Trouble Brewing Flashcards

This deck teaches about the characters, setup, abilities, and drunk/poison effects in the Blood on the Clocktower 'Trouble Brewing' scenario.

1
Q

Baron

Description

A

Minion

There are extra Outsiders in play. [+2 Outsiders]

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2
Q

Baron

Setup

A

Replace 2 Townsfolk tokens with 2 Outsider tokens.

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3
Q

Beggar

Description

A

Traveler

You must use a vote token to vote. If a dead player gives you theirs, you learn their alignment. You are sober and healthy.

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4
Q

Bureaucrat

Description

A

Traveler

Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow.

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5
Q

Butler

Description

A

Outsider

Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.

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6
Q

Chef

Description

A

Townsfolk

You start knowing how many pairs of evil players there are.

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7
Q

Drunk

Description

A

Outsider

You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.

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8
Q

Empath

Description

A

Townsfolk

Each night, you learn how many of your 2 alive neighbors are evil.

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9
Q

Fortune Teller

Description

A

Townsfolk

Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.

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10
Q

Gunslinger

Description

A

Traveler

Each day, after the 1st vote has been tallied, you may choose a player that voted: they die.

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11
Q

Imp

Description

A

Demon

Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.

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12
Q

Investigator

Description

A

Townsfolk

You start knowing that 1 of 2 players is a particular Minion.

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13
Q

Librarian

Description

A

Townsfolk

You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)

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14
Q

Mayor

Description

A

Townsfolk

If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.

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15
Q

Monk

Description

A

Townsfolk

Each night*, choose a player (not yourself): they are safe from the Demon tonight.

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16
Q

Poisoner

Description

A

Minion

Each night, choose a player: they are poisoned tonight and tomorrow day.

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17
Q

Ravenkeeper

Description

A

Townsfolk

If you die at night, you are woken to choose a player: you learn their character.

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18
Q

Recluse

Description

A

Outsider

You might register as evil & as a Minion or Demon, even if dead.

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19
Q

Saint

Description

A

Outsider

If you die by execution, your team loses.

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20
Q

Scapegoat

Description

A

Traveler

If a player of your alignment is executed, you might be executed instead.

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21
Q

Scarlet Woman

Description

A

Minion

If there are 5 or more players alive & the Demon dies, you become the Demon. (Travelers don’t count)

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22
Q

Slayer

Description

A

Minion

Once per game, during the day, publicly choose a player: if they are the Demon, they die.

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23
Q

Soldier

Description

A

Townsfolk

You are safe from the Demon.

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24
Q

Spy

Description

A

Minion

Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.

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25
Q

Thief

Description

A

Traveler

Each night, choose a player (not yourself): their vote counts negatively tomorrow.

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26
Q

Undertaker

Description

A

Townsfolk

Each night*, you learn which character died by execution today.

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27
Q

Virgin

Description

A

Townsfolk

The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.

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28
Q

Washerwoman

Description

A

Townsfolk

You start knowing that 1 of 2 players is a particular Townsfolk.

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29
Q

Baron

Day

A

None

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30
Q

Baron

Night

A

None

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31
Q

Baron

Drunk/Poison

A

None

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32
Q

Beggar

Setup

A

Inform the Beggar whether they are good or evil

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33
Q

Beggar

Night

A

None

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34
Q

Beggar

Day

A

Every time the Beggar obtains a vote token, privately tell them the alignment of the giver

The Beggar cannot vote without a vote token

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35
Q

Beggar

Drunk/Poison

A

None - the Beggar is always Sober and Healthy

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36
Q

Bureaucrat

Setup

A

“Vote x3” token

Inform the Bureaucrat whether they are good or evil

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37
Q

Bureaucrat

Night

A

Wake the Bureaucrat and assign the “Vote x3” token to whoever the Bureaucrat points at.

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38
Q

Bureaucrat

Day

A

Every time the player with the Bureaucrat’s “Vote x3” token votes, their vote counts as 3. Count out loud as normal.

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39
Q

Butler

Setup

A

“Master” token

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40
Q

Butler

Night

A

Wake the Butler and place the “Master” token next to the indicated character.

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41
Q

Butler

Day

A

It is the Butler’s responsibility to ensure they only vote if their indicated Master votes.

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42
Q

Chef

Setup

A

None

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43
Q

Chef

Night

A

On the first night, inform the Chef how many evil players are neighboring each other.

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44
Q

Chef

Day

A

None

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45
Q

Drunk

Setup

A

Choose which Townsfolk the Drunk will believe themself to be. Place that Townsfolk token in the bag and then indicate their Drunk status in the Grimoire.

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46
Q

Drunk

Night

A

Treat the Drunk as the character they believe themselves to be, but you may provide false information or ignore their instructions whenever you want.

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47
Q

Drunk

Day

A

Treat the Drunk as the character they believe themselves to be, but you may provide false information or ignore their instructions whenever you want.

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48
Q

Empath

Setup

A

None

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49
Q

Empath

Night

A

Wake up the Empath and indicate how many of their living neighbors are evil.

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50
Q

Empath

Drunk/Poison

A

Wake the Empath every night and indicate how many of their living neighbors are evil, but you may provide false information.

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51
Q

Fortune Teller

Setup

A

“Decoy” token

Place the token next to a good player in the Grimoire. This player will register as a Demon for the purposes of the Fortune Teller’s ability.

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52
Q

Fortune Teller

Night

A

Wake the Fortune Teller, who will point to two players. Indicate (yes/no) whether either of them are the Demon or the Decoy.

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53
Q

Fortune Teller

Drunk/Poison

A

Wake the Fortune Teller, who will point to two players. Indicate (yes/no) whether either of them are the Demon or the Decoy, but you may provide false information.

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54
Q

Gunslinger

Setup

A

Inform the Gunslinger whether they are good or evil

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55
Q

Gunslinger

Night

A

None

56
Q

Gunslinger

Day

A

The Gunslinger may kill a player who voted during today’s execution.

57
Q

Gunslinger

Drunk/Poison

A
58
Q

Imp

Setup

A

None

59
Q

Imp

Night

A

The Imp kills one player (can be the Imp). If the Imp kills itself, a Minion becomes the Imp.

60
Q

Imp

Day

A

None

61
Q

Imp

Drunk/Poison

A

The Imp chooses someone to kill but that player does not die.

62
Q

Investigator

Setup

A

“Decoy” token
“Minion” token

Place the Minion token next to the Minion you will reveal to the Investigator; place the Decoy token token next to the other player you will reveal to the Investigator.

63
Q

Investigator

Night

A

On the first night, show the Investigator two players, one of whom is a specific Minion.

64
Q

Investigator

Day

A

None

65
Q

Investigator

Drunk/Poison

A

The information provided on the first night may be incorrect.

66
Q

Librarian

Setup

A

“Decoy” token
“Outsider” token

Place the Outsider token by the character you will reveal to the Librarian. Place the Decoy token next to the second player you will indicate.

67
Q

Librarian

Night

A

Show the Librarian the character token of an Outsider in play, then point to the Outsider and a decoy player (in any order). If no Outsiders are in play, indicate this.

68
Q

Librarian

Day

A

None

69
Q

Librarian

Drunk/Poison

A

The Librarian receives false information on the first night.

70
Q

Mayor

Setup

A

None

71
Q

Mayor

Night

A

If the Mayor would die, you can kill someone else instead.

72
Q

Mayor

Day

A

If 3 living players remain and no execution takes place, the game ends immediately and the Mayor’s team wins.

73
Q

Mayor

Drunk/Poison

A

The Mayor dies at night if killed.

74
Q

Monk

Setup

A

“Protected” token

75
Q

Monk

Night

A

Every subsequent night, the Monk points to a player. That player is safe from the Demon tonight.

76
Q

Monk

Day

A

None

77
Q

Monk

Drunk/Poison

A

Every subsequent night, the Monk points to a player; however, that player is NOT safe from the Demon tonight.

78
Q

Poisoner

Setup

A

“Poisoned” token

79
Q

Poisoner

Night

A

Every night the Poisoner chooses one player to be poisoned that night and the following day.

80
Q

Poisoner

Day

A

None

81
Q

Poisoner

Drunk/Poison

A

Every night the Poisoner chooses one player to be poisoned that night and the following day, but the player is not actually poisoned.

82
Q

Ravenkeeper

Setup

A

None

83
Q

Ravenkeeper

Night

A

If the Ravenkeeper dies at night, wake them. They will point to a player and you show that player’s character token.

84
Q

Ravenkeeper

Day

A

None

85
Q

Ravenkeeper

Drunk/Poison

A

If the Ravenkeeper dies at night, wake them. They will point to a player and you show a character token that DOES NOT belong to that player.

86
Q

Recluse

Setup

A

None

87
Q

Recluse

Night

A

You choose if the Recluse registers as evil/Minion/Demon when targeted by other players’ abilities.

88
Q

Recluse

Day

A

You choose if the Recluse registers as evil/Minion/Demon when targeted by other players’ abilities.

89
Q

Recluse

Drunk/Poison

A

The Recluse registers as a good Outsider.

90
Q

Saint

Setup

A

None

91
Q

Saint

Night

A

None

92
Q

Saint

Day

A

If the Saint is executed, the Saint’s team loses.

93
Q

Saint

Drunk/Poison

A

If the Saint is executed, the Saint dies and the game continues.

94
Q

Scapegoat

Setup

A

Inform the Scapegoat whether they are good or evil.

95
Q

Scapegoat

Night

A

None

96
Q

Scapegoat

Day

A

If a player of the Scapegoat’s alignment would be executed, you can choose to execute the Scapegoat instead.

97
Q

Scapegoat

Drunk/Poison

A

N/A - travelers can’t be drunk or poisoned

98
Q

Scarlet Woman

Setup

A

“Demon” token

99
Q

Scarlet Woman

Night

A

If there are 5 or more living players remaining (not including travelers) and the Imp kills itself, the Scarlet Woman becomes the Imp.

100
Q

Scarlet Woman

Day

A

None

101
Q

Scarlet Woman

Drunk/Poison

A

If there are 5 or more living players remaining and the Imp kills itself, the Scarlet Woman DOES NOT become the Imp. Instead, the game ends and evil loses.

102
Q

Slayer

Setup

A

“Used” token

103
Q

Slayer

Night

A

None

104
Q

Slayer

Day

A

Once per game, if the Slayer publicly and accurately guesses the Demon player, that player dies.

105
Q

Slayer

Drunk/Poison

A

Once per game, if the Slayer publicly and accurately guesses the Demon player, nothing happens but the ability is used.

106
Q

Soldier

Setup

A

None

107
Q

Soldier

Night

A

If the Soldier would die because of the Demon, they do not die.

108
Q

Soldier

Day

A

If the Soldier would die because of the Demon, they do not die.

109
Q

Soldier

Drunk/Poison

A

The Soldier is no longer protected from the Demon and will die if killed.

110
Q

Spy

Setup

A

None

111
Q

Spy

Night

A

Every night, the Spy can look at the Grimoire for as long as they want.

112
Q

Spy

Day

A

None

113
Q

Spy

Drunk/Poison

A

Either the Spy does not get to see the Grimoire or you can mess with the Grimoire prior to showing it to the Spy.

114
Q

Thief

Setup

A

“Negative vote” token

115
Q

Thief

Night

A

Each night the thief chooses one player to have a negative vote the following day.

116
Q

Thief

Day

A

If/when the thief’s chosen player votes, their vote counts as [-1] instead of [+1]

117
Q

Thief

Drunk/Poison

A

The thief’s chosen player’s vote counts as normal.

118
Q

Undertaker

Setup

A

“Executed” token

119
Q

Undertaker

Night

A

Every night following an execution, show the Undertaker the character token of the player who was killed (by execution only).

120
Q

Undertaker

Day

A

If/when a player is executed, place the “Executed” token as a reminder

121
Q

Undertaker

Drunk/Poison

A

Show the Undertaker an incorrect player token.

122
Q

Virgin

Setup

A

“Used” token

123
Q

Virgin

Night

A

None

124
Q

Virgin

Day

A

The first time the Virgin is nominated for execution, if the nominator is a Townsfolk, that player dies. Otherwise, nothing happens.

125
Q

Virgin

Drunk/Poison

A

Nominations proceed as normal (no death due to nominating the Virgin)

126
Q

Washerwoman

Setup

A

“Decoy” token
“Townsfolk” token

Place the Townsfolk token next to a character token. Place the Decoy token next to another character token.

127
Q

Washerwoman

Night

A

On the first night, show the Washerwoman the ‘Townsfolk’ player and point to two players, one of whom is that Townsfolk.

128
Q

Washerwoman

Day

A

None

129
Q

Washerwoman

Drunk/Poison

A

Show the Washerwoman incorrect information on the first night

130
Q

Bureaucrat

Drunk/Poison

A

N/A - travelers cannot be drunk or poisoned

131
Q

Butler

Drunk/Poison

A

The Butler can vote regardless of their Master’s vote (but they don’t know it)

132
Q

Chef

Drunk/Poison

A

The Chef receives false information on the first night.

133
Q

Drunk

Drunk/Poison

A

No change

134
Q

Empath

Drunk/Poison

A

The Empath receives false information at night

135
Q

Fortune Teller

Day

A

None