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Sailor

TownsfolkBad Moon Rising

A hardy Townsfolk who can disable another player's ability or their own, gaining immunity to death while sober. They serve as a durable tank and a potential source of deduction based on who the Storyteller allows to become drunk.

Wakes
Always
Causes Death
No
Selects
Required
Alignment
Static

Ability

Each night, choose an alive player: either you or they are drunk until dusk. You can't die.

Night Ritual (Storyteller Instructions)

First Night

"The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk."

Other Nights

"The previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk."

Strategy Guide

Playing As

  • Volunteer for execution early to prove your role; if you survive, you are likely confirmed as good (or at least mechanically protected).
  • Use your ability as an information test: if you choose a player and survive execution, the Storyteller likely made that player drunk (implying they are a Townsfolk); if you die, you were likely drunk (implying you picked an Outsider/Minion).
  • Communicate clearly with your selected target so they know their information might be unreliable.
  • Try to choose players with 'spent' abilities (like a used Courtier) or passive effects to minimize damage to the good team's information gathering.
  • Bluff as a high-value target (like an Exorcist or Chambermaid) to draw the Demon's attack and waste their kill on your immunity.

Playing Against

  • Avoid attacking the Sailor at night as they will likely survive, wasting the Demon's kill.
  • Be suspicious of players the Sailor claims to have chosen, as their information may be false due to drunkenness.
  • Consider that a surviving executed player might be a Minion protected by a Devil's Advocate rather than a Sailor.
  • If you are a Minion, bluffing as the Sailor can explain away surviving an execution.