Caravan
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.