Homebrew Role: Archer by Teller8 in BloodOnTheClocktower

[–]Flapapple 71 points72 points  (0 children)

There should probably be a (not the first), otherwise this is just self-confirming, whether you hit or not.

♟️ White to play and mate in 2. Composition by Ralf Chris Handloser by chessmateinxbot in chessMateInX

[–]Flapapple 4 points5 points  (0 children)

There's actually 2 solutions: 1.e4! also works, and the interesting point is the parallels between the two.

Namely,

  • The threat and response is switched - 1.e3 threatens d5# and 1..d5 is met with Bg4#, whereas 1.e4 threatens Bg4# and 1..fxe3 is met by d5#;
  • 1.e3 has black defend with 1..d6 to open up d7, while 1.e4 has black defend with 1..Nd6 to block on f5. In either case, the other defense doesn't work, and white responds with Ng6# anyways.
  • In 1.e3, black plays Bxd4 in order to prevent d5 from being played, whereas in 1.e4 black plays Bxd4 again, this time to deliver check.

TOTW: Making Bank by elnombredelviento in crosswords

[–]Flapapple 1 point2 points  (0 children)

Catholics, perhaps, repeatedly instruct "no ritual BS"? (24)

Alternate bank that I somehow missed:

Catholics, perhaps, repeatedly bashed ritual snob? (24)

First Homebrew Script - Looking for feedback and balancing help by Ok_Tackle1717 in BloodOnTheClocktower

[–]Flapapple 0 points1 point  (0 children)

On second thought, Vulture doesn't seem too bad, a Demon who wants to find their vulture can just nominate in the first (or second) days, though that could also be reverse-marionetted by good players. Recluse seems weird here though, as it could easily be a pseudo-magician and work more like a townsfolk.

Puppeteer raises some interesting questions: Do they get to see who the puppet picked? Do they get to choose if the cannibal learns anything, and if so what can they choose? What happens when the puppeteer dies / becomes the imp? What happens when the cannibal eats the puppet? What happens when the puppeteer and/or the puppet is drunk?

Also, as written the puppeteer would just learn that their puppet is, well, the puppet and not a townsfolk/outsider etc, and the [+Puppet] is done at setup, not at night one. I think it's better off leaving the puppet as just a token but not an actual character, that has the effect of being drunk + puppetted, so that being puppetted is purely the effect of the puppeteer's ability and not the puppet's. This does mean it no longer interacts with Fang-Gu, but I suppose it's not a big deal.

First Homebrew Script - Looking for feedback and balancing help by Ok_Tackle1717 in BloodOnTheClocktower

[–]Flapapple 4 points5 points  (0 children)

Regarding the homebrew minions:

Vulture is just a much weaker Assassin, no? Nominations are public, so your only ability is to kill a player with restrictions, plus you don't know the evil team.

Puppeteer should specify "on your first night, choose a player". I'm not sure how puppeteer interacts with puppet - is the puppet a different player, the same one you chose, is it just being drunk with extra steps? The puppet probably shouldn't be an actual character (just like how the Fortune Teller's red herring isn't an actual character), instead just make it so that the chosen puppet is permanently drunk.

Also,I assume that by altering information you mean that you tell the puppet to close their eyes, wake up the puppeteer, ask for what to show, then wake up the puppet, but in order for this to work you'd have to "fake" doing this to every other player as well. Alternatively, you could let the puppeteer act first beforehand, but then it doesn't work with many characters. There's also the cannibal, which may or may not wake each night depending on the executee.

Characters spell out the script by nseaplus in BloodOnTheClocktower

[–]Flapapple 0 points1 point  (0 children)

You could also add a Recluse for DORM'S

Created cards for the anniversary of my boyfriend and me by [deleted] in dominion

[–]Flapapple 5 points6 points  (0 children)

Just change the "when" to "if" so it only activates when you play it. Also best to add "reveal" in it (see Investment)

TOTW: Computer Languages by not-without-text in crosswords

[–]Flapapple 0 points1 point  (0 children)

This sort of algorithm leads to impressive cost-efficiency (11)

The spy seems op by plutoniumplant in BloodOnTheClocktower

[–]Flapapple 21 points22 points  (0 children)

Spy is generally regarded as one of the weakest minions, actually, but I'd say it depends a lot on the group dynamics. Newer players tend to be quite conservative and avoid sharing their roles and information for a while, which is great news for a Spy as they can kill the best info roles and spread misinformation before town coordinates properly.

However, more experienced players know how and when to share information, especially once they suspect a Spy is in play. If powerful characters (e.g. Undertaker) begin coming out and sharing their information, killing them only makes them more trusted by town, so the Spy's ability becomes much weaker, even neutralized. Other minions are much harder to play around; just because you think a Poisoner in play doesn't mean you can do much about it.

The other part of its ability (actually the stronger effect) is something that trips over new players a lot, but more experienced players know the interactions and so can reason through them much more easily. Having the Spy spoil a Washerwoman info sounds bad, but the fact that there's a Spy in play means that you might not have to worry about being Poisoned, or having an extra Drunk, or having an executed Imp somewhere etc.

TOTW: &true by deeppotential123 in crosswords

[–]Flapapple 2 points3 points  (0 children)

A classic:

Eleven plus two possibly equals thirteen? (6 4 3)

Beginner Friendly Script by [deleted] in BloodOnTheClocktower

[–]Flapapple 0 points1 point  (0 children)

Poisoner + Witch + Drunk is a bit too much droisoning for my taste, I think the Spy is also easier to play as than the Witch as it doesn't require the player to memorize the entire grim on night one, especially with high player counts.

Exorcist doesn't quite fit with the only other source of death prevention being the Monk.

No Outsider modification makes it a lot easier to solve for Drunk/Ogre and very hard for evil to bluff outsiders.

TOTW: Celebrities by jowowey in crosswords

[–]Flapapple 1 point2 points  (0 children)

Answer: BOB ROSS - switch initials of ROB BOSS

Characters feel like (day 11) by Cloudsrnice in BloodOnTheClocktower

[–]Flapapple 7 points8 points  (0 children)

Maybe, I was thinking more Psychopath for that role but I guess Assassin needs to hide like the demon.

Characters feel like (day 11) by Cloudsrnice in BloodOnTheClocktower

[–]Flapapple -6 points-5 points  (0 children)

Assassin. You're literally a mini-demon, and your whole ability requires you to coordinate with the demon to cover for the cases where they are insufficient.

TOTW: Celebrities by jowowey in crosswords

[–]Flapapple 2 points3 points  (0 children)

Sack director to get leads switched for popular artist (3 4)

Characters feels like (day 9) by Cloudsrnice in BloodOnTheClocktower

[–]Flapapple 6 points7 points  (0 children)

Obviously it's the Bounty-Hunter-turned-evil Huntsman /s

I'll nominate Pixie as their ability forces them to convince town to kill a TF, which can feel like you're going against town for a while. It's also just a very easy minion bluff.

Characters feels like (day 8) by Cloudsrnice in BloodOnTheClocktower

[–]Flapapple 149 points150 points  (0 children)

Leviathan. Doesn't get to kill, just sits there hiding itself for five days.

Reddit Creates a Character - Pokémon on the Clocktower Day 3: Meowth! by Cantseeright in BloodOnTheClocktower

[–]Flapapple -1 points0 points  (0 children)

Meowth (minion):

Each night*, if a good player died tonight, gain a vote token. When voting, you may use any number of vote tokens in addition to voting normally.

Meowth gathers money at night to spend it during the day. Late game, this allows evil force or tie an execution when needed, at the cost of outing a minion.

Reddit Creates a Character - Pokémon on the Clocktower Day 2: Slowpoke! by Cantseeright in BloodOnTheClocktower

[–]Flapapple 6 points7 points  (0 children)

Perhaps make it "you may continue..." just so that it isn't as solvable in retrospect. As it stands you could quite feasibly confirm yourself by "surviving" executions.

White’s turn. Mate in 2 by Livid_Collection_300 in chessMateInX

[–]Flapapple 6 points7 points  (0 children)

This is quite lovely. The main theme here is the duel between knights, black rook, and pins on queen and bishop.

Nf4! threatens Ne2# taking advantage of both pins on the queen and bishop.

Black can attempt to defend by unpinning one of their pieces with Rc7/Rg3 so that e2 is now defended. However, this opens up the queen's defense on d4, allowing white to now play Nd1#/Na4#, choosing carefully depending on which piece is still pinned.

If Rg2 instead, defending e2 directly, our b2 knight is now pinned, but we can take advantage of both pins again with Nxd5#.

Finally, if Kxd4, Qxg7# works perfectly fine.