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Investigator and Chef: Difference between pages

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[[File:icon_investigator.png|250px]]
[[File:icon_chef.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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<p class='flavour'>"It is a fine night for a stroll, wouldn't you say, Mister Morozov? Or should I say... BARON Morozov?"<p>
<p class='flavour'>"This evening's reservations seem odd. Never before has Mrs Mayweather kept company with that scamp from Hudson lane. Yet, tonight, they have a table for two. Strange."<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>
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<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 ==
"You start knowing that 1 of 2 players is a particular Minion."
"You start knowing how many pairs of evil players there are."


The Investigator learns that a particular Minion character is in play, but not exactly which player it is.
The Chef knows if evil players are sitting next to each other.
* During the first night, the Investigator learns that one of two players is a specific Minion.
* On the first night, the Chef learns exactly how many pairs of evil players there are in total. A pair is two players, but one player may be a part of two pairs. So, two players sitting next to each other is one pair. Three players sitting next to each other is two pairs. Four players sitting next to each other is three pairs. And so on.
* They learn this only once and then learn nothing more.
* The Chef detects evil Travellers just like other character types, but only if those Travellers joined the game before the Chef acts.
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== How to Run ==
== How to Run ==
While preparing the first night, put the Investigator's '''MINION''' reminder token by any Minion character token, and put the Investigator's '''WRONG''' reminder token by any other character token.
During the first night, wake the Chef. Show the Chef fingers (0, 1, 2, etc.) equaling the number of pairs of neighboring evil players. Put the Chef to sleep.
 
During the first night, wake the Investigator and point to the players marked '''MINION''' and '''WRONG'''. Show the character token marked '''MINION''' to the Investigator. Put the Investigator to sleep. Remove the Investigator's reminder tokens when convenient.
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Amy is the {{Evil|Baron}}, and Julian is the {{Good|Mayor}}. The Investigator learns that either Amy or Julian is the {{Evil|Baron}}.
No evil players are sitting next to each other. The Chef learns a '0'.
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Angelus is the {{Evil|Spy}}, and Lewis is the {{Evil|Poisoner}}. The Investigator learns that either Angelus or Lewis is the {{Evil|Spy}}.
The {{Evil|Imp}} is sitting next to the {{Evil|Baron}}. Across the circle, the {{Evil|Poisoner}} is sitting next to the {{Evil|Scarlet Woman}}. The Chef learns a '2'.
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<div class='example'>
Brianna is the {{Good|Recluse}}, and Marianna is the {{Evil|Imp}}. The Investigator learns that either Brianna or Marianna is the {{Evil|Poisoner}}. (This happens because the {{Good|Recluse}} is registering as a Minion—in this case, the {{Evil|Poisoner}}.)
An evil {{Traveler|Scapegoat}} is sitting between the {{Evil|Imp}} and a Minion. Across the circle, two other Minions are sitting next to each other. The Chef learns a '3'.
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== Tips & Tricks ==
== Tips & Tricks ==


* Tell the group what your information is as soon as possible on the first day. You probably won't be able to determine which of the two players is the Minion, but if you are believed, then the good team will probably have enough time to execute both players, guaranteeing that a Minion is dead on the final day.
* At the start of the game, your information is not very useful by itself, but can be extremely helpful when combined with the information of your allies. If you can find an {{Good|Empath}}, or {{Good|Fortune Teller}}, then knowing who is Good or Evil, or who is or is not the Demon, can be very powerful. This is because you know something about their neighbours too. Even learning about a {{Good|Washerwoman}}'s, {{Good|Librarian}}'s or {{Good|Investigator}}'s information can be great. For example, if you know that Evil players are sitting next to each other, and the {{Good|Investigator}} says that either player A or player B is a Minion, you know that a neighbour of player A or B is more likely to be Evil.


* Whilst your information by itself will probably not be enough to condemn a specific player, it might combine well with another good player's information, such as the {{Good|Empath}} or the {{Good|Chef}}. If you trust them, you can team up to execute a Minion early in the game, which removes their voting power and gives you an advantage.
* If an {{Good|Undertaker}} sees that an Evil player was executed, you have information about their neighbours. If you got a "0", their neighbours are likely good, but you should be suspicious of them if you learnt anything higher.


* If you have a strong suspicion regarding one of the 2 players shown to you, simply say nothing and study their behaviour. If they continually come to the defense of a particular player, that player is likely the Demon. If they continually try to get a particular player executed, that player is probably good. You can reveal this later in the game when you've gathered a solid portfolio of evidence. If the Minion is still alive on the final day then you know that they are likely not the Demon, and should not be executed.
* Your information will be most useful towards the end of the game, so remember to be vocal at that point. When just three players are left alive, and you know for a fact that at least one of them is Evil, the knowledge that Evil players are, or are not, sitting next to each other, can decide the fate of the game. Remind the group of your vital information at this point.


* Instead of revealing your information publicly, confide in other members of the town secretly. Someone else may have information that exonerates or condemns one of your choices, and it may be easier to persuade them to tell you what they know in secret.
* Getting a "0" means that no Evil players are sitting next to each other; look for players who are getting up and whispering with each other during the day. They may be Evil, but remember that they may also just be Good players with secrets to tell.


* If you learn that a {{Evil|Scarlet Woman}} or a {{Evil|Poisoner}} is in play, it becomes all the more important to execute them as soon as you can! They have powerful abilities that can continue to disrupt the Good team for as long as they are in play.
* If you know that Evil players are not sitting next to each other, and you believe that a particular player is Evil, you know their neighbours are Good. So, if the player two steps away from you is Evil, then the player sitting between the two of you must be Good.


* All minions are dangerous. Even if you learn of a {{Evil|Baron}} or a {{Evil|Spy}}, it remains important to execute them. Even if doing so doesn't prevent them from mechanically affecting the game, they still retain their voting and nomination power, and may even go on to become the {{Evil|Imp}}!
* Getting a "1" or more means that Evil players are sitting next to each other. Pay attention to which players are whispering to each other and forming subtle alliances.


* If you learn that any minion other than the {{Evil|Baron}} is in play in a game with only one minion, you know exactly how many outsiders there are. If more than that number are claiming to be outsiders, then you know that at least one of them is lying.
* Getting a "2" can mean that there are two separate pairs of Evil players, or three Evil players sitting in a row. Remember that Evil Travellers count, and this can give you valuable information about their neighbours.


* Beware the {{Good|Recluse}}! They may register as a Minion to you. If one of the players you detect is actually the {{Good|Recluse}}, the second player could be literally anything, including the Minion you were shown.
* The {{Evil|Spy}} might not register as an Evil player for your information, giving you an incorrect count. Similarly, the {{Good|Recluse}} might register as an Evil player for your information. For you to be able to trust your information, you will need to do what you can to reveal the existence of a {{Evil|Spy}} or a {{Good|Recluse}} as soon as possible. Simply asking the group if anybody is the {{Good|Recluse}} is sometimes enough. Finding out that a {{Evil|Spy}}  is in play may require you to use your intuition and to pay attention to which players are dying at night. If it looks like the Demon is killing far too efficiently, then a {{Evil|Spy}} may be helping them.


* Even though one of the players you detect is a Minion, that does not necessarily mean that the other player is good.
* If the game is a Teensyville game (any game with just five or six players), then the Demon and Minion won't know each other, and will be desperately trying to find out who each other are. Giving false Chef information to the group can trick the Evil players into trusting the wrong people. For example, saying that Evil players are sitting next to each other, when you know that they are not, means that the Demon may reveal themselves to a Good neighbour accidentally, or that a Minion will not vote for their Good neighbour's execution and will vote for the Demon's execution instead.
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== Bluffing as the Investigator==
== Bluffing as the Chef==
 
When bluffing as the Investigator, 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 Minion token.


* Pick two Good players, and claim that one of them is a Minion to try to get get those players executed. Choosing the {{Evil|Poisoner}} or {{Evil|Scarlet Woman}} is usually best if you want the good team to be motivated to execute them both. Good players may not execute a suspected {{Evil|Baron}} or a {{Evil|Spy}} immediately, but they might.
When bluffing as the Chef, there are a few things you should keep in mind:


* If you are the Demon, or even an ambitious Minion, telling the good team an actual Minion can make you look extremely trustworthy, particularly if other good players like the {{Good|Undertaker}} support your information. This can be greatly enhanced if the Minion does everything they can to look as evil as possible. After all, the more like a Minion they appear to be, the more like the Investigator you appear to be.
* You would have received your information on night one, and so should have it from that point onward. You will have been shown a number.


* If you falsely claim that a {{Evil|Baron}} is in play, another evil player will need to claim to be an Outsider at some point. Otherwise, good will eventually question why there is not the appropriate number of Outsiders in play for a {{Evil|Baron}} and probably execute you. If you can talk privately to an evil player to give them this hint, great. If another evil player claims to be the Investigator and that a {{Evil|Baron}} is in play, you may want to claim to be an Outsider in order to back up their story.
* Claiming that either zero or one pair of evil players are sitting next to each other is usually quite believable. Larger claims, such as two or three pairs of evil players, are statistically more unlikely and therefore less believable. Also, keep in mind that in smaller games, claims that there are two pairs of evil players sitting next to each other won't make sense, as there are only two evil characters in play. In general, even if the {{Good|Recluse}} registers as Evil to the Chef, there can never be more pairs of Evil players in the game then there are Evil players. In Trouble Brewing, the only way to exceed 4 is with Evil Travellers.


* Communicating your information secretly to one or two good players can sow an enormous amount of distrust. They will often tear themselves apart without you having to do much more.
* Giving false information to the group can be very confusing to the good team. If the good team thinks that evil players neighbour each other, but they do not (or vice versa), then they will often tear each other apart due to their own suspicions, whilst you sit back and watch.


* Claiming to have seen a Minion that is not actually in play can cause much confusion, or back up other evil players' bluffs. For example, bluffing that a {{Evil|Baron}} is in play will help confirm a Demon who is bluffing as an Outsider. Bluffing that a {{Evil|Poisoner}} is in play when there is actually a {{Evil|Scarlet Woman}}, can make good distrust their own information.
* Giving true information to the group can confirm some players' alignments, and help the good team figure things out. The upside is that because you have been so helpful, the good team will trust you, and keep you alive. Or, if they think you are evil, then they will often assume that the information you provided to the group was a lie, and then be operating on shaky ground from that point onward.  


* If an actual Investigator has already publicly come out with their information, and you are not one of their targets, claiming to be the real Investigator and telling the group that they were one of your two shown Minions can be a great way to make them look Evil. If the real Investigator looks Evil, then the players they accused as potential Minions look Good.
* The Chef is a fairly easy character to bluff as. If you are a beginner, pretending to be the Chef can be a way to spread false information to the group, without needing to continually update your information as the game progresses.


* If you are the {{Evil|Spy}}, or have access to a {{Evil|Spy}}, they can be invaluable in providing you with powerful targets to undermine with your accusation.
* Be wary of the {{Good|Recluse}}! If you know that they're sat next to an Evil player, telling the group that there are Evil pairs may accidentally condemn your teammate to an early grave. If you are or have access to a {{Evil|Spy}}, you may also wish to tailor your information based off the location of the {{Good|Fortune Teller}}'s Red Herring.
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Revision as of 00:58, 23 March 2023

Icon chef.png Information

Type Townsfolk
Artist Aiden Roberts

"This evening's reservations seem odd. Never before has Mrs Mayweather kept company with that scamp from Hudson lane. Yet, tonight, they have a table for two. Strange."

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 how many pairs of evil players there are."

The Chef knows if evil players are sitting next to each other.

  • On the first night, the Chef learns exactly how many pairs of evil players there are in total. A pair is two players, but one player may be a part of two pairs. So, two players sitting next to each other is one pair. Three players sitting next to each other is two pairs. Four players sitting next to each other is three pairs. And so on.
  • The Chef detects evil Travellers just like other character types, but only if those Travellers joined the game before the Chef acts.

How to Run

During the first night, wake the Chef. Show the Chef fingers (0, 1, 2, etc.) equaling the number of pairs of neighboring evil players. Put the Chef to sleep.

Examples

No evil players are sitting next to each other. The Chef learns a '0'.

The Imp is sitting next to the Baron. Across the circle, the Poisoner is sitting next to the Scarlet Woman. The Chef learns a '2'.

An evil Scapegoat is sitting between the Imp and a Minion. Across the circle, two other Minions are sitting next to each other. The Chef learns a '3'.

Tips & Tricks

  • At the start of the game, your information is not very useful by itself, but can be extremely helpful when combined with the information of your allies. If you can find an Empath, or Fortune Teller, then knowing who is Good or Evil, or who is or is not the Demon, can be very powerful. This is because you know something about their neighbours too. Even learning about a Washerwoman's, Librarian's or Investigator's information can be great. For example, if you know that Evil players are sitting next to each other, and the Investigator says that either player A or player B is a Minion, you know that a neighbour of player A or B is more likely to be Evil.
  • If an Undertaker sees that an Evil player was executed, you have information about their neighbours. If you got a "0", their neighbours are likely good, but you should be suspicious of them if you learnt anything higher.
  • Your information will be most useful towards the end of the game, so remember to be vocal at that point. When just three players are left alive, and you know for a fact that at least one of them is Evil, the knowledge that Evil players are, or are not, sitting next to each other, can decide the fate of the game. Remind the group of your vital information at this point.
  • Getting a "0" means that no Evil players are sitting next to each other; look for players who are getting up and whispering with each other during the day. They may be Evil, but remember that they may also just be Good players with secrets to tell.
  • If you know that Evil players are not sitting next to each other, and you believe that a particular player is Evil, you know their neighbours are Good. So, if the player two steps away from you is Evil, then the player sitting between the two of you must be Good.
  • Getting a "1" or more means that Evil players are sitting next to each other. Pay attention to which players are whispering to each other and forming subtle alliances.
  • Getting a "2" can mean that there are two separate pairs of Evil players, or three Evil players sitting in a row. Remember that Evil Travellers count, and this can give you valuable information about their neighbours.
  • The Spy might not register as an Evil player for your information, giving you an incorrect count. Similarly, the Recluse might register as an Evil player for your information. For you to be able to trust your information, you will need to do what you can to reveal the existence of a Spy or a Recluse as soon as possible. Simply asking the group if anybody is the Recluse is sometimes enough. Finding out that a Spy is in play may require you to use your intuition and to pay attention to which players are dying at night. If it looks like the Demon is killing far too efficiently, then a Spy may be helping them.
  • If the game is a Teensyville game (any game with just five or six players), then the Demon and Minion won't know each other, and will be desperately trying to find out who each other are. Giving false Chef information to the group can trick the Evil players into trusting the wrong people. For example, saying that Evil players are sitting next to each other, when you know that they are not, means that the Demon may reveal themselves to a Good neighbour accidentally, or that a Minion will not vote for their Good neighbour's execution and will vote for the Demon's execution instead.

Bluffing as the Chef

When bluffing as the Chef, 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 a number.
  • Claiming that either zero or one pair of evil players are sitting next to each other is usually quite believable. Larger claims, such as two or three pairs of evil players, are statistically more unlikely and therefore less believable. Also, keep in mind that in smaller games, claims that there are two pairs of evil players sitting next to each other won't make sense, as there are only two evil characters in play. In general, even if the Recluse registers as Evil to the Chef, there can never be more pairs of Evil players in the game then there are Evil players. In Trouble Brewing, the only way to exceed 4 is with Evil Travellers.
  • Giving false information to the group can be very confusing to the good team. If the good team thinks that evil players neighbour each other, but they do not (or vice versa), then they will often tear each other apart due to their own suspicions, whilst you sit back and watch.
  • Giving true information to the group can confirm some players' alignments, and help the good team figure things out. The upside is that because you have been so helpful, the good team will trust you, and keep you alive. Or, if they think you are evil, then they will often assume that the information you provided to the group was a lie, and then be operating on shaky ground from that point onward.
  • The Chef is a fairly easy character to bluff as. If you are a beginner, pretending to be the Chef can be a way to spread false information to the group, without needing to continually update your information as the game progresses.
  • Be wary of the Recluse! If you know that they're sat next to an Evil player, telling the group that there are Evil pairs may accidentally condemn your teammate to an early grave. If you are or have access to a Spy, you may also wish to tailor your information based off the location of the Fortune Teller's Red Herring.