Identity Hidden
(In case someone is watching)
Tap to reveal
Apprentice
A Traveller who enters the game and permanently gains the ability of a Townsfolk or Minion based on their alignment. They act as an extra member of that team, potentially duplicating abilities or adding powerful extra Minion powers to the game.
Ability
Strategy Guide
Playing As
- If good, try to obtain or claim an ability that can mechanically prove your alignment, such as the Gambler (dying when wrong) or Sailor/Fool (surviving exile).
- If evil, identify yourself to the Demon immediately to coordinate your extra Minion power (e.g., synchronizing a Devil's Advocate protection or an Assassin kill).
- Since you do not count towards the evil victory condition of 'two players alive', you can play aggressively or sacrifice yourself without handing the game to the good team.
- Feel free to bluff as a character already in play; duplicates are allowed for the Apprentice, though you will need to argue why you are the 'second' instance of that role.
- If you gain an information role (like Chambermaid), be vocal and direct the town, as the Demon is often less inclined to kill a Traveller at night compared to a real Townsfolk.
Playing Against
- Track the number of Minion and Townsfolk abilities in play; an unexplained extra Minion power (like an extra night kill or saved execution) often points to an evil Apprentice.
- Exile the Apprentice if their alignment is unclear; exile does not end the day or count as the daily execution, making it a low-cost way to remove uncertainty.
- If the Apprentice survives exile, they likely possess a protective ability (like Sailor, Fool, or Devil's Advocate), which can help narrow down their specific role and alignment.
- Be wary of double claims; the Apprentice can duplicate an in-play character's ability, so a conflict doesn't automatically mean one player is lying.
- Consider the balance of the game; if the evil team seems overpowered with extra kills (Assassin/Godfather), the Apprentice is likely responsible.
Interactions
An evil Apprentice gaining this ability creates a second source of execution protection, causing chaos in deduction.
MastermindProvides a backup win condition for the evil team that the good team may not suspect if they believe all Minions are accounted for.
Gambler/Sailor/FoolAllows a good Apprentice to prove their alignment by interacting with death mechanics or surviving exile.
ChambermaidHighly valuable for a good Apprentice in Bad Moon Rising to track who woke up and verify player claims.
Assassin/GodfatherAn evil Apprentice with these abilities adds extra kills to the night, accelerating the game and pressuring the good team.