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Courtier
A powerful Townsfolk who can disable a specific character type for three nights and days, potentially halting the Demon's kills completely. They must deduce which characters are actually in play to use their single-use ability effectively.
Ability
Once per game, at night, choose a character: they are drunkHas no ability but thinks they do. The Storyteller feeds them false information. They cannot affect the game state. for 3 nights & 3 days.
Night Ritual (Storyteller Instructions)
First Night
"The Courtier either shows a 'no' head signal, or points to a character on the sheet. If the Courtier used their ability: If that character is in play, that player is drunk."
Other Nights
"Reduce the remaining number of days the marked player is poisoned. If the Courtier has not yet used their ability: The Courtier either shows a 'no' head signal, or points to a character on the sheet. If the Courtier used their ability: If that character is in play, that player is drunk."
Strategy Guide
Playing As
- You choose a character type (e.g., 'Shabaloth'), not a specific player, so use game state and kill patterns to deduce which evil characters are in play.
- Targeting the Demon (Po, Pukka, etc.) is the strongest play, as it stops kills for three nights, crippling the evil team.
- Targeting Minions like the Mastermind or Devil's Advocate is stealthy and effective; they may not realize they are drunk until they fail to save the Demon or win the game.
- Don't wait too long to use your ability or you risk dying, but don't fire blindly on night one unless you have a strong read or want to rule out a specific threat.
- You can target good characters like the Tinker, Moonchild, or Grandmother to prevent their negative death effects, or information roles to test their truthfulness.
Playing Against
- If you are a Demon and the Courtier hits you, you must decide whether to simulate drunkenness (skip kills) or bluff that they missed (continue killing if possible via other means).
- Kill the Courtier early; if they survive to the late game, they can shut down the Demon or a crucial Minion like the Mastermind for the final days.
- Bluffing as Courtier is powerful for Evil; you can claim to have drunk the Demon to explain a night with no deaths, buying trust.
- If you are a Minion like the Devil's Advocate or Mastermind, be aware that you might be drunk without knowing it, failing your ability at a critical moment.
Interactions
Identifying their specific kill patterns allows you to target the correct Demon and stop mass death.
MastermindMaking the Mastermind drunk removes the evil team's backup win condition, often surprising them after a Demon execution.
Devil's AdvocateDrunking the DA prevents them from protecting the Demon from execution.
Tinker / Moonchild / GrandmotherThese characters can be drunked to prevent them from accidentally dying or causing extra deaths.