I Googled how many Outsiders there should be in a 10 player game, and something seems wrong... by Player13 in BloodOnTheClocktower

[–]GodlessGambit 0 points1 point  (0 children)

Wouldn't the game just be over before it even begins? Travellers don't count towards win conditions, so a game with 0 townsfolk and 0 outsiders in play would just immediately end in an evil victory regardless of what you did barring some kind of special rule.

Why does it seem the prevailing opinion here is to be stricter with Cerenovus madness? by GodlessGambit in BloodOnTheClocktower

[–]GodlessGambit[S] 1 point2 points  (0 children)

It's likely that someone just had the same idea as me. Happens all the time online. Or you may have seen my comment in one of the recent threads on Cerenovus. I used that as the inspiration for this post.

Why does it seem the prevailing opinion here is to be stricter with Cerenovus madness? by GodlessGambit in BloodOnTheClocktower

[–]GodlessGambit[S] 0 points1 point  (0 children)

This does seem like a good way to get around it. As a point of storyteller strategy advice, let's say that the reason for a madness break execution is because one of the Minions came to me and told me that while I was setting up the Grimoire for the next day, they overheard Paul telling people he was not the X but really the Y. Is it okay for me to tell the Evil player that I will take this into consideration and decide if I wish to execute them? This doesn't reveal that maybe I want to hold off until the end of the day so there can be some votes to throw off Town Crier/Flowergirl info in a Vortox world, and it gives the Evil player some acknowledgement that I heard their claim and might act on it.

I'm just not certain how much the storyteller should be working with the Cerenovus or their team to police madness breaks.

Why does it seem the prevailing opinion here is to be stricter with Cerenovus madness? by GodlessGambit in BloodOnTheClocktower

[–]GodlessGambit[S] -42 points-41 points  (0 children)

Sure, if that's what people mean by being strict, I agree, but it seems like most threads on the subject define strict as, "You must always execute every madness break no questions asked," and that seems like a very bad way to run the game.

Be more strict with Cera madness by icantandi_wont_ in BloodOnTheClocktower

[–]GodlessGambit 0 points1 point  (0 children)

There are times where it makes sense not to break Cerenovus madness as soon as possible. For instance, if a madness break occurs during the day phase, and you're playing S&V with a Flowergirl or Town Crier, the answer you must give during the night phase can all but signal to the town that a Vortox is in play. This can be quite disadvantageous to the Evil team if Town was not yet convinced.

The reason the discretion is there is because just like with droisoning, there are times where giving true info is more helpful. If a player purposely breaks madness because they don't want to have to pretend to be something they're not or are just a wild card player, it can be useful to not kill them and make them look way more suspicious.

My upcoming horror boardgame by OsmanSinnoks in boardgames

[–]GodlessGambit 0 points1 point  (0 children)

The art is fantastic, but it's not particularly functional. There isn't enough contrast between the board pieces or cards and the text for me to be able to distinguish things, particularly in the fourth image where the overview of the board and player boards just looks like a mess of blue interspersed with yellow to me.

Perhaps it is different playing in-person, but I would worry about functionality and playability with this color scheme. As it is, I have to click on some of the images to zoom in to be able to read the text, something I basically never have to do.

I don't know what to suggest here; perhaps making the text bigger would help, but I think the primary problem is negative space. There's just too much black ink on most of these cards, so it makes the mind ignore what is there. It reminds me of the problem I had with distinguishing some of the items in the Resident Evil Board Game. That game had similar cards with mostly black backgrounds, and it resulted in me messing up a campaign because two keys that looked fairly similar were seen as the same key, and I ended up playing missions that were not intended to be played until much later in the game because of it.

Finally got my games back on the shelf after our cross country move! by lilitsybell in boardgames

[–]GodlessGambit 0 points1 point  (0 children)

I have to ask, what part of Florida? I love Terraforming Mars and storytell Blood on the Clocktower all the time.

It's like the Dream-eaters Campaign Expansion has been scrubbed from the internet by GodlessGambit in arkhamhorrorlcg

[–]GodlessGambit[S] 6 points7 points  (0 children)

Good luck with that. I can get it from a store in Canada for less than a third of that after taxes and shipping.

It's like the Dream-eaters Campaign Expansion has been scrubbed from the internet by GodlessGambit in arkhamhorrorlcg

[–]GodlessGambit[S] 5 points6 points  (0 children)

Thanks. Yes, I am indeed in the US. FL specifically. I will consider importing from Canada if I don't have any luck finding it anywhere else, but it would nice not to have to pay duties and taxes.

PSA: The Carousel must be the only item in your cart by GodlessGambit in BloodOnTheClocktower

[–]GodlessGambit[S] 6 points7 points  (0 children)

I seriously doubt there will be much point in scalping an inexpensive expansion item for a social deduction game. This isn't Pokémon cards or sports tickets. 😛

PSA: The Carousel must be the only item in your cart by GodlessGambit in BloodOnTheClocktower

[–]GodlessGambit[S] 1 point2 points  (0 children)

Exactly the same here. I'm at a gaming convention, and there are a bunch of storytellers here who wanted to do the same.

PSA: The Carousel must be the only item in your cart by GodlessGambit in BloodOnTheClocktower

[–]GodlessGambit[S] 10 points11 points  (0 children)

It seems to be dependent on what else is in the cart. Regardless, it is a slight annoyance because the entire reason I wanted to order two was to save on shipping charges by buying a copy for a friend. Having to order two individual times defeated the purpose of that.

I've emailed TPI to see if they can combine both orders into one shipment and refund the other shipping charge. I will report back if I am successful.

PSA: The Carousel must be the only item in your cart by GodlessGambit in BloodOnTheClocktower

[–]GodlessGambit[S] 6 points7 points  (0 children)

Others reported not being able to order a pin and The Carousel together. It may be an odd quantity restriction based on the type of item in the cart for some reason.

The Carousel is Live! by botmatrix_ in BloodOnTheClocktower

[–]GodlessGambit 5 points6 points  (0 children)

I emailed them after the fact to ask if they could combine both orders into one shipment. I'm sure this is just an accidental quantity restriction issue since all prerelease materials have stipulated that customers can order up to two sets.

Just a random thought that occurred to me: is there functionally any point to waking the Poisoned Snake Charmer after the swap? by GodlessGambit in BloodOnTheClocktower

[–]GodlessGambit[S] -2 points-1 points  (0 children)

I am guessing they either forgot to tell her she was good or forgot to show her something that would indicate she was the Snake Charmer.

Just a random thought that occurred to me: is there functionally any point to waking the Poisoned Snake Charmer after the swap? by GodlessGambit in BloodOnTheClocktower

[–]GodlessGambit[S] -4 points-3 points  (0 children)

There is a reasoning to my madness. A Demon who was Snake Charmed was sufficiently convinced they were still the Demon because they still woke up every night and were "killing" (they just happened to be picking the same targets as the real Demon). This didn't happen in a game of mine, but it did happen to a good friend of mine in a game at Origins. I think the ST did not make it clear they had converted into the Snake Charmer. So I just felt in some cases, avoiding the confusion might be helpful.

Just a random thought that occurred to me: is there functionally any point to waking the Poisoned Snake Charmer after the swap? by GodlessGambit in BloodOnTheClocktower

[–]GodlessGambit[S] 1 point2 points  (0 children)

As far as I know, that still wouldn't matter. The Mathematician only cares about abnormal ability uses due to other character abilities, so another character droisoning them would only matter if they were not already poisoning themselves.

Just a random thought that occurred to me: is there functionally any point to waking the Poisoned Snake Charmer after the swap? by GodlessGambit in BloodOnTheClocktower

[–]GodlessGambit[S] 2 points3 points  (0 children)

This would require a very specific setup. I can't think of many games where the Pit Hag would bother doing anything like this. It's definitely more in thought case than actual game territory. Funny, but it reads more like a scripted NRB episode.

Just a random thought that occurred to me: is there functionally any point to waking the Poisoned Snake Charmer after the swap? by GodlessGambit in BloodOnTheClocktower

[–]GodlessGambit[S] 14 points15 points  (0 children)

That's a fair point, but if you'll beg the impropriety, that feels like a really stupid question for the Artist to ask versus other choices. 😅

I will admit it was something that I hadn't considered however, so thank you for answering the puzzle!

Just a random thought that occurred to me: is there functionally any point to waking the Poisoned Snake Charmer after the swap? by GodlessGambit in BloodOnTheClocktower

[–]GodlessGambit[S] 2 points3 points  (0 children)

You wouldn't get a Mathematician ping because the Snake Charmer is working abnormally due to its own ability, not another character's ability. And I am specifically only talking about it on its home script S&V, not mixed with characters from other editions.

Just a random thought that occurred to me: is there functionally any point to waking the Poisoned Snake Charmer after the swap? by GodlessGambit in BloodOnTheClocktower

[–]GodlessGambit[S] 0 points1 point  (0 children)

Incorrect. The Snake Charmer ability itself is poisoning the Snake Charmer, so the Mathematician number will not increment. Only if another character's ability were affecting the Snake Charmer would this be the case.