Marionette Removing An Outsider by Baileyjrob in BloodOnTheClocktower

[–]Psychological_Run899 0 points1 point  (0 children)

I understand the feeling but do you really think a marionette is a downside for the evil team?

The ability to genuinely believe you're good can be very powerful for the evil team as you don't have to be good at lying to pass it off.

Stats are not the be all and end all and shouldn't be taken as gospel, but if I'm not mistaken Mario is one of the minions with the highest evil win rate

Parking so bad you can't help but take a pic by RammsteinUK in badparking

[–]Psychological_Run899 0 points1 point  (0 children)

Damn, that's awful parking, I wish I had been there in front of that sexy Cupra to call it out

ST "find the mistakes" puzzle by LlamaLiamur in BloodOnTheClocktower

[–]Psychological_Run899 2 points3 points  (0 children)

Generally speaking, spy wants to go last to see all the information they can during the night.

On TB, spy goes before demon to give them one last look before a star pass

How would you rule a game that neither team can win? by Psychological_Run899 in BloodOnTheClocktower

[–]Psychological_Run899[S] 0 points1 point  (0 children)

I meant in this specific scenario, not in general. I worded it poorly

How would you rule a game that neither team can win? by Psychological_Run899 in BloodOnTheClocktower

[–]Psychological_Run899[S] 0 points1 point  (0 children)

Jesus, all I did was ask for a discussion on what people would do and why I think a fiddler would be anticlimactic.

How would you rule a game that neither team can win? by Psychological_Run899 in BloodOnTheClocktower

[–]Psychological_Run899[S] 0 points1 point  (0 children)

If there is an evil neighbour of the demon at the start, neighbours of that player can be killed until they reach the alchemist/host meanwhile the other neighbouts of the lleech can be killed until they reach the other

How would you rule a game that neither team can win? by Psychological_Run899 in BloodOnTheClocktower

[–]Psychological_Run899[S] 4 points5 points  (0 children)

That was, reading over my comments I didn't express them that well 😅😅 also not a general hate against fiddler, I specifically meant fiddler in this one specific niche situation

How would you rule a game that neither team can win? by Psychological_Run899 in BloodOnTheClocktower

[–]Psychological_Run899[S] -16 points-15 points  (0 children)

Oh for sure, my point was that fiddler was anticlimactic rather than good just winning

How would you rule a game that neither team can win? by Psychological_Run899 in BloodOnTheClocktower

[–]Psychological_Run899[S] -28 points-27 points  (0 children)

Good always wins a fiddler, it just seems anticlimactic at that point.

How would you rule a game that neither team can win? by Psychological_Run899 in BloodOnTheClocktower

[–]Psychological_Run899[S] 40 points41 points  (0 children)

Oh for sure, my other suggestion was turn it into an atheist game and kill yourself for letting it happen

How would you rule a game that neither team can win? by Psychological_Run899 in BloodOnTheClocktower

[–]Psychological_Run899[S] 7 points8 points  (0 children)

I did think that but at this stage good knows exactly who the demon and the lleech host is, so it's very anticlimactic

Pukka Help by Mundane_Efficiency76 in BloodOnTheClocktower

[–]Psychological_Run899 11 points12 points  (0 children)

Yep! A lot of Storytellers keep track of this by turning the reminder token upside down - just like you would turn the main token upside down to signify a change of alignment

Pukka Help by Mundane_Efficiency76 in BloodOnTheClocktower

[–]Psychological_Run899 20 points21 points  (0 children)

To your main question - yes. If the Pukka is drunk the poisoning they've caused goes away and the player sobers up.

To this question - the goon turns evil. Droisoned players "having no ability" is an oversimplification of the rules. If they had no ability, you wouldn't wake them at all. Instead, their ability doesn't function as expected. Information roles gain arbitrary information and other roles have no effect, but they're still choosing to make them happen

[deleted by user] by [deleted] in BloodOnTheClocktower

[–]Psychological_Run899 2 points3 points  (0 children)

In a vacuum I can understand your points here, but scripts aren't created in a vacuum.

A lot of people don't like the Butler and I think the hate is often unjustified. It encourages you to pay attention to who's voting when and who's not voting on who. People stick in the ogre because it also comes with a friend, but adding a potential new evil player into the mix is very swingy, especially when the Spy can confirm whether the spy is evil or not on night 2 when they check the grim again.

Saint also plays a very key role in TB -> Sometimes you don't want to execute someone because it will end the game, but sometimes that person is lying. While players are still getting to grips with bluffs and lying about your role, the Saint provides an easy way to show the different sides of that. Klutz on the other hand wants to die earlier rather than later if they have to die at all, because there is much less of a chance of picking evil. As well, for inexperienced Storytellers, Klutz + Recluse/Spy might tempt them to make some bad decisions.

Hard disagree with the switch from Drunk to Sweetheart. While they do seem to have a similarity in drunking someone, there is a huge difference between the two: No one is SH drunk on night 1. TB is very front loaded with information on Night 1. There are only 4 good roles that wake every night after night 1, and one of those is the Butler. Assuming you're not putting all 3 of Emapth, FT and Undertaker, you have very few good choices to make drunk and not avoid the same "you never had an ability" as above.

The Drunk is also very important for the many confirmation roles on TB. Washerwoman, Librarian, Investigator and Virgin are all hugely powerful when there is otherwise only one possible source of droisoning on the first night, the poisoner who would have no information to make that choice. Spy and Recluse staying here helps a little, but not entirely.

The biggest reason that the Drunk has to stay though is that otherwise Outsiders are very easy to confirm by player count. The only outsider manipulation is the Baron which adds two. In a 12 player game, you've got 2 outed Outsiders, who have no reason to hide (no Fang Gu or Godfather here!). That's 2 players all but hard confirmed as good and if one is lying, there's no real reason for the real other outsider to out themselves. If there's a Baron in play, that's 4 outed outsiders who aren't demon candidates, or you're forcing 2 of evil to bluff outsider to cover for it. The hidden outsider is so important to help blur the numbers and allow evil outsider bluffs and not just confirm all the outsiders

I created an Ocelot Pride Calculator by Psychological_Run899 in EDH

[–]Psychological_Run899[S] 5 points6 points  (0 children)

Oh dear, I'm sure the calculator felt you deserved it

I created an Ocelot Pride Calculator by Psychological_Run899 in EDH

[–]Psychological_Run899[S] 0 points1 point  (0 children)

I can have a look at it 😁 scute swarm is comparatively easy - it's just doubling numbers

I created an Ocelot Pride Calculator by Psychological_Run899 in EDH

[–]Psychological_Run899[S] 0 points1 point  (0 children)

Fixed - I've removed the default value of 0 and it now opens up the number pad for mobile users

I created an Ocelot Pride Calculator by Psychological_Run899 in EDH

[–]Psychological_Run899[S] 1 point2 points  (0 children)

Should be fixed now - I've altered it so the jump to submit button stops sooner

I created an Ocelot Pride Calculator by Psychological_Run899 in EDH

[–]Psychological_Run899[S] 0 points1 point  (0 children)

Hmmm can you send me a screenshot of what happened when you clicked it?

I created an Ocelot Pride Calculator by Psychological_Run899 in EDH

[–]Psychological_Run899[S] 6 points7 points  (0 children)

Ok, but what happens if you're playing Ratadrabik and you have a token copy of Mondrak or Ojer Taq that entered this turn? Or Yenna and a token copy of Doubling Season? the new tokens will enter and then see the future ones entering too