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[[File:icon_washerwoman.png|250px]]
 
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
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[[File:icon_courtier.png|250px]]
<td>Type</td>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
 
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<td>Artist</td>
<td>Type</td>
<td>Aiden Roberts</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
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<p class='flavour'>"Bloodstains on a dinner jacket? No, this is cooking sherry. How careless."<p>
<td>Artist</td>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
<td>Aidan Roberts</td>
[[File:logo_trouble_brewing.png|100px]]
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<span style="display: block; color: black; font-size: 18px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
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<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/9971569/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2020-0-27%2F45319781-44100-2-b5f2a643b4fd4.mp3">You need to enable JavaScript to play this audio</div>
<p class='flavour'>"I am more afraid of an army of one hundred sheep led by a lion than an army of one hundred lions led by a sheep."</p>
</div>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_bad_moon_rising.png|100px]]
 
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
<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/48717605/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2022-2-8%2F252469589-44100-2-bd14f4106434c.m4a">You need to enable JavaScript to play this audio</div>
 
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== Summary ==
== Summary ==
"You start knowing that 1 of 2 players is a particular Townsfolk."
"Once per game, at night, choose a character: they are drunk for 3 nights & 3 days."


The Washerwoman learns that a specific Townsfolk is in play, but not who is playing them.
The Courtier gets a character drunk, without knowing which player it is.
* During the first night, the Washerwoman is woken, shown two players, and learns the character of one of them.
* Once per game, the Courtier chooses a character to be drunk for three nights and three days, starting immediately.
* They learn this only once and then learn nothing more.
* The Courtier does not learn if they were successful or not, so they might choose a character that is not in play.
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* The Courtier chooses a character, not a player. The Courtier player may need to be reminded of this. Evil players bluffing as the Courtier may also need to be reminded.
* If the drunk or poisoned Courtier chooses a character, that character is not drunk, even if the Courtier later becomes sober and healthy. If the Courtier made a character drunk, but the Courtier becomes drunk or poisoned, the player they made drunk becomes sober again. If the Courtier becomes sober and healthy again before the three nights and three days have ended, that player becomes drunk yet again.
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== How to Run ==
== How to Run ==


While preparing the first night, put the Washerwoman's '''TOWNSFOLK''' reminder token by any Townsfolk character token, and put the Washerwoman's '''WRONG''' reminder token by any other character token.
Each night, wake the Courtier. They either shake their head no or point at any character icon on their character sheet. Put the Courtier to sleep.
 
If the Courtier chose a character icon and that character is in play, the player of the chosen character becomes '''drunk''' for three nights and three days. Tonight, mark them with the Courtier’s '''DRUNK 1''' reminder. The next night, replace the '''DRUNK 1''' reminder with the '''DRUNK 2''' reminder. The next night, replace the '''DRUNK 2''' reminder with the '''DRUNK 3''' reminder. At dusk on the next night, remove the '''DRUNK 3''' reminder, and '''the Courtier loses their ability'''—mark them with the '''NO ABILITY''' reminder and remove their night token from the night sheet.
 
After the Courtier chooses a character to make drunk, do not wake the Courtier for the rest of the game.


During the first night, wake the Washerwoman and point to the players marked '''TOWNSFOLK''' and '''WRONG'''. Show the character token marked ''''TOWNSFOLK''' to the Washerwoman. Put the Washerwoman to sleep. Remove the Washerwoman's reminder tokens when convenient.
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In other editions, there can be multiple copies of the same character in play. The Courtier only makes one of them drunk.
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== Examples ==


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Evin is the {{Good|Chef}}, and Amy is the {{Good|Ravenkeeper}}. The Washerwoman learns that either Evin or Amy is the {{Good|Chef}}.
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Julian is the {{Evil|Imp}}, and Alex is the {{Good|Virgin}}. The Washerwoman learns that either Julian or Alex is the {{Good|Virgin}}.
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== Examples ==
Marianna is the {{Evil|Spy}}, and Sarah is the {{Evil|Scarlet Woman}}. The Washerwoman learns that one of them is the {{Good|Ravenkeeper}}. Here, the {{Evil|Spy}} is registering as a Townsfolk—in this case, the {{Good|Ravenkeeper}}.
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For four nights, the Courtier wakes but does not use their ability. During the fifth night, they make the {{Evil|Shabaloth}} drunk. For the next three nights, the {{Evil|Shabaloth}} acts but cannot kill anybody.
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== Tips & Tricks ==
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The Courtier uses their ability while drunk. Nothing happens, but they are not woken again.
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* The Washerwoman is deceptively powerful. Even though you don't gain information on the evil players, you can confirm the identity of a good player. This player should be your focus for the game, because if they have great information, then you have that information too. If they have a useful ability that they choose to use, you can help them use it wisely.  
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The Courtier makes the {{Evil|Mastermind}} drunk. The {{Evil|Po}} is executed while the {{Evil|Mastermind}} still lives. The game ends and good wins.
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* When the Washerwoman  is poisoned or is actually the {{Good|Drunk}}, they will often get information that is easy to figure out is incorrect—at least compared to other characters. While the {{Good|Chef}} has no clue as to whether their "1" is incorrect, if both of the players the Storyteller pointed at tell you they're a different character to the one the Storyteller showed you, it is likely that you are the {{Good|Drunk}} or poisoned. You can use this information to your team's advantage: if you know you are the {{Good|Drunk}}, you know nobody else is; if you think you were poisoned on the first night, nobody else could have been. Furthermore, if your information seems like it's correct, it probably is, because of how easy it is to tell when it's wrong.
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* You know that of the two players you are shown, one must be the Townsfolk you are shown. Importantly, this means that you know that the person you see is not the {{Good|Drunk}}.
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* To find out which of the two players is the Townsfolk, either ask the group publicly or have a private conversation with each player individually. It is usually best to reveal what you know before the Townsfolk in question says who they are so they trust you more.
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* If you share your information on the first day, and speak up quickly, the good team has some solid information to begin with. This is particularly useful if you confirm another information-receiving Townsfolk like the {{Good|Empath}} or the {{Good|Fortune Teller}}.
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== Tips & Tricks ==


* Waiting until the final day - or at least very late in the game - to share your information with the group can also be very useful. If you can keep the Townsfolk that you know alive until the final day, then you know one player who is not the {{Evil|Imp}}! This can either make the Demon player obvious to you, or at least reduce the possible Demon players down to 1 in 2 instead of 1 in 3.
* The Courtier is unique in that you choose a ''character'', not a player. This means you select an actual role, and if they exist in your game they will be drunk. This is different from the {{Evil|Poisoner}}, who chooses a player to be poisoned regardless of who they are. Thanks to this, you have some different strategies available to you!


* Talk to the Townsfolk player that you know, and secretly let them know that you know who they are. This way, you can hopefully form an alliance, and can come to each other's defence if either of you are nominated for execution, whilst avoiding telling the group (and therefore the evil team) who the other is. This is particularly useful if you learn a character that the Demon really wants to attack, like the {{Good|Fortune Teller}}, or even a character that the Demon wants to avoid attacking at all costs, like the {{Good|Ravenkeeper}} or the {{Good|Soldier}}.
* You can only use your ability once in the entire game, so time it well! The later you make your choice, the more information you will have about the game's state and what characters are in play and causing mayhem. On the other hand, the evil team will be keen to target you as soon as they possibly can, so using your ability early can ensure you get it off and learn ''something'' before you die. It's up to you to judge the landscape of your particular game and make your choice!


* After talking to the Townsfolk that you know in private, and confirming who they are, you can tell the group that they are a different character than they actually are. This strategy is useful if you want to protect a powerful Townsfolk from characters like the {{Evil|Poisoner}}, or to trick evil players into attacking a Townsfolk that has already used their ability, such as the {{Good|Chef}}.
* Obviously one of the strongest uses of your ability is to target the demon - if you can block the demon by getting them drunk, then the good team will have three nights of reprieve and the evil team will be at a severe disadvantage. The biggest tell for which demon is in play is the number of deaths each night - spot a pattern there, and you can pick out a deadly {{Evil|Shabaloth}} or cunning {{Evil|Po}} before they unleash their devastating attacks.


* You can claim to be a more powerful character than you actually are. You start with all the information you're going to get, so if the demon kills you, they aren't killing the {{Good|Slayer}} or the {{Good|Fortune Teller}}. You may also want to consider nominating a {{Good|Virgin}}, and confirming yourself, the {{Good|Virgin}}, and the Townsfolk you were shown all to be good.
* Another powerful strategy you have available to you is to get Minions drunk. A drunk {{Evil|Assassin}} or {{Evil|Godfather}} won't be able to unleash unexpected deaths on the town, though getting the timing right can be very tricky - only aim for these if you're really sure it's going to help the good team out. A drunk {{Evil|Devil's Advocate}} or {{Evil|Mastermind}} is a little more insidious, since the evil team often rely on their abilities to save them in a pinch, and the drunkenness will not be obvious right away. An evil team who thinks they have a {{Evil|Mastermind}} in their back pocket may be okay with letting their demon die, when in fact they're about to lose the game!


* Sometimes the Storyteller will point to evil players as possible Townsfolk to you. If you think this might be the case, don't say directly which Townsfolk you know to be in play. You might instead state a false Townsfolk character to try and trick evil players into admitting to being a character that you didn't learn, or you can tempt good players into revealing their Townsfolk character to you before you reveal what you know to them. This allows you to trust them more... but they may trust you less!
* In most cases, getting good players drunk is probably not the ''best'' use of your ability, but there are some cases where it can be viable. For example, a drunk {{Good|Tinker}} can no longer die randomly, a drunk {{Good|Grandmother}} will not die alongside her grandchild, and a drunk {{Good|Moonchild}} who dies will not cause an extra good player's death.


* If the 'wrong' player the Storyteller pointed to is an evil player, telling them the Townsfolk you saw may alert the {{Evil|Imp}} to the presence of the character you saw. If you saw the {{Good|Empath}}, for example, telling the Demon that may cause the {{Good|Empath}} to be killed in the night.
* If you suspect that someone may not be who they claim to be, you can choose the character they're claiming and see if their story changes. For example, if a {{Good|Chambermaid}} continues to come out with 'true' information after you've had a few too many drinks with that character, or an {{Good|Exorcist}} continues to 'block' the demon after they're supposed to be hammered? (Note: if you're wrong and you make the actual {{Good|Chambermaid}} or {{Good|Exorcist}} drunk, you may gain some suspicion and ire for undermining the good team! It's a risky play with a big payoff.)


* The two of you can reveal your characters publicly to the group, without having a private conversation beforehand. This goes a long way towards proving publicly that you are both telling the truth.
* If you're just not sure who to make drunk and you're rapidly running out of days, a valid option is to simply choose the most deadly character on the script. Whether or not they are in play, you can now be completely confident that they are not impacting your game at all, allowing the good team to rule them out of any reasoning. (Who is the most deadly character in Bad Moon Rising, you ask? Well, that's up to you! ;) )
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* Publicly reveal which character is in play, but not which player it is. This way, the evil team gets little information, but the Townsfolk in question will trust you, and will look more trustworthy when they reveal who they are to the group.
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* You could claim to be the Washerwoman and point to a player you suspect is evil, stating that they are the Townsfolk you learned about. An opportunistic evil player may pounce on an opportunity to appear good, and claim that they are, in fact, the Townsfolk you learned about, thus outing them to you as, at the very least, a liar.
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* Beware of the {{Evil|Spy}}! They may register as a Townsfolk character to you. That player who you think is the {{Good|Investigator}} may not be the {{Good|Investigator}} after all...
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== Bluffing as the Courtier ==


* Remember that while the {{Evil|Spy}} is likely to know that you've seen them as a Townsfolk, they won't know which Townsfolk you've seen them as.
When bluffing as the Courtier, there are a few things you should keep in mind:
<br>


== Bluffing as the Washerwoman==
* Wait a few days before claiming that you are the Courtier, or at least wait a few days to claim to have used your ability. That's what a real Courtier would usually do. Also, remember that a real Courtier chooses a character to make drunk, not a player.


When bluffing as the Washerwoman , there are a few things you should keep in mind:
* The easiest way to bluff as the Courtier is to claim to have used your Courtier ability on a Demon or Minion, and then have that have no obvious effect. For example, claim that you used your ability on the {{Evil|Pukka}}, but since a kill still happened of a night time, you must have guessed the wrong Demon. "Getting it wrong" this way is quite common for a Courtier, so doesn't look majorly suspicious, as long as the group is confused about which evil characters are in the game.


* You would have received your information on night one, and so should have it from that point onward. You will have been shown two players and one Townsfolk token.
* Bluffing and "getting it right" can be much more devastating, but also more risky. If you can convince the group not only that you are the Courtier, but also that you have nullified the ability of an in-play evil character, the group will be extremely reluctant to kill you. Suckers.


* Claim to be the Washerwoman  and point to at least one evil player. Then, name the Townsfolk character (preferably one that you suspect/know is not in play). If that evil player is clever, they may realize that you are trying to make them look good, and claim to be that Townsfolk. For example, if you point to the {{Evil|Imp}} and a random good player, and say that one of them is the {{Good|Monk}}, then the {{Evil|Imp}} may claim to be the {{Good|Monk}}, which makes you both look good.
* If you claim to have chosen the demon that is actually in-play, or at least the Demon that the good team thinks is in-play, then you may need to organize with the Demon so as no deaths occur of a night time. A drunk Demon can not kill, so in order to look like you have actually done this to the Demon, the Demon will need to either not kill, or have a different reason for deaths occurring of a night time, such as the {{Good|Gossip}} or {{Good|Tinker}}, for your bluff to be believed. However, this gambit can be a game winning one for you, particularly if you do it late in the game. If the good team believes that the Demon is drunk, they may not execute anybody when just 3 or 4 (or even 5 or 6) players are left alive, and a savvy demon such as the {{Evil|Shabaloth}} or {{Evil|Po}} can win of a night time by killing multiple players at that point.


* If a good player claims to be a particular Townsfolk character, you can claim to be the {{Good|Washerwoman}}, and confirm that they are who they say they are. This can help them to trust you, and lead them astray with their own information.
* Pretend to take a crucial character's ability out of the game, and therefore out of the good team's consideration. If you are the {{Evil|Mastermind}}, you can claim to be the Courtier that has selected the {{Evil|Mastermind}}, which means that they will be taken completely by surprise when you snatch victory the day after executing the Demon. If you are the {{Evil|Pukka}}, you can claim to be the Courtier that has made the {{Evil|Pukka}} drunk, which, when deaths continue of a night time, will convince the group that a different Demon is in-play, and they will completely ignore the possibility of the {{Evil|Pukka}}'s poisoning. Nice.
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* Immediately upon awakening, tell the group that a particular Townsfolk is in play. Cross your fingers and hope that you are correct! If you are, great. If not, an evil player may bluff as the Townsfolk you claimed is in play.
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* The Washerwoman can be a difficult bluff, because sometimes the Townsfolk you say is in play, isn't. If this happens, you can always claim to be the {{Good|Drunk}} or poisoned. Another option is to claim that Washerwoman  was a bluff, and that you are actually a character that is more powerful later in the game such as a {{Good|Slayer}} or an {{Good|Undertaker}}, and that you were trying to look like a character that has already used their ability so that the Demon would not attack you.
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* If you are the {{Evil|Spy}} or have access to a {{Evil|Spy}}, they can be invaluable in providing you accurate information to back up your story.
[[Category:Bad Moon Rising]]
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[[Category:Townsfolk]]

Revision as of 15:34, 2 April 2023

Icon courtier.png Information

Type Townsfolk
Artist Aidan Roberts

"I am more afraid of an army of one hundred sheep led by a lion than an army of one hundred lions led by a sheep."

Appears in Logo bad moon rising.png

Cult of the Clocktower Episode by Andrew Nathenson

You need to enable JavaScript to play this audio

Summary

"Once per game, at night, choose a character: they are drunk for 3 nights & 3 days."

The Courtier gets a character drunk, without knowing which player it is.

  • Once per game, the Courtier chooses a character to be drunk for three nights and three days, starting immediately.
  • The Courtier does not learn if they were successful or not, so they might choose a character that is not in play.
  • The Courtier chooses a character, not a player. The Courtier player may need to be reminded of this. Evil players bluffing as the Courtier may also need to be reminded.
  • If the drunk or poisoned Courtier chooses a character, that character is not drunk, even if the Courtier later becomes sober and healthy. If the Courtier made a character drunk, but the Courtier becomes drunk or poisoned, the player they made drunk becomes sober again. If the Courtier becomes sober and healthy again before the three nights and three days have ended, that player becomes drunk yet again.

How to Run

Each night, wake the Courtier. They either shake their head no or point at any character icon on their character sheet. Put the Courtier to sleep.

If the Courtier chose a character icon and that character is in play, the player of the chosen character becomes drunk for three nights and three days. Tonight, mark them with the Courtier’s DRUNK 1 reminder. The next night, replace the DRUNK 1 reminder with the DRUNK 2 reminder. The next night, replace the DRUNK 2 reminder with the DRUNK 3 reminder. At dusk on the next night, remove the DRUNK 3 reminder, and the Courtier loses their ability—mark them with the NO ABILITY reminder and remove their night token from the night sheet.

After the Courtier chooses a character to make drunk, do not wake the Courtier for the rest of the game.

In other editions, there can be multiple copies of the same character in play. The Courtier only makes one of them drunk.

Examples

For four nights, the Courtier wakes but does not use their ability. During the fifth night, they make the Shabaloth drunk. For the next three nights, the Shabaloth acts but cannot kill anybody.

The Courtier uses their ability while drunk. Nothing happens, but they are not woken again.

The Courtier makes the Mastermind drunk. The Po is executed while the Mastermind still lives. The game ends and good wins.

Tips & Tricks

  • The Courtier is unique in that you choose a character, not a player. This means you select an actual role, and if they exist in your game they will be drunk. This is different from the Poisoner, who chooses a player to be poisoned regardless of who they are. Thanks to this, you have some different strategies available to you!
  • You can only use your ability once in the entire game, so time it well! The later you make your choice, the more information you will have about the game's state and what characters are in play and causing mayhem. On the other hand, the evil team will be keen to target you as soon as they possibly can, so using your ability early can ensure you get it off and learn something before you die. It's up to you to judge the landscape of your particular game and make your choice!
  • Obviously one of the strongest uses of your ability is to target the demon - if you can block the demon by getting them drunk, then the good team will have three nights of reprieve and the evil team will be at a severe disadvantage. The biggest tell for which demon is in play is the number of deaths each night - spot a pattern there, and you can pick out a deadly Shabaloth or cunning Po before they unleash their devastating attacks.
  • Another powerful strategy you have available to you is to get Minions drunk. A drunk Assassin or Godfather won't be able to unleash unexpected deaths on the town, though getting the timing right can be very tricky - only aim for these if you're really sure it's going to help the good team out. A drunk Devil's Advocate or Mastermind is a little more insidious, since the evil team often rely on their abilities to save them in a pinch, and the drunkenness will not be obvious right away. An evil team who thinks they have a Mastermind in their back pocket may be okay with letting their demon die, when in fact they're about to lose the game!
  • In most cases, getting good players drunk is probably not the best use of your ability, but there are some cases where it can be viable. For example, a drunk Tinker can no longer die randomly, a drunk Grandmother will not die alongside her grandchild, and a drunk Moonchild who dies will not cause an extra good player's death.
  • If you suspect that someone may not be who they claim to be, you can choose the character they're claiming and see if their story changes. For example, if a Chambermaid continues to come out with 'true' information after you've had a few too many drinks with that character, or an Exorcist continues to 'block' the demon after they're supposed to be hammered? (Note: if you're wrong and you make the actual Chambermaid or Exorcist drunk, you may gain some suspicion and ire for undermining the good team! It's a risky play with a big payoff.)
  • If you're just not sure who to make drunk and you're rapidly running out of days, a valid option is to simply choose the most deadly character on the script. Whether or not they are in play, you can now be completely confident that they are not impacting your game at all, allowing the good team to rule them out of any reasoning. (Who is the most deadly character in Bad Moon Rising, you ask? Well, that's up to you! ;) )

Bluffing as the Courtier

When bluffing as the Courtier, there are a few things you should keep in mind:

  • Wait a few days before claiming that you are the Courtier, or at least wait a few days to claim to have used your ability. That's what a real Courtier would usually do. Also, remember that a real Courtier chooses a character to make drunk, not a player.
  • The easiest way to bluff as the Courtier is to claim to have used your Courtier ability on a Demon or Minion, and then have that have no obvious effect. For example, claim that you used your ability on the Pukka, but since a kill still happened of a night time, you must have guessed the wrong Demon. "Getting it wrong" this way is quite common for a Courtier, so doesn't look majorly suspicious, as long as the group is confused about which evil characters are in the game.
  • Bluffing and "getting it right" can be much more devastating, but also more risky. If you can convince the group not only that you are the Courtier, but also that you have nullified the ability of an in-play evil character, the group will be extremely reluctant to kill you. Suckers.
  • If you claim to have chosen the demon that is actually in-play, or at least the Demon that the good team thinks is in-play, then you may need to organize with the Demon so as no deaths occur of a night time. A drunk Demon can not kill, so in order to look like you have actually done this to the Demon, the Demon will need to either not kill, or have a different reason for deaths occurring of a night time, such as the Gossip or Tinker, for your bluff to be believed. However, this gambit can be a game winning one for you, particularly if you do it late in the game. If the good team believes that the Demon is drunk, they may not execute anybody when just 3 or 4 (or even 5 or 6) players are left alive, and a savvy demon such as the Shabaloth or Po can win of a night time by killing multiple players at that point.
  • Pretend to take a crucial character's ability out of the game, and therefore out of the good team's consideration. If you are the Mastermind, you can claim to be the Courtier that has selected the Mastermind, which means that they will be taken completely by surprise when you snatch victory the day after executing the Demon. If you are the Pukka, you can claim to be the Courtier that has made the Pukka drunk, which, when deaths continue of a night time, will convince the group that a different Demon is in-play, and they will completely ignore the possibility of the Pukka's poisoning. Nice.