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Chambermaid
The Chambermaid acts as a lie detector for game mechanics by learning how many of two selected players woke up to use their ability that night. By cross-referencing a player's claimed character with their actual waking pattern, they can catch evil players in a lie or confirm powerful townsfolk.
Ability
Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Night Ritual (Storyteller Instructions)
Each Night
"The Chambermaid points to two players. Show the number signal (0, 1, 2, ...) for how many of those players wake tonight for their ability."
Strategy Guide
Playing As
- Verify specific claims by choosing players who allege to have roles that wake every night (like the Exorcist, Gambler, or Sailor) to see if they actually do.
- Use a known non-waking player (like a trusted Fool or Pacifist) as a 'control' in your pair to isolate the waking status of the second, suspicious player.
- Check players on multiple nights to catch inconsistencies, such as an Assassin claiming Innkeeper (who would wake once to kill but then stop, whereas an Innkeeper wakes nightly).
- Be mindful of the Lunatic, who wakes thinking they are the Demon; they will register to you, which can help identify them or the Demon setup.
- If the Minstrel ability triggers (due to a Minion execution), your information will be drunk that night, so treat '0's or '2's with extreme skepticism.
Playing Against
- If bluffing as Chambermaid, claiming a '1' is often safer than '0' or '2' as it is harder for the two selected players to coordinate a contradiction against you.
- As an evil player, try to choose a bluff that matches your actual wake pattern (e.g., a Devil's Advocate bluffing Sailor) to deceive a checking Chambermaid.
- Eliminate the Chambermaid early; the longer they live, the more they can cross-reference wake patterns and mechanically confirm players.
- If you are the Pukka or Poisoner, targeting the Chambermaid is highly effective as false information can cause them to accuse trusted good players.
Interactions
Excellent targets to use as a 'zero' baseline since they never wake for their own abilities.
Devil's AdvocateWakes every night, making them vulnerable to a Chambermaid checking a passive bluff like Pacifist.
ZombuulUnique among Demons as they may not wake on nights they don't kill, creating a detectable pattern of inactivity.
MinstrelDrastically impacts the Chambermaid's reliability; if a Minion dies, the Chambermaid is drunk the following night.
LunaticWakes to receive Demon info, registering as a wake to the Chambermaid, which can cause confusion or confirm the presence of the Lunatic.