong.


* Time a false Gossip statement with an unusual death, such as one caused by the {{Evil|Assassin}} or {{Evil|Godfather}}, to make it look like your last statement was true. Act shocked! Or, if a good player such as the {{Good|Tinker}}, {{Good|Gambler}}, or {{Good|Grandmother}} dies at night, you can convince the group that not only was your statement true, but that the {{Good|Tinker}}, {{Good|Gambler}}, or {{Good|Grandmother}} might be lying.
* 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.
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[[Category:Bad Moon Rising]]
[[Category:Trouble Brewing]]
[[Category:Townsfolk]]
[[Category:Townsfolk]]

Revision as of 00:46, 23 March 2023

Icon librarian.png Information

Type Townsfolk
Artist Aiden Roberts

"Certainly Madam, under normal circumstances, you may borrow the Codex Malificarium from the library vaults. However, you do not seem to be a member."

Appears in Logo trouble brewing.png Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)"

The Librarian learns that a particular Outsider character is in play, but not exactly which player it is.

  • During the first night, the Librarian learns that one of two players is a specific Outsider.
  • They learn this only once and then learn nothing more.
  • The Drunk is an Outsider. If the Librarian learns that one of two players is the Drunk, they do not learn the Townsfolk that the Drunk's player thinks they are.

How to Run

While preparing the first night, put the Librarian's OUTSIDER reminder token by any Outsider character token, and put the Librarian's WRONG reminder token by any other character token.

During the first night, wake the Librarian and point to the players marked OUTSIDER and WRONG. Show the character token marked OUTSIDER to the Librarian. Put the Librarian to sleep. Remove the Librarian's reminder tokens when convenient.

Examples

Benjamin is the Saint, and Filip is the Baron. The Librarian learns that either Benjamin or Filip is the Saint.

There are no Outsiders in this game. The Librarian learns a '0'.

Abdallah is the Drunk, who thinks they are the Monk, and Douglas is the Undertaker. The Librarian learns that either Abdallah or Douglas is the Drunk. (This happens because the Librarian learns the true character. The Drunk is Abdallah’s true character, not the Monk.)

Tips & Tricks

  • It is vital to figure out early which of the two players is the one you have information about. The player that you know is good even if they are an Outsider - while their ability may be detrimental to the good team, they are a guaranteed good vote and also one player who you know for sure is definitely not the Demon.
  • If you get a 0, this information is super powerful if you aren't the Drunk or poisoned, as then you know for sure there are no Outsiders in the game. This means there is no Baron in play, and any Outsider claims are probably evil players bluffing. You can also try to encourage Outsider bluffs by lying about your information and claiming there is at least one Outsider in play; a Minion or Demon may jump on that to back up their bluff.
  • You learn your information on the first night of the game. Revealing what you know early can help confirm a player as good, which might in turn confirm other information from Townsfolk like the Empath or the Ravenkeeper.
  • If you do not reveal your information until late in the game and the player you are confirming is still alive, then you can reveal them on the final day or close to it, taking them out of contention as a potential Demon and reducing the number of players for the good team to deliberate on from 3 to 2.
  • Because you get all of your information at the start of the game, you might find it useful to confim it by nominating a Virgin. Alternatively, you might want to claim to be something more powerful to incite the demon into attacking you rather than the Undertaker or the Monk.
  • Characters like the Saint would rather die at night than by execution. Since Outsiders are generally not targets a Demon will want to kill, you can try to bait the Imp into attacking them during the night. Perhaps you could imply that they are a powerful Townsfolk, or else you can make it known that they are confirmed not to be the Demon, meaning the real Demon will have to kill them in the night or have only 1 other person who might be the demon at the end of the game. In either case, the Imp attacking an Outsider means they aren't attacking an Empath or a Fortune Teller.
  • If you see that your two shown players are the Drunk, it is a good idea to communicate this early, especially if they think they are actually a character who receives information. Knowing that their information may be wrong is information in itself.
  • Alternatively, you can deliberately give false information about who the Drunk is - the Demon is less likely to attack a player they think is the Drunk, which means that you can protect players who are sober and getting information while getting the Imp to target the actual Drunk instead.
  • If you see two players as the Drunk, remember that you might be the real drunk!
  • Giving away your information freely will mean that the other player can trust you, but not that you can necessarily trust them - it is always possible they are an evil player simply agreeing with you to shore up their own bluff. In turn, asking the player to reveal to you means you can trust them, but not that they can trust you. Try to find a middle ground where it's reasonable that both of you knew the information. For example, you could share a small list of characters they could potentially be, and get them to pick from the list who they are.

Bluffing as the Librarian

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

  • 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 Outsider token.
  • You can use your information to back up a fellow evil player and make them look good. This lends credibility to their claim (especially if they are claiming to be a Saint or Recluse) and allows you to work with them directly as you are both 'good players' who know each other.
  • You can also use your information to back up a good player. A Saint who is having trouble being believed, or a Butler looking for someone to trust will appreciate a Librarian confirming them, and will be more willing to trust and vote with you.
  • Naming two good players as the Drunk can cause them to doubt their information, or undermine powerful characters like the Mayor. The Drunk is a very safe option, since the people that you pick will not be able to confirm your information (at least for a while).
  • You can also name one of your fellow evil players as a potential Drunk. This means that if they mess up their bluff (e.g. giving information that doesn't make sense, dying as the Soldier) that's fine - they're obviously just the Drunk!
  • As a show of confidence, immediately reveal which Outsider is 'in play' very early in the game, but don't name your 'players'. This can lead to a good player confirming your information, or it can allow an evil player to jump in and bluff if you are wrong.
  • If you are the Spy or have access to a Spy, they can be invaluable in providing you accurate information to back up your story.