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Plague Doctor and Spy: Difference between pages

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<div id='character-details'>
<div id='character-details'>


[[File:icon_plaguedoctor.png|250px]]
[[File:icon_spy.png|250px]]
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>


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<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types #Outsider|Outsider]]</td>
<td>[[Character Types#Minion|Minion]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>Aidan Roberts</td>
<td>Marianna Carr</td>
</tr>
<tr>
<td>Revealed</td>
<td>24/08/2023</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>“Pleauze shtay shtill. Thinks nid tiime for hillink. Myrhh-myrhh.”</p>
<p class='flavour'>"Any brewmaster worth their liquor, knows no concoction pours trouble quicker, than one where spies seem double."<p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_trouble_brewing.png|100px|link=Trouble Brewing]]


<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Character Showcase</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<youtube>_ZcP5gr9ZWM</youtube>
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/13914055/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2020-4-18%2F74264642-44100-2-6e0aa5397ff69.mp3">You need to enable JavaScript to play this audio</div>


</div>
</div>
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Related Jinxes <span style="cursor: pointer; color: #5C1F22;" id="jinx-toggle">(Open)</span>
Related Jinxes <span style="cursor: pointer; color: #5C1F22;" id="jinx-toggle">(Open)</span>
</span>
</span>
<table style="width: 90%; margin: 0 auto;">
<table style="width: 90%; margin: 0 auto;">
{{Jinx|Baron|baron|Evil|If the Storyteller gains the Baron ability, up to two players become not-in-play Outsiders.}}
{{Jinx|Alchemist|alchemist|Good|If the Alchemist has the Spy ability, they do not see the Grimoire, and the real Spy cannot register falsely.}}
{{Jinx|Boomdandy|boomdandy|Evil|If the Plague Doctor is executed and the Storyteller would gain the Boomdandy ability, the Boomdandy ability triggers immediately.}}
{{Jinx|Damsel|damsel|Good|If the Spy is (or has been) in play, the Damsel is poisoned.}}
{{Jinx|Evil Twin|eviltwin|Evil|The Storyteller cannot gain the Evil Twin ability if the Plague Doctor dies.}}
{{Jinx|Heretic|heretic|Good|Only 1 jinxed character can be in play.}}
{{Jinx|Fearmonger|fearmonger|Evil|If the Plague Doctor dies, a living Minion gains the Fearmonger ability in addition to their own ability, and learns this.}}
{{Jinx|Magician|magician|Good|When the Spy sees the Grimoire, the Demon and Magician's character tokens are removed.}}
{{Jinx|Goblin|goblin|Evil|If the Plague Doctor dies, a living Minion gains the Goblin ability in addition to their own ability, and learns this.}}
{{Jinx|Ogre|ogre|Good|The Spy registers as evil to the Ogre.}}
{{Jinx|Marionette|marionette|Evil|If the Demon has a neighbor who is alive and a Townsfolk or Outsider when the Plague Doctor dies, that player becomes an evil Marionette. If there is already an extra evil player, this does not happen.}}
{{Jinx|Plague Doctor|plaguedoctor|Good|If the Plague Doctor dies, a living Minion gains the Spy ability in addition to their own ability, and learns this.}}
{{Jinx|Scarlet Woman|scarletwoman|Evil|If the Plague Doctor dies, a living Minion gains the Scarlet Woman ability in addition to their own ability, and learns this.}}
{{Jinx|Poppy Grower|poppygrower|Good|If the Poppy Grower is in play, the Spy does not see the Grimoire until the Poppy Grower dies.}}
{{Jinx|Spy|spy|Evil|If the Plague Doctor dies, a living Minion gains the Spy ability in addition to their own ability, and learns this.}}
</table>
</table>


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<div class="small-12 large-6 columns">
<div class="small-12 large-6 columns">
== Summary ==
== Summary ==
"When you die, the Storyteller gains a Minion ability."
"Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead."


The Plague Doctor brings an extra Minion ability into play.
The Spy might appear to be a good character, but is actually evil. They also see the Grimoire, so they know the characters (and status) of all players.
The Storyteller chooses which Minion ability is gained.
* If any character has an ability that would detect or affect a good player, then the Spy might register as good to that character. If any character has an ability that detects Townsfolk or Outsiders, then the Spy might register as a specific Townsfolk or Outsider to that player. It is the Storyteller's choice as to what the Spy registers as, even as many characters or both alignments during the same night.
* This ability is in effect for the rest of the game.
* A Spy that registers as a particular Townsfolk or Outsider does not have this character's ability. For example, a Spy that registers as a Slayer cannot slay the Demon.
* Nothing else changes for the Storyteller – they don’t become evil, they don’t become a player, they are not a legitimate player to be targeted by other abilities, and they cannot vote or nominate.
* If the Plague Doctor is drunk or poisoned when they die, the Storyteller doesn’t gain a Minion ability, even when the Plague Doctor becomes sober and healthy.
</div>
</div>


<div class="small-12 large-6 columns" style="padding-right: 0;">
<div class="small-12 large-6 columns" style="padding-right: 0;">
== How to Run ==
Each night, wake the Spy and show them the Grimoire for as long as they need. Put the Spy to sleep.


== How to Run ==
Each time the Spy is targeted by an ability that detects or affects good characters, choose what character and alignment the Spy registers as. (Do whatever is appropriate, such as showing a good character token, nodding, giving finger signals, or allowing an ability to work that would normally only affect good, Townsfolk, or Outsider players.)
When the Plague Doctor dies, place a Minion character token in the center of the left side of Grimoire. Mark this with the Plague Doctor’s '''STORYTELLER ABILITY''' reminder. If applicable, add a night token to the night sheet.


When this Minion would normally act, the relevant choices are made by the Storyteller. </div>
Remember to keep your Grimoire tidy and show it to the Spy in the correct orientation, so the Spy can easily see who is who.
</div>


</div>
</div>
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<div class='example'>
<div class='example'>
The Plague Doctor dies. The Storyteller gains the {{Evil|Poisoner}} ability and chooses a player to poison each night for the rest of the game. </div>
The {{Good|Washerwoman}} learns that either Abdallah or Douglas is the {{Good|Ravenkeeper}}. Abdallah is the {{Good|Monk}}, and Douglas is the Spy registering as the {{Good|Ravenkeeper}}.
</div>
 
<div class='example'>
<div class='example'>
The Plague Doctor is executed and the Storyteller gains the {{Evil|Cerenovus}} ability. That night, the {{Evil|Pit-Hag}} turns the {{Evil|Witch}} into the {{Evil|Cerenovus}}. There are now two {{Evil|Cerenovus}} abilities in play – the Storyteller’s and the new {{Evil|Cerenovus}}’. </div>
The Spy neighbours the {{Evil|Imp}} and the {{Good|Empath}}. The {{Good|Chef}} learns a "1" because the Spy is registering as evil. Later that night, the {{Good|Empath}} learns a "0" because the Spy is now registering as good.
</div>
 
<div class='example'>
<div class='example'>
The Plague Doctor has died and the Storyteller has had the {{Evil|Organ Grinder}} ability for two days. The Plague Doctor is made drunk by the {{Good|Minstrel}}. The Storyteller still has the {{Evil|Organ Grinder}} ability as they gained it when the Plague Doctor died and the Plague Doctor now being drunk does not affect that. </div>
The Spy nominates the {{Good|Virgin}} and is executed by the {{Good|Virgin}}’s ability, because the Storyteller chooses that the Spy registers as a Townsfolk. That night, the {{Good|Undertaker}} learns that the {{Good|Drunk}} died today, because the Spy is now registering as the {{Good|Drunk}}.
</div>
 
</div>
</div>


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== Tips & Tricks ==
== Tips & Tricks ==


* Don’t let yourself get executed! You don’t want to give the evil team an extra ability, so the longer you last, the less that ability is going to affect the game.  
* If you're reading this having just pulled the Spy token this tip won't help you, but if you're about to play your first game, ask your Storyteller to show you an example of a grimoire, so you're prepared when they wake you up.
 
* Providing your memory is good, you start the game knowing everything! All characters in play and who they are will be laid out in the Grimoire. Use this information to help the evil team pick good bluffs and take out high priority targets.
 
* It isn't necessary to memorise everything. Some important things to remember can be:
** A character that isn't in play, for you to bluff (perhaps more than one, in case you get chance to talk to a fellow minion), and any information you might need to support your bluff.
** Some people the {{Evil|Imp}} should kill or your {{Evil|Poisoner}} poison, like the {{Good|Slayer}} or {{Good|Undertaker}}
** Some people the {{Evil|Imp}} should definitely not kill, like the {{Good|Ravenkeeper}} or {{Good|Soldier}}
** Any reminder tokens you think will be important
 
* Take your time! The Storyteller will show you the Grimoire for as long as you need.
 
* In the Grimoire, you will not only see who everyone is, but the Storyteller reminder tokens. These will allow you to identify who is a {{Good|Drunk}}, who your {{Evil|Poisoner}} targeted, who the {{Good|Fortune Teller}} red herring is, who the Demon killed,  who the {{Good|Washerwoman}}/{{Good|Librarian}} is getting their read on, and the alignment of any Travellers. Remember that you may register as good for a  {{Good|Washerwoman}} or {{Good|Librarian}}; if you see this in the Grimoire, you can lean into that bluff early on.
 
* Choosing a good bluff for yourself is easy, because you know all characters that are not in play.
 
* You also have access to information that is hard to guess or obtain as an evil player, like player's characters. This makes you an especially potent {{Good|Washerwoman}}, {{Good|Undertaker}} or {{Good|Ravenkeeper}}, since all of these characters learn that sort of information. You can gain the trust of good players by being able to name their character, especially if they haven't revealed yet, or if they are bluffing as something else.
 
* Bluffing as the {{Good|Librarian}} or the {{Good|Investigator}} and selecting powerful characters (like the {{Good|Empath}}, {{Good|Ravenkeeper}} or {{Good|Mayor}}) to mark as the {{Good|Drunk}} or as an evil Minion will let you undermine these players. As the Spy, you can do this before they come out, which lends credibility to your claim compared to other evil players doing the same type of bluff.
 
* You can provide support to your Demon and other Minions (like the {{Evil|Poisoner}}) by secretly giving them powerful characters to target early on, neutralizing them before they pose a serious threat for the evil team. In general, you are going to want to have a lot of secret conversations with fellow evil players to communicate the information that you have; prepare a solid alibi to explain why you were whispering.
 
* You will usually register as a good player to characters like the {{Good|Empath}}, {{Good|Chef}}, and {{Good|Undertaker}}. Thanks to this, you will be able to gain the trust of good players much more easily than the other evil characters. This also makes you a great candidate to become the Demon in the later game. Encourage the {{Evil|Imp}} to pass on their Demonhood to you once you are well established!
 
* You are the only evil player that can activate the {{Good|Virgin}} ability. Players who die this way are usually the most trusted characters in the game. Deliberately giving false information and then sacrificing yourself on a {{Good|Virgin}} can give you a platform to confuse and mislead the good team. Similarly if you know an {{Good|Undertaker}} is in play, you can allow yourself to be executed, so when you register as good to them, they will trust you and your information. This can also be a great way to undermine an undesirable execution (for example, your Demon) - you will die and your execution will take priority over the existing vote.
 
* The Spy is particularly effective for bluffs that require more than one player. For example, you can claim to be the {{Good|Washerwoman}}, {{Good|Librarian}} or {{Good|Ravenkeeper}} and back up your Demon's character claim. (You should probably let your Demon know you're going to do this!)
 
* You will often register as good, which is great if you are sitting near an {{Good|Empath}}, or if a {{Good|Chef}} is in play. This will help you with your goal of infiltrating the good team and getting them to trust you.


* When you do die, look for the Minion ability that came into play as a result. This will prove you’re good if you can either point out a publicly visible ability or show evidence of a more subtle one to the other good players, which reinforces your alignment and proves your identity as an Outsider.
* You can telegraph possible bluffs to other evil players, without needing to have a private conversation with them. Like talking about "stars" or "jewels" in order to let a partner know that you are strong in diamonds in a game of bridge, you can use subtleties of language to hint to your allies what characters they can bluff as. Or, sometimes, just tell them directly. For example, if you publicly say, "I won't say who, but somebody told me that David is the {{Good|Monk}}", then David might realise what you are doing, and start bluffing as the {{Good|Monk}}.


* Meta your storyteller – if there’s an ability you think your Storyteller will want you can use that to deduce which Minions are likely to have been in play from the start in order to leave space for your Storyteller to gain the Minion ability they’re likely to be most interested in gaining.
* Make sure the Storyteller knows what you are claiming to be - this will enable them to back up your bluff to other players. For example, if you are bluffing as the {{Good|Butler}} and you are executed, the Storyteller will know to show the {{Good|Undertaker}} the {{Good|Butler}} token.


* You can generally assume that a Minion ability wielded by the Storyteller is going to be used more effectively that it might be by a Minion, since the Storyteller has perfect knowledge of the game, so be wary of how the game balance might swing when you die.
* You won't always register as good. Sometimes the town will see you as evil - and that's okay! The last thing you want is for your Demon to be executed because you're too well trusted.
</div>
</div>


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<div class="small-12 large-12 columns" style="padding-right: 0;">


== Bluffing as the Plague Doctor ==
== Fighting the Spy ==
 
* Detecting the Spy is the first step in fighting the Spy. For example, the Demon kills may be a little bit too efficient. If your {{Good|Fortune Teller}} and {{Good|Slayer}} swiftly drop dead while your {{Good|Ravenkeeper}} and {{Good|Soldier}} are unscathed, that is a sign that the Demon knows more than they should.
 
* If you suspect a Spy, you should assume that the evil team knows everything, which means it is now in the good team's best interest to share everything they have. This will allow you to coordinate more efficiently, while also catching out evil players who didn't have their bluff totally prepared.
 
* Pay attention to players who spend a lot of time whispering together, particularly on the first day; while this is not always a Spy and their Demon, they often have more to talk about than the average pair of players.


* Plague Doctors are almost never happy to die – they know they have a major negative impact on the good team’s chances. Use this as an argument to survive for as long as possible. It’s one of the few characters, much like the {{Good|Saint}}, who will almost always fight hard to survive and therefore you can use this to keep your Minion ability active for as long as possible or to survive to the endgame as the Demon.
* If you are a {{Good|Virgin}}, {{Good|Undertaker}} or {{Good|Ravenkeeper}}, be wary of players who seem too eager to die and prove who they are. Because the Spy can register as good, this might be their attempt to weasel their way into your good graces.


* Consider hiding a Minion ability if possible, so that when you die it looks like a Minion ability has been added. This can be tricky, depending what Minion abilities you have to work with, but with the right abilities to “confirm you” as the Plague Doctor this can really help you get trusted and drive the good team narrative as a result. The balance, of course, is that this means using a Minion ability far less effectively for the period of the game up until you die, so you may want to consider the next option instead.
* The Spy is particularly good at bluffing as characters like the {{Good|Washerwoman}} or the {{Good|Ravenkeeper}}, as these characters detect information that is not usually available to the evil team until those players come out. If you suspect a Spy, keep a close eye on anyone claiming to be these roles.


* Have living evil players claim to have been affected by a “Storyteller-used Minion ability” once you die to back up your bluff. This means you don’t have to hide a Minion ability until you die, you can just have evil players pretend to be affected by an additional ability. This, of course, has the downside of linking you directly to your fellow evil players, so the pressure is very much on at that point to be convincingly good yourself!
* Characters who detect alignment, like the {{Good|Empath}} or the {{Good|Chef}} may get information that doesn't seem to add up. This can sometimes be an indication that the Spy is causing the numbers to be off by registering as good.


* Emphasise your deductions around working out which Minion abilities are in play so “you know what you might add when you die”. This is usually the focus of a Plague Doctor anyway, but gives you a gilt-edged opportunity to mislead and misdirect from the get-go as to what seems to currently be in play.
* The Spy will know if they've been seen by the {{Good|Washerwoman}} or {{Good|Librarian}} as a good player, but they won't know the character. If one of these characters claims to have seen a character that neither of the people they saw are claiming to be, perhaps a Spy misregistered to them. This can be particularly significant if the {{Good|Librarian}} saw an Outsider and one of the people they saw is claiming to be a different Outsider - perhaps the Spy took a one-in-four chance, and guessed wrong.


* You are, of course, not the Plague Doctor, so there will be no Minion ability added to the game when you die. Be prepared to change your claim at that point to cater to this or have a plausible story as to why your ability might not have worked. Maybe the Storyteller gained a passive ability? Maybe you were wrong about which Minion abilities were already in play, so the Storyteller actually gained something no-one was expecting. Maybe there’s a {{Evil|Pit-Hag}} that changed the current Minions just before you died so the Storyteller gained a Minion ability that used to be in play at the start of the game.
* An {{Good|Undertaker}} or {{Good|Ravenkeeper}} can learn that a player is in fact the Spy. This is usually a lie by the Storyteller and should regarded with suspicion.


* The {{Evil|Imp}} is more likely to kill themselves and pass their Demonhood on if a Spy is in play due to the Spy's ability to integrate themselves into the town. Be wary of any deaths at night that do not make sense.


</div>
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[[Category:Experimental Characters]]
[[Category:Trouble Brewing]]
[[Category:Outsiders]]
[[Category:Minions]]

Latest revision as of 09:10, 6 December 2024

Icon spy.png Information

Type Minion
Artist Marianna Carr

"Any brewmaster worth their liquor, knows no concoction pours trouble quicker, than one where spies seem double."

Appears in Logo trouble brewing.png Cult of the Clocktower Episode by Andrew Nathenson

Related Jinxes (Open)

Icon alchemist.png

Alchemist

If the Alchemist has the Spy ability, they do not see the Grimoire, and the real Spy cannot register falsely.

Icon damsel.png

Damsel

If the Spy is (or has been) in play, the Damsel is poisoned.

Icon heretic.png

Heretic

Only 1 jinxed character can be in play.

Icon magician.png

Magician

When the Spy sees the Grimoire, the Demon and Magician's character tokens are removed.

Icon ogre.png

Ogre

The Spy registers as evil to the Ogre.

Icon plaguedoctor.png

Plague Doctor

If the Plague Doctor dies, a living Minion gains the Spy ability in addition to their own ability, and learns this.

Icon poppygrower.png

Poppy Grower

If the Poppy Grower is in play, the Spy does not see the Grimoire until the Poppy Grower dies.

Summary

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

The Spy might appear to be a good character, but is actually evil. They also see the Grimoire, so they know the characters (and status) of all players.

  • If any character has an ability that would detect or affect a good player, then the Spy might register as good to that character. If any character has an ability that detects Townsfolk or Outsiders, then the Spy might register as a specific Townsfolk or Outsider to that player. It is the Storyteller's choice as to what the Spy registers as, even as many characters or both alignments during the same night.
  • A Spy that registers as a particular Townsfolk or Outsider does not have this character's ability. For example, a Spy that registers as a Slayer cannot slay the Demon.

How to Run

Each night, wake the Spy and show them the Grimoire for as long as they need. Put the Spy to sleep.

Each time the Spy is targeted by an ability that detects or affects good characters, choose what character and alignment the Spy registers as. (Do whatever is appropriate, such as showing a good character token, nodding, giving finger signals, or allowing an ability to work that would normally only affect good, Townsfolk, or Outsider players.)

Remember to keep your Grimoire tidy and show it to the Spy in the correct orientation, so the Spy can easily see who is who.

Examples

The Washerwoman learns that either Abdallah or Douglas is the Ravenkeeper. Abdallah is the Monk, and Douglas is the Spy registering as the Ravenkeeper.

The Spy neighbours the Imp and the Empath. The Chef learns a "1" because the Spy is registering as evil. Later that night, the Empath learns a "0" because the Spy is now registering as good.

The Spy nominates the Virgin and is executed by the Virgin’s ability, because the Storyteller chooses that the Spy registers as a Townsfolk. That night, the Undertaker learns that the Drunk died today, because the Spy is now registering as the Drunk.

Tips & Tricks

  • If you're reading this having just pulled the Spy token this tip won't help you, but if you're about to play your first game, ask your Storyteller to show you an example of a grimoire, so you're prepared when they wake you up.
  • Providing your memory is good, you start the game knowing everything! All characters in play and who they are will be laid out in the Grimoire. Use this information to help the evil team pick good bluffs and take out high priority targets.
  • It isn't necessary to memorise everything. Some important things to remember can be:
    • A character that isn't in play, for you to bluff (perhaps more than one, in case you get chance to talk to a fellow minion), and any information you might need to support your bluff.
    • Some people the Imp should kill or your Poisoner poison, like the Slayer or Undertaker
    • Some people the Imp should definitely not kill, like the Ravenkeeper or Soldier
    • Any reminder tokens you think will be important
  • Take your time! The Storyteller will show you the Grimoire for as long as you need.
  • In the Grimoire, you will not only see who everyone is, but the Storyteller reminder tokens. These will allow you to identify who is a Drunk, who your Poisoner targeted, who the Fortune Teller red herring is, who the Demon killed, who the Washerwoman/Librarian is getting their read on, and the alignment of any Travellers. Remember that you may register as good for a Washerwoman or Librarian; if you see this in the Grimoire, you can lean into that bluff early on.
  • Choosing a good bluff for yourself is easy, because you know all characters that are not in play.
  • You also have access to information that is hard to guess or obtain as an evil player, like player's characters. This makes you an especially potent Washerwoman, Undertaker or Ravenkeeper, since all of these characters learn that sort of information. You can gain the trust of good players by being able to name their character, especially if they haven't revealed yet, or if they are bluffing as something else.
  • Bluffing as the Librarian or the Investigator and selecting powerful characters (like the Empath, Ravenkeeper or Mayor) to mark as the Drunk or as an evil Minion will let you undermine these players. As the Spy, you can do this before they come out, which lends credibility to your claim compared to other evil players doing the same type of bluff.
  • You can provide support to your Demon and other Minions (like the Poisoner) by secretly giving them powerful characters to target early on, neutralizing them before they pose a serious threat for the evil team. In general, you are going to want to have a lot of secret conversations with fellow evil players to communicate the information that you have; prepare a solid alibi to explain why you were whispering.
  • You will usually register as a good player to characters like the Empath, Chef, and Undertaker. Thanks to this, you will be able to gain the trust of good players much more easily than the other evil characters. This also makes you a great candidate to become the Demon in the later game. Encourage the Imp to pass on their Demonhood to you once you are well established!
  • You are the only evil player that can activate the Virgin ability. Players who die this way are usually the most trusted characters in the game. Deliberately giving false information and then sacrificing yourself on a Virgin can give you a platform to confuse and mislead the good team. Similarly if you know an Undertaker is in play, you can allow yourself to be executed, so when you register as good to them, they will trust you and your information. This can also be a great way to undermine an undesirable execution (for example, your Demon) - you will die and your execution will take priority over the existing vote.
  • The Spy is particularly effective for bluffs that require more than one player. For example, you can claim to be the Washerwoman, Librarian or Ravenkeeper and back up your Demon's character claim. (You should probably let your Demon know you're going to do this!)
  • You will often register as good, which is great if you are sitting near an Empath, or if a Chef is in play. This will help you with your goal of infiltrating the good team and getting them to trust you.
  • You can telegraph possible bluffs to other evil players, without needing to have a private conversation with them. Like talking about "stars" or "jewels" in order to let a partner know that you are strong in diamonds in a game of bridge, you can use subtleties of language to hint to your allies what characters they can bluff as. Or, sometimes, just tell them directly. For example, if you publicly say, "I won't say who, but somebody told me that David is the Monk", then David might realise what you are doing, and start bluffing as the Monk.
  • Make sure the Storyteller knows what you are claiming to be - this will enable them to back up your bluff to other players. For example, if you are bluffing as the Butler and you are executed, the Storyteller will know to show the Undertaker the Butler token.
  • You won't always register as good. Sometimes the town will see you as evil - and that's okay! The last thing you want is for your Demon to be executed because you're too well trusted.

Fighting the Spy

  • Detecting the Spy is the first step in fighting the Spy. For example, the Demon kills may be a little bit too efficient. If your Fortune Teller and Slayer swiftly drop dead while your Ravenkeeper and Soldier are unscathed, that is a sign that the Demon knows more than they should.
  • If you suspect a Spy, you should assume that the evil team knows everything, which means it is now in the good team's best interest to share everything they have. This will allow you to coordinate more efficiently, while also catching out evil players who didn't have their bluff totally prepared.
  • Pay attention to players who spend a lot of time whispering together, particularly on the first day; while this is not always a Spy and their Demon, they often have more to talk about than the average pair of players.
  • If you are a Virgin, Undertaker or Ravenkeeper, be wary of players who seem too eager to die and prove who they are. Because the Spy can register as good, this might be their attempt to weasel their way into your good graces.
  • The Spy is particularly good at bluffing as characters like the Washerwoman or the Ravenkeeper, as these characters detect information that is not usually available to the evil team until those players come out. If you suspect a Spy, keep a close eye on anyone claiming to be these roles.
  • Characters who detect alignment, like the Empath or the Chef may get information that doesn't seem to add up. This can sometimes be an indication that the Spy is causing the numbers to be off by registering as good.
  • The Spy will know if they've been seen by the Washerwoman or Librarian as a good player, but they won't know the character. If one of these characters claims to have seen a character that neither of the people they saw are claiming to be, perhaps a Spy misregistered to them. This can be particularly significant if the Librarian saw an Outsider and one of the people they saw is claiming to be a different Outsider - perhaps the Spy took a one-in-four chance, and guessed wrong.
  • An Undertaker or Ravenkeeper can learn that a player is in fact the Spy. This is usually a lie by the Storyteller and should regarded with suspicion.
  • The Imp is more likely to kill themselves and pass their Demonhood on if a Spy is in play due to the Spy's ability to integrate themselves into the town. Be wary of any deaths at night that do not make sense.