Maybetreat a master striking a target twice consecutively as a trigger for minions to focus on that target, to remain in effect until another condition, such as their master or another minion being attacked by something else, the master landing two consecutive strikes on another target, or the target dying. I'd say it has to be two strikes to minimize the potential for accidents to spiral out of control. With that, so long as the player keeps the pressure on, minions should mostly focus on Klaus, and any minion deviations, possibly triggered by letting a gem deer land an attack, could be quickly straightened out by going after the right target. The only significant complication I can see is when Klaus dies. If minions and/or the gem deer don't lose aggro, at least until Klaus is back on his feet, things could still get pretty bad.
In the end though, it'd still boil down to how many minions a master can keep in line in a fight like that. Ancient Fuelweaver's woven shadows should warrant another minion behavior though. If their master kills two targets of the same kind consecutively, remain hostile to all targets of the kind for a length of time, possibly until master is no longer in combat. That could work especially well if minions could be trained to go after the unseen hands.
I mained Maxwell for a while after the rework and i gotta say, not a lot of people understand the power of the dance emote! You can make your shadows focus on anything that you want if you use the dance emote:
That's just 2 examples but that simple thing allows for a lot of control over shadows, the thing is that you can only do that while you stand in the inicial summoning place of the shadows you use, if you leave the area of spawn they start working as intended again.
I am playing as good 'ol Maxwell again, but I have yet to figure out how to use the codex umbra. I remember in regular DS you could just read it and summon your puppets, but that doesn't seem to be the case right now. All I can do is examine it. I figured that maybe I just needed the Prestihatilator to make my minions, but I built one and it doesn't seem to do anything. So what do I have to do? Am I missing something obvious, or do I really need to make a Shadow Manipulator?
If we are already on topic of his book. Why does maxwell's book need to be like that? I get the balancing of crafting individual puppet type but why having to put down the book to do it each time? Why can't the crafting be available whenever the book is in your inventory and not having to prototype each time.
Almost every time there are four players left alive, and the good players execute a non-Demon player, you can end the game there. If you were to continue the game after this execution, with just three players alive, then the Demon would kill one of those players at night, ending the game. There is little point in going through this process, as evil already knows they have won. However, if a Monk or a Soldier is still alive, then the Demon may not end up killing a player that night, leading to another day of executions after all.
Moving around unnecessarily at night can put crafty players off your scent.If you always walk to the same part of the circle the first thing each night, and your shoes make noise, then players may be understandably suspicious that the Demon is sitting in that area. If you walk to different areas of the circle at random intervals, any noise you make will not give away what is really happening.
Moving around tokens in the Grimoire is something you may need to do when good players use their abilities, such as the Slayer or the Juggler. When evil players bluff as these characters, pretend to move tokens around the Grimoire in the same manner. Veteran players will not be able to tell by looking at your hand motions whether the player in question is bluffing or not.
Quietly tap the shoulders or knees of the players that need to wake. If your tapping makes noise, neighbouring players may hear and get suspicious of the tapped player. If the player is wearing thick clothing and cannot feel light taps, then press noticeably with your hand twice instead.
Transport your Grimoire with the spine facing down. If you put your Grimoire in a bag, having all its weight on the strong spine of the box will help prevent fraying or bending of the box corners, and keep the game in good condition.
If you make a mistake, just play on and do your best. Don't try to "balance the game" by giving the opposite team some benefit. This is awkward to do well, and means that the good players can often backtrack and find out what your mistake was by figuring out which team benefited by your correction and how.
All Storytellers make mistakes at some point. It happens. Maybe you let the Solder be killed by the Demon? Maybe you forgot the Mayor was the Drunk, and declared that good won because of it? Just roll with it. If the mistake benefited the winning team, then an apology to the losing team might be in order. If the mistake benefited the losing team, then extra congratulations to the winning team!
It is usually best to tell the group that you made a mistake, but not tell them what the mistake was. This way, they have enough information to work with, but not so much that it is a detriment to the opposing team.
If you relax and take your time when setting up each night phase, you'll find that mistakes get less and less frequent. If you find that you are being rushed, relax and take your time. If you are confused about something, you guessed it: relax and take your time.
Discourage players from talking about their characters before the first night begins. You may even want to ban this behavior. If players consistently reveal their characters before the Demon has received its three not-in-play characters to bluff as, then that pressures the Demon to reveal who they are before they are ready. Even though it goes against the "You may say whatever you want at any time" rule, stopping good players from using this strategy may be necessary. Most players understand that the game has not really begun until the first night begins, and will not do this. However, if it becomes an issue, either ask players to not do it, or put the Hell's Librarian, one of the Fabled, into play.
It is best to keep the players in the circle while they are playing. This prevents players from wandering all over the place, which causes difficulty getting everyone together when nominations are called. Keeping players within the circle also encourages veterans to talk to newer players and for newer players to talk to each other. The last thing that you want is your veterans wandering off in ones and twos, leaving a new player sitting in the circle alone.
This also encourages players to leave their seats to talk in private to players on the opposite side of the circle, as everybody is close together. Players having private conversations with each other can be a huge part of some games, and is something that really adds new levels of strategy to both good and evil's arsenal of tricks.
If you have spare moments during the day phase, you can read the text on the in-play character tokens. This will help you learn exactly how each character works and how they interact with the other characters in play. This is surprisingly useful when running a new edition for the first time. Some character text is subtle, and you may not notice everything on first reading. After all, you only need to know how the in-play characters work. All other characters on the character sheet have little or no bearing on the game.
You can ask, "How would you like to die?" to a player just before they are executed. Doing this in public allows the dying player to come up with all sorts of interesting and amusing ways that they would like to be executed. Some players will want to take a long walk off a cliff, while many will request death by more pleasurable means.
Don't break the rules. Even if it seems like it might be exciting to do so. Don't simply decide that players should die instead of remain alive, or put in more or fewer Minions or Outsiders. The good players are relying on all the information available to win. If they base their logic on incorrect information, but they have no way of knowing that their information is incorrect, then they are simply guessing, and it will not be fun for them. Even if you think it might be wacky to secretly not put a Demon in play, to add a Drunk out of the blue, or to alter some other important rule, the players will probably not appreciate this, as they will feel like a victory was not fairly won, or a loss unfairly thrust upon them.
Let players make their own decisions. During the night, players will sometimes seem to make odd choices. The Fortune Teller may choose the same players each night. A Monk may protect a dead player. The Demon may attack a revealed Ravenkeeper. The Poisoner may poison the Demon. You never know what the player in question might be thinking, and it is best to not nudge them toward choosing what you think is best. In the above examples, the Fortune Teller may be testing to see if they are drunk, the Monk may want a death tonight so that three players remain alive for a Mayor victory, the Demon may want to get the Ravenkeeper out of the way early, and the Poisoner may be about to bluff as the Soldier and use the fact that no death occurred as evidence. If you let the players make their own choices, they may not be the best choices, but they own them.
As is the case with all social gatherings, sometimes a player will speak in a disrespectful tone to another player. Blood on the Clocktower is a social game, which means social tools are useful in playing it. There are good, fun ones like charm or humor, but one or two players may get a little caught up in the excitement and revert to some of the more negative social tools, such as shouting, bullying, or emotional blackmail. Any player behavior that is unpleasant or otherwise destructive to the good vibe of the game should be nipped in the bud. This type of behavior is not acceptable, as other players may feel uncomfortable at best or argumentative and victimized at worst. Every player deserves to be in an environment where they feel accepted, respected, and able to make their own decisions.
3a8082e126