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Sailor
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.
Ability
Each night, choose an alive player: either you or they are drunkHas no ability but thinks they do. The Storyteller feeds them false information. They cannot affect the game state. 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.
Interactions
The DA can protect an evil player from execution, allowing them to bluff as the Sailor effectively.
GoonChoosing the Goon can trigger their ability, potentially turning them evil or making you drunk (and vulnerable).
MoonchildIf a sober Sailor is chosen by a dying Moonchild, the Sailor survives the ability.
Tea Lady / Fool / PacifistThese characters also possess execution survival mechanics, creating confusion for the evil team about why players are not dying.
ChambermaidCan verify if the Sailor woke at night, helping to confirm their claim.