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'''Ability:''' The special power or penalty of a character, printed on its character token, the character sheet for the chosen edition, and the character almanac for the chosen edition. The definitive text of the ability is printed in the “How to Run” section of the character almanac. Characters have no ability when dead, drunk, or poisoned.
__NOTOC__
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'''About to die:''' The player who has enough votes to be executed and more votes than any other player today.
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'''Alignment:''' The team that a player is currently on. Alignment is either good or evil. If a player changes alignment, their character stays the same. If a player changes character, their alignment stays the same. Players know their own alignment.
<div id='character-details'>


'''Alive:''' A player that has not died. Alive players have their ability, may vote as many times as they wish, and may nominate players. As long as 3 or more players are alive, the game continues.
[[File:icon_fortune_teller.png|250px]]
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>


'''Alive neighbours:''' The two alive players that are sitting closest—one clockwise, one counterclockwise—to the player in question, not including any dead players sitting between them.
<table style="width: 90%; margin: 0 auto;">
<tr>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
</tr>
<tr>
<td>Artist</td>
<td>John Grist</td>
</tr>
</table>


'''Ally:''' A player of the same alignment.  
<p class='flavour'>"I sense great evil in your soul! But... that could just be your perfume. I am allergic to Elderberry."<p>
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_trouble_brewing.png|100px]]


'''Character:''' The role that a player plays, such as the {{Good|Butler}}, as listed on the character sheet and character almanac for the chosen edition. Characters may be in play or not in play.
<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/5397557/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2019-9-5%2F26486169-44100-2-66f5127affe2a.mp3">You need to enable JavaScript to play this audio</div>


'''Character sheet:''' The cardboard sheets that list all of the possible characters and their abilities for the chosen edition.
</div>


'''Character token:''' The large round token that each player gets at the start of the game that indicates their character. Players cannot look at each other's character tokens.
</div>


'''Choose:''' This word in a character’s ability indicates that their player decides something. If this word is absent, the Storyteller decides instead.
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'''Clocktower:''' Blood on the Clocktower, the world’s greatest bluffing game!
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'''Day:''' The game phase in which players have their eyes open, talk with each other, and vote for an execution. Each day is followed by a night. Each night is followed by a day.
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== Summary ==
"Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you."


'''Dawn:''' The end of a night, just before the next day begins. Characters that act “at dawn” act after almost all other characters.
The Fortune Teller detects who the Demon is, but sometimes thinks good players are Demons.
* Each night, the Fortune Teller chooses two players and learns if at least one of them is a Demon. They do not learn which of them is a Demon, just that one of them is. If neither is the Demon, they learn this instead.
* Unfortunately, one player, called the Red Herring, will register as a Demon to the Fortune Teller if chosen. The Red Herring is the same player throughout the entire game. This player may be any good player, even the Fortune Teller themself, and the Fortune Teller does not know which player it is.
* The Fortune Teller may choose any two players—alive or dead, or even themself. If they choose a dead Demon, then the Fortune Teller still receives a nod.
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'''Dead:''' A player that is not alive. Dead players may only vote once more during the game. When a player dies, their life token flips over, they gain a shroud in the Grimoire, they immediately lose their ability, and any persistent effects of their ability immediately end.
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== How to Run ==
While preparing the first night, put the Fortune Teller's '''RED HERRING''' reminder token by any good character token, marking that player as the Red Herring.


'''Declare:''' State to the group so that everyone can hear you.
Each night, wake the Fortune Teller. The Fortune Teller points at any two players. If either chosen player is a Demon or the Red Herring, nod your head yes. Otherwise, shake your head no. Put the Fortune Teller to sleep.


'''Demon:''' A type of character that begins evil. If the Demon dies, the good team wins. Demons usually kill players at night and have some other ability that harms the good team.
In smaller games, making the Fortune Teller their own Red Herring is sometimes advised, as the Fortune Teller gets more information that way.
</div>


'''Demon info:''' Shorthand on the night sheet, representing the information that the Demon receives on the first night if there are 7 or more players. The Demon learns which players are the Minions, and learns 3 good characters that are not in play to help them bluff.
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'''Demon, The:''' The player that has the Demon character. In a game with multiple Demons, each alive Demon player counts as “The Demon”.
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'''Drunk:''' A drunk player has no ability but thinks they do, and the Storyteller acts like they do. If their ability would give them information, the Storyteller may give them false information. Drunk players do not know they are drunk.
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'''Dusk:''' The start of a night, just after the players close their eyes. Characters that act “at dusk” act before almost all other characters. Abilities that last “until dusk” end as soon as the players go to sleep.
== Examples ==


'''Each night:''' Every night phase.  
<div class='example'>
The Fortune Teller chooses the {{Good|Monk}} and the {{Good|Undertaker}} and learns a 'no'.
</div>


'''Each night*:''' Shorthand on character sheets and tokens, meaning “Every night phase except for the first night phase.
<div class='example'>
The Fortune Teller chooses the {{Evil|Imp}} and the {{Good|Empath}}, and learns a 'yes'.
</div>


'''Edition:''' A scenario of Clocktower that contains a set of tokens, character sheets, and a character almanac. For example, Trouble Brewing. Each edition has a unifying theme, strategy, and tone.
<div class='example'>
The Fortune Teller chooses an alive {{Good|Butler}} and a dead {{Evil|Imp}}, and learns a 'yes'.
</div>


'''Evil:''' The evil alignment. Minions and Demons (red characters) start as evil. Evil wins when just 2 players are alive, not including Travellers.
<div class='example'>
The Fortune Teller chooses themselves and a {{Good|Saint}}. The {{Good|Saint}} is the Red Herring. The Fortune Teller learns a 'yes'.
</div>


'''Evil character:''' Minions and Demons.
</div>


'''Execution:''' The group decision to kill a player other than a Traveller during the day. There is a maximum of one execution per day, but there may be none. A nominated player is executed if they got votes equal to at least half the number of alive players, and more votes than any other nominated player.
</div>


'''Exile:''' The group decision to kill a Traveller during the day. There may be any number of exiles per day, including none. Any players may support an exile, even dead players without a vote token. Abilities cannot affect an exile decision in any way. Though an exile is similar to a vote for execution, the process is not a vote, and an exile is not an execution. See Vote and Execution.
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'''Fabled:''' A type of character for the Storyteller. Fabled characters are neutral, chosen by the Storyteller publicly, and usually make the game fairer in strange situations.
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== Tips & Tricks ==


'''False info:''' False information, such as a false statement, gesture, or character token. The Storyteller may give false information when an ability malfunctions, such as when the player is drunk or poisoned. See True info.
* Getting a 'no' is often more useful than getting a 'yes'. A 'no' means that neither of the two players is the Demon, which narrows down the number of players you have to inspect.  


'''First night:''' The night phase that begins the game. Some characters act only during the first night. Some characters act during each night except the first. Players may talk about their characters only after the first night.
* You only learn about Demons. Just because you got a 'no' on somebody doesn't mean that they're good. They could still be a Minion.


'''Good:''' The good alignment. Townsfolk and Outsiders (blue characters) start as good. Good wins if the Demon dies.
* If you have a pair of players who you got a 'yes' on, and a pair of players you got a 'no' on, try picking one player from each pair. If you get another 'yes', you know that the player you got a 'yes' on both times is the player you're getting a read on; otherwise, it's the player in your initial 'yes' pair that you didn't pick this time that you should look to.


'''Good character:''' Townsfolk and Outsiders.
* If you have gotten a 'yes' on players you are suspicious of, getting confirmation of which player is causing your ability to react can give you a clear goal, especially if that player is still alive at the end of the game.


'''Grimoire:''' The box that stores the Clocktower pieces, held and updated by the Storyteller. Players cannot look in the Grimoire. The Grimoire shows the actual states of all the characters, such as who is alive or dead, who is poisoned, who is acting at night, etc.
* You only have a limited number of nights to gather information. Spending a lot of it focusing on one or two people may give you less to work with in the end game. For this reason, it's usually most efficient to start the game casting a wide net and learn about as many pairs as possible. Then, after you have some general information, start focusing on the players you are most suspicious of.


'''Healthy:''' Not poisoned.
* Remember that the {{Evil|Imp}} can kill themselves and cause a Minion to become the Demon, and if they're executed, the {{Evil|Scarlet Woman}} might become the Demon. Even if you got a 'no' on someone earlier in the game doesn't mean they aren't the Demon now. If you think the Demon died, try picking someone you think is a Minion that you previously got a 'no' on and see if your information has changed.  


'''Info:'''  Information.  
* Your false positive is chosen at the beginning of the game and does not move, and you will not receive a false read from more than one player because of your ability. Remember your false register can be anyone, including you, and a 'yes' is not a definite confirmation of a Demon.


'''Info token:''' Rectangular tokens that give information and are sometimes shown to players at night. For example, the “This is the Demon” info token.
* You can choose yourself as one of the two players. Since you know you are not the Demon, this enables you to get a read on one specific player. Beware though, the Storyteller can make you your own false positive, so this may not always be effective.


'''In play:''' A character that exists in the current game, either alive or dead.
* Be aware of the {{Good|Recluse}}, who may register as the Demon to you. This is not the same as the Red Herring.


'''Leaf:''' The small green and orange symbols on many character tokens that help the Storyteller run the game. Green leaves on the top show the number of reminder tokens to add to the Grimoire. A green leaf on the left shows that the character needs a night token on the first night. A green leaf on the right shows that the character needs a night token on each night except the first. An orange leaf means that the character setup is different than normal for this game.
* Claiming to be a character that the Demon would not want to kill, such as the {{Good|Saint}}, {{Good|Soldier}}, or {{Good|Ravenkeeper}} can help you survive longer, allowing you some much needed time to gain useful information.
</div>


'''Life token:''' These tokens are placed on the Town Square, corresponding to the players’ seating positions, and show which players are alive or dead. The parchment side shows that the player is alive, and the black side shows that the player is dead.
</div>


'''Lose:''' At the end of the game, one team will lose. Dead and alive players lose as a team. Evil loses when the Demon dies. Good loses when there are only two alive players, not including Travellers.
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'''Mad:''' A player who is “mad”  about something is trying to convince the group that something is true. Some players are instructed to be mad about something - if the Storyteller thinks that a player has not put effort to convince the group of the thing they are mad about, then a penalty may apply. Some players are instructed to not be mad about something - if the Storyteller thinks that a player has tried to convince the group of that thing, then a penalty may apply.
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'''Might:''' Shorthand on character sheets and tokens. Something that “might” happen means the Storyteller chooses whether it happens or not.
== Bluffing as the Fortune Teller==


'''Minion:''' A type of character that begins evil. Minions have abilities that help the evil team. There are usually 1 to 3 Minions per game. The Traveller sheet lists the number of Minions in the current game.
When bluffing as the Fortune Teller, there are a few things you should keep in mind:


'''Minion info:''' Shorthand on the night sheet, representing the information that the Minions receive on the first night if there are 7 or more players. The Minions learn which other players are Minions, and which player the Demon is.
* You wake every night, including the first night, and should have information for each night you are alive. You would have pointed at two players and the Storyteller would have either nodded or shaken their head. When you reveal that you are the Fortune Teller, the good team will expect you to have a detailed explanation of every night's activities. Be prepared. Have what you are going to tell them ready.  


'''Neighbors:''' The two players, whether dead or alive, sitting one seat clockwise and counterclockwise from the player in question.
* You can lie that "these two players are not the Demon" to exonerate your fellow evil players.  


'''Night:''' The game phase in which players close their eyes, and certain characters wake to act or receive information. The game begins with the night phase. Each day is followed by a night. Each night is followed by a day.
* The Fortune Teller can sometimes get wildly confusing information. The {{Good|Recluse}} may register as the Demon. The Demon itself can change players to someone who was previously a Minion, even if no {{Evil|Scarlet Woman}} is in play. The 'Red Herring' can register as the Demon, making a good player look suspicious. Worry less about the exact content of your information, and the number of 'yes' results you claim to have received, and more about acting with conviction.  


'''Night sheet:''' The sheet the Storyteller uses to know which characters act in which order at night. The night sheet has one side to use on the first night and one side to use on all other nights.
* Having noted the above point, your bluff is still increased dramatically if the information you reveal to the group is consistent. If you tell players over and over again that certain players are not the Demon, they will tend to keep those players alive. If you tell players over and over again that certain players are possibly the Demon, they will tend to kill them, but may come for you next when the game doesn't end afterwards.


'''Night token:''' The tokens that the Storyteller puts next to the night sheet to indicate which characters may need to act tonight. Which night tokens are needed is indicated by the leaves on the left and right of each character token.
*If a good player is being particularly troublesome, focusing all your attention on them by claiming that they are registering as the Demon to you can quickly get them killed. You can always claim that they must have been your 'Red Herring' after the fact. This strategy can be particularly devastating if you need to get a player executed, but can not do so by normal means. In particular, you can get a {{Good|Saint}} executed or a {{Good|Mayor}} or {{Good|Soldier}} killed, or at least convince the good team not to trust them. Even sowing distrust about an {{Good|Undertaker}}, {{Good|Empath}}, or similar character can be enough to make their information questionable.


'''Nomination:''' The act of declaring a group vote to execute a player, which is echoed by the Storyteller. Players may nominate once per day, and can be nominated once per day. Only alive players may nominate.
* Remember that Fortune Tellers may choose dead players, and may even choose themselves. Telling the group that a dead player is the Demon implies that all their information was dubious, and also (in single Minion games) that only one remaining player is evil. This misinformation, whilst seemingly innocent, can sway the game in your direction due to the extra mistrust among the living players. It is particularly effective if you make a {{Good|Ravenkeeper}} appear to be the Demon that killed themselves at night time.


'''Not in play:''' A character that does not exist in the current game, but is on the character sheet.
* If you are the {{Evil|Imp}}, you can come out publicly as the Fortune Teller and strategically die at night to make your information sound more legitimate.


'''Once per game:''' An ability that can be used only once. If a player dies before using their ability, or if they use their ability, even while drunk or poisoned, they cannot use their ability again.  
* If you are the {{Evil|Scarlet Woman}}, you can publicly accuse your actual Demon and lead the charge for their execution. This gives characters like the {{Good|Undertaker}} a positive read of 'Demon', solidifying your bluff.


'''Outsider:''' A type of character that begins good. Outsiders have abilities that are unhelpful to the good team. The Traveller sheet lists how many Outsiders are in the current game.
* If you know of a {{Good|Recluse}}, claim to have gotten a "yes" on them. If you are or have spoken to a {{Evil|Spy}}, you can claim to have a "yes" on the {{Good|Recluse}} before they can claim their character, which makes your "yes" look even more believable.
</div>


'''Player:''' Any person who has an in-play character, not including the Storyteller.
</div>


'''Poisoned:''' A poisoned player has no ability but thinks they do, and the Storyteller acts like they do. If their ability would give them information, the Storyteller may give them false information. Poisoned players do not know they are poisoned. See Drunk.
</div>


'''Private:''' Anything whispered between two players, or between a player and the Storyteller, so that the other players do not hear it.
[[Category:Trouble Brewing]]
 
[[Category:Townsfolk]]
'''Public:''' Anything said or done in such a way that most players, including the Storyteller, are aware that it happened.
 
'''Register:''' A player that “registers as” a specific character or alignment counts as that character or alignment for game rule purposes, and for other player’s abilities. For example, if a good player “registers as evil,” they are still good (and win when good wins), but they count as evil to characters that detect evil. Registering as a character does not impart that character’s ability.
 
'''Reminder token:''' The small tokens that help the Storyteller remember all sorts of things. Reminder tokens are specific to a certain character.
 
'''Rules sheet:''' The sheet that is read out at the beginning of a game so that new players can learn the important rules. New players may instead read the sheet privately if they wish.
 
'''Script Tool:''' The online character list generator, which allows you to design scripts from any combination of character tokens you own. Use the Script Tool at BloodOnTheClocktower.com/script.
 
'''Script:''' A collection of characters, created via the Script Tool, that can be printed to make character sheets.
 
'''Setup sheet:''' The sheet that details what the Storyteller needs to do before beginning a game.
 
'''Shroud:''' The black and grey banner-shaped token used in the Grimoire to indicate that a player is dead.
 
'''Sober:''' Not drunk.
 
'''Starts knowing''': Shorthand on character sheets and tokens. A character that “starts knowing” gains knowledge on the first night or, if such a character is created mid-game, at that point instead.
 
'''State:''' A current property of a player. A player is always either drunk or sober, either poisoned or healthy, either alive or dead, and either mad or sane.
 
'''Storyteller:''' The person who runs the game. The Storyteller keeps the Grimoire, follows the rules of the game, and makes the final decision on what happens when a situation needs adjudication.
 
'''Team:''' All players sharing an alignment. “Your team” means “You and all other players that have the same alignment as you.”
 
'''Think:''' A player who “thinks” they are a different character receives a character token that does not match their true character in the Grimoire. The Storyteller pretends to this player that they are this false character.
 
'''Tomorrow:''' The day phase and the night phase following the current night phase.
 
'''Townsfolk:''' A type of good character. Townsfolk have abilities that help the good team. Usually, most in-play characters are Townsfolk. The Traveller sheet lists the number of Townsfolk in the current game.
 
'''Town Square:''' The grey cardboard sheet in the center of the seats. The Town Square has the player's life tokens and vote tokens on it, and the Traveller sheet under it.
 
'''Traveller:''' A type of character for players who are late to join or who expect to leave early. The player chooses their character, and the Storyteller chooses their alignment. Travellers have great power, but may be exiled by the group.
 
'''Traveller Sheet:''' The sheet placed under the Town Square. It lists how many Outsiders and Minions are in the current game and what the Travellers’ abilities are.
 
'''True info:''' True information, such as a true statement, gesture, or character token. The Storyteller must always give true information about the rules. See False info.
 
'''Type:''' A class of character—Townsfolk, Outsider, Minion, Demon, Traveller, or Fabled.
 
'''Vote:''' Raising a hand when the Storyteller is counting the number of players in favor of an execution. Players may vote as many times as they want per day. A dead player may only vote once for the rest of the game. The votes are tallied clockwise, ending with the nominated player. The exile process, though similar, is not a vote. See Exile.
'''Vote token:''' The round white circular token that is put on a player’s life token when they die. When this dead player votes, they remove their vote token and cannot vote for the rest of the game.
 
'''Wake:''' A player opening their eyes at night. The Storyteller wakes a player by tapping twice on the knee or shoulder, and wakes all players by saying “eyes open, everybody” at dawn.
 
'''Win:''' At the end of the game, one team will win. Alive and dead players lose as a team. Good wins when the Demon dies. Evil wins when there are only two alive players, not including Travellers.

Revision as of 10:55, 21 September 2023

Icon fortune teller.png Information

Type Townsfolk
Artist John Grist

"I sense great evil in your soul! But... that could just be your perfume. I am allergic to Elderberry."

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

You need to enable JavaScript to play this audio

Summary

"Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you."

The Fortune Teller detects who the Demon is, but sometimes thinks good players are Demons.

  • Each night, the Fortune Teller chooses two players and learns if at least one of them is a Demon. They do not learn which of them is a Demon, just that one of them is. If neither is the Demon, they learn this instead.
  • Unfortunately, one player, called the Red Herring, will register as a Demon to the Fortune Teller if chosen. The Red Herring is the same player throughout the entire game. This player may be any good player, even the Fortune Teller themself, and the Fortune Teller does not know which player it is.
  • The Fortune Teller may choose any two players—alive or dead, or even themself. If they choose a dead Demon, then the Fortune Teller still receives a nod.

How to Run

While preparing the first night, put the Fortune Teller's RED HERRING reminder token by any good character token, marking that player as the Red Herring.

Each night, wake the Fortune Teller. The Fortune Teller points at any two players. If either chosen player is a Demon or the Red Herring, nod your head yes. Otherwise, shake your head no. Put the Fortune Teller to sleep.

In smaller games, making the Fortune Teller their own Red Herring is sometimes advised, as the Fortune Teller gets more information that way.

Examples

The Fortune Teller chooses the Monk and the Undertaker and learns a 'no'.

The Fortune Teller chooses the Imp and the Empath, and learns a 'yes'.

The Fortune Teller chooses an alive Butler and a dead Imp, and learns a 'yes'.

The Fortune Teller chooses themselves and a Saint. The Saint is the Red Herring. The Fortune Teller learns a 'yes'.

Tips & Tricks

  • Getting a 'no' is often more useful than getting a 'yes'. A 'no' means that neither of the two players is the Demon, which narrows down the number of players you have to inspect.
  • You only learn about Demons. Just because you got a 'no' on somebody doesn't mean that they're good. They could still be a Minion.
  • If you have a pair of players who you got a 'yes' on, and a pair of players you got a 'no' on, try picking one player from each pair. If you get another 'yes', you know that the player you got a 'yes' on both times is the player you're getting a read on; otherwise, it's the player in your initial 'yes' pair that you didn't pick this time that you should look to.
  • If you have gotten a 'yes' on players you are suspicious of, getting confirmation of which player is causing your ability to react can give you a clear goal, especially if that player is still alive at the end of the game.
  • You only have a limited number of nights to gather information. Spending a lot of it focusing on one or two people may give you less to work with in the end game. For this reason, it's usually most efficient to start the game casting a wide net and learn about as many pairs as possible. Then, after you have some general information, start focusing on the players you are most suspicious of.
  • Remember that the Imp can kill themselves and cause a Minion to become the Demon, and if they're executed, the Scarlet Woman might become the Demon. Even if you got a 'no' on someone earlier in the game doesn't mean they aren't the Demon now. If you think the Demon died, try picking someone you think is a Minion that you previously got a 'no' on and see if your information has changed.
  • Your false positive is chosen at the beginning of the game and does not move, and you will not receive a false read from more than one player because of your ability. Remember your false register can be anyone, including you, and a 'yes' is not a definite confirmation of a Demon.
  • You can choose yourself as one of the two players. Since you know you are not the Demon, this enables you to get a read on one specific player. Beware though, the Storyteller can make you your own false positive, so this may not always be effective.
  • Be aware of the Recluse, who may register as the Demon to you. This is not the same as the Red Herring.
  • Claiming to be a character that the Demon would not want to kill, such as the Saint, Soldier, or Ravenkeeper can help you survive longer, allowing you some much needed time to gain useful information.

Bluffing as the Fortune Teller

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

  • You wake every night, including the first night, and should have information for each night you are alive. You would have pointed at two players and the Storyteller would have either nodded or shaken their head. When you reveal that you are the Fortune Teller, the good team will expect you to have a detailed explanation of every night's activities. Be prepared. Have what you are going to tell them ready.
  • You can lie that "these two players are not the Demon" to exonerate your fellow evil players.
  • The Fortune Teller can sometimes get wildly confusing information. The Recluse may register as the Demon. The Demon itself can change players to someone who was previously a Minion, even if no Scarlet Woman is in play. The 'Red Herring' can register as the Demon, making a good player look suspicious. Worry less about the exact content of your information, and the number of 'yes' results you claim to have received, and more about acting with conviction.
  • Having noted the above point, your bluff is still increased dramatically if the information you reveal to the group is consistent. If you tell players over and over again that certain players are not the Demon, they will tend to keep those players alive. If you tell players over and over again that certain players are possibly the Demon, they will tend to kill them, but may come for you next when the game doesn't end afterwards.
  • If a good player is being particularly troublesome, focusing all your attention on them by claiming that they are registering as the Demon to you can quickly get them killed. You can always claim that they must have been your 'Red Herring' after the fact. This strategy can be particularly devastating if you need to get a player executed, but can not do so by normal means. In particular, you can get a Saint executed or a Mayor or Soldier killed, or at least convince the good team not to trust them. Even sowing distrust about an Undertaker, Empath, or similar character can be enough to make their information questionable.
  • Remember that Fortune Tellers may choose dead players, and may even choose themselves. Telling the group that a dead player is the Demon implies that all their information was dubious, and also (in single Minion games) that only one remaining player is evil. This misinformation, whilst seemingly innocent, can sway the game in your direction due to the extra mistrust among the living players. It is particularly effective if you make a Ravenkeeper appear to be the Demon that killed themselves at night time.
  • If you are the Imp, you can come out publicly as the Fortune Teller and strategically die at night to make your information sound more legitimate.
  • If you are the Scarlet Woman, you can publicly accuse your actual Demon and lead the charge for their execution. This gives characters like the Undertaker a positive read of 'Demon', solidifying your bluff.
  • If you know of a Recluse, claim to have gotten a "yes" on them. If you are or have spoken to a Spy, you can claim to have a "yes" on the Recluse before they can claim their character, which makes your "yes" look even more believable.