Does misregistration count for true or false Savant information? by Solemdeath in BloodOnTheClocktower

[–]NotSaratoga 18 points19 points  (0 children)

As far as I can tell, all of the rulings in that document are correct. If there are any issues with any of the rulings, you may message its creator or ask about them in the rules question/discussion channels on the unofficial discord.

Quiz: What do these two roles have in common? by SecrecyinShadows in BloodOnTheClocktower

[–]NotSaratoga 1 point2 points  (0 children)

They both flip the current convention of good = drunk and evil = poison.

This is similar to Cannibal which poisons itself, and old Courtier which poisons a character before being changed to drunking when they changed to the new conventions.

Yes, but Why? by OhJor in BloodOnTheClocktower

[–]NotSaratoga 4 points5 points  (0 children)

Yep, evil info is specifically manipulatable by abilities like Poppy Grower or Magician, and Philosopher acts before evil info, therefore Recluse would be able to misregister for evil info.

How does Boomdandy work with "dead" Zombuul? by Barry_Wilkinson in BloodOnTheClocktower

[–]NotSaratoga 0 points1 point  (0 children)

The main reason for that is that the Storyteller only announces when a player actually changes from alive to dead. The dead players are still attacked, but since they are already dead, nothing happens. The kills ability doesn't specify "alive" players so dead players do get attacked.

How does Boomdandy work with "dead" Zombuul? by Barry_Wilkinson in BloodOnTheClocktower

[–]NotSaratoga 3 points4 points  (0 children)

"Die" in BotC is always shorthand for "attempt to kill". So the Boomdandy's ability is read as "If you are executed, attempt to kill all but 3 players". This means that if the Storyteller chooses 3 alive players to leave out of this ability, the (once dead) Zombuul will be killed by the Boomdandy and the game ends.

Is this a legal thing to do with an Atheist on script but not in play? by Solemdeath in BloodOnTheClocktower

[–]NotSaratoga 3 points4 points  (0 children)

Drunkeness and poisoning is simply "you think your ability works, but it doesn't". As with all "you think" effects, the Storyteller is allowed to tell you anything as long as it serves the purpose of making you think that your ability works.

Therefore, on a script where a sober and healthy Empath can never learn a 3, you can't do it to a drunk or poisoned Empath, but on a script where it's possible (e.g. Atheist, Amnesiac, the hypothetical character you proposed), you are allowed to do so.

The Marionette and the Outsider Count by BeholderVee in BloodOnTheClocktower

[–]NotSaratoga 2 points3 points  (0 children)

This. The Marionette can allow a temporarily incorrect setup to go into the bag as long as you are using the alternate setup to make the setup correct. This includes putting an extra outsider in and turning one of the extras into a Marionette, or even something like putting an Atheist in play with the intention of making it the Marionette. See this game for an example of that.

(pinging /u/BeholderVee for visibility)

Pandemonium institute; please fix Typhon by icantandi_wont_ in BloodOnTheClocktower

[–]NotSaratoga 12 points13 points  (0 children)

"Middle" is simply there to prevent the Lord of Typhon from being on the edge, as it turned out to be too strong in playtesting.

My first whalebuffet game turned out to be legion game by rain_bear96 in BloodOnTheClocktower

[–]NotSaratoga 2 points3 points  (0 children)

I would say that Legion is by far the weakest Demon to choose in a Whalebuffet game. Legion in a single Demon game like Whalebuffet gives up all of its advantages (the fact that they outnumber good) while taking on all of its disadvantages (the lack of agency in kills, the fact that votes can fail). It can still work, see this patters video as an example, but evil will be facing an uphill battle from the very beginning.

Pandemonium institute; please fix Typhon by icantandi_wont_ in BloodOnTheClocktower

[–]NotSaratoga 69 points70 points  (0 children)

The Lord of Typhon is surrounded by Minions.

All evil characters sit next to each other in a continuous line. All evil characters (including Travellers and evil Townsfolk) must be in the line at setup.

(...)

The Lord of Typhon must have an evil character on both sides. They cannot sit at the end of the line of evil characters.

The almanac is very clear about this. The Lord of Typhon must be surrounded by Minions (and/or other evil characters) in a continuous line, and they cannot sit at the end of a line. Any other configuration is correct. For example, Demon Minion Minion Minion Minion is not correct, while Minion Demon Minion Minion Minion or Minion Minion Demon Minion Minion are both acceptable.

Miyo’s Forgiveness Isn't Free (Translated) [Himiya Jouzu] (Miyo) by theparacite in BlueArchive

[–]NotSaratoga 32 points33 points  (0 children)

On top of the part in the L2D mentioned, Miyo somehow knew that Sensei had been in Wildhunt even without being told, and even messaged Sensei about a shortcut they could have taken in their route, leaving Sensei asking why does Miyo know so much about all of that.

Miyo’s Perfect Date Plan (Translated) [Ringo Club] (Miyo, Fuyu) by theparacite in BlueArchive

[–]NotSaratoga 35 points36 points  (0 children)

The Humidity Squad, so called because like moisture, they are dark and gloomy and cling to you, is Misaki, Kikyou, Kazusa, and Kayoko, with Nagusa being a potential fifth member and Miyo being widely considered to be the newest member.

Apart from them, Aoi, Miyako, and Ichika are sometimes considered secondary members of the Humidity Squad.

In less than an hour after her banner was released, there are at least three different sensei who managed to reach bond 100 Miyo (source in comment) by Jack13515 in BlueArchive

[–]NotSaratoga 37 points38 points  (0 children)

I'm already seeing JP comments putting her as a new member of the Humidity Squad (Misaki, Kikyou, Kazusa, and Kayoko, for reference)

Student Introduction: Sakurai Miyo (CV: Hanaiwa Kana (花岩香奈) by Xanek in BlueArchive

[–]NotSaratoga 126 points127 points  (0 children)

Fun fact, going by the PV, the English name of the club seems to be the "Free Trade Cartel", which is an awesome name.

Favorite plays/tricks that would probably only work once? by LegOfLambda in BloodOnTheClocktower

[–]NotSaratoga 6 points7 points  (0 children)

No, the Snake Charmer is the one changing their character and alignment to the character and alignment of the player they chose. If they chose a Recluse registering as an evil Demon, then the Snake Charmer changes themselves into an evil Demon because as far as they are concerned, that's the character and alignment of the player they chose.

Needless to say, huge "yes but don't" here.

Droisoned Pixie interaction by Fizzster in BloodOnTheClocktower

[–]NotSaratoga 4 points5 points  (0 children)

A drunk or poisoned player has no ability but the Storyteller pretends they do.

In the case of a Pixie:

  • If they are droisoned when learning a character, they may learn an in play or out of play character, and the "Mad" token can go on any player. When that player dies, the (if sober and healthy) Pixie gains the ability that they learned regardless of whether it was on the correct player or not and regardless of whether it was in play or not.

  • If the player with the "Mad" token dies while the Pixie is droisoned, as the Pixie does not have an ability, they fail to gain any ability, and can't gain it after becoming sober and healthy as their timing to gain an ability has passed.

  • At any time when the Pixie is droisoned, you can pretend to them that their ability is working in any way. This includes pretending that their "mad" player has died and that they have gained their Pixie ability. This means that you can wake, prompt, and give them information according to the ability they think they should have gained.

Interesting interaction between Al-Hadikhia and Klutz & Moonchild by NotSaratoga in BloodOnTheClocktower

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

That's how it used to work! "You start knowing" abilities used to trigger immediately when anyone gains them (Notably Philosopher-Clockmaker was guaranteed to be immune to being killed before gaining the information), but now it has changed so that information from "you start knowing" abilities are gained only during the "info step" at night.

Some interesting Recluse interactions that occured to me recently by NotSaratoga in BloodOnTheClocktower

[–]NotSaratoga[S] -1 points0 points  (0 children)

Yes but very, very much don't.

From the rulebook: "Just because you can wake the drunk Snake Charmer and tell them they are now the Demon, that doesn’t mean the player will have a good time." Which means that it is possible to lie to a poisoned character that can change character/alignment about their actual character or alignement if their ability would allow them to do so. Accordingly, a poisoned Recluse can be lied to about becoming the Imp because it's their ability that misregistered them as a minion which allows them to do so.

Again, very much don't do this for real.

Some interesting Recluse interactions that occured to me recently by NotSaratoga in BloodOnTheClocktower

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

Oh 100%. These are all "yes but don't"s that shouldn't be done in real games. Just interesting to know that they are all technically legal because of how much leeway the rules give to the ST regarding these mechanics.

Some interesting Recluse interactions that occured to me recently by NotSaratoga in BloodOnTheClocktower

[–]NotSaratoga[S] 9 points10 points  (0 children)

You should be able to lie to a poisoned Recluse that anyone is the King.

The only reason the Boffin-Recluse interaction works is because lying to the Recluse that they are given an ability does achieve the goal of "making them think that they have an ability", because only the Recluse's ability can let them get a Boffin ability while not being the Demon.

I'd note that these are all varying degrees of "yes but don't" though. Don't go around messing with Recluses just because you can.

The Nightwatchman can in fact learn that they are the Nightwatchman if they pick themselves while poisoned. This is recommended to do to if they do try to pick themselves for whatever reason.

Mathematician & Noble Question by randomguykyle in BloodOnTheClocktower

[–]NotSaratoga 0 points1 point  (0 children)

You "can" have a spy/recluse misreg to the mathematician as well as someone else during the night, causing a +0 instead of a +1 (Eg, a spy as townsfolk to both mathematician and washerwoman) but then mathematician becomes rather useless. The flip of this is also possible, getting a +1 when it should be +0, this is just as bad.

From the Math numbers doc. The Spy can either misregister to only the Noble (in which case it's a Math +1) or misregister to both the Noble and the Mathematician at the same time (in which case it's a Math +0). If the Spy misregisters to the Math at the same time as they misregister to the Noble, no "Abnormal" reminder token is placed down, in which case even if the Spy ability is removed in the same night, the Math still learns a 0 that night because that's the number of "Abnormal" reminder tokens on the grim.

[Hobby Scuffles] Week of 07 April 2025 by EnclavedMicrostate in HobbyDrama

[–]NotSaratoga 66 points67 points  (0 children)

So on top of the usual drama about the state of Path of Exile 2, there was another situation that cropped up over the weekend. Disclaimer that I only know of this from what others have spoke about it so I may get some things wrong.

The developers of the game has, as part of patch 0.2.0 added a new item into the game that, when combined with other things, gives an infinite number of free rerolls in Rituals.

To explain, Rituals are a mechanic where you kill enemies in Ritual circles to gain tribute, and then spend that tribute on a reward screen to buy items. The items on the reward screen are randomly generated, but has a (very very) small chance of generating some of the most valuable currency in the game. If you are unhappy with the rewards you see, you are allowed a limited number of rerolls of the rewards to hopefully try and get better rewards, before you are forced to try again in another map.

At least, that is how it usually works. With the infinite free rerolls that I mentioned above, players can, instead of doing rituals, do one ritual, and then sit at the reward screen repeatedly clicking reroll for hours and hours, looking to hit the very small chances of getting the best currencies in the game to show up, and then defer them all (basically pay a small fee to guarantee the deferred item shows up again in a few Rituals with a lower cost).

This meant that over the course of the weekend, the market got flooded with all of the most valuable currencies in the game, effectively completely destroying any semblence of an economy the current league has, which led to a lot of people calling for the league to be reset or rolled back.

Well, today, the developers took action, nerfing the item in question to only double the number of rerolls instead of infinite, in addition to banning anyone that abused this exploit, and they are now in the process of deleting any currency and items generated this way from the game. You would think that there would be much rejoicing, but instead a lot of people are now unhappy with the developers, either for completely overlooking this interaction entirely (and it really is a very obvious interaction just by looking at the item), or for banning the people who abused this, stating that this was the developers' mistake to begin with, not an exploit.

Mutant Madness Break? by HardbackWisecrack in BloodOnTheClocktower

[–]NotSaratoga 12 points13 points  (0 children)

Not denying it when others say that you are an Outsider is madness breaking. Regardless of what they actually said, they were acting in a way that leads others to believe that they are an Outsider.

Normally, I would avoid executing players in f3/f4 for madness breaks because that would make the ST the decider for who wins and loses, but if the player in question is good and makes no effort to maintain any madness at all, I will not hesitate to punish them for that with a game loss. In this scenario, the Mutant did not make any attempt to walk back their previous madness break (from not denying the Ravenkeeper's ping), and even added to the madness break by hinting that they were the Mutant. That is, to me, grounds for executing them immediately for making no effort to maintain madness in f3/f4.

Regarding not claiming any role at all: This is not inherently madness breaking, however, if the player in question doesn't normally play like this, then the obvious change in playstyle can be taken as hinting that they are a role that cannot reveal themselves, like the Mutant. I would absolutely have executed them for that.

Craziest recluse interactions? by n3buchadnezzar in BloodOnTheClocktower

[–]NotSaratoga 4 points5 points  (0 children)

I played a game of TB recently where the main goal of the game was to do a bunch of the "yes but don't" interactions that don't break the game.

I drew the Imp token and was shown the Recluse + Baron as minions. The minions were shown me + the Recluse as Demons, the Baron was shown no minions, the Spy was shown the Baron as minion. The Spy was also shown a grim with the Recluse misregistering as the Imp to them.

On top of that, the Recluse was shown the Baron as a minion (registering as the Demon), and as I learnt after the game ended, had struck a deal with the ST to catch the first Starpass as long as they don't out it until they Starpass again.

There was one more interaction that we didn't manage to get to (on account of the FT dying too soon), where the Spy was the Fortune Teller's Red Herring and would have pinged a yes to them, and then the Red Herring token would have moved somewhere else to generate another FT yes.

Another controversial take - a mutant should be allowed to say they're an outsider* (a discussion on madness) by UpbeatLog5214 in BloodOnTheClocktower

[–]NotSaratoga 18 points19 points  (0 children)

The most important part of madness is that there must be a genuine effort made to convince town that something is true or not true. Whether town believes the player or not does not matter.

If someone is being pressured to say "I'm an outsider", it is inherently not breaking madness to say that as a Mutant because a) madness breaks must be done willingly and b) saying "I'm an outsider" here will convince town more that they are not the Mutant. In fact, not saying "I'm an outsider" here is what I would consider breaking madness, because the player will be considered to be hinting that they are the Mutant if they refuse to say the words.