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Tinker

OutsiderBad Moon Rising

An Outsider completely at the mercy of the Storyteller, who can kill them whenever it best balances the game or creates confusion. While their death is a hindrance, the timing can provide clues or even confirm their alignment if it happens during the day.

Wakes
Never
Causes Death
Yes
Selects
No
Alignment
Static

Ability

You might die at any time.

Night Ritual (Storyteller Instructions)

Other Nights

"The Tinker might die."

Strategy Guide

Playing As

  • Come out publicly after you die, especially if at night, to help the town determine if your death was the Storyteller's choice or a Demon kill.
  • If you die publicly during the day, use your confirmed good status to lead the town and coordinate trusted information.
  • Consider bluffing as a high-value target (like an Exorcist or Professor) to draw the Demon's attack, saving a useful Townsfolk.
  • If you survive to the final few players, warn the group that the Storyteller might kill you suddenly to ruin the vote count.
  • Asking to be executed can remove the Storyteller's agency over your death, ensuring you don't die at a moment that causes the Good team to lose.

Playing Against

  • Be skeptical of a Tinker claim that survives until the final day, though realize the Storyteller may be doing this intentionally to obfuscate the player count.
  • If a player dies unexpectedly during the day, treat them as a confirmed good Tinker (unless a specialized killer like the Assassin is suspected).
  • Avoid wasting executions on the Tinker since they usually die on their own, unless a Godfather is in play and needs a trigger.
  • Track night deaths carefully; if the Tinker dies alongside a Demon victim, it confirms multiple kill sources, but a solo Tinker death obscures whether the Demon acted.