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Fool
A resilient Townsfolk who survives the first time they would die, whether by execution or night attack. They operate best by bluffing powerful roles to waste the Demon's attacks.
Ability
The first time you die, you don't.
Strategy Guide
Playing As
- Bluff as a high-value target (e.g., Exorcist, Chambermaid, Tea Lady) to trick the Demon into attacking you and wasting a kill.
- Volunteer for execution if it saves a more valuable information role, as you will likely survive.
- If you die immediately at night, alert the town to the potential presence of an Assassin, Pukka, or that you were drunk (e.g., by a Sailor).
- Monitor night death counts; a night with fewer deaths than expected suggests your ability may have triggered silently.
- You can coordinate with a grandmother or neighbor to swap claims, protecting them while you absorb the danger.
Playing Against
- Avoid attacking the Fool at night if possible, as it wastes a kill unless you are the Assassin or Pukka.
- Be aware that the Devil's Advocate can mimic the Fool's survival ability, making Fool a common evil bluff.
- If a player survives execution, do not immediately assume they are confirmed good; they could be a Zombuul or protected by a Minion.
- As a Demon, be wary of players claiming high-priority targets like Exorcist or Chambermaid, as they may be a Fool baiting a strike.
Interactions
Can protect an evil player from execution, perfectly mimicking the Fool's ability.
Assassin/PukkaThese characters can kill the Fool on the first attempt (Assassin ignores protection; Pukka poisons before killing).
Tea Lady/Innkeeper/PacifistIf these characters protect the Fool from death, the Fool's own 'one-time' ability is not used and remains for later.
SailorIf the Sailor makes the Fool drunk, the Fool will die if executed or attacked that night.
ZombuulOften bluffs as the Fool to explain why they registered as 'dead' but are still active or why they survived an execution.