Trouble Brewing Flashcards

(33 cards)

1
Q

Washerwoman

A

“You start knowing that 1 of 2 players is a particular Townsfolk.”

The Washerwoman learns that a specific Townsfolk is in play, but not who is playing them.

  • 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.

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.

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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2
Q

Librarian

A

“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.
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3
Q

Investigator

A

“You start knowing that 1 of 2 players is a particular Minion.”

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

  • During the first night, the Investigator learns that one of two players is a specific Minion.
  • They learn this only once and then learn nothing more.
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4
Q

Chef

A

“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.
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5
Q

Empath

A

“Each night, you learn how many of your 2 alive neighbors are evil.”

The Empath keeps learning if their living neighbours are good or evil.

  • The Empath only learns how many of their neighbours are evil, not which one is evil.
  • The Empath does not detect dead players. So, if the Empath is sitting next to a dead player, they do not get info about that dead player. Instead, they get info about the closest alive player in that direction.
  • The Empath acts after the Demon, so if the Demon kills one of the Empath’s alive neighbours, the Empath does not learn about the now-dead player. The Empath’s information is accurate at dawn, not at dusk.
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6
Q

Fortune Teller

A

“Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.”

The Fortune Teller detects who the Demon is, but sometimes thinks good players are Demons.

  • Each night, the Fortune Teller chooses two players and learns if at least one of them is a Demon. They do not learn which of them is a Demon, just that one of them is. If neither is the Demon, they learn this instead.
  • Unfortunately, one player, called the Red Herring, will register as a Demon to the Fortune Teller if chosen. The Red Herring is the same player throughout the entire game. This player may be any good player, even the Fortune Teller themself, and the Fortune Teller does not know which player it is.
  • The Fortune Teller may choose any two players—alive or dead, or even themself. If they choose a dead Demon, then the Fortune Teller still receives a nod.
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7
Q

Undertaker

A

“Each night*, you learn which character died by execution today.”

The Undertaker learns which character was executed today.

  • The player must have died from execution for the Undertaker to learn who they are. Deaths during the day for other reasons, such as the Gunslinger choosing a player to kill, or the exile of a Traveller, do not count.
  • The Undertaker wakes each night except the first, as there have been no executions yet.
    If nobody died today, the Undertaker learns nothing. The Storyteller either does not wake the Undertaker at night, or wakes them but does not show a token.
  • If the Drunk is executed, the Undertaker is shown the Drunk character token, not the token for the Townsfolk that the Drunk player thought they were.
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8
Q

Monk

A

“Each night*, choose a player (not yourself): they are safe from the Demon tonight.”

The Monk protects other players from the Demon.

  • Each night except the first, the Monk may choose to protect any player except themself.
  • If the Demon attacks a player who has been protected by the Monk, then that player does not die. The Demon does not get to attack another player—there is simply no death tonight.
  • The Monk does not protect against the Demon nominating and executing someone.
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9
Q

Ravenkeeper

A

“If you die at night, you are woken to choose a player: you learn their character.”

If the Ravenkeeper dies at night, they get to learn one player’s character.

  • The Ravenkeeper is woken on the night that they die, and chooses a player immediately.
  • The Ravenkeeper may choose a dead player if they wish.
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10
Q

Virgin

A

“The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.”

The Virgin may inadvertently execute their accuser, confirming which players are Townsfolk in the process.

  • If a Townsfolk nominates the Virgin, then that Townsfolk is executed immediately. Because there can only be one execution per day, the nomination process immediately ends, even if a player was about to die.
  • Only Townsfolk are executed due to the Virgin’s ability. If an Outsider, Minion, or Demon nominates the Virgin, nothing happens, and voting continues.
  • The Virgin’s ability is powerful because if a Townsfolk nominates them and dies, then both characters are almost certainly Townsfolk.
  • After being nominated for the first time, the Virgin loses their ability, even if the nominator did not die, and even if the Virgin was poisoned or drunk.
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11
Q

Slayer

A

“Once per game, during the day, publicly choose a player: if they are the Demon, they die.”

The Slayer can kill the Demon by guessing who they are.

  • The Slayer can choose to use their ability at any time during the day, and must declare to everyone when they’re using it. If the Slayer chooses the Demon, the Demon dies immediately. Otherwise, nothing happens.
  • The players do not learn the identity of the dead player. After all, it may have been the Recluse!
  • A Slayer that uses their ability while poisoned or drunk may not use it again.
  • The Slayer will want to choose an alive player. Even if the Slayer chooses a dead Imp, nothing happens, because a dead player can’t die again.
  • Players may say whatever they want at any time, so a player who’s pretending to be the Slayer may pretend to use the Slayer ability.
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12
Q

Soldier

A

“You are safe from the Demon.”

The Soldier can not be killed by the Demon.

  • The Soldier cannot die from the Demon’s ability. So, if the Imp attacks the Soldier at night, nothing happens. Nobody dies. The Imp does not get to choose another player to attack instead.
  • The Soldier can still die by execution, even if the nominator was the Demon. The Soldier is protected from the Demon’s ability to kill, not the actions of the Demon player.
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13
Q

Mayor

A

“If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.”

The Mayor can win by peaceful means on the final day.

  • To survive, the Mayor sometimes “accidentally” gets someone else killed. If the Mayor is attacked and would die, the Storyteller may choose that a different player dies. Nobody learns how they died at night, just that they died.
  • If there are just three players alive at the end of the day, and no execution occurred that day, then the game ends and good wins.
  • Travellers count as players for the Mayor’s victory, so must be exiled first. Remember that exiles are not executions.
  • Fabled don’t count as players for the Mayor’s victory, as the Storyteller isn’t a player.
  • If the Demon attacks the Mayor, and the Storyteller instead chooses a dead player, the Soldier, or a player protected by the Monk, that player does not die tonight.
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14
Q

Butler

A

“Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.”

The Butler may only vote when their Master (another player) votes.

  • Each night, the Butler chooses a player to be their Master. This may be the same player as last night or a different one.
  • If the Master has their hand raised to vote, or if the Master’s vote has already been counted, the Butler may raise their hand to vote.
  • If the Master has their hand down, signaling that they are not voting, or if the Master lowers their hand before their vote is tallied, the Butler must lower their hand too.
  • It is not the Storyteller’s responsibility to monitor the Butler. They’re responsible for their own voting. Deliberately voting when they shouldn’t is considered cheating.
  • Because exiles are never affected by abilities, the Butler can vote freely for an exile.
  • Dead players may only raise their hand to vote if they have a vote token. If the Butler chooses a dead player as their Master, this still applies.
  • The Butler is never forced to vote.
  • The Butler’s vote may be tallied by the Storyteller before or after their Master’s. Seating position is not important.
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15
Q

Saint

A

“If you die by execution, your team loses.”

The Saint ends the game if they are executed.

  • If the Saint dies by execution, the game ends. Good loses and evil wins.
  • If the Saint dies in any way other than execution—such as the Demon killing them—then the game continues.
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16
Q

Recluse

A

“You might register as evil & as a Minion or Demon, even if dead.”

The Recluse might appear to be an evil character, but is actually good.

  • Whenever the Recluse’s alignment is detected, the Storyteller chooses whether the Recluse registers as good or evil.
  • Whenever the Recluse is targeted by an ability that affects specific Minions or Demons, the Storyteller chooses whether the Recluse registers as that specific Minion or Demon.
  • The Recluse may register as either good or evil, or as an Outsider, Minion, or Demon, at different parts of the same night. The Storyteller chooses whatever is most interesting.
  • A Recluse that registers as a particular Minion or Demon does not have this character’s ability. For example, a Recluse that registers as a Poisoner does not wake at night and cannot poison a player.
17
Q

Drunk

A

“You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.”

The Drunk player thinks that they are a Townsfolk, and has no idea that they are actually the Drunk.

  • During setup, the Drunk’s token does not go in the bag. Instead, a Townsfolk character token goes in the bag, and the player who draws that token is secretly the Drunk for the whole game. The Storyteller knows. The player does not.
  • The Drunk has no ability. Whenever their Townsfolk ability would affect the game in some way, it doesn’t. However, the Storyteller pretends that the player is the Townsfolk they think they are. If that character would wake at night, the Drunk wakes to act as if they are that Townsfolk. If that Townsfolk would gain information, the Storyteller may give them false information instead—and the Storyteller is encouraged to do so.
18
Q

Poisoner

A

“Each night, choose a player: they are poisoned tonight and tomorrow day.”

The Poisoner secretly disrupts character abilities.

  • Each night, the Poisoner chooses someone to poison for that night and the entire next day.
  • A poisoned player has no ability, but the Storyteller pretends they do. They do not affect the game in any real way. However, to keep up the illusion that the poisoned player is not poisoned, the Storyteller wakes them at the appropriate time and goes through the motions as if they were not poisoned. If their ability gives them information, the Storyteller may give them false information.
  • If a poisoned player uses a “once per game” ability while poisoned, they cannot use their ability again.
19
Q

Spy

A

“Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.”

The Spy might appear to be a good character, but is actually evil. They also see the Grimoire, so they know the characters (and status) of all players.

  • If any character has an ability that would detect or affect a good player, then the Spy might register as good to that character. If any character has an ability that detects Townsfolk or Outsiders, then the Spy might register as a specific Townsfolk or Outsider to that player. It is the Storyteller’s choice as to what the Spy registers as, even as many characters or both alignments during the same night.
  • A Spy that registers as a particular Townsfolk or Outsider does not have this character’s ability. For example, a Spy that registers as a Slayer cannot slay the Demon.
20
Q

Baron

A

“There are extra Outsiders in play. [+2 Outsiders]”

The Baron changes the number of Outsiders present in the game.

  • This change happens during setup, and it does not revert if the Baron dies. A change in characters during setup, regardless of what happens during the game, is shown on character sheets and tokens in square brackets at the end of a character’s description—like [this].
  • The added Outsiders always replace Townsfolk, not other character types.
21
Q

Scarlet Woman

A

“If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don’t count.)”

The Scarlet Woman becomes the Demon when the Demon dies.

  • If there are five or more players just before the Demon dies—that is, four or more players left alive after the Demon dies—then the Scarlet Woman immediately becomes the Demon, and the game continues as if nothing happened.
  • Travellers do not count as players when seeing if the Scarlet Woman’s ability triggers.
  • If less than five players are alive when the Demon is executed, then the game ends and good wins.
  • If five or more players are alive when the Imp kills themself at night, the Scarlet Woman must become the new Imp.
  • If the Scarlet Woman becomes the Demon, they are that Demon in every way. Good wins if they are executed. They attack each night. They register as the Demon.
22
Q

Imp

A

“Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.”

The Imp kills a player each night, and can make copies of itself… for a terrible price.

  • On each night except the first, the Imp chooses a player to kill. Because most characters act after the Demon, that player will probably not get to use their ability tonight.
  • The Imp, because they’re a Demon, knows which players are their Minions, and knows three not-in-play good characters that they can safely bluff as.
  • If the Imp dies, the game ends and good wins. However, if the Imp kills themself at night, they die and an alive Minion becomes an Imp. This new Imp does not act that same night, but is now the Imp in every other way—they kill each night, and lose if they die.
23
Q

Scapegoat

A

“If a player of your alignment is executed, you might be executed instead.”

The Scapegoat is executed instead of an ally.

  • If the Scapegoat is evil, they might die instead of an evil player dying. If the Scapegoat is good, they might die instead of a good player dying. When exactly this happens is up to the Storyteller. This can only happen due to an execution, not death by other means such as a Demon or Slayer.
  • The Scapegoat being killed still counts as an execution, so no more nominations occur today.
  • As always, players do not learn the alignment of the Scapegoat when they die.
24
Q

Gunslinger

A

“Each day, after the 1st vote has been tallied, you may choose a player that voted: they die.”

The Gunslinger kills players who vote.

  • Each day, after the first vote for execution has been tallied, the Gunslinger may publicly choose a player that just voted to die immediately. The Gunslinger does not have to kill a player—it is entirely up to them. Whether they use their ability or not, the Gunslinger cannot kill any further players that day.
  • It is the Gunslinger’s responsibility to speak up and let the Storyteller know that they wish to use their ability.
  • Since exiles are not affected by character abilities in any way, the Gunslinger cannot use their ability to kill a player that supports an exile.
25
Beggar
"You must use a vote token to vote. If a dead player gives you theirs, you learn their alignment. You are sober and healthy." The Beggar can not vote unless someone gives them a token to use, but they learn if the player that does so is good or evil. - The Beggar cannot raise their hand to vote at all unless they have a vote token. - When they do vote, they lose one vote token. If they have more than one, they may only use one at a time. - Only a dead player may give their vote token to the Beggar, after which that dead player cannot vote. Each dead player decides for themself whether to give the Beggar their vote token. No one, including the Beggar, may move a player’s vote token on their behalf. - When a player gives their vote token to the Beggar, the Beggar learns whether that player is good or evil. - The Beggar can still nominate freely, and can still vote for an exile freely, because exiles are not affected by abilities. - If the Beggar dies, they gain one vote token to use while dead, just like any other character would. However, the Beggar loses all their previously acquired vote tokens. - If the Beggar would become drunk or poisoned, they do not. - The ability to donate vote tokens is unique to the Beggar ability. Players may not give their vote token to a player that is not the Beggar, whether or not a Beggar is in play.
26
Bureacrat
"Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow." The Bureaucrat gives extra votes to a player of their choice. - When a player chosen by the Bureaucrat votes, that vote counts as three votes. This happens every time that player votes that day. - The player with the triple vote loses it immediately if the Bureaucrat dies, including if the Bureaucrat is exiled, because the Bureaucrat loses their ability. - Exiles are never affected by abilities, so the player with the triple vote can only support exiles once, not three times. - Since the Storyteller counts the number of votes out loud as they move their hand around the circle, all players will know which player the Bureaucrat chose.
27
Thief
"Each night, choose a player (not yourself): their vote counts negatively tomorrow." The Thief steals votes from a player, making their vote count negatively. - When a player chosen by the Thief votes, the vote tally goes down by one instead of up by one. This happens every time that player votes that day. - The player with the negative vote changes back to having a positive vote immediately if the Thief dies, including if the Thief is exiled, because the Thief loses their ability. - Exiles are never affected by abilities, so the player with the negative vote can support exiles unaffected by the Thief’s ability. - Since the Storyteller counts the number of votes out loud as they move their hand around the circle, all players will know which player the Thief chose.
28
Angel
"Something bad might happen to whoever is most responsible for the death of a new player." Use the Angel to help new players have fun when there are one or two new players in a group of veterans. - Being the only new player in a group can be overwhelming. Being protected by the Angel encourages all players to keep new players alive for as long as possible, which means new players have more fun and contribute to the game more. - All players know who is protected by the Angel, but not their alignment or character. Whoever is the single player most responsible for killing a protected player suffers some consequence. For example, if the Demon kills a protected player, the Demon suffers a penalty. If a protected player is executed, the player who suffers a penalty will probably be the one who nominated the protected player.
29
Buddhist
"For the first 2 minutes of each day, veteran players may not talk." Use the Buddhist to help new players have fun when there are one or two veterans in a group of new players. - When experienced players find themselves in a game full of beginners, the veterans will often dominate the game due to their enthusiasm and knowledge. - Players affected by the Buddhist cannot talk at all for the first two minutes of each day. They may not whisper in private, and may not talk to each other. They simply listen. - This is not a punishment for being talkative. Being talkative is great! Blood on the Clocktower is a talking game, and the more, the merrier. That said, forcing the veterans to stay silent temporarily each day allows the new players to find their own voices, to come up with their own theories, and to take action on their own. It is about fun for everybody. - It is common for a player to say “I am a Buddhist” or for the Storyteller to say to them “You are a Buddhist.” This doesn’t mean that their character is the Buddhist. It is a pleasant shorthand for saying “You are affected by the Buddhist ability.” This is similar to saying “You are a Revolutionary.”
30
Revolutionary
"2 neighboring players are known to be the same alignment. Once per game, 1 of them registers falsely." Use the Revolutionary to help disadvantaged players participate. - If a player has an intellectual disability, is unable to understand the rules of the game, is blind or deaf, or is unable to communicate or participate as normal, they may still play by teaming up with a player that they trust. - These two players are the same alignment and sit next to each other so they can whisper or signal to each other throughout the game. The experienced player can help the disadvantaged player in whatever way is needed, talking on their behalf or suggesting what to do. - The Revolutionary is also useful for couples or good friends who wish to play, but are uncomfortable with lying to or mistrusting each other, even in a game. - Once per game, the Storyteller can make either player register as a different character, alignment, or both. - The Storyteller may wake both players at night, instead of just the player due to wake, if that helps understanding. - If an ability would change a Revolutionary’s alignment, this ability has no effect or it changes both Revolutionaries’ alignment, Storyteller’s choice.
31
Toymaker
"The Demon may choose not to attack & must do this at least once per game. Evil players get normal starting info." Use the Toymaker to make small games take more time. - If you created a character list using the Teensyville option in the Script Tool, then you may want to use the Toymaker. Games set in Teensyville have only six Townsfolk, two Outsiders, two Minions, and two Demons on the list, and they specifically cater to five or six players. - With the Toymaker in play, the Demon learns three not-in-play characters at the start of the game, and the Minion(s) and Demon learn who each other are. Once per game, the Demon must voluntarily choose to attack nobody tonight. If the Demon is about wake to attack a player and this would end the game, but the Demon has not yet chosen to attack nobody, then the Storyteller does not wake the Demon—they are forced to attack nobody tonight. - You may use the Toymaker in games of Trouble Brewing with five or six players, but it is not necessary.
32
Marionette
"You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]" The Marionette doesn't know that they are a Minion. - The Marionette draws either a Townsfolk or an Outsider token from the bag, but is secretly the Marionette. - The Marionette neighbors the Demon. There are no players sitting in between the Marionette and the Demon. - The Demon knows which player is the Marionette. - On the first night, the Marionette does not wake to learn the other evil players, and the other Minions do not learn the Marionette. - The good ability that the Marionette thinks they have doesn’t work, but the Storyteller pretends it does. It is just as if this player is the Drunk. - The Marionette registers as evil, and as a Minion.
33
Riot
"On day 3, Minions become Riot & nominees die but nominate an alive player immediately. This must happen." Riot kills everybody in a panic. - Each player that is nominated dies immediately. Even though they are dead, they may nominate again today. This may happen multiple times per day. - The player that was nominated must nominate again immediately or lose their chance to do so. The Storyteller counts down “3... 2... 1...” to let the player know how long they have to nominate, should they wish to. If they don’t, no more nominations are allowed today. - The good team wins if all Riot players are dead. If the last Riot dies and only two players are alive, they do not nominate, and the good team wins. - On the third day, each nominated player must nominate again. If they do not, the Storyteller will nominate on their behalf, or declare that that player’s team loses. - If just three players are alive when the third day nominations begin, the group chooses which player nominates first. If no one nominates, the day ends and evil wins.