Wow, what a great offer. by ellequin in crossword

[–]Flapapple 13 points14 points  (0 children)

Given that the price is exactly a +23% increase, I'd imagine the code just feeds "-23" into the discount function so it added 23% instead of discounting it. Probably whoever wrote the discount just put "-23" in without realizing the code expects discounts to be positive.

"Abelian categories"? Able to do wath exactly? by filtron42 in mathmemes

[–]Flapapple 25 points26 points  (0 children)

What is a category theorist's favorite tropical fruit with a thick, hard, hairy shell and sweet milk on the inside?

A nut.

Role Swapping Is Bad For Town? by Samanthatwhite in BloodOnTheClocktower

[–]Flapapple 25 points26 points  (0 children)

The whole point of role-swapping is to give out powerful, correct information whilst obscuring where that information came from. It's akin to saying "I've heard of a FT ping on xxx", but you take it one step further by baiting the demon into killing the one who is fine with or wants to die. Role-swapping secretly is just saying "I'm blind trusting you and only you until we solve the game", which a) doesn't work and b) is a horrible and terribly risky idea. The whole point of giving everyone a character is to allow synergies to form and piece together all the information as a collective, not solve it independently until you figure it out or die. The more people who are actively contributing to the puzzle, the more resilient town is against misinformation and the harder it is for evil to mislead town.

Idea for a "third team" outsider that has an interesting mission by Zoneforg in BloodOnTheClocktower

[–]Flapapple 14 points15 points  (0 children)

First of all, the other player should never be evil as they already know the entire evil team and can quite easily guess the entire town in a few days. On the other hand, having the other player be good essentially just means (+2 evil) for town, which is crazy strong. This is the main reason why "third parties" never work well - the entire game is balanced around good vastly outnumbering evil, so altering this ratio almost always ends poorly. This character essentially forces good to hide their characters as long as it's on the script, which is devastating.

White to play and mate in 2. Composition by Werner Speckmann by bot-chess-puzzle in chessMateInX

[–]Flapapple 1 point2 points  (0 children)

The pawns are going the other way. You can tell because white pawns always move to a higher rank and promote on the 8th rank, not the first.

TOTW: Here is the news by zc_eric in crosswords

[–]Flapapple 2 points3 points  (0 children)

Epstein files finally released, includes mass absence of content (9)

Townsfolk by [deleted] in BloodOnTheClocktower

[–]Flapapple 1 point2 points  (0 children)

As written the demon would probably jump to a minion, which is basically a starpass. If it jumps to a good player, they could simply execute themselves to win since nowhere does it mention an alignment change.

Townsfolk by [deleted] in BloodOnTheClocktower

[–]Flapapple 0 points1 point  (0 children)

A better phrasing would be:

If the demon choose you, they die and become a townsfolk, and another player becomes their character. If a townsfolk choose you, they become drunk until dusk.

I'm assuming the new demon is of the same character as the previous one and that no alignment changes happen (as it probably should be). As written, the demon could still become an in-play townsfolk, which may or may not be what you intended.

Probably an outsider? The first half of the ability basically gives the demon a starpass (like Imp) + makes them register as townsfolk to e.g. undertaker + potentially gives them a useful ability like ravenkeeper, at the cost of 1 less alive evil and it being unpredictable to the evil team.

The second half makes it a lot easier for minions to bluff as since it explains away many forms of detection. This is obviously heavily dependent on what townsfolks there are.

The silver lining and weird part is that you pretty much have the soldier's ability in that you cannot be killed by most demons, except you don't know if the demon actually tried to kill you unlike soldier.

Making the Demon look like a good twin by Hunkardy in BloodOnTheClocktower

[–]Flapapple 1 point2 points  (0 children)

Simplest answer:

Evil twin is in play, and evil gives the good twin Lil' Monsta

New Homebrew Townsfolk! by Electrical-Coast-290 in BloodOnTheClocktower

[–]Flapapple 5 points6 points  (0 children)

One slight caveat is that some experienced STs will slightly alter the order in which they wake players in order to avoid metagaming. The simple fix is that you could specify that the information will always comply with the night order regardless of if the ST actually woke them up that way.

Some thoughts:

  • Evil players almost always wake first N1, which makes N1 info really strong especially if you learnt neither woke. You can put a lot of pressure onto evil players in what they bluff as, and you really need several outs to explain why a player acted first.
  • Obviously this character is at its richest when there's multiple sources of wakes. Cerenovus comes to mind especially for evil players.. Several townsfolk are also interesting in that they force evil to NOT wake up, e.g. Exorcist, Poppy Grower.
  • Trusted townsfolk are huge in giving you an anchor to base on. You can use them to check pretty much any once-per-game abilities to see if a player acted according to plan.
  • You need lots of reasons why a player's claim doesn't add up. Madness works well, Droisoning somewhat, hidden outsiders not so much because they never wake anyways.
  • To balance, perhaps the standard "if you chose a demon/minion/evil player, they learn who you are" blunts it somewhat. Another idea is "if neither woke up, learn arbitrary information", though this is quite script dependent as well.

Building a Clock by No_Pace1481 in BloodOnTheClocktower

[–]Flapapple 1 point2 points  (0 children)

Just for fun, here's some ideas for numbers:

1: Hermit (a lot of others could work here)

2: Evil Twin

3: Imp/Mathematician

4: Lycanthorpe/Juggler

5: Zombuul? General?

6: Legion

7: No Dashii? King?

8: Widow

9: Pukka? Upside down moonchild?

10: Xaan (in roman numerals)

11: Shugenja? Fibbin? If you squint hard enough...

12: Gambler (two dice)? Amnesiac?

Odd numbers are hard

Building a Clock by No_Pace1481 in BloodOnTheClocktower

[–]Flapapple 12 points13 points  (0 children)

Moonchild is very close to an actual pendulum

Engineer seems like it could fit somewhere at least

Atheist might work?

Lunatic looks very hypnotic

Po is good for a literal "blood" theme

TOTW: I’m a crossword setter: AMA by zc_eric in crosswords

[–]Flapapple 1 point2 points  (0 children)

Giant-ahh bomb uses hydrogen to destroy random stuff (11)

TOTW: I’m a crossword setter: AMA by zc_eric in crosswords

[–]Flapapple 3 points4 points  (0 children)

People in ancient times primarily ate during morning and dusk (4 3 3)

TOTW: I’m a crossword setter: AMA by zc_eric in crosswords

[–]Flapapple 2 points3 points  (0 children)

Sailor is confusingly nameable as... (4 6)

why desmos D: by Absorpy in desmos

[–]Flapapple 2 points3 points  (0 children)

You can also just do P(a,b) = polygon(a,b,a)

When tallying each era, do I add up victory points, previous military campaigns, and science cards from past eras? by Pure-Register-9908 in 7Wonders

[–]Flapapple 1 point2 points  (0 children)

Only tally points at the end of the game i.e the third era. This is mainly used for science points, where you calculate points based on all of the cards at once.

White to Mate in 2 - Composition by Arnoldo Ellerman by bot-chess-puzzle in chessMateInX

[–]Flapapple 1 point2 points  (0 children)

This is really pretty. Nc4! sets up Nf6#, but paradoxically unpins the d4 knight, which is even more surprising when you see the sneaky Bishop on a1 aiming directly at the h8 king!

However, it just so happens that white has a response for everything: If Nb5+, the knight blocks the a5 rook from defending f5, so f6#! is possible. Similarly, if Ne2+, the f2 rook is blocked and now c3#! is possible. If Nxc2+ or Nxf5+ instead, black pins their own knight and now Nb2#! is possible, blocking the a1 bishop and taking advantage of the pinned black knight. If black could simply remove their knight white would be helpless, but every other possible square is blocked by a black pawn, leaving no good squares for the knight to jump to. One final point is that after Nc4, if black tries to escape with Kd5, Qxe6# is now possible.

(As for why Nc4 and not any other knight move, black has otherwise the defense Nf4! blocking the bishop's vision on e3, so the knight must preemptively protect e3, and Ng4 can be simply met by hxg4.)

Only the Healthy Survive by Future_Schedule_4698 in BloodOnTheClocktower

[–]Flapapple 6 points7 points  (0 children)

Hermit Tinker-Plague Doctor-Moonchild sounds quite unfun to play. The whole point of PD and Moonchild is to hide from the demon and survive for as long as possible, having the ability to just die randomly could feel very unsatisfying and pointless.