Game Detail

Players

Alice (Washerwoman) Bob (Saint) Charlie (Scarlet Woman) David (Imp) Eve (Librarian) Frank (Mayor) Grace (Soldier) Heidi (Ravenkeeper)

Token Usage

TeamInput TokensOutput TokensCost (USD)
Good602,846147,668$3.1223
Evil225,66613,578$0.0519

Event Transcript

🎭
The game has started.
πŸ“œ
Storyteller
β†’
Charlie
You are the Minion. The Demon is David.
πŸ“œ
Storyteller
β†’
David
Minions are: Charlie. Your safe bluffs are: Investigator, Slayer, Undertaker
πŸ“œ
Storyteller
β†’
Alice
Good evening Alice. You are the Washerwoman. Either Heidi or Eve is the Ravenkeeper.
πŸ“œ
Storyteller
β†’
Eve
Good evening Eve. You are the Librarian. Either Bob or David is the Saint.
Day 1
πŸ“œ
Storyteller
Welcome to the village of Ravenswood Bluff. Please take this time to get to know your fellow villagers. Feel free to move around and have private conversations. Be wary, for a Demon hides among you!
🧠
Early whispers get real starting info without outing me as Mayor; I can later help connect claims and guide a strong Day 1 execution.
🧠
Privately confirm which of Heidi or Eve wants to claim Ravenkeeper and start building trust without broadcasting to the whole town yet.
🧠
Resolve the direct conflict with Alice's Washerwoman info, establish my true claim and my Saint pair, and coordinate with Alice and Heidi on what to share publicly.
🧠
Day 1, whisper Demon to privately coordinate bluffs/strategies. Builds trust, aligns stories without public slip-up, key for evil team survival.
🧠
Respond promptly, build a trust web, and set up coordination around me as a safe Demon-kill sink while minimizing info leakage if one of them is evil.
🧠
Start building trust webs and collect early claims while keeping my Saint role hidden to avoid accidental execution pressure.
🧠
Coordinate privately: confirm I am Ravenkeeper, plan a safe public bluff that avoids execution but may attract the Demon, and keep their info quiet until we can cross-check.
🧠
Day 1, confirm team with Charlie, pick coordinated bluffs (e.g., Washerwoman for me), plan N1 kill on info threat like Bob/Alice who are chatting. Builds trust, hides Demon.
🧠
Answer Grace, establish a trust pocket, and prompt Eve to share any actionable info while keeping my claim mostly private for now.
🧠
Answer Bob to build trust and prevent a catastrophic Saint execution while keeping Heidi protected from becoming an execution target.
🧠
Coordinate privately with likely-good Frank and Grace, share my Librarian Saint ping to avoid an instant loss, and align on safer early nomination targets.
🧠
Early coordination with Demon ensures aligned bluffs and targets. Respond to Bob publicly later to build trust; private evil chat protects our story before claims start.
🧠
Coordinate with Frank and Eve on how to use the Saint and Ravenkeeper info without handing evil an easy script, and decide whether I should volunteer for an early execution or stay alive to bait a Demon kill.
🧠
Confirm privately that I really am the Saint so Alice can steer town away from executing me, while keeping it quiet to avoid demon leverage and to track if Eve’s Librarian claim holds up.
🧠
Get an early private claim from Grace to cross-check role distribution, outsider count, and spot contradictions while keeping my Ravenkeeper identity mostly contained.
🧠
Coordinate bluffs with Charlie publicly via whisper seen by others as alliance. Reinforce Washerwoman claim (pick Alice/Frank as 1 Townsfolk/1 Minion). Builds credibility early day 1.
🧠
Prevent an early Saint execution loss and collect private claims from Bob and David before nominations start.
🧠
Get David’s claim and any starting info to build a safe execution pool and check contradictions around the Librarian Saint ping.
🧠
Prevent a Day 1 Saint execution and get a read on Bob and David’s claims without fully outing my info publicly.
🧠
Start public coordination by announcing Empath bluff with 1 evil neighbor (David), backing his Washerwoman. Builds credibility, sows doubt on David as minion without killing Demon. Protects team while day progresses to nominations.
🧠
Answer Heidi to build trust and coordinate public cover stories while protecting the Mayor and Librarian info, and gently reinforce caution about executing suspected Saints.
🧠
Confirm Saint privately to reduce risk of accidental execution, coordinate with info holders, and prompt their roles so I can map claims for nomination phase.
🧠
Confirm my real role to Grace so she can support my public Fortune Teller bluff, keep the RK info contained, and coordinate to avoid executing possible Saint targets early.
🧠
Go public with coordinated bluffs to build credibility, implicate Alice/Frank per plan, gauge reactions before noms, support Charlie publicly next.
Nominations β€” Day 1
πŸ“œ
Storyteller
Nominations are now open.
🧠
Use my one public message to steer town away from a potentially game-losing execution and encourage claim sharing before any last-second nomination.
🧠
Use the last nomination-time moment to slow a rushed execution and prompt info claims, protecting myself as Saint while advancing claim tracking.
🧠
Bluff Empath publicly to establish good info role, back David's plan, create logic chains that confuse town and protect Demon by making others nominate Alice/Frank instead.
🧠
Steer town away from accidentally executing the Saint, force clarity on David and Charlie’s info, and encourage either no-exec or a safer target than Bob.
🧠
Slow down a risky Day one execution, keep my Ravenkeeper identity hidden, and force clarity on Charlie and David claims so town can form a logical world.
🧠
Publicly confirm my Washerwoman info, validate Heidi somewhat, and warn about the Saint risk so we avoid a bad Day one execute while forcing David to give a clear claim.
🧠
Get my Librarian info on the table, force Bob and David to clarify, and discourage a risky Day 1 execution that could instantly lose us if we hit the Saint.
🧠
Publicly claim Washerwoman per plan, repeat info on Alice/Frank to frame them. Back Charlie's Empath. Accuse Alice of lying/Drunk to disrupt good logic chains early Day 1, build our bluff credibility before noms.
πŸ“œ
Storyteller
No execution today. All villagers are safe.
Night 1
πŸ“œ
Storyteller
β†’
David
Good evening David. You are the Imp. Who would you like to kill tonight? Remember that if you kill yourself this way, a Minion becomes the Imp.
🧠
Killing Eve removes a strong good info claim (Librarian on Bob/David Saint), disrupts good team's logic/protection chain on us, tests if she's good or evil plant. Keeps Demon alive by eliminating threat.
πŸ’€
Eve(Ghost)
Eve has died.
πŸ“œ
Storyteller
β†’
David
You chose to kill Eve.
Day 2
πŸ“œ
Storyteller
Morning breaks, but heavy hearts remain. Eve has been found dead in the night.
🧠
Coordinate with Demon early Day 2 before nominations. Reinforce bluffs privately to present united front publicly, confuse town on conflicting Washerwoman/Librarian claims, protect David.
🧠
Steer good team away from executing the Saint and toward the most mechanically likely evil (David), while checking whether Charlie’s Empath info could be compromised.
🧠
Coordinate with key info holders so nominations focus on David, and prevent an accidental Saint execution if Bob is telling the truth.
🧠
Sync with Alice and Charlie, compare notes, and steer today’s nominations toward the mechanically suspicious player, likely David, without exposing new targets for the Demon.
🧠
Get Charlie and Alice to notice David’s claim cannot come from Washerwoman, push for David to explain, and collect Charlie’s N1 Empath to guide nominations without tripping a Saint loss.
🧠
Sync key mechanical facts before nominations: my Washerwoman bracket and that David’s claim is impossible. Coordinate a push on David and get Charlie’s latest Empath number.
🧠
Align key info players that I am the Saint, so they avoid executing me, and get them to interrogate or execute David based on Empath and claim mismatch.
🧠
Affirm Charlie's plan privately to coordinate bluffs, attack Alice as double-claim liar/Drunk, push Bob execution to eliminate threat while hiding our team.
🧠
Sync with David to align public story: attack Alice fake Washer (Washers don't see Minions), my N1 Empath=1 so Bob evil/Demon. Prep to nom Bob, defend each other publicly to flip town logic on Bob.
🧠
Get Charlie’s latest Empath info and ensure Alice hears the Saint ping and the logical case to prioritize David over Bob, reducing risk of a Saint loss while hunting evil.
🧠
Get Charlie’s N1 Empath read and confidence so we can coordinate a strong public push onto David, while keeping Bob off the block unless we can disprove Saint.
🧠
Get the two key info holders to restate and clarify their data and suspicions so we can decide whether Bob or David is safe to execute, and whether David’s claim is a deliberate evil bluff.
🧠
Get Charlie’s N1 Empath read and align Alice and Charlie on the strongest mechanical push: David’s claim is impossible, so prioritize executing him while protecting possible Saint.
🧠
Get Charlie’s latest Empath number and coordinate with Frank to publicly frame the mechanical impossibility of David’s claim and steer nominations onto David.
🧠
Coordinate with trusted players to prevent a Saint execution and focus nominations on David, using Charlie’s Empath read and claim inconsistencies.
🧠
Publicly align with Charlie, reinforce our claims to town, sow doubt on Alice/Eve, push Bob execution to remove good info role while protecting Charlie/Imp.
🧠
Publicly need to defend David, reveal N1 Empath=1 to counter poisoning suspicion, push Bob nom. Whisper David to sync public story: blame Washer anomaly on poison/David Drunk fear, I back him fully.
🧠
Answer Heidi, keep Bob and David from being blindly executed, and steer town to test the Empath 1 by executing David unless strong evidence flips to Bob.
🧠
Coordinate with Charlie and Alice to lock a Day 2 nomination plan around David, using Empath consistency and claim logic, while quietly building trust by sharing my real role.
🧠
Get Charlie’s N2 Empath to lock the Bob versus David world, and coordinate an execution on David while avoiding a potential Saint loss on Bob.
🧠
Coordinate key voices to push an execution on David based on the mechanically impossible Washerwoman claim, while keeping the town off Bob if he is truly the Saint.
🧠
Get Charlie’s N2 Empath to confirm pressure plan. Coordinate with Heidi to push a clean mechanical case on David before nominations and avoid executing likely Saint Bob.
🧠
Lock in that I am the Saint so town avoids my execution, and align Charlie and Alice on putting David under pressure or on the block to catch an evil player.
🧠
Publicly coordinate with Charlie before noms: confirm plan to defend each other's info (poison excuse for Washer), back his Empath on Bob evil/Demon, push nominating Bob to eliminate good threat while hiding as good.
Nominations β€” Day 2
πŸ“œ
Storyteller
Nominations are now open. Please remember that only living players may nominate.
🧠
Use the last nomination window to execute the player with the strongest mechanical contradiction, while avoiding the likely Saint and narrowing to the Demon.
πŸ“œ
Storyteller
Voting starts now for David. 4 votes needed for execution. Raise your hand if you want to vote for them.
🧠
Secure the execution on David while the vote is live, since his claim is mechanically impossible and multiple info lines point to him as evil.
🧠
Vote to execute David: his claim is mechanically impossible and multiple info sources point to evil on the Bob-David pair, while Bob has Saint risk per Librarian.
🧠
Cannot let town execute Demon David with only 2 ticks left. Vote no to block, then speak pushing Bob Demon via Empath+defend Washer.
🧠
Self-vote sells good sacrifice on bad claim, disrupts town logic (washes info), backs Charlie's Empath to frame Bob Demon next day. Sacrifice bluff beats execution threat, gains massive town cred.
🧠
Use my dead voice to highlight the Saint risk and the key evidence: Bob’s private Saint claim and David’s inconsistent claim, so town makes an informed vote.
🧠
Secure David’s execution while avoiding any risk of me ending up on the block later. My vote helps ensure the town follows the Empath and resolves the Washerwoman conflict.
🧠
Secure execution on the strongest mechanical suspect (David) while avoiding the Saint-risk on Bob; we need to remove likely evil before night and reduce uncertainty.
🧠
Lock in David’s execution while momentum is high; his claim is mechanically impossible and fits the Empath read, and Bob likely being Saint makes this execution safe.
🧠
Reinforce the mechanical case on David and keep the town from pivoting onto Bob. Prompt Charlie to share the latest Empath number to confirm the push.
🧠
Lock in the vote on David with clear mechanical reasons, keep town off Bob due to Saint risk, and prompt Charlie to confirm their latest Empath read before night.
🧠
Lower hand to signal disagreement with David exec (he's Demon). Disrupt town unity, force debate on my Empath/Bob push before vote locks, buy time for David/Bob nom switch.
🧠
Lowering prevents my execution (4/7 votes now with Charlie down), signals Charlie to align, disrupts town momentum. Next tick, speak pushing Bob as Demon per plan.
🧠
Do not spend my single ghost vote when the execution already has enough living votes; preserve it for a tighter late-game vote.
🧠
Publicly confirm Saint to protect myself and reinforce that executing David is mechanically safe, encouraging town to keep votes up.
🧠
Lock in the David execution while momentum is high, and pressure Charlie to state N1 and N2 numbers to confirm the mechanical case before vote ends.
🧠
Keep votes on David to secure a strong execution today, and pressure Charlie to state Empath numbers to mechanically support the decision.
πŸ“œ
Storyteller
Voting is now closed.
πŸ—³οΈ
New execution leader: David with 5 votes. They will be executed when nominations close unless tied or surpassed by another nominee.
πŸ“œ
Storyteller
The vote passes. David is now on the block with 5 votes and will be executed when nominations close, unless another nominee receives equal or more votes.
🧠
Lock in the David execution and prevent a counter-nomination on Bob, by getting Charlie’s current Empath number on record and challenging any plausible alternative world.
🧠
Keep town focused on letting David die unless Charlie provides a clear mechanical reason to pivot, and pressure Charlie to lock in Empath numbers before noms close.
🧠
Publicly confirm N1 Empath=1 to back plan pushing Bob evil/Demon per David whisper, claim fuzzy/poisoned N2 to defend David's Washer as poisoned info. Distract from executing Demon, buy time or flip votes to Bob if possible. Do not nom to let David die safely if needed.
🧠
With 1 tick left and 5 votes on me, publicly back Charlie's Empath, claim my Washer info poisoned (as planned), push nom Bob as Demon to create counter-nomination or sway votes before exec. Save Demon self.
🧠
Stop a last-second pivot onto Bob and prevent extra nominations that could spare David. Reinforce the mechanical case that executing David is safest and points to evil.
🧠
Lock in David’s execution and prevent a last-second pivot onto me that would auto-lose. Encourage town to stop nominating and go to night.
🧠
Stop a panic pivot onto a potential Saint and preserve the clean mechanical path: keep David on the block and end nominations so we get an execution.
🧠
Lock town onto the safest execution that does not risk instant loss, and prevent an evil-led panic pivot onto the Saint claim.
πŸ“œ
Storyteller
The guillotine blade falls. David has been executed.
πŸ”„
Charlie
Scarlet Woman Charlie becomes the Imp!
πŸ’€
David(Ghost)
David has died.
Night 2
πŸ“œ
Storyteller
β†’
Charlie
Good evening Charlie. You are the Imp. Who would you like to kill tonight?
🧠
Prioritize killing Bob: top town player, Saint claim threat, prior target. Weakens town most, protects my new Demon status until <5 alive.
πŸ’€
Bob(Ghost)
Bob has died.
πŸ“œ
Storyteller
β†’
Charlie
You chose to kill Bob.
Day 3
πŸ“œ
Storyteller
Morning breaks, but heavy hearts remain. Bob has been found dead in the night.
🧠
Use Bob’s death to clear Saint fear and coordinate with likely-good info roles (Heidi/Frank) on a decisive nomination plan and scarlet-world possibilities.
🧠
Coordinate with Alice and Heidi, share my Mayor role to set a final-three no-execution plan, and focus suspicion on likely Demon candidates (Grace or Heidi) based on claim consistency and poisoning theory.
🧠
Lock in Bob as Saint and David as evil mechanically, then pressure for new night info (Charlie N3) to narrow Demon, while keeping my ghost vote for a decisive execute.
🧠
As dead Imp ghost, use whisper to reinforce Charlie's credibility, sow doubt on Alice/Frank/Heidi trio whispers, build good suspicion on them without revealing evil team. Coordinate to nom/execute threat to Demon survival.
🧠
Get a concrete, current Empath read now that poisoner may be dead, to narrow the demon among the four non-me alive players before nominations.
🧠
Maintain Empath bluff by claiming N3 '0' evil (dead neighbors don't count as evil). Accuse Alice/Frank/Heidi trio to sow chaos and turn town against them, protecting myself as new Demon.
🧠
Use my confirmed Saint status to sanity-check Charlie’s Empath reads, frame David as likely evil, and prompt Alice and Charlie to focus on demon candidates and poisoning possibilities before nominations.
🧠
Answer their direct question, lock in my Ravenkeeper claim, and align on a concrete suspect set plus an endgame plan that works even if Mayor is a bluff.
🧠
Get Charlie’s mechanical N3 info and align with Frank on a clean execution plan. If Grace is common suspect across worlds, push her; otherwise reassess based on Charlie’s answer.
🧠
Get Charlie’s N3 empath to lock a logic chain on alive neighbors, then coordinate with Alice to put the best Demon suspect on the block todayβ€”ideally Grace unless info points harder at Charlie.
🧠
Lock in Bob as Saint, reduce role space (no Baron), and get Alice/Frank to drive a coordinated claim-and-execution plan today, accounting for possible Scarlet Woman takeover.
🧠
As dead Imp ghost, use last vote later. Coordinate with minion Charlie via Grace proxy since direct whispers visible. Push trio suspicion to protect Charlie, force good-on-good noms.
🧠
Heidi is central to the whisper cluster and claimed Ravenkeeper to me. I want her full story and to pressure her to go public so we can choose the right nomination.
🧠
Agree to nominate Grace with Frank/Alice to kill likely good but suspicious probe; maintain Empath bluff, sow chaos by targeting outsider Grace while protecting self.
🧠
Get any hidden mechanical info (especially a possible Ravenkeeper read) into the open and align Alice/Eve on what should drive the Day 3 execution among the five living.
🧠
Answer Grace clearly to build trust, explain whispers, and steer today’s execution toward the best mechanical lead (pressure Charlie or Frank) without outing plans too widely.
🧠
Answer Bob’s query, verify whether Eve ever had Ravenkeeper death info, and tighten today’s execution plan with the most consistent world.
🧠
Lock in a coordinated Grace execution plan while asking for any counterevidence. If doubts arise, identify a second-best target so we do not stall or split votes.
🧠
Resolve the Ravenkeeper confusion quickly and refocus town on solving final evil among the five alive, using the mechanically confirmed Saint logic.
🧠
As dead Imp, use ghost whisper to Grace (good, separate from trio) to paint trio as evil block, urge her to nom one next phase. Builds suspicion on them, protects Charlie till final 2.
🧠
Get Alice to lock in her exact claim, her reads, and a concrete execute target. Reduce paranoia by forcing accountability and narrowing which two players are evil before nominations.
🧠
Reinforce Grace execution plan with Alice/Frank to push nomination/votes her way safely as she's good; maintain Empath bluff, sow doubt on trio if needed but support exec now.
🧠
Coordinate town to avoid wasting today’s execution on likely-good info roles, plan around Charlie’s next Empath read, and prep Heidi’s Ravenkeeper target if she dies at night.
🧠
Align Alice and Frank on a plan: pressure-check Charlie’s Empath consistency, and avoid blindly trusting a Mayor endgame plan that could be a Demon bluff.
Nominations β€” Day 3
πŸ“œ
Storyteller
Nominations are now open. Please remember that only living players may nominate.
🧠
Dead, can't nom. Wait to save ghost vote, see Grace/others nom suspicious trio (Alice/Frank/Heidi) coordinating whispers, expose Demon without wasting action.
🧠
We must execute someone today; Grace is the best cross-world suspect and her death gives strong info via whether game ends and how remaining claims cohere.
πŸ“œ
Storyteller
Voting starts now for Grace. 3 votes needed for execution. Raise your hand if you want to vote for them.
🧠
Grace is good (no role conflict). Alice's bad claim killed me; vote to execute Grace, remove good player, help evil reach 2-player win.
🧠
Secure enough votes to execute Grace today, since she is a top demon candidate and has no strong mechanical proof. Execution gives the clearest progress and avoids stalling into a risky no-execution plan.
🧠
Grace is probing my Empath bluff suspiciously. Voting to execute her removes a threat to my fake info and kills a likely good player, bringing us closer to only 2 left with me as Demon.
🧠
Secure Grace’s execution while we have consensus and enough votes; if she is the Demon we win, and if not we still reduce worlds before the final three.
🧠
Execution on Grace already has enough living votes. I should conserve my single ghost vote for final day math or to break a tie when we have stronger demon certainty.
🧠
Push for a clear claim and preserve my ghost vote for a later, higher-leverage day while still letting the town execute Grace if they’re confident.
🧠
Stop my mis-execution by giving a clear role claim and pointing to the mechanically weakest case: Alice’s push and the whisper-circle. Try to get at least two voters to drop hands.
🧠
Try to stop a potentially wasted execution on a plausible Soldier and reopen suspicion on Frank or Charlie before votes lock, while keeping my Ravenkeeper position safe.
🧠
Grace Soldier safe bluff (not in play). Save her from exec to preserve evil numbers or Demon if she is; my vote tips scale with 1 tick left. Trio sketchy, better test them.
🧠
Keep the vote pressure on Grace while publicly clarifying my info and challenging her logic. Also set up next steps if Grace is good so town does not drift into a bad Mayor no-exec plan.
🧠
Reinforce Grace execution by countering Heidi/Grace doubt on Bob Saint using my Empath bluff (poisoned N2 explains shift). Keep pressure on, secure 3rd vote before lock-in; with 6 alive my Demon backup safe.
🧠
Lock in the Grace execution with three votes, resist a late derail onto me or Charlie, and push Heidi to commit to a clearer alternative suspect chain if she wants to oppose.
🧠
Support the current execution without spending my ghost vote, and set the town up with a concrete next-step plan if Grace flips out as good.
🧠
Nudge town to finish the Grace execution without spending scarce dead votes, and set up a disciplined plan for next day if Grace is not evil.
🧠
Try to get at least one living voter to drop their hand by offering a concrete mechanical reason to keep me alive (Soldier bounce) and a clear suspect order (Frank then Alice).
🧠
Try to prevent a low-info execution on a plausible Soldier and push town to use today’s execution to test a higher-impact suspect (Frank or Charlie).
πŸ“œ
Storyteller
Voting is now closed.
πŸ—³οΈ
New execution leader: Grace with 3 votes. They will be executed when nominations close unless tied or surpassed by another nominee.
πŸ“œ
Storyteller
The vote passes. Grace is now on the block with 3 votes and will be executed when nominations close, unless another nominee receives equal or more votes.
🧠
Last tick; Grace on block with 3 votes. Speak to reinforce doubt on her Soldier claim/timing, urge no new noms/pulls to lock execution. Protects evil by eliminating Grace (likely good threat), wastes town day.
🧠
Keep the town from derailing into low-confidence counter-nominations, lock in the most suspicious execution, and set a clear next-day plan that tests Frank and uses Heidi’s Ravenkeeper info.
🧠
Grace on block executes soon (1 tick left). Reinforce her shady Soldier claim/timing to prevent Heidi tie/nom pull, lock execution of threat while sowing doubt on Heidi/Alice/Frank whispers. Protects me as new Demon post-execution.
🧠
Lock in the Grace execution without a tie, and set a clear suspect order for tomorrow if she dies good.
🧠
Lock in the execution with no tie, and set a clear next-day suspect order so town does not spiral if Grace is good.
🧠
Lock in Grace execution without a tie, preserve ghost votes, and set a clear next-day solve path using Saint confirmation and Empath chain plus potential Ravenkeeper info.
🧠
I am about to die; the only way to survive is to put a major suspect up late and see who will vote. Frank’s Mayor claim and today’s push make him the best mechanical and social test.
πŸ“œ
Storyteller
Voting starts now for Frank. 4 votes needed for execution or 3 votes to tie. Raise your hand if you want to vote for them.
🧠
Use final ghost vote on Grace (current block) to ensure her execution before nominations close. Frank nom likely fails (just started, needs 4 votes); killing Grace removes threat, gets info, prevents Soldier bluff survival.
🧠
Do not contribute to a tie that would save Grace from execution. Take the clean execution today, then use tomorrow plus any night info to solve between remaining suspects.
🧠
Raise to vote Frank down (keep Grace on block/exec). Grace suspicious, her death makes me Demon (5+ alive). Secures evil win.
🧠
Prevent a tie that would save Grace and waste the day’s execution; keep town focused on executing the current suspect and preserving endgame win conditions.
🧠
Prevent a tie that saves Grace and conserve my ghost vote for final day leverage.
🧠
Prevent an accidental tie that would save Grace. Keep execution value today, preserve my ghost vote for final day leverage.
🧠
Maximize chance Frank dies today. If tie moves the block, this can directly execute my top Demon suspect and also saves a likely-good player (me) from low-info execution.
🧠
Do not create the 3 vote tie that spares Grace. Keep the current execution on Grace, then use night and final day logic to choose between Frank and Alice if needed.
🧠
As dead evil, use ghost vote strategically. Lower to prevent tie (3 votes saves Grace), ensuring Grace executes if good (harms town) or dies anyway if evil. Supports Demon survival to final 2.
🧠
Prevent an accidental tie that saves Grace. Preserve today’s execution and keep Frank as tomorrow’s option with better information.
🧠
Lower to avoid accidental tie saving Grace (risky per town), ensure her execution as suspicious Soldier bluffer, progress to smaller numbers where Scarlet shines; protects Demon team.
🧠
Voting is in progress on me; I should not add noise or accidentally contribute to a tie. Let the vote resolve and keep focus on executing Grace today.
🧠
Prevent an accidental tie that saves Grace and wastes today’s execution; keep the plan aligned for tomorrow with fresh night info and preserve my ghost vote.
🧠
Prevent an accidental tie that saves Grace. Preserve today’s execution, then use night info to choose between Frank and Alice tomorrow.
🧠
Avoid any chance of an accidental tie that saves me and gives evil another night. Keep town focused on a clean D4 decision between Frank and Alice, with Heidi sharing any Ravenkeeper info.
🧠
Avoid a tie that saves Grace and grants evil another night. Preserve the plan: let Grace be executed, then decide Frank versus Alice tomorrow with any night info, including my Ravenkeeper if I die.
πŸ“œ
Storyteller
Voting is now closed.
πŸ—³οΈ
Nominee Frank did not reach threshold.
πŸ“œ
Storyteller
Frank did not receive enough votes (0/3).
🧠
As ghost, speak to reinforce Grace execution as good move, push Frank vs Alice tomorrow, building trust in evil Charlie while sowing town discord without using vote.
🧠
Lock in the plan after Grace’s execution and set expectations for using night outcome and Heidi’s possible Ravenkeeper read to narrow demon candidates tomorrow.
🧠
Stay silent as phase ends (1 tick left). Lowered hand already, no vote/pile needed. Grace dies (good for evil), town wastes tomorrow on Frank/Alice; protects me.
🧠
Lock in that we do not create a tie, let Grace die, and set up the strongest endgame plan by publicly revealing Mayor and aiming for a final-3 no-execution win if I survive.
🧠
Prevent last-second tie or extra nominations, keep today’s execution on Grace, and set up a clear solve tomorrow without wasting ghost votes.
🧠
Lock in Grace’s execution, prevent a last-second tie, and warn the town not to bank on a Mayor no-execution win if Frank is a suspect.
🧠
Use my last public words to set tomorrow’s plan: do not trust a Mayor no-execution win while suspects remain; keep pressure on Frank and Alice and demand clear Ravenkeeper info.
🧠
Lock in no more nominations so Grace is executed without a tie, and set expectations: if I die tonight I will use Ravenkeeper to hard-check Frank or Alice and push the correct execution tomorrow.
πŸ“œ
Storyteller
The guillotine blade falls. Grace has been executed.
πŸ’€
Grace(Ghost)
Grace has died.
Night 3
πŸ“œ
Storyteller
β†’
Charlie
Good evening Charlie. You are the Imp. Who would you like to kill tonight?
🧠
Heidi's promised Ravenkeeper read is the biggest threat to town's confusion and our survival. Killing her denies critical info, keeps suspicion split on Frank/Alice, buys another day.
πŸ’€
Heidi(Ghost)
Heidi has died.
πŸ“œ
Storyteller
β†’
Charlie
You chose to kill Heidi.
πŸ“œ
Storyteller(Ghost)
β†’
Heidi(Ghost)
Good evening Heidi. You are the Ravenkeeper. You have died tonight! Choose a player to learn their character.
🧠
Frank is central to the endgame plan and a top Demon suspect. Confirming his exact character either wins immediately (if Imp) or mechanically clears him so town can execute the remaining suspect.
πŸ“œ
Storyteller(Ghost)
β†’
Heidi(Ghost)
You chose Frank. They are the Mayor.
Day 4
πŸ“œ
Storyteller
Morning breaks, but heavy hearts remain. Heidi has been found dead in the night.
πŸ“œ
Storyteller
Only three of you remain. The shadow of the Demon grows long. If you do not execute the Demon today, all may be lost.
🧠
Final 3, no exec = good win (Mayor?). Coordinate with Charlie (known Minion) to push exec of biggest threat Alice, whose Washerwoman claim disrupts our logic. Use ghost vote later.
🧠
Coordinate with Alice and Charlie to refuse all nominations and all votes so Mayor endgame win triggers at final three.
🧠
Heidi’s Ravenkeeper info on death can mechanically identify the Demon in final three; I need it immediately to tell the living and decide my ghost vote.
🧠
Get Heidi’s Ravenkeeper info immediately and align Charlie on the execution plan. Final 3 means my ghost vote can decide the game, so I need the clearest mechanical info.
🧠
Heidi’s Ravenkeeper check is the only likely hard confirmation in final three. Get it immediately and warn Charlie not to accept a no-exec based only on Frank’s claim.
🧠
Get Heidi's Ravenkeeper vision from last night to mechanically clear or condemn one of the final three, and plan my ghost vote accordingly.
🧠
Get my RK result to the two alive decision-makers immediately, highlight the only mechanical out (Mayor no-exec) and the main risk (Spy/poison), so they choose the right endgame play.
🧠
Coordinate with David to nominate/execute Alice per his plan. Heidi's info sows doubt on Frank but exposes Alice lie. Push town to ignore Mayor/no-exec and exec Alice, using my dead neighbor Empath to claim 1 evil (Alice). Secures evil win.
🧠
Wait for Charlie to nominate Alice as planned. Conserve ghost vote for execution phase to seal our win without drawing attention.
🧠
Reinforce the no vote plan, and ask if Heidi gave Ravenkeeper info. If they resist or push an execution, I can pivot to executing the best Demon suspect before noms.
🧠
Heidi’s Ravenkeeper result is the only likely hard info in final three. I need Alice and Charlie to repeat it clearly so we can coordinate the one execution and my ghost vote.
🧠
Get Heidi’s Ravenkeeper result and ensure Charlie broadcasts it before nominations so my ghost vote can lock in the correct execution.
🧠
Get Charlie’s commitment and full Empath timeline, and arm Grace with Heidi’s exact RK info so ghost votes and pressure can target Spy or bluff worlds before nominations.
🧠
Get Heidi’s Ravenkeeper result and push the mechanical fact that Bob must be the Saint. That should focus final-day execution and decide whether to spend my ghost vote.
🧠
Push the likely winning line: trust my RK Mayor check and take the no-exec win, while flagging the only realistic failure mode (poison) and a fallback if they insist on executing.
🧠
David's right, Alice lying Washerwoman since no 2nd Minion. Nominate her now for execution while 3 alive (me, her, Frank). David ghosts yes vote, I vote yes, Frank likely no but we win if 2 yes. Heidi's Raven info irrelevant distraction.
🧠
Wait for Charlie's nomination of Alice as planned. Conserve action, prepare ghost vote for Alice to execute her and win with Charlie.
🧠
Lock in the no-execution Mayor win plan while checking for any mechanical reason to doubt I am the Mayor (drunk/outsider count) before nominations open.
🧠
Use Heidi’s RK result to narrow final 3 to Alice vs Charlie, pressure them for commitments, and decide where to spend my single ghost vote to secure the Demon execution.
🧠
Get Heidi’s Ravenkeeper result into town before nominations and steer the final execution. Warn against trusting a no-exec Mayor line without hard confirmation.
🧠
Share Heidi’s hard info, pressure-test poison/Spy possibilities, and get Charlie’s full Empath timeline so we decide whether to take the Mayor no-exec win or execute today.
🧠
It is final three and I cannot nominate, so I must urgently extract Heidi’s Ravenkeeper result and ensure Alice and Charlie share it publicly before nominations so ghosts can vote correctly.
🧠
Push the group to the mechanically winning no-exec line if Frank is trusted Mayor, while giving a clear fallback (execute Charlie) if they think my RK could be poisoned.
🧠
Publicly push Heidi's 'clear' on Frank to make town no-exec or nom me/Alice; confuse good logic while prepping my Alice nom next tick. Privately align with David for ghost vote. Win via my exec.
Nominations β€” Day 4
πŸ“œ
Storyteller
Nominations are now open. Please remember that only living players may nominate.
🧠
Share Heidi’s Ravenkeeper result publicly to justify a no-execution plan, coordinate votes, and pressure Charlie to reveal any counter-mechanics before we risk a losing execution.
🧠
Push the table to follow the strongest mechanical solve: Bob confirmed Saint, David likely evil, Heidi RK on Frank as Mayor, so favor no-execution unless someone can prove poisoning or a living minion.
🧠
Alice's Washerwoman claim directly contradicts known board (no Minion in Frank/Heidi). Expose her lie to break town no-exec momentum. David ghosts yes, I vote yes, Frank no = 2-1 win. Protects Demon-me.
πŸ“œ
Storyteller
Voting starts now for Alice. 2 votes needed for execution. Raise your hand if you want to vote for them.
🧠
Correct Charlie’s misrepresentation of my Washerwoman info and reinforce that executing me likely hands evil the game; push the group toward no execution unless there is hard counter-evidence.
🧠
Push the table to avoid executing Alice and remind Frank that voting yes contradicts the no-exec Mayor win line, reducing chances we lose to a forced misexecution.
🧠
David Demon dead, I'm Scarlet Woman with 3 alive (>=3, but policy says protect Demon til 2 left; actually win by executing good Alice now as Minion, denying Mayor no-exec win. Secure evil victory.
🧠
Avoid spending my only ghost vote on a shaky execution. Undercut the 'Mayor confirmed' line, flag Spy/poison possibilities, and push Frank to nominate Charlie if good so town has a clear demon shot.
🧠
Stop a losing execution on Alice, preserve the Mayor no-execution win line, and if forced into an execution, steer suspicion onto Charlie.
🧠
Ghost vote Alice to execute her. Final 3, killing her leaves me/Charlie alive = evil win. Support minion's nom to dismantle town.
🧠
Stop an immediate losing execution by persuading Frank to keep his hand down and cast doubt on Charlie and David’s push, preserving the no execution win line if Frank is Mayor.
🧠
Prevent Alice’s execution by getting David to retract the ghost vote and Charlie to stop pushing, so we can end with no execution and win via Mayor.
🧠
Stop my execution by keeping votes below threshold and reinforce correct Washerwoman info so Frank and ghosts do not waste votes.
🧠
Prevent Alice execution by discouraging votes and pushing the group toward no-exec or a better target; preserve my ghost vote for a decisive moment if needed.
🧠
Lower to appear conflicted/misled by Frank Mayor push, encourage no-vote/no-exec talk. Frank likely votes no alone, fails exec now; I renom Alice next tick w/ghosts out of votes for guaranteed win.
🧠
Stop an Alice execution, push the living to test Frank by nominating Charlie, and avoid a risky no-execution win condition unless truly locked.
🧠
Prevent a mistaken execution of Alice and conserve my ghost vote; reinforce the Mayor no-execution win line and, if forced, focus suspicion on Charlie.
🧠
Lowering hand now sells me as good correcting Charlie's bad push/misquote, gains Frank's trust as town ghost. Disrupts good coordination, buys time for Charlie's next nom or night kill since 3 alive.
🧠
Prevent wasting my only ghost vote on a low-confidence Alice execution; push living players to either secure a Charlie execution or commit to no-exe only if mechanically confident Frank is Mayor.
🧠
Keep hands down so Alice is not executed and we end the day with no execution, triggering my Mayor win. Prevent a last-second evil swing using ghost votes.
πŸ“œ
Storyteller
Voting is now closed.
πŸ—³οΈ
Nominee Alice did not reach threshold.
πŸ“œ
Storyteller
Alice did not receive enough votes (0/2).
🧠
Charlie knowingly misquoted my Washerwoman info to push my execution. With possible poisoning, I do not want to gamble on a Mayor win. Nominate Charlie as the most likely Demon.
πŸ“œ
Storyteller
Voting starts now for Charlie. 2 votes needed for execution. Raise your hand if you want to vote for them.
🧠
Prevent an execution and secure the Mayor win condition; avoid the high-risk Charlie execution line.
🧠
Prevent a risky final-three execution when we have strong mechanical support for a Mayor no-execution win; preserve my ghost vote unless the group pivots onto Frank with evidence.
🧠
Final 3, no-exec loses if Frank Mayor. Self-vote forces my execution (Frank won't vote me), good down to Alice/Frank, I kill one tonight as Imp, win. Prevents safe no-exec.
🧠
I will not spend the deciding ghost vote without certainty. I’ll encourage no-exec while flagging that if it doesn’t instantly win, Frank is the priority suspect.
🧠
Stop an unnecessary execution so we take the Mayor no-execution win, preserving my ghost vote in case something unexpected happens and the game continues.
🧠
Use my only ghost vote to execute confirmed minion Charlie. Helps demon survive final 3 by removing him, preventing Scarlet Woman demon-change if I die. Secures evil win path.
🧠
Try to prevent an immediate losing execution and steer town to the no-execution Mayor win line; also highlight that Charlie self-voting is highly suspicious.
🧠
Stop votes from reaching 2 on Charlie so we can take the no-execution Mayor win. Encourage Charlie and David to drop hands and conserve ghost votes.
🧠
Try to stop Charlie’s execution by persuading David and Charlie to lower hands, preserving the no-execution Mayor-win line while keeping a backup plan if the win does not trigger.
🧠
Stop Charlie reaching 2 votes by persuading Charlie and David to lower hands, preserving the no-exec Mayor win plan and keeping my ghost vote for a Frank pivot if needed.
🧠
Lowering hand forces no-exec: if Frank Mayor, good wins instantly (but I'm Scarlet so irrelevant as game ends); if not, I survive as Demon to kill tonight and evil wins with 3->2 players. Either way, evil doesn't lose.
🧠
No-exec feels like an evil trap because Demon did not kill the claimed Mayor. Charlie is the best Demon candidate; my ghost vote plus David’s can secure the execution now.
🧠
Prevent a risky execution in final three. Push the safe line: no execution; if game does not end, pivot onto Frank tomorrow.
🧠
Lower to prevent Charlie's execution, as Frank's Mayor claim forces no-exec good win or buys time. Preserves minion, avoids demon kill risk, lets game proceed to night where I can kill.
🧠
Stop Bob from voting Charlie; preserve the no-execution Mayor win line while keeping contingency to execute Frank if we do not instantly win.
🧠
Stop the Charlie execution by getting Bob to lower his hand, preserving the guaranteed Mayor no-execution win line.
πŸ“œ
Storyteller
Voting is now closed.
πŸ‘»
Bob(Ghost)
Ghost vote used by Bob
πŸ—³οΈ
Nominee Charlie did not reach threshold.
πŸ“œ
Storyteller
Charlie did not receive enough votes (1/2).
🧠
Push the highest-probability winning line (no execution) based on RK confirmation, and prevent last-second nominations or votes that could throw the game.
🧠
Lock in the no-execution line by preventing any last-second nomination or panic vote, while setting a clear pivot to execute Frank if the Mayor win does not trigger.
🧠
Final tick nomination phase. Push no-exec to reach night where I kill Frank as Imp, leaving me+Alice=2 for evil win. Deflect suspicion, agree with town plan but ensure no nom.
🧠
Push the safest high-confidence line: stop noms and end day with no execution to claim the Mayor win; keep a clear contingency if the win does not trigger.
🧠
Lock in the safest line: stop nominations, preserve ghost votes, and set a clear contingency if we do not immediately win.
🧠
Dead with no vote left. Wait lets day end. If Frank Mayor, good wins but we tried to stop it by pushing exec. If Frank evil, no-exec lets Demon win. Either way, actionless now.
🧠
Correct the false β€˜we can execute tomorrow’ plan. Force living players to treat no-exec as an all-in and, if unsure, to execute a top suspect now.
🧠
Lock in the mechanically winning no-execution line, discourage last-second nominations, and keep ghost votes unspent.
πŸ“œ
Storyteller
No execution today. All villagers are safe.
Night 4
🏁

Game Over

Mayor Win
Winner: Good