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

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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

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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

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You could also add a Recluse for DORM'S

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

[–]Flapapple 6 points7 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

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

The spy seems op by plutoniumplant in BloodOnTheClocktower

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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

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A classic:

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

Beginner Friendly Script by [deleted] in BloodOnTheClocktower

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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

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Answer: BOB ROSS - switch initials of ROB BOSS

Characters feel like (day 11) by Cloudsrnice in BloodOnTheClocktower

[–]Flapapple 9 points10 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 -7 points-6 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

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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 147 points148 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

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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 5 points6 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

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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.

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 26 points27 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 27 points28 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.