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
Thief | Description
Traveler Each night, choose a player (not yourself): their vote counts negatively tomorrow.
26
Undertaker | Description
Townsfolk Each night*, you learn which character died by execution today.
27
Virgin | Description
Townsfolk The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
28
Washerwoman | Description
Townsfolk You start knowing that 1 of 2 players is a particular Townsfolk.
29
Baron | Day
None
30
Baron | Night
None
31
Baron | Drunk/Poison
None
32
Beggar | Setup
Inform the Beggar whether they are good or evil
33
Beggar | Night
None
34
Beggar | Day
Every time the Beggar obtains a vote token, privately tell them the alignment of the giver The Beggar cannot vote without a vote token
35
Beggar | Drunk/Poison
None - the Beggar is always Sober and Healthy
36
Bureaucrat | Setup
"Vote x3" token Inform the Bureaucrat whether they are good or evil
37
Bureaucrat | Night
Wake the Bureaucrat and assign the "Vote x3" token to whoever the Bureaucrat points at.
38
Bureaucrat | Day
Every time the player with the Bureaucrat's "Vote x3" token votes, their vote counts as 3. Count out loud as normal.
39
Butler | Setup
"Master" token
40
Butler | Night
Wake the Butler and place the "Master" token next to the indicated character.
41
Butler | Day
It is the Butler's responsibility to ensure they only vote if their indicated Master votes.
42
Chef | Setup
None
43
Chef | Night
On the first night, inform the Chef how many evil players are neighboring each other.
44
Chef | Day
None
45
Drunk | Setup
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.
46
Drunk | Night
Treat the Drunk as the character they believe themselves to be, but you may provide false information or ignore their instructions whenever you want.
47
Drunk | Day
Treat the Drunk as the character they believe themselves to be, but you may provide false information or ignore their instructions whenever you want.
48
Empath | Setup
None
49
Empath | Night
Wake up the Empath and indicate how many of their living neighbors are evil.
50
Empath | Drunk/Poison
Wake the Empath every night and indicate how many of their living neighbors are evil, but you may provide false information.
51
Fortune Teller | Setup
"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.
52
Fortune Teller | Night
Wake the Fortune Teller, who will point to two players. Indicate (yes/no) whether either of them are the Demon or the Decoy.
53
Fortune Teller | Drunk/Poison
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.
54
Gunslinger | Setup
Inform the Gunslinger whether they are good or evil
55
Gunslinger | Night
None
56
Gunslinger | Day
The Gunslinger may kill a player who voted during today's execution.
57
Gunslinger | Drunk/Poison
58
Imp | Setup
None
59
Imp | Night
The Imp kills one player (can be the Imp). If the Imp kills itself, a Minion becomes the Imp.
60
Imp | Day
None
61
Imp | Drunk/Poison
The Imp chooses someone to kill but that player does not die.
62
Investigator | Setup
"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
Investigator | Night
On the first night, show the Investigator two players, one of whom is a specific Minion.
64
Investigator | Day
None
65
Investigator | Drunk/Poison
The information provided on the first night may be incorrect.
66
Librarian | Setup
"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
Librarian | Night
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
Librarian | Day
None
69
Librarian | Drunk/Poison
The Librarian receives false information on the first night.
70
Mayor | Setup
None
71
Mayor | Night
If the Mayor would die, you can kill someone else instead.
72
Mayor | Day
If 3 living players remain and no execution takes place, the game ends immediately and the Mayor's team wins.
73
Mayor | Drunk/Poison
The Mayor dies at night if killed.
74
Monk | Setup
"Protected" token
75
Monk | Night
Every subsequent night, the Monk points to a player. That player is safe from the Demon tonight.
76
Monk | Day
None
77
Monk | Drunk/Poison
Every subsequent night, the Monk points to a player; however, that player is NOT safe from the Demon tonight.
78
Poisoner | Setup
"Poisoned" token
79
Poisoner | Night
Every night the Poisoner chooses one player to be poisoned that night and the following day.
80
Poisoner | Day
None
81
Poisoner | Drunk/Poison
Every night the Poisoner chooses one player to be poisoned that night and the following day, but the player is not actually poisoned.
82
Ravenkeeper | Setup
None
83
Ravenkeeper | Night
If the Ravenkeeper dies at night, wake them. They will point to a player and you show that player's character token.
84
Ravenkeeper | Day
None
85
Ravenkeeper | Drunk/Poison
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
Recluse | Setup
None
87
Recluse | Night
You choose if the Recluse registers as evil/Minion/Demon when targeted by other players' abilities.
88
Recluse | Day
You choose if the Recluse registers as evil/Minion/Demon when targeted by other players' abilities.
89
Recluse | Drunk/Poison
The Recluse registers as a good Outsider.
90
Saint | Setup
None
91
Saint | Night
None
92
Saint | Day
If the Saint is executed, the Saint's team loses.
93
Saint | Drunk/Poison
If the Saint is executed, the Saint dies and the game continues.
94
Scapegoat | Setup
Inform the Scapegoat whether they are good or evil.
95
Scapegoat | Night
None
96
Scapegoat | Day
If a player of the Scapegoat's alignment would be executed, you can choose to execute the Scapegoat instead.
97
Scapegoat | Drunk/Poison
N/A - travelers can't be drunk or poisoned
98
Scarlet Woman | Setup
"Demon" token
99
Scarlet Woman | Night
If there are 5 or more living players remaining (not including travelers) and the Imp kills itself, the Scarlet Woman becomes the Imp.
100
Scarlet Woman | Day
None
101
Scarlet Woman | Drunk/Poison
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
Slayer | Setup
"Used" token
103
Slayer | Night
None
104
Slayer | Day
Once per game, if the Slayer publicly and accurately guesses the Demon player, that player dies.
105
Slayer | Drunk/Poison
Once per game, if the Slayer publicly and accurately guesses the Demon player, nothing happens but the ability is used.
106
Soldier | Setup
None
107
Soldier | Night
If the Soldier would die because of the Demon, they do not die.
108
Soldier | Day
If the Soldier would die because of the Demon, they do not die.
109
Soldier | Drunk/Poison
The Soldier is no longer protected from the Demon and will die if killed.
110
Spy | Setup
None
111
Spy | Night
Every night, the Spy can look at the Grimoire for as long as they want.
112
Spy | Day
None
113
Spy | Drunk/Poison
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
Thief | Setup
"Negative vote" token
115
Thief | Night
Each night the thief chooses one player to have a negative vote the following day.
116
Thief | Day
If/when the thief's chosen player votes, their vote counts as [-1] instead of [+1]
117
Thief | Drunk/Poison
The thief's chosen player's vote counts as normal.
118
Undertaker | Setup
"Executed" token
119
Undertaker | Night
Every night following an execution, show the Undertaker the character token of the player who was killed (by execution only).
120
Undertaker | Day
If/when a player is executed, place the "Executed" token as a reminder
121
Undertaker | Drunk/Poison
Show the Undertaker an incorrect player token.
122
Virgin | Setup
"Used" token
123
Virgin | Night
None
124
Virgin | Day
The first time the Virgin is nominated for execution, if the nominator is a Townsfolk, that player dies. Otherwise, nothing happens.
125
Virgin | Drunk/Poison
Nominations proceed as normal (no death due to nominating the Virgin)
126
Washerwoman | Setup
"Decoy" token "Townsfolk" token Place the Townsfolk token next to a character token. Place the Decoy token next to another character token.
127
Washerwoman | Night
On the first night, show the Washerwoman the 'Townsfolk' player and point to two players, one of whom is that Townsfolk.
128
Washerwoman | Day
None
129
Washerwoman | Drunk/Poison
Show the Washerwoman incorrect information on the first night
130
Bureaucrat | Drunk/Poison
N/A - travelers cannot be drunk or poisoned
131
Butler | Drunk/Poison
The Butler can vote regardless of their Master's vote (but they don't know it)
132
Chef | Drunk/Poison
The Chef receives false information on the first night.
133
Drunk | Drunk/Poison
No change
134
Empath | Drunk/Poison
The Empath receives false information at night
135
Fortune Teller | Day
None