Caravan
Full Script
3
Notes
Caravan is the culmination of my experience playing Clocktower and writing scripts over four years. I'm currently writing a lengthy article to explain why I believe Caravan is the best BOTC edition ever, describing its extreme synergy and why its characters are among the best designed in Clocktower, among other considerations.
For now, here is a basic introduction:
The Storm Catcher favors the Balloonist! This stabilizes the game by guaranteeing the most powerful townsfolk survives until town is ready to execute. Balloonist is also a fantastic bluff for evil: easy to create fake information for, obscures the Outsider count, and justifies claiming Goblin when town becomes suspicious (how dare you execute the Balloonist!)
The Spirit of Ivory prevents the evil team from gaining two players through the Fang Gu and Ogre. If there is an evil Ogre, that is the only Outsider jump available to the Fang Gu.
A few of Caravan's many notable character interactions:
With the Imp, Fang Gu and Scarlet Woman, the demon moves frequently on Caravan, and the Goblin makes it necessary to parse minions from demons. The good team combats this with the Fortune Teller, Snake Charmer, Town Crier, and Mayor.
While most games devolve after a successful snake charming, Caravan gives the new evil team a shot at winning. The Wraith is woken after a charming so the new evil team can coordinate. The Cerenovus can lock his former demon into a bluff, especially if instructed by the Wraith. The Scarlet Woman forces good to execute outed minions instead of simply hunting the new demon. The Goblin can disguise as Scarlet Woman and makes town distrust snake charming tales that would otherwise dictate executions. The mobility of the Imp and Fang Gu make them particularly elusive in such cases.
Caravan generates a complex and electric social environment with the following characters: Pixie, Mutant, Cerenovus; High Priestess, General; Snake Charmer, Farmer, Ogre, Wraith, Goblin.
The Monk interacts beautifully with all four demons: he can stop the Imp from starpassing, the Fang Gu from jumping, the No Dashii from poisoning, and the Vortox from falsifying Townsfolk information.
In a Vortox game, the Balloonist must learn players who are all the same character type. (The Monk can force a switch to another character type by protecting the Balloonist for one night.) The Noble may learn zero, two or three evil players. Since the General learns one of three things, either of the two false choices may be learned under Vortox.
The Drunk may disguise a Vortox game by learning true information, or fake a No Dashii sitting nearby by learning false information. The Drunk makes it possible for "Townsfolk" to become the Fang Gu.
Cannibal is a particularly good bluff for the Wraith, who sees what players do at night, but not their specific character.
Characters
Total 31
Townsfolk
13
Noble
You start knowing 3 players, 1 and only 1 of which is evil.
Pixie
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
Highpriestess1 75 2-75
매일 밤, 이야기꾼이 당신이 가장 대화를 나눠야 한다고 생각하는 참가자가 누구인지 알게 됩니다.
Balloonist
Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
General
Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Snake Charmer
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Fortune Teller
Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
Town Crier
Each night*, you learn if a Minion nominated today.
Monk
Each night*, choose a player (not yourself): they are safe from the Demon tonight.
Seamstress
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Cannibal
You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Farmer1 75 2-75
당신이 밤에 죽으면, 살아있는 선한 참가자가 농부가 됩니다.
Mayor
If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
Outsider
4
Ogre
On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Klutz
When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Mutant
If you are “mad” about being an Outsider, you might be executed.
Minion
4
Cerenovus
Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Wraith
You may choose to open your eyes at night. You wake when other evil players do.
Goblin1 75 2-75
만약 당신이 지명될 때 공개적으로 고블린이라고 주장한 뒤 처형되면, 당신의 진영이 승리합니다.
Scarletwoman1-75
만약 살아있는 플레이어가 5명 이상이라면, 악마가 죽으면 당신은 악마가 됩니다. 여행자는 세지 않습니다.
Demon
4
No Dashii
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
Imp
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Vortox
Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Fanggu1 75 3-75
매일 밤*, 플레이어 1명을 선택합니다: 그는 사망합니다. 이 능력으로 사망한 첫 외지인만이 악한 팡 구가 되고 당신이 대신 사망합니다. [외지인 +1명]
Traveller
3
Thief
Each night, choose a player (not yourself): their vote counts negatively tomorrow.
Harlot
Each night*, choose a living player: if they agree, you learn their character, but you both might die.
Beggar
You must use a vote token to vote. If a dead player gives you theirs, you learn their alignment. You are sober & healthy.
Fabled
2
Spirit of Ivory
There can't be more than 1 extra evil player.
Djinn
Use the Djinn's special rule. All players know what it is.
Loric
1
Storm Catcher
Name a good character. If in play, they can only die by execution, but evil players learn which player it is.
Savant Proposition Generator