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Barista
A Traveller with a passive ability that allows the Storyteller to either clarify a player's information or double their effectiveness each night. The Barista has no direct control, but their presence amplifies the game's chaos and information economy.
Ability
Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.
Strategy Guide
Playing As
- Since your ability is passive, focus entirely on the social game to build trust and ensure you aren't exiled early.
- If good, encourage players to reveal when they are targeted, as confirmed 'sober & healthy' information is invaluable, especially in Vortox games.
- If evil, signal your alignment to the Storyteller by playing aggressively or coordinating with the evil team so the ST knows to buff them.
- If evil, help your teammates bluff by suggesting they claim the 'sober & healthy' effect to validate their false information.
- Leverage the threat of exile to buy time; argue that keeping you alive might grant a crucial double-action to a powerful Townsfolk like the Artist or Savant tomorrow.
Playing Against
- Monitor for double actions (e.g., two night deaths, two executions) which indicate the Barista is likely aiding the evil team.
- Be skeptical of players claiming the Barista buff to validate their information, as evil players can use the 'sober & healthy' claim to push false narratives.
- If the Barista's ability consistently benefits the opposing team, campaign to exile them immediately to stop the swing in power.
- Remember that the Storyteller chooses the target, so the Barista player's behavior is social, not mechanical; judge them on their votes and associations.
Interactions
The 'sober & healthy' option overrides the Vortox's ability, allowing players to receive true information despite the Demon.
**Savant**Acting twice yields two pairs of statements (or guaranteed true info), which can break the game open for the good team.
**Artist**Asking two questions in a single game (or day) is devastatingly powerful for solving the puzzle.
**Snake Charmer**Acting twice allows them to potentially pick the Demon, become the Demon, and then act *again* as the Demon immediately to kill.
**Philosopher**Gaining an ability and using it twice in the same night provides immense flexibility and power.