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Matron
A Traveller that restricts movement, forcing players to remain in their seats and preventing private conversations with anyone other than immediate neighbors. They can permanently swap the seating positions of players, heavily influencing neighbor-dependent abilities and vote order.
Ability
Each day, you may choose up to 3 sets of 2 players to swap seats. Players may not leave their seats to talk in private.
Strategy Guide
Playing As
- As good, move suspicious whispering pairs apart to disrupt evil coordination and move trusted players next to you to share secrets.
- As evil, manipulate neighbor-based abilities like the Tea Lady to remove protection from good players or simulate protection for evil players.
- Isolate the Lunatic from the players they think are their Minions to make it harder for the evil team to maintain the illusion.
- Use your seat swaps to alter the nomination and voting flow, putting the Demon in a safer position relative to the execution threshold.
- Enforce the 'stay in seats' rule strictly to force information into the open or stifle the good team's ability to cross-reference data.
Playing Against
- If the Matron is disrupting the good team's ability to coordinate or breaking up trust circles, nominate them for Exile immediately to restore freedom of movement.
- Pay close attention to voting order, as the Matron can manipulate who votes when, potentially saving the Demon from a tied vote.
- Since private chats are banned, rely on public information sharing or passing whispered messages down a chain of trusted neighbors.
- Be wary of 'Tea Lady' confirmations if the Matron has moved people around; they may be manufacturing false evidence.
Interactions
The Matron can move players next to the Tea Lady to grant or remove protection, or fake it with an evil Matron.
LunaticMoving the Lunatic away from the actual Demon prevents the evil team from easily reinforcing the Lunatic's delusion.
Devil's AdvocateCan coordinate with an evil Matron to simulate Tea Lady protection on a minion by swapping them next to a Tea Lady bluff.
ChambermaidThe restriction on movement makes it harder for the Chambermaid to wake and signal or coordinate with their targets privately.