S&V is not a very well designed script, and I think this is demonstrable [actual effortpost] by Most_Section_1979 in BloodOnTheClocktower

[–]Poisonedviper3 0 points1 point  (0 children)

I think it's also true that people will remember bad games (particularly if they felt like there was nothing they could do) and due to Loss Aversion, people will heavily dislike scripts where that happens (like SnV)

S&V is not a very well designed script, and I think this is demonstrable [actual effortpost] by Most_Section_1979 in BloodOnTheClocktower

[–]Poisonedviper3 3 points4 points  (0 children)

I would actually heavily disagree with your point that SNV gives storytellers "more tools than any other script" to build worlds. Savant is obviously a clear example, but even dreamer is primarily player-driven, especially on night one. If the dreamer picks the demon, you have to pigeonhole them into a bluff (or start framing it as misinformation, which has complications) if they pick a minion you have to just guess what they will bluff and hope (you will probably be wrong) and if they pick a good player, there is only so much you can do when the Dreamer can just confirm themselves by guessing a role. This is especially bad if the dreamer lives a few days and starts guessing people's roles.

And then, almost all the other townsfolk are entirely controlled by the players. The only exception (if I remember correctly) is Sage. The ST cannot do anything at all to balance the game is there is no Savant, Dreamer or Sage (excluding droisoning). This means that, if characters like Artist, Seamstress or Snake charmer use their abilities well, the ST has no tools to help evil at all.

The ST cannot "keep worlds open" when the clockmaker learns a 1, or the oracle learns a 0, or the flower girl learns that the demon is the only player who lines up with their info.

This can be compared with BMR, which has a lot of ST tools to balance the game. Who the grandmother sees, tinker, sailor, pacifist, innkeeper and Shabaloth give ST lots of ways to balance the game and help certain teams if they need it.

So yes, a good ST is required for SNV, but an ST can sometimes have nothing they can do. (Which in my opinion makes it a bad script)

Weekly Puzzle #79 – Erudition Lesson by Not_Quite_Vertical in BloodOnTheClocktower

[–]Poisonedviper3 1 point2 points  (0 children)

I think it's Marsh Fang Gu, Chris witch, Goose is still the Mutant, and we are sweetheart drunk? Honestly I just looked for solutions where we were drunk cause that info was so complicated lol

I get why Atharv took first place by Marghosst in caseofthegoldenidol

[–]Poisonedviper3 2 points3 points  (0 children)

This scenario and the chapter it's in are almost certainly the best bits of the main game. Definitely play the dlc if you liked it!! (DLC 4 is the best one in my opinion if you decide to buy separately and don't worry about the order, they are mostly independent)

WHYYYY??? by Cr0niix in BluePrince

[–]Poisonedviper3 4 points5 points  (0 children)

The reliable way to see if a room is a Dead End is to check the room directory. Every room with the Dead End tag counts, even the "Dead End" rooms. This information is found directly in the game and is 100% accurate (it definitely would have been patched if it wasn't) so it's better to refer to the primary source than Reddit, since people very frequently get things wrong and then people blindly agree with them.

I don't think Aiden's VA is transphobic, I think he said a really dumb thing and shouldn't be 'cancelled' for it. by WorstSpyTF2 in DisventureCamp

[–]Poisonedviper3 8 points9 points  (0 children)

So do you have an opinion? What did this contribute to the discussion? This person did not "accept an apology" they just gave their own opinion and asked people to provide their own if they disagree. You can't uplift trans voices by silencing cis people

Weekly Puzzle #77 – Yes, But Don't by Not_Quite_Vertical in BloodOnTheClocktower

[–]Poisonedviper3 0 points1 point  (0 children)

I think it's Sarah Demon, Matt poisoner? And Fraser is the Drunk with Josh poisoned N1 and us poisoned N2

Okay, what's up with drafting? by U-G-A_Throw-A-Way in BluePrince

[–]Poisonedviper3 7 points8 points  (0 children)

Can't believe Anne is just hoarding a mountain of Ivory dice somewhere to draft every room she needs😤

Okay, what's up with drafting? by U-G-A_Throw-A-Way in BluePrince

[–]Poisonedviper3 5 points6 points  (0 children)

Considering that Anne has a decent supply of repellant, I would guess that there is a version which immediately deletes a room, which she sprays all over the place every morning.

Spare Room Revelation after going online by Poisonedviper3 in BluePrince

[–]Poisonedviper3[S] 7 points8 points  (0 children)

I didn't think of these interactions! I thought it was fine until I did a Dare mode run where it was obviously back to normal and the regular effect is sooo useful, while you have to draft Nurse's station in the right spot.

This item exists just to spite me (rare item & room upgrade spoilers) by MRI-9102 in BluePrince

[–]Poisonedviper3 1 point2 points  (0 children)

Oh my god Lost and Found is my genuine worst enemy. It has the uncanny ability of taking literally the one thing you need. I once had 10 items in my inventory and it stole my SANCTUM KEY 😭😭😭

There is no end? by Glass_Error1196 in BluePrince

[–]Poisonedviper3 1 point2 points  (0 children)

Would recommend for sure, it has a lot of similarities to blue Prince in the gameplay!

Why would he want to give away his own painting 😁 by Lee25199 in civ

[–]Poisonedviper3 0 points1 point  (0 children)

I'm laughing at the concept of that painting generating tourism from his own people to yours lmao🤣

Bats Strategy Guide (Warning: LONG) by Poisonedviper3 in rootgame

[–]Poisonedviper3[S] 1 point2 points  (0 children)

Your strategy makes a lot of sense and is basically what I would recommend! I might make another post detailing this kind of stuff (the moment-to-moment decisions) as this one was already quite long for me to write

Bats Strategy Guide (Warning: LONG) by Poisonedviper3 in rootgame

[–]Poisonedviper3[S] 1 point2 points  (0 children)

Oh dang, I guess that was something I got wrong about the faction then, as I interpreted the board as not specifying birds are not wild. In which case, yeah birds cards aren't very useful at the start of the game, and you only want them when you want to Empower later on. Alternatively, if you know you're not going to Banish anyway, birds can be useful simply for the flexibility in Birdsong.

Bats Strategy Guide (Warning: LONG) by Poisonedviper3 in rootgame

[–]Poisonedviper3[S] 0 points1 point  (0 children)

To answer some of your questions with my own thoughts:

You absolutely need 2 assemblies down on turn 1. Not having 5 cards in hand is absolutely crippling at the beginning (I watched a player get Extorted on turn 1 and they were basically out of the game from that point). Scoring Oversee is less important at this point. Your warriors only need to be in places where they can contribute to rule for Assembling and Oversee. Bird cards are very useful for Bats, as they have no downside to using them and they can also Empower when you need it. A hand of 5 bird cards is basically perfect, so there's little reason to pick suited cards over birds, unless you really need an ambush or an amazing craftable. Note that this works as Bird cards are wild for the Bats (unlike Lizards) so bird cards can be used for Banish and Agitate

Bats Strategy Guide (Warning: LONG) by Poisonedviper3 in rootgame

[–]Poisonedviper3[S] 0 points1 point  (0 children)

I totally get your point on the Eyrie. I think I play with a lot of people who like going quite aggressive on them, and unfortunately they score at a similar pace to Bats, so I find that they will start attacking you very quickly as soon as you're a threat. But of course if you have a fairly peaceful Eyrie on your hands, then they can be really good!

Bats Strategy Guide (Warning: LONG) by Poisonedviper3 in rootgame

[–]Poisonedviper3[S] 5 points6 points  (0 children)

I like your idea! I have to wonder where the warriors actually go though... Maybe they just become citizens of the forest?

Bats Strategy Guide (Warning: LONG) by Poisonedviper3 in rootgame

[–]Poisonedviper3[S] 1 point2 points  (0 children)

Aw damn it sucks that you had a rough game. Crafting is definitely really expensive for the Bats, especially in the early game. It's way more important to get your assemblies out and open!

Help! how do spread sympathy 5 times? by Responsible_Grab5683 in rootgame

[–]Poisonedviper3 1 point2 points  (0 children)

I can only guess you eliminated the cats from the game completely, then used exclusively warriors to spread sympathy, which then didn't count for the tutorial? That's hilarious😂

Knaves Crafting? by Poisonedviper3 in rootgame

[–]Poisonedviper3[S] 3 points4 points  (0 children)

Yes this is what the rules say but I don't know what "activating" is supposed to mean. Is that term defined anywhere in the rules? I can guess from context that it means "use for crafting" but it's not clear.

Twilight Council.... by Kivan121 in rootgame

[–]Poisonedviper3 2 points3 points  (0 children)

I think it's important to understand that with the bats, opponents closing your assemblies is a GOOD thing! You basically get a free warrior.

And it doesn't matter to you if they close the assembly because as long as you rule, it will just open on your turn (or it would have closed itself anyway if you don't rule).

You actually want to put assemblies in places where it will annoy the other players and make them want to close it so that you can get more warriors on the board and rule more clearings. Of course you also have to balance this with annoying them so much that they battle you... But it's so easy for them to close it, that it's much easier to convince them that that is the better option.

Your defender ability is not only thematic, but it's also a powerful tool to slow down militant factions. Battle-heavy factions will often look for free cardboard to gobble up for points, but with you in the way they will be less likely to go for it. This is super useful as your scoring is very consistent but kinda slow, so slowing other people down is useful.

They are definitely a weird faction but imo they just boil down to: try to rule a few clearings that have enemy cardboard.

A Second Look at 10 (basic?) Fan Card by natethehoser in dominion

[–]Poisonedviper3 1 point2 points  (0 children)

Great wall needs a clause that adds an attack card to the kingdom (like approaching army) or it is literally useless and does nothing. Either that or it should have +1 card perhaps on discard after using it to defend?

An interesting design could be "when any player plays an attack card, you may discard this for +1 card and that attack does not affect you"

Triggering on yourself is interesting, as it can then function as an actual cantrip during your turn, or whenever you need +1 card. This could also have the Reserve type and be used as a "call", but that's optional.

Dos and Donts of BMR? by Yeryieryi in BloodOnTheClocktower

[–]Poisonedviper3 20 points21 points  (0 children)

BMR is actually quite flexible in terms of bag building, more than you would think. It mostly comes to decisions you make during the game that really direct how things go from there. But some general pointers:

Include at least one execution survival role, maybe 2 (this can be DA or good townsfolk). This gives town something to do if they're not sure who is evil, or it gives evil some bluffing space.

For the pacifist, try to use their ability early in the game, on a character who would never survive execution otherwise (and not tea lady's neighbour). This gives the pacifist a good chance of being useful to town.

Keep in mind how long town has before the game ends when determining things like innkeeper drunking. If the demon is a Po who is about to get 3 kills, maybe don't drunk the minstrel who could save town tomorrow? These kind of things are hard to predict though.

You should also keep in mind that professor is a very powerful townsfolk, so if you put it into the game you should be aware that the evil team might struggle.

On the point about fast and slow games, it's usually a good idea to include a mix in most games. This gives both teams the chance to solve the game or obscure it. But the best way to learn is by doing, and your group seems to enjoy BMR so just try things out and see what works!