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Drunk
An Outsider who believes they are a specific Townsfolk character but has no ability and receives unreliable information. The Storyteller simulates the false character's actions, waking the Drunk when that character would normally act.
Ability
Night Ritual (Storyteller Instructions)
First Night
"Assign which Townsfolk is actually the Drunk."
Strategy Guide
Playing As
- Play as the Townsfolk you believe you are; you won't know you are the Drunk initially.
- Watch for ability failures (e.g., a Soldier dying at night, a Slayer shot failing on a known Demon, or a Virgin nomination not resulting in execution) as proof of your true identity.
- If you deduce you are the Drunk, treat your previous information as unreliable or try to reverse-engineer binary info (like Chef or Empath numbers).
- As an evil player, bluffing as the Drunk can effectively explain away bad information or failed abilities to the good team.
Playing Against
- Count the Outsiders in play; an unexpected count suggests a Drunk (or Baron) may be present.
- Cross-reference information; if one player's info contradicts the group or hard facts, they may be the Drunk.
- Use abilities like the Undertaker or Ravenkeeper to confirm the true character token of a dead player.
- Be aware that the Drunk does not trigger the Virgin's ability, as they are an Outsider, not a Townsfolk.
Interactions
Can learn that a specific player is the Drunk on the first night.
UndertakerLearns the player is the Drunk (not the character they claimed) if executed.
RavenkeeperLearns the player is the Drunk if they die at night.
VirginThe Drunk cannot trigger the Virgin's execution ability.
BaronAdds Outsiders to the game, making the presence of a Drunk more likely or harder to pin down.
SpyCan see the Drunk token in the Grimoire and knows the player's true identity.