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Mastermind
A Minion that acts as a safety net, extending the game for one day if the Demon is executed. If the good team executes a player on this extra day, they lose the game.
Ability
Strategy Guide
Playing As
- Coordinate with the Demon to get them executed early (even day 1) or when the town suspects a different Minion is in play.
- Encourage the town to be 'execution happy' by suggesting they test characters like the Sailor or Tea Lady, priming them to execute on the Mastermind day.
- Bluff as a character the town wants to keep alive or test (like Pacifist or Tea Lady) to survive longer than the Demon.
- If the Demon dies, try to ensure a death happens that night (via other evil abilities) to trick the town into thinking the game is continuing normally.
Playing Against
- If the game does not end after executing the Demon, assume it is a Mastermind day and do not execute any living player.
- The safest strategy on a suspected Mastermind day is to execute the already dead Demon (double-tap) or execute nobody.
- Look for the absence of other Minion signs (like Devil's Advocate saves or Assassin kills) to deduce a Mastermind is in play.
- Be extremely suspicious of nights with no deaths, as this may indicate the Demon is dead and cannot kill.
Interactions
Can cause a death on the night after the Demon is executed, hiding the Mastermind day.
PoCan choose not to kill on previous nights to normalize 'no death' nights, making a Mastermind day less obvious.
ZombuulNaturally confuses the town regarding whether the Demon is dead or just 'playing dead,' masking the Mastermind trigger.
LunaticCan be used to trick the Demon into believing they are the Lunatic, causing them to self-nominate or allow execution.
Tea Lady/SailorProvide valid-sounding reasons to execute players (to 'test' their abilities) during the Mastermind day.