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[[File:icon_washerwoman.png|250px]]
<p class='flavour'>"You don’t want to insult the goblins. You really, really don’t. On a completely different note… can I have another piece of cake?"</p>
<p class='flavour'>"Bloodstains on a dinner jacket? No, this is cooking sherry. How careless."<p>
 
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
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<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
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<td>Type</td>
<td>Type</td>
<td>[[Character Types#Minion|Minion]]</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
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<td>Artist</td>
<td>Aiden Roberts</td>
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__NOTOC__
<h3>"You start knowing that 1 of 2 players is a particular Townsfolk."</h3>


The Goblin takes revenge if the town knowingly executes them.
The Washerwoman learns that a specific Townsfolk is in play, but not who is playing them.
* During the first night, the Washerwoman is woken, shown two players, and learns the character of one of them.
* They learn this only once and then learn nothing more.


__TOC__
<h3>Examples</h3>


== Character Text ==
Evin is the Chef, and Amy is the Ravenkeeper. The Washerwoman learns that either Evin or Amy is the Chef.


"If you publicly claim to be the Goblin when nominated & are executed that day, your team wins."
Julian is the Imp, and Alex is the Virgin. The Washerwoman learns that either Julian or Alex is the Virgin.
<br><br>


== Examples ==
Marianna is the Spy, and Sarah is the Scarlet Woman. The Washerwoman learns that one of them is the Ravenkeeper. Here, the Spy is registering as a Townsfolk—in this case, the Ravenkeeper.


<div>
<h3>How to Run</h3>


<div class='example'>
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.
Abdallah is the {{Evil|Goblin}}. Alex nominates Abdallah, and Abdallah claims to be the {{Evil|Goblin}}. Votes are taken, and Abdallah is about to die. Other nominations occur later today, but Abdallah is executed. Evil wins.
</div>


<div class='example'>
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.
Lewis is the {{Good|Artist}}, and claims to be the {{Evil|Goblin}} when nominated. He is executed, and the game continues
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<div class='example'>
Doug is the {{Evil|Goblin}}. He claimed to be the {{Evil|Goblin}} yesterday and the day before, but not today. He is executed. The game continues.
</div>
 
</div>


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


* The {{Evil|Goblin}} has one job, and one job only - get the town to call their bluff and execute them! If you can successfully get the town to take you out, the ends justify the means!
* The {{Good|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.


* Claim to be the {{Evil|Goblin}} ! You’re mostly giving away your alignment and character when you do so, so perhaps best to wait until you’re actually under threat of execution, but afterwards, go for it! You have no ability without doing so and it is sure to throw good off their game.
* When the {{Good|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.


* In order to be executed to win, you’ll need to make yourself look like the Demon in spite of your public claim. Try doing Demon-y behaviours at the start of the game to encourage this.
* 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}}.


* By the nature of having to claim publicly, the {{Evil|Goblin}} is a noisier Minion than some - lean into that by being as shifty as possible. Spread outright lies about townsfolk ("I've heard of two other {{Good|Fortune Teller}} claims, so I think you're probably just lying!"), make multiple character claims to different people ("What, I never claimed {{Good|Dreamer}} to Alan; I've been the {{Good|Chambermaid}} the whole time!") and just generally cause as much chaos as you possibly can ("Everyone knows there's 3 Outsiders in this game, so we have to have a {{Good|Huntsman}}!"). What are they gonna do about it? Execute you?
* 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.


* If you lean too much into chaos and then claim {{Evil|Goblin}}, people will probably believe that you're the {{Evil|Goblin}}, which is terrible, because they probably won't execute you and they'll stop listening to your helpful tips! It can be prudent to be sneaky and subtle instead, holding a powerful character bluff up as the reason you don't want to be killed by the town - claiming {{Evil|Goblin}} will cause some friction with the town, but it's just words until they follow through on the execution, and lots of characters have a great reason to not want to die. {{Good|Undertaker}}, {{Good|Savant}}, or {{Good|Cannibal}} all are useful examples of characters desiring to prolong their life as long as possible, even if the town finds them dodgy.
* 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}}.


* Don't forget that for your ability to count, you must make a public claim each time you're nominated! The {{Evil|Goblin}} is not affected by madness like their cousin the {{Evil|Cerenovus}} - you look the Townsfolk right in the eye and dare them to follow through on their threats.
* 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.


* Try to convince the town that you are a Demon! In nearly all cases, Minions are hindrances that don't have to be executed - if a suspected evil Minion claims {{Evil|Goblin}}, the town will probably back off. If they suspect you're the *Demon*, however, they have no choice but to attempt to execute you at some point! Encourage your evil teammates to condemn you with their bluffs, and make your bluff believable... perhaps TOO believable?
* 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}}.


* Encourage other players to claim {{Evil|Goblin}}, whether they're good or evil! Other evil Minions like the {{Evil|Poisoner}} can use the claim to extend their life (and anyone can say it, a {{Evil|Goblin}} doesn't have to be in play to make the claim!), while good players can use the {{Evil|Goblin}} to fend off accusations for a day or two in order to ensure they get just a little more information... or even look like a character desperate to live in order to attract a Demon kill! The benefit of this for an actual {{Evil|Goblin}} is that if everyone in town is claiming {{Evil|Goblin}} like it's a fun new fashionable trend, it'll lull the group into a false sense of security when it's finally *your* turn to claim {{Evil|Goblin}} while up on the chopping block!
* 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}}.


* Trying to get the town to execute you for benign reasons (e.g. to have your ability checked by an {{Good|Undertaker}}) will clash with you then making a {{Evil|Goblin}} claim. Don't be discouraged though - it can work out if the town thinks you're not on board with their reasoning to kill you, and are just claiming {{Evil|Goblin}} to make it difficult. The looks on their faces when you win that way will be incredibly satisfying!
* 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.


* Beware of the {{Good|Chef}} and the {{Good|Clockmaker}}, and others of their ilk! If the town believes you are a {{Evil|Goblin}}, they can use your presence to track down your Demon! (Alternatively in larger games, you can deliberately invoke this if you are far from the other evil team members, making the town waste time executing your neighbours instead of your Demon!)
* 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!


* The {{Evil|Goblin}} is ultimately a very social minion, so keeping your finger on the pulse of the town is essential - in nearly all cases, you want to sway them to think differently about you than they are. If town thinks you're good, they have very little reason to execute you - try to "slip up" a couple of times and give them reason to be suspicious! Similarly if they think you're evil and you don't deny it, the town might write you off as a {{Evil|Goblin}} completely - starting putting extra effort into convincing them you're good! It's all about getting yourself to that sweet spot of "claimed {{Evil|Goblin}}, but we don't believe it and we're going to execute anyway". All the chaos caused along the way is just a fun bonus!
* 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’re a different evil character, especially the Demon, claim to be the {{Evil|Goblin}}! When left with no other recourse it is an excellent backup plan to hopefully scare the good team off of executing you, at least for a day or two.
* 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.
<br>


== Fighting the Goblin ==
* 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.


* Your main issue isn’t the {{Evil|Goblin}}, it’s the Demon that’s claiming {{Evil|Goblin}}. A fantastic cover to stay an execution, the {{Evil|Goblin}} forces your team to interrogate their conclusion on who the Demon is with double the scrutiny, because if you’re wrong that’s the end.
* You could claim to be the {{Good|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.


* If a player is claiming to be the {{Evil|Goblin}}, and you are not sure if they are the {{Evil|Goblin}} or not, don't execute them! It's too risky. At least for now...
* 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...


* Use whatever information you can to distinguish between honest {{Evil|Goblin}} claims and false: the {{Good|Fortune Teller}}, the {{Good|Slayer}}, the {{Good|Snake Charmer}}, or the {{Good|Exorcist}} can all greatly help you decide whether to actually pull the trigger on the {{Evil|Goblin}}.
* 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.
 
<br>
* Remember the Goblin’s ability only works if they publicly claim to be so before they are executed. If your nominatee doesn’t claim to be a {{Evil|Goblin}} then, there is no need to concern yourself with a {{Evil|Goblin}} win risk.
 
* If a player has claimed to be the {{Evil|Goblin}}, take your time and co-ordinate among the good team to use Townsfolk abilities on them to find out their real character. Characters that learn alignment or character, such as the {{Good|Ravenkeeper}}, {{Good|Fortune Teller}}, {{Good|Dreamer}}, {{Good|Investigator}}, or {{Good|Town Crier}} can be very useful. Even gaining some secondary information about who is who, such as via the {{Good|Chambermaid}} or the {{Good|Sage}} can be helpful. When you have enough information to determine whether or not the player really is the {{Evil|Goblin}}, then you can execute them accordingly.  


* You can claim to be the {{Evil|Goblin}} as good… but you’ll need a pretty good reason to do so. Perhaps if you really must live to complete your set of information as a Townsfolk, this is a worthwhile claim, but you’ll have a tough road ahead of you building your trust back after giving evil such a strong cover.
== Bluffing as the Washerwoman==


* Throw nominations about willy nilly early in the game, to reveal the {{Evil|Goblin}} as soon as possible. The {{Evil|Goblin}} player may not have had time to fully think out their strategy by that point, and find themselves claiming to be the {{Evil|Goblin}} before they know if it is wise or not.
When bluffing as the {{Good|Washerwoman}}, there are a few things you should keep in mind:


* If there is only one Minion in the game, wait until the final day to kill a {{Evil|Goblin}}. At this stage, the alive players should be the Demon, the {{Evil|Goblin}}, and a good player. This still gives you the chance to kill the Demon, or kill the player claiming to be the {{Evil|Goblin}} if you think that they are the Demon.  
* 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.


* If there is more than one Minion in play, kill the player claiming {{Evil|Goblin}} long before the final day arrives. Or if you don't, at least make sure that all other Minion players are dead. If the game gets to the point where the three living players are the Demon, {{Evil|Goblin}}, and one other Minion, evil will win.
* Claim to be the {{Good|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 100% believe that the player claiming {{Evil|Goblin}} actually is the {{Evil|Goblin}}, that's good news for the good team. Assume that the {{Evil|Goblin}} player is telling the truth, and use this information to find the Demon. Pay attention to what other information the {{Evil|Goblin}} is saying, who they talk to. Pay attention to the information of characters that gain information about Minions, such as the {{Good|Investigator}}, {{Good|Chef}}, {{Good|Clockmaker}}, or {{Good|Undertaker}}, both to confirm which players are getting good information, and which player this points to as the Demon.  
* 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.


* If you think that a player claiming to be the {{Evil|Goblin}} is actually good and just doesn't want to be executed, claim to be the {{Evil|Goblin}} as well. If you do this convincingly when nominated, saying that the other {{Evil|Goblin}} claim is bogus, the good player may admit to actually being a different character - their real, good character - and not claim to be the {{Evil|Goblin}} again. Since the real {{Evil|Goblin}} is unlikely to do this, you have found out another good player.  
* 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.


* Use the {{Evil|Goblin}} name to get out of being executed yourself. If you really don't want to be executed, claim to be the {{Evil|Goblin}} when you are nominated. You can tell the group that you are only claiming to be the {{Evil|Goblin}} so that they do not execute you, then go straight back to claiming to be your real character. Sometimes, it is worth deceiving the good team for a short period, just so you can survive for a few more days. This works best if you get great information each day, such as the {{Good|Savant}} or the {{Good|Flowergirl}}, but also works well if you have an ability still to be used, such as the {{Good|Slayer}} or the {{Good|Mayor}}.
* The {{Good|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 {{Good|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.


* If all else fails, just execute the player claiming to be the {{Evil|Goblin}}. They are probably lying. Hopefully. Maybe. Perhaps. If you execute someone claiming {{Evil|Goblin}}, and the game continues, they can't be the {{Evil|Goblin}}! The whole group now knows something useful! Hooray!
* 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.


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[[Category:Experimental Characters]]
[[Category:Trouble Brewing]]
[[Category:Minions]]
[[Category:Townsfolk]]

Revision as of 00:04, 9 March 2023

Icon washerwoman.png

"Bloodstains on a dinner jacket? No, this is cooking sherry. How careless."

Appears in Logo trouble brewing.png Information

Type Townsfolk
Artist Aiden Roberts

"You start knowing that 1 of 2 players is a particular Townsfolk."

The Washerwoman learns that a specific Townsfolk is in play, but not who is playing them.

  • During the first night, the Washerwoman is woken, shown two players, and learns the character of one of them.
  • They learn this only once and then learn nothing more.

Examples

Evin is the Chef, and Amy is the Ravenkeeper. The Washerwoman learns that either Evin or Amy is the Chef.

Julian is the Imp, and Alex is the Virgin. The Washerwoman learns that either Julian or Alex is the Virgin.

Marianna is the Spy, and Sarah is the Scarlet Woman. The Washerwoman learns that one of them is the Ravenkeeper. Here, the Spy is registering as a Townsfolk—in this case, the Ravenkeeper.

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.

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.

Tips & Tricks

  • 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.
  • When the Washerwoman is poisoned or is actually the Drunk, they will often get information that is easy to figure out is incorrect—at least compared to other characters. While the 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 Drunk or poisoned. You can use this information to your team's advantage: if you know you are the 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.
  • 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 Drunk.
  • 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.
  • 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 Empath or the Fortune Teller.
  • 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 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.
  • 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 Fortune Teller, or even a character that the Demon wants to avoid attacking at all costs, like the Ravenkeeper or the Soldier.
  • 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 Poisoner, or to trick evil players into attacking a Townsfolk that has already used their ability, such as the Chef.
  • 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 Slayer or the Fortune Teller. You may also want to consider nominating a Virgin, and confirming yourself, the Virgin, and the Townsfolk you were shown all to be good.
  • 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!
  • If the 'wrong' player the Storyteller pointed to is an evil player, telling them the Townsfolk you saw may alert the Imp to the presence of the character you saw. If you saw the Empath, for example, telling the Demon that may cause the Empath to be killed in the night.
  • 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.
  • 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.
  • 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.
  • Beware of the Spy! They may register as a Townsfolk character to you. That player who you think is the Investigator may not be the Investigator after all...
  • Remember that while the Spy is likely to know that you've seen them as a Townsfolk, they won't know which Townsfolk you've seen them as.


Bluffing as the Washerwoman

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

  • 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.
  • 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 Imp and a random good player, and say that one of them is the Monk, then the Imp may claim to be the Monk, which makes you both look good.
  • If a good player claims to be a particular Townsfolk character, you can claim to be the 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.
  • 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.
  • 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 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 Slayer or an 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.
  • If you are the Spy or have access to a Spy, they can be invaluable in providing you accurate information to back up your story.