Game Detail

Players

Alice (Soldier) Bob (Washerwoman) Charlie (Investigator) David (Librarian) Eve (Spy) Frank (Imp) Grace (Butler) Heidi (Slayer)

Token Usage

TeamInput TokensOutput TokensCost (USD)
Good930,660196,405$4.3783
Evil357,959135,512$0.7769

Event Timeline

🎭
The game has started.
πŸ“œ
Storyteller
β†’
Eve
You are the Minion. The Demon is Frank.
πŸ“œ
Storyteller
β†’
Frank
Minions are: Eve. Your safe bluffs are: Chef, Mayor, Undertaker
πŸ“œ
Storyteller
β†’
Bob
Good evening Bob. You are the Washerwoman. Either David or Charlie is the Investigator.
πŸ“œ
Storyteller
β†’
David
Good evening David. You are the Librarian. Either Grace or Charlie is the Butler.
πŸ“œ
Storyteller
β†’
Charlie
Good evening Charlie. You are the Investigator. You learn no information tonight.
πŸ“œ
Storyteller
β†’
Grace
Good evening Grace. You are the Butler. Who would you like to be your master tomorrow?
🧠
Pick a likely-active voter for Day 1 so my Butler restriction does not block key votes, while keeping the option to change masters once I learn who seems trustworthy.
πŸ“œ
Storyteller
β†’
Grace
You chose Frank to be your master.
πŸ“œ
Storyteller
β†’
Eve
Good evening Eve. You are the Spy. You can secretly see information about all players: - Alice: Soldier (good), Alive - Bob: Washerwoman (good), Alive - Charlie: Investigator (good), Alive - David: Librarian (good), Alive - Eve: Spy (evil), Alive - Frank: Imp (evil), Alive - Grace: Butler (good), Alive - Heidi: Slayer (good), Alive
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!
🧠
Coordinate with my minion Eve on Day 1. Share my safe bluffs, decide on a claim strategy, and establish communication for the game. This is critical for evil team coordination.
🧠
Privately confirm whether Charlie is the Investigator candidate from my Washerwoman info, and gather the Investigator ping early to start building trust chains.
🧠
Get a private confirmation from Grace with minimal leakage, so we can manage a Butler claim and use voting behavior as later evidence without exposing my role too early.
🧠
Open private channels with both neighbors, learn early claims/info, and position myself as a low-info townsfolk who can absorb pressure without outing Soldier yet.
🧠
Create a trusted ally, get David's exact info and other candidate, and keep my Butler claim mostly private to avoid widening the suspect pool.
🧠
Confirm my role to a likely-good Washerwoman, flag that my info is missing, and set up a trusted info channel without broadcasting to the full town.
🧠
Respond to neighbor outreach without exposing Slayer, set up a trusted info hub, and gather any early pings for future shot/execution.
🧠
I need to coordinate with my Demon Frank on my bluff claim. He's claiming Mayor. I should suggest a claim that synergizes with his and lets me misdirect the town away from Frank.
🧠
Coordinate with Eve about the Charlie threat and her role claim. Empath is safer since she can clear me early, and we need a plan for if Charlie has info on Eve as Minion.
🧠
Share my Washerwoman ping with trusted neighbors, flag that Charlie’s claim is mechanically odd, and coordinate discreetly before nominations.
🧠
Confirm my Librarian info with Grace, coordinate secrecy for now, and gather details about her nightly choice so town can account for voting restrictions later.
🧠
Get direct, comparable claims from Charlie and David to test Bob’s Washerwoman info and identify an early liar or possible poison/drunk situation.
🧠
Coordinate my Butler vote restriction with a likely good info role while minimizing exploitable info if he is evil.
🧠
Reply to Alice’s check-in while limiting info leakage. Seed that my Investigator info is abnormal, so town can account for possible Drunk/poison and watch for role conflicts.
🧠
Get Charlie and David to commit to exact claims and any Investigator ping, to resolve the Bob versus Charlie contradiction and narrow early evil candidates while I keep Slayer hidden.
🧠
I need intel on what Charlie (the real Investigator) is sharing. Heidi has been whispering with Charlie, so she may know his info. Getting this lets me prepare a defense if Charlie points at me.
🧠
I need to build trust with a well-connected good player before nominations. Heidi seems socially active and might share what she's heard about claims and suspicions. This helps me gather intel and establish myself as trustworthy, which is critical for survival as the Demon.
🧠
Confirm whether David claims Investigator and what info he has. If both claim Investigator, we have a strong lie to pressure; if only one does, we can build trusted info chains early.
🧠
Respond to role-checks without outing Grace yet; maintain flexibility until we see more claims and outsider count pressure matters.
🧠
Get David’s Librarian names and align Bob on the Charlie issue; build a consistent claim map before nominations and identify likely evil/Drunk candidates.
🧠
I can only vote if Frank votes today, so I must coordinate with him and also probe his claim for alignment reads while keeping my Butler info mostly private.
🧠
Tell Heidi my claim and the mechanical problem (no Investigator ping) to build a small trusted circle and use her to cross-check claim map without outing to whole town.
🧠
Address the Investigator contradiction without revealing I am Slayer, and set up a quick cross-check with David so town can lock a reliable info chain early.
🧠
I need to find out what Charlie the Investigator learned. He's the biggest threat to me as the Spy Minion. Whispering to him directly lets me gauge his info and prepare countermeasures.
Nominations β€” Day 1
πŸ“œ
Storyteller
Nominations are now open.
🧠
Use my Washerwoman info to force Charlie and David into clear claims before night, creating a solvable fork for day two without rushing a bad day one execution.
🧠
I want to push suspicion on Charlie for claiming no starting info as Investigator, which is genuinely suspicious. This could lead to his execution, removing an info role that might point at Eve. I should be measured though - if pushed too hard, Charlie might reveal info about Eve.
🧠
Publicly claim Empath with a zero reading to clear Frank (as planned with my Demon). Comment mildly on Charlie's situation to sow doubt without pushing so hard that he reveals any real info about evil players. Build credibility as a good-info-providing Townsfolk.
🧠
We have a tight clock. Charlie's claim is mechanically inconsistent and is also in the Washerwoman pair. Executing him either removes evil or confirms the Drunk and clears up the Investigator slot.
πŸ“œ
Storyteller
Voting starts now for Charlie. 4 votes needed for execution. Raise your hand if you want to vote for them.
🧠
Stop a low-information Day 1 execution on me, highlight that my no-info strongly implies Drunk so the Washerwoman ping is suspect, and push town to use the day to gather better mechanical links.
🧠
Steer town away from a low-information D1 execution and push for role-confirming info (especially from David/possible Undertaker) before committing votes.
🧠
Voting for Charlie helps the evil team by removing a good player. It also aligns me with Heidi and Eve, avoiding suspicion. Charlie as Investigator (even Drunk) is still a potential threat who might get real info later or be used by town to build logical chains against us.
🧠
Charlie is the real Investigator and a threat to evil team. Voting for him removes a good player and is consistent with my Empath claim and earlier statements questioning Charlie. Frank already voted, so I should follow to help secure the execution.
🧠
Push town toward a D1 execution on the clearest contradiction, rather than letting evil stall. Encourage one more vote to reach 4.
🧠
Charlie’s claim is mechanically shaky and we are one vote from an execution that can remove evil or at least break open the claim map. I will secure the execute and sort my Butler info tomorrow.
🧠
A D1 execution is usually good. Charlie’s claim is mechanically inconsistent; voting here either removes an evil player or tests the Drunk world and gives Undertaker value if present.
🧠
Frank already voted and the execution has enough hands; I will not add noise or reveal my voting constraint. Save influence for tomorrow’s discussions.
🧠
Try to stop a Day 1 execution that gives little mechanical value and instead redirect pressure to claim-map contradictions and getting David’s Librarian info.
🧠
Hands already meet the threshold without me. By not voting, I stay consistent with my earlier stance and keep focus on getting David’s claim and aligning info tomorrow.
🧠
My vote is already raised for Charlie. He's likely the Drunk Investigator, so executing him wastes a good execution on a good player - beneficial for evil team. No need to draw more attention by speaking. Let the vote play out.
🧠
Keeping my vote on Charlie helps execute a good player, wasting town's day. 4 votes (Frank, Eve, David, Alice) is exactly the majority needed. Lowering my hand would save Charlie and force town to find another target, possibly Frank. Must maintain vote.
🧠
Charlie’s claim is mechanically inconsistent; a Day 1 execution either hits hidden evil or clears out a likely Drunk/liar and forces cleaner claim space going into Night 1.
🧠
Give the table my Librarian ping now so the vote on Charlie is informed, and so we can judge whether Charlie is lying, Drunk via Baron, or just the Butler.
🧠
Push a high-value D1 execution on the player in multiple conflicting info pings. Even without Undertaker, it forces a tighter claim map and reduces evil hiding space.
🧠
Frank, my master today, is voting, so I can vote. With majority already leaning yes, I vote to remove the central contradiction and avoid looking like I am dodging a key Day 1 execution.
πŸ“œ
Storyteller
Voting is now closed.
πŸ—³οΈ
New execution leader: Charlie with 6 votes. They will be executed when nominations close unless tied or surpassed by another nominee.
πŸ“œ
Storyteller
The vote passes. Charlie is now on the block with 6 votes and will be executed when nominations close, unless another nominee receives equal or more votes.
🧠
I am already on the block with 6. The only way to survive is to create an alternative execution that matches or beats 6 votes. David is central to the contradictions and could be evil driving this.
πŸ“œ
Storyteller
Voting starts now for David. 7 votes needed for execution or 6 votes to tie. Raise your hand if you want to vote for them.
🧠
Prevent a tie on me and keep the execution on Charlie, while grounding my Librarian info by referencing Grace’s Butler confirmation and existing Empath read.
🧠
I am on the block with 6. Voting David is the only immediate way to tie or beat and avoid executing a likely-good player with no mechanical gain.
🧠
Prevent a likely good execution of David and keep town focused on the most inconsistent player, while setting up tomorrow’s reassessment and claim web.
🧠
Charlie has 6 votes and will be executed - that's good for evil since Charlie appears to be a good player. Voting for David could create a tie or redirect execution to David (a claimed Librarian, likely good), which would be bad for my team. I should not vote for David.
🧠
Not voting for David keeps me aligned with town consensus (Bob, Alice). Charlie getting executed is fine for evil - removes a good player. Voting David would look suspicious and might save Charlie, which is unnecessary risk.
🧠
Steer town away from a panic tie-swap onto David and keep today’s execution on the most mechanically inconsistent player, Charlie, while noting the main alternative world.
🧠
Prevent a tie that saves Charlie and causes a mis-execution on a likely good David; keep pressure on the most contradictory player and carry the execution through.
🧠
Confirm my real Butler role to support evaluating David’s Librarian claim, and explain why I am not voting on David due to Butler restriction with Frank.
🧠
Prevent a tie or swap onto me during the vote; reinforce the Grace-Butler corroboration and keep focus on executing Charlie today.
🧠
Try to create a tie by persuading players to vote David. My execution is low information; tying is the only realistic way to stop it right now.
🧠
Prevent a low-confidence swap onto David during D1 nominations; preserve the most consistent info source and keep the group aligned on a safer execution path.
🧠
Not voting for David keeps Charlie on the block for execution. Charlie is almost certainly good (Drunk or poisoned), so his execution benefits the evil team. I want a good player dead today.
🧠
I should NOT vote for David. Charlie (real Investigator) is on the block and will be executed if David doesn't get enough votes. As evil, I want Charlie executed to remove a good info source. Voting for David risks tying the vote and saving Charlie. I'll wait to keep the execution on Charlie.
🧠
Keep my vote down to avoid a risky day one tie/flip onto David; let Charlie die and use tomorrow’s claims and night death to narrow demon before I consider Slayer shot.
🧠
Prevent a D1 tie onto a more supported info role. Keep execution on the main contradiction today, then force full claims and re-evaluate tomorrow.
🧠
I cannot vote unless Frank votes. I want to prevent an accidental tie, lock in outsider count info, and set up a clean plan for full claims and logic on day two.
πŸ“œ
Storyteller
Voting is now closed.
πŸ—³οΈ
Nominee David did not reach the 7 vote threshold.
πŸ“œ
Storyteller
David did not receive enough votes (1/7).
🧠
Lock in a clean Day 1 execution and set up concrete verification steps for Day 2, reducing chance of last-second tie or derailment.
🧠
Since I will likely die, set up a clear mechanical fork using Undertaker info tomorrow to confirm or disprove Bob’s Washerwoman and pressure-check David’s Librarian story.
🧠
Lock in a clear day 2 plan centered on Undertaker confirmation and consistency checks, so Charlie’s death becomes useful info instead of noise.
🧠
Charlie's execution is a misexecution of a good player, which directly helps evil. Speaking now could only draw suspicion. Wait and let it happen, then choose a strategic kill tonight.
🧠
Charlie's execution is certain and benefits evil. Speaking now adds no value and risks scrutiny on my Empath claim. Let the day end cleanly.
🧠
With Charlie likely dying, push town to extract maximum mechanical info tomorrow (Undertaker, consistent claims) and avoid wasting nominations. Keep my Slayer shot unrevealed until a high-confidence Demon emerges.
🧠
Lock in Charlie execution without chaos, and set up a clean decision tree for tomorrow based on Undertaker info and claim consistency.
🧠
Lock in a clean Day 1 execution, prevent chaotic late nominations, and set up tomorrow’s mechanical checks around Undertaker and outsider count while tracking my Butler voting restriction.
πŸ“œ
Storyteller
The guillotine blade falls. Charlie has been executed.
πŸ’€
Charlie(Ghost)
Charlie has died.
Night 1
πŸ“œ
Storyteller
β†’
Frank
Good evening Frank. You are the Imp. Who would you like to kill tonight? Remember that if you kill yourself this way, a Minion becomes the Imp.
🧠
Kill David to remove the town's most credible information source. His Librarian claim is backed by Grace, making him the most trusted player. Removing him fragments their info network and creates confusion around Outsider claims, keeping suspicion off me.
πŸ’€
David(Ghost)
David has died.
πŸ“œ
Storyteller
β†’
Frank
You chose to kill David.
πŸ“œ
Storyteller
β†’
Grace
Good evening Grace. You are the Butler. Who would you like to be your master tomorrow?
🧠
Pick a master who is publicly engaged and likely to vote on critical executions tomorrow, so my Butler restriction does not silence me in a pivotal vote.
πŸ“œ
Storyteller
β†’
Grace
You chose Bob to be your master.
πŸ“œ
Storyteller
β†’
Eve
Good evening Eve. You are the Spy. You can secretly see information about all players: - Alice: Soldier (good), Alive - Bob: Washerwoman (good), Alive - Charlie: Investigator (good), Dead - David: Librarian (good), Dead - Eve: Spy (evil), Alive - Frank: Imp (evil), Alive - Grace: Butler (good), Alive - Heidi: Slayer (good), Alive
Day 2
πŸ“œ
Storyteller
Morning breaks, but heavy hearts remain. David has been found dead in the night.
🧠
Get hard role claims and any Night 2 info so we can resolve Bob versus David contradictions and set up a strong nomination target.
🧠
Get the dead players to fully disclose their roles and any starting info so we can lock in whether Charlie was Investigator and narrow the evil team before nominations.
🧠
Coordinate with likely-good players, flag that my vote is constrained by Bob today, and push for full claims and a plan that does not let a suspected Bob control my vote.
🧠
Answer Bob precisely to lock my mechanical info, then use the contradictions between Bob and David/Grace claims to narrow who is lying and likely evil.
🧠
Alice asked me directly for my Empath update. I must respond consistently to maintain my cover and keep shielding Frank. Reporting 0 with new neighbors Bob+Frank continues to clear Frank while also confirming Bob, building trust.
🧠
Answer Bob precisely to lock my info in writing, help resolve claim conflicts, and steer the group to verify Charlie via Undertaker and reassess Grace if needed.
🧠
Alice and Eve asked me directly for my role claim. I need to consistently say Mayor, deny being Undertaker, and ask who the Undertaker is to stay engaged and seem helpful.
🧠
Get latest mechanical info (Empath night 2, any Undertaker result, who is being suspected). Use it to decide if I should reveal Slayer and line up a high-confidence shot or push a nomination.
🧠
Update Heidi with the latest verified info chain (Eve Empath and Frank claim) and prompt her to share her claim so we can map roles and spot contradictions before nominations.
🧠
Share the inconsistency in Charlie’s β€˜Investigator got no info’ story, reframe the Washerwoman ping toward David being Investigator, and prompt an Undertaker or other info role to confirm Charlie’s character.
🧠
Interrogate Bob’s Washerwoman details and ensure my vote can be used effectively today by coordinating with Bob (my master) and Alice’s group.
🧠
Get key alive voices (Eve/Alice) thinking about why I had no Investigator info, and push for mechanical checks (Undertaker, Butler-vote behavior) to locate minion/demon.
🧠
Coordinate with Frank on the Undertaker gap - it's our biggest vulnerability. We need a plan for when town realizes no Undertaker exists. Also discuss whether Frank should adjust his Mayor claim or stay the course.
🧠
Give Alice and Heidi a tight suspect framework: Grace is very likely the Butler, so confirm outsider count and focus on verifying Eve and Frank via chains and Undertaker info, then nominate the most likely remaining evil.
🧠
Coordinate with Eve on the Undertaker problem before town notices nobody has the info. Push the drunk Undertaker theory as cover and consider framing Grace to redirect suspicion.
🧠
Build a trusted pocket with Alice, reveal I am Slayer privately, and coordinate gathering claims to set up a high-confidence Slayer shot or execution.
🧠
Coordinate with Heidi and Grace to force a full public claim list and flush out Undertaker info on Charlie; keep Slayer shot in reserve until we have a strong Demon candidate.
🧠
Answer Grace’s question to keep trust, and solicit current claim map and any Undertaker result so we can resolve the David/Charlie Investigator contradiction and narrow demon candidates.
🧠
Clarify my master and voting constraint, correct Bob’s misunderstanding, and pressure Bob to state whether he will vote so I can plan around it.
🧠
Get Alice and Bob to surface any Undertaker result and consolidate a full claim map; resolve whether my no-info implies Poisoner or Drunk, which points at the Minion and guides the Day 2 execution.
🧠
Heidi is pressing for info and could become a problem. I need to give her my Empath reading and plant the drunk Undertaker idea to deflect from the real issue that no Undertaker exists. This keeps my cover and Frank safe.
🧠
Align with Eve and Frank on the key contradiction: Bob’s Washerwoman info versus my Librarian. Push for exact wordings and an Undertaker check to anchor reality before nominations.
🧠
Plant the drunk Undertaker narrative with Alice to explain why no one has Charlie's execution info. This covers the gap in our story and redirects suspicion toward unestablished claims rather than toward me or Eve. Also subtly cast doubt on whether the game has a sober Undertaker at all.
🧠
Coordinate with Alice and Frank to force a full claim list and locate/confirm the Undertaker, then decide whether my Slayer shot can end the game today.
Nominations β€” Day 2
πŸ“œ
Storyteller
Nominations are now open. Please remember that only living players may nominate.
🧠
David's ghost is pushing a mechanical clash with Bob's Washerwoman claim. Nominating Bob rides this natural town suspicion, removes a good info player, and protects Frank. If Bob dies, town still has no Undertaker info and loses a key investigator. This advances our win condition.
πŸ“œ
Storyteller
Voting starts now for Bob. 3 votes needed for execution. Raise your hand if you want to vote for them.
🧠
Defend my truthful Washerwoman claim, reframe the contradiction as poisoning or a frame, and stop a low-information execution on me while pushing for public claims and better targets.
🧠
I nominated Bob, so not voting would be extremely suspicious. Voting helps execute a good player and keeps heat off Frank the Demon. This is the natural, expected play.
🧠
Clarify my Butler voting constraint and push town to make a decisive, mechanically grounded vote on Bob given the David versus Bob contradiction.
🧠
Preserve my single ghost vote and prevent an execution based on one clash that can be explained by poisoning; steer town toward stronger mechanical confirmation.
🧠
Stop a low-info execution, surface the Undertaker or other contradictions, and spotlight Grace’s Butler master choice, to narrow Demon candidates before I commit my Slayer shot.
🧠
Avoid a low-confidence execution on Bob; steer town to full public claim circle and mechanical cross-checks, then nominate a higher-probability evil today or tomorrow.
🧠
Voting for Bob won't achieve execution anyway since only Eve voted. Voting with Eve could link us. Better to speak and push the drunk Undertaker theory to sow chaos and keep my cover as Mayor.
🧠
Save my ghost vote and steer town to gather mechanical info (full claims, Undertaker, Butler chain) before executing. Keep pressure on likely poisoning sources rather than a single WW clash.
🧠
Prevent a low-information execution on me; preserve votes (including Grace’s Butler lock) and redirect town to a full claim circle and better demon-hunting.
🧠
Lower my hand to avoid being the lone voter on Bob, which would make me look suspicious and potentially expose my evil alignment. I want to appear reasonable and team-oriented while steering town toward the dead-end 'drunk Undertaker' theory.
🧠
Explain my Butler master choice, signal I will not vote unless Bob does, and push the table toward a fast full claim circle to find stronger execution than this Bob vote.
🧠
No one is supporting this execution, so my ghost vote would be wasted. I should conserve it for a close late-game vote and push for a full claim circle and Undertaker info next.
🧠
Stop a low-info execution, push immediate public claim circle, and flag Butler master choice as potentially strategic cover; keep my Slayer shot for a higher-confidence demon pick.
🧠
Do not spend a vote on a weak case during an active vote; keep options open and push for a fast full claim circle immediately after this vote resolves.
🧠
Support the consensus to not execute Bob off one clash, and publicly commit to the full claim circle to appear cooperative. Refrain from voting to blend in with town consensus.
🧠
Stop wasting the only ghost vote on a weak Bob case; force a rapid claim circle and set up a stronger execution target, with Grace as the prime poisoner suspect if no Undertaker exists.
πŸ“œ
Storyteller
Voting is now closed.
πŸ—³οΈ
Nominee Bob did not reach the 3 vote threshold.
πŸ“œ
Storyteller
Bob did not receive enough votes (0/3).
🧠
Get rapid public claims and night info to create contradictions and a concrete execution target before the day ends.
🧠
Reiterate my Empath claim with 0 reading to maintain Frank's cover and keep the town looking elsewhere. Let the claim circle proceed so we can identify who to target for execution.
🧠
Lock in my true Butler claim and reasoning, reduce suspicion on my master choice, and keep the group moving to a concrete execution after the claim circle.
🧠
Force the claim circle to finish fast and focus the town on the key mechanical point: if Grace is real Butler, Drunk is unlikely, making the Washerwoman clash more damning and pushing us to a decisive execution.
🧠
Force the last missing claim, then lock in a candidate to execute today; keep Slayer option open until the claim circle completes.
🧠
We have little time left in nominations. Putting Heidi on the block forces a public claim and gives town a concrete execution that fits the Empath-based solve where I am confirmed good.
πŸ“œ
Storyteller
Voting starts now for Heidi. 3 votes needed for execution. Raise your hand if you want to vote for them.
🧠
Prevent my execution so I keep the Slayer shot. Publicly claim Slayer to justify why executing me is low value and push town toward better suspects based on claim consistency.
🧠
Stop a likely mis-execution on Heidi and redirect town to the clearest contradiction, Eve’s Empath neighbor change, to find the actual evil player.
🧠
Bob caught a real inconsistency in my Empath claim - I said David+Frank yesterday but Bob+Frank today. I need to address this urgently before voting for Heidi, otherwise my vote looks like deflection and my inconsistency becomes the story. I'll claim I misspoke yesterday.
🧠
I must follow Butler vote restriction and steer town to demand immediate Slayer confirmation, avoid wasting execution, and keep focus on the tight suspect set from Empath plus role conflicts.
🧠
Influence town to not spend my only ghost vote on a weak Heidi case, while pushing for a Slayer shot today to generate hard info and avoid giving evil a free pass.
🧠
Get immediate, testable action from the claimed Slayer during the vote window; use her willingness and target choice to decide whether to execute Heidi or pivot to Grace/Eve.
🧠
I must not vote for Heidi because voting a claimed Slayer looks suspicious for Mayor, and I need to redirect her potential Slayer shot away from me. I should encourage her to shoot someone other than me - Alice or Grace are safe targets for me.
🧠
Keep our only ghost vote for late game while pressuring the claimed Slayer to generate hard info now, and avoid an unforced loss by executing a likely good power role.
🧠
I am on the block and being asked to prove Slayer. Shooting Alice targets the most likely Demon among the remaining suspects, and either wins immediately or narrows tomorrow’s solve.
πŸ“œ
Storyteller
Nothing happens.
🧠
Prevent wasting execution on a likely good claim; steer town to resolve the biggest contradictions (Eve slip, WW vs Librarian) and set a strong next-day execution target.
🧠
The Slayer shot clearing Alice actually helps us - it narrows town's suspect pool to Grace/Heidi, away from Frank. I should reinforce this logic while deflecting Bob's accusation about my neighbor slip and pushing for Grace as the execution target.
🧠
Reduce suspicion on me as confirmed good Butler, push town toward a decisive execution path (Heidi now if possible; otherwise Alice next) to avoid losing tempo.
🧠
Save my ghost vote for a decisive execution and steer town to a higher-probability evil target based on the biggest mechanical contradictions.
🧠
Push for an execution today and test the highest-risk player: claimed Slayer who refused until pressured and produced a non-kill on a non-suspect. If she is Demon we win now.
🧠
I should not vote for Heidi. I already said I wouldn't, and flipping now looks suspicious. If she's real Slayer, Alice is cleared and Demon hunt narrows to Grace/Heidi - keeping me safe. If she's fake, executing a good player still helps evil. I want to speak to reinforce the Empath-based logic that clears me.
🧠
Conserve my ghost vote, steer town away from a low-value execution, and push a focused next nomination between the remaining high-suspicion worlds (Grace, Heidi, or Eve).
πŸ“œ
Storyteller
Voting is now closed.
πŸ—³οΈ
Nominee Heidi did not reach the 3 vote threshold.
πŸ“œ
Storyteller
Heidi did not receive enough votes (1/3).
🧠
We need an execution today, and Eve’s empath neighbor slip is the strongest mechanical red flag. If she is Demon we win; if not, her death clarifies the game and stops unreliable info.
πŸ“œ
Storyteller
Voting starts now for Eve. 3 votes needed for execution. Raise your hand if you want to vote for them.
🧠
Defend myself against Heidi's nomination by redirecting suspicion to Heidi and arguing Bob's Washerwoman claim is the real problem. Need Bob to not vote for me.
🧠
I nominated Eve to test the most central and suspicious information source. My vote helps secure an execution that can either end the game or reset our faulty assumption structure.
🧠
We need an execution today, and Eve is the highest-impact test. Her claim has shaped most reads and has a mechanical inconsistency; voting her either wins or clarifies tomorrow.
🧠
Avoid handing evil the deciding vote on a weak case; push town to reassess Bob or Heidi rather than execute Eve on a slip.
🧠
Stop us from spending a scarce execution and my only ghost vote on a weak case. Reframe the neighbor slip as non-mechanical, and push the group toward testing Bob or Heidi next.
🧠
Prevent town from executing a likely good info role on weak evidence, and redirect suspicion toward the coordinated push from Bob and Heidi so we can execute the Demon by day three.
🧠
Eve is my Minion and must survive. Her Empath info clears me publicly. If she dies and flips evil, I become the top Demon suspect. Current votes are 2-3 against execution, so Eve survives without my vote. I should speak to reinforce the 'don't execute info roles' narrative and redirect suspicion.
🧠
I should not spend my only ghost vote on a thin case. I want town to keep the Empath alive and pivot tomorrow onto the strongest mechanical contradictions, mainly Bob or Heidi.
🧠
I'm at 2/3 votes against me. All remaining living players (Alice, Frank, Grace) have publicly refused to vote for me, and both ghosts also said no. Speaking now risks drawing unwanted attention or prompting a reconsideration. Best to stay quiet and let the vote fail.
🧠
With no momentum to reach the threshold and the case being mostly a slip, I retract to reduce misexecute risk and keep the Empath alive, then I can steer tomorrow’s execution toward the clearest contradictions.
🧠
The case on Eve is too thin and the town is not with it. Lowering avoids a mis-execution push and reduces the appearance of coordination with Heidi, keeping credibility for tomorrow’s key executions.
🧠
Stop an info-role execution on a thin case, and steer town toward the strongest mechanical contradiction tomorrow; also clarify my Butler voting constraint.
🧠
Prevent wasting my only ghost vote on a thin Eve case; steer town toward the most mechanically contradictory players (Bob or Heidi) for the next execution.
🧠
Keep town from executing a likely good info role on thin evidence; focus tomorrow on higher-contradiction players Bob or Heidi, and use night kills to confirm worlds.
🧠
Defend Eve (my minion) from execution, redirect suspicion toward Bob or Heidi, and maintain my Mayor cover. The vote is already failing so I just need to stay consistent and shape tomorrow's agenda.
🧠
Prevent a low-info execution on Eve and lock in a clearer plan: resolve Bob’s Washerwoman contradiction or test Heidi’s suspicious Slayer-then-pivot sequence tomorrow.
πŸ“œ
Storyteller
Voting is now closed.
πŸ—³οΈ
Nominee Eve did not reach the 3 vote threshold.
πŸ“œ
Storyteller
Eve did not receive enough votes (0/3).
🧠
Phase is over - no more nominations possible. Surviving with 0 votes is a huge win. Wait for night phase to begin.
🧠
Use the last seconds to set a clear mechanical test for tomorrow (start with Bob), and explain my shot was based on public pressure, not an evil agenda.
🧠
Use the last public moment to correct the supposed mechanical contradiction and set town’s execution priority away from me and toward the most suspect, especially Heidi or Grace.
🧠
No valid nominations left today, so I should set expectations for tomorrow’s test execution and signal I will pick a pro-town master tonight so I can actually vote with the group.
🧠
Use last second to set tomorrow’s plan: a clean test execution order and break Grace’s vote control. Reinforce not wasting ghost vote and push for full claims and Undertaker confirmation.
🧠
Use last public time to lock in tomorrow’s mechanical priorities: Undertaker reveal, Butler master clarity, and a clean test execution on Bob or Heidi to narrow Demon world.
🧠
Heidi called me out specifically. I need to address this and keep the heat on Bob. Also, I should not kill Heidi tonight as it would look like silencing - Grace is a safer kill that also strengthens the case against Bob via Undertaker confirmation.
🧠
Lock in a mechanical plan for Day 3: resolve the big contradiction by executing Bob, keep Eve alive for info, and preserve my ghost vote for the final day math.
πŸ“œ
Storyteller
No execution today. All villagers are safe.
Night 2
πŸ“œ
Storyteller
β†’
Frank
Good evening Frank. You are the Imp. Who would you like to kill tonight? Remember that if you kill yourself this way, a Minion becomes the Imp.
🧠
Kill Heidi to eliminate my most vocal accuser who called me out for scrutiny after Bob. This preserves Bob as town's planned mis-execution target tomorrow, wasting their execution on a good player while removing the person most suspicious of me.
πŸ’€
Heidi(Ghost)
Heidi has died.
πŸ“œ
Storyteller
β†’
Frank
You chose to kill Heidi.
πŸ“œ
Storyteller
β†’
Grace
Good evening Grace. You are the Butler. Who would you like to be your master tomorrow?
🧠
Pick a master who will reliably vote with the town’s planned test execution (Bob), so my Butler restriction does not block critical votes.
πŸ“œ
Storyteller
β†’
Grace
You chose Alice to be your master.
πŸ“œ
Storyteller
β†’
Eve
Good evening Eve. You are the Spy. You can secretly see information about all players: - Alice: Soldier (good), Alive - Bob: Washerwoman (good), Alive - Charlie: Investigator (good), Dead - David: Librarian (good), Dead - Eve: Spy (evil), Alive - Frank: Imp (evil), Alive - Grace: Butler (good), Alive - Heidi: Slayer (good), Dead
Day 3
πŸ“œ
Storyteller
Morning breaks, but heavy hearts remain. Heidi has been found dead in the night.
🧠
Get current info from Frank and Eve, align on a decisive Day 3 execution plan (likely Bob first), and set up logical worlds for nomination phase.
🧠
Alice is pushing for Bob execution which helps evil team. I should encourage this direction while appearing thoughtful and undecided to build trust. Bob is a good player so his misexecution benefits us greatly.
🧠
Get the leaders aligned on the strongest mechanical anchor I have: Grace is the Butler, so outsider count is stable and Bob/Eve contradictions matter. Push a clear execution priority and save ghost vote.
🧠
Get current private info from Alice and Eve, seed suspicion on Frank/Bob/Eve based on inconsistencies, and coordinate when to spend my single ghost vote on the best Demon candidate.
🧠
Get the current whisper-group conclusions and align my Butler vote with the town plan. Ensure Alice knows I can only vote if she votes, and push for a decisive D3 execution (likely Bob) unless new info overturns it.
🧠
Steer the town off an autopilot Bob execute if Empath info is trusted, and get Frank and Eve aligned on a consistent suspect set for today’s nomination phase.
🧠
Charlie's dead whisper is dangerous - he's using my fake Empath 0 to argue Bob is good and we should execute Alice or Grace instead. I need to counter this by casting doubt on Charlie and reinforcing Bob as the target with Alice, who is already leaning that way. Must secure Bob's execution today for evil victory.
🧠
Get updated Empath info and align with Frank on a concrete Day 3 execution plan, using mechanical reads to narrow suspects before final 3.
🧠
Coordinate votes for a decisive Bob execution and ensure Grace can legally vote by me voting as her Butler master; set nomination plan for next phase.
🧠
Reinforce the Bob execution plan with Alice and Grace to ensure it happens. Charlie's alternative theory could derail things - I need to keep the focus on Bob while not appearing too pushy. Supporting Bob's execution removes a good player and brings us closer to winning.
🧠
Coordinate with Alice and Grace to push a high-value test execution on Bob, while ensuring Grace publicly anchors Butler mechanics to constrain votes and reduce evil maneuvering.
🧠
Get latest private info from David and Frank, then help town pick the best execution target and plan where my single ghost vote should land.
🧠
Lock in Bob and Eve to concrete, checkable statements before nominations, and ensure today’s vote plan accounts for my Butler restriction.
🧠
I have no Investigator info, so the best value is highlighting the Empath inconsistency and pushing a concrete execute plan that uses existing claims (Washerwoman/Librarian/Butler/Slayer) to narrow the Demon.
🧠
Grace asked me directly for Empath info. I must respond to maintain trust. I'll confirm my 0 readings (clearing Bob and Frank on paper) but emphasize the Washerwoman-Librarian contradiction as the stronger reason to test Bob. Plant a small seed about possible poisoning to explain why my 0 might be wrong, while keeping Bob as the top target.
🧠
Answer Grace’s questions, reduce suspicion on me, and redirect today’s execution plan toward the most mechanically plausible evil pair while probing Butler vote-control inconsistencies.
🧠
Get Bob to restate his Washerwoman info precisely and explain the change, so town can judge if he is lying or just mistaken before we lock the execution.
🧠
Eve needs to be warned about Charlie's mechanical challenge to her Empath claim before she responds incorrectly. Heidi also needs a answer about the Slayer shot to reduce her suspicion of me. Both are critical to keeping me safe.
🧠
Answer Heidi to align ghost votes and keep focus on the strongest mechanical contradiction: my confirmed Butler ping makes Bob's Washerwoman info highly suspect, so push Bob execution.
🧠
Steer town to a decisive D3 execution (Bob first) and set clear next-step PoE if Bob is not the Demon, while preserving my single ghost vote for the best Demon hit.
🧠
Align Alice and Frank on messaging and vote plan: execute Bob regardless of whether he is evil or poisoned, while tracking my Butler vote constraint and next suspects.
🧠
Force a clear mechanical check on Eve’s Empath claim; depending on consistency, either execute Eve or narrow Demon to Alice/Bob/Grace without spending my ghost vote yet.
🧠
Coordinate with Frank on the neighbor correction. I'll proactively correct my Empath neighbor claim: N0 was David/Frank (0), N1 became Bob/Frank after David died (0), N2 same (0). The 0 reading with Frank as neighbor suggests I'm poisoned, which I'll acknowledge. This maintains credibility while keeping heat on Bob.
🧠
Clarify my Washerwoman info cleanly to stop confusion and reduce misexec risk on me; help town focus on likely Demon candidates (Alice or Grace) based on Empath line and vote control.
Nominations β€” Day 3
πŸ“œ
Storyteller
Nominations are now open. Please remember that only living players may nominate.
🧠
Bob is the strongest mechanical contradiction and broad consensus. Executing him either wins or clears up the Washerwoman versus Librarian conflict and refocuses on remaining suspects.
πŸ“œ
Storyteller
Voting starts now for Bob. 3 votes needed for execution. Raise your hand if you want to vote for them.
🧠
Stop my execution by showing Grace’s case is logically weak and that executing Grace (or Alice) gives higher demon equity given Empath 0 on my pair.
🧠
Vote with Alice to execute Bob; it is the cleanest mechanical test and removes a major contradiction, helping narrow demon candidates fast.
🧠
Bob's execution today is the key to evil winning. If Bob dies today and Frank kills tonight, we're at 3 alive tomorrow and one more misexe = evil wins. I must vote for Bob - it's also consistent with my Empath claim since I've been pushing Bob all game.
🧠
I want to ensure Bob is executed while we have numbers. My ghost vote may be the difference between a clean mechanical test and letting the likely evil survive into endgame.
🧠
Bob is the highest-value mechanical test and likely evil. Raising my hand both adds a vote and allows Butler-Grace to vote, securing the execution if town agrees.
🧠
I will not spend my single ghost vote when the vote threshold appears already met. I want to save it for final 3 or to break a tied late-game vote once we see whether Bob’s execution ends the game.
🧠
Support Bob execution while conserving my one ghost vote for a later, higher-leverage final-day swing.
🧠
Voting for Bob maintains my town cover since execution is already secured. Not voting when the town clearly wants Bob dead would draw suspicion, especially from Heidi who already eyes me.
🧠
Try to stop an unnecessary execution and redirect to stronger Demon candidates using Eve’s Empath 0 and Grace’s suspicious push.
🧠
Alice is voting, so I am allowed to vote. Adding my hand helps lock in Bob’s execution and keeps town on the strongest mechanical line today.
🧠
Bob is arguing his case to get votes lowered. I need to counter his argument publicly to keep votes locked in. His execution is critical for evil's victory path.
🧠
There are already enough living hands to execute Bob without spending my one ghost vote. I will retract to preserve it for a higher-leverage late game vote.
🧠
Lock in the Bob execution as the cleanest mechanical test and set a clear pivot plan if the game continues (Scarlet Woman or alternate Demon).
🧠
Do not waste my ghost vote when Bob already has enough. Remind town that Eve’s Empath claim is mechanically inconsistent and needs resolving for the next execution.
🧠
Lock in the Bob execution without spending my ghost vote, and set a clear next-day solve path if the game continues.
🧠
Keep my hand raised to vote for Bob's execution. This removes a good player, bringing us to 4 alive. Tonight I kill Grace, reaching 3 alive. Then on the final day, if I'm not executed, evil wins. I must maintain my Mayor cover to survive.
πŸ“œ
Storyteller
Voting is now closed.
πŸ—³οΈ
New execution leader: Bob with 4 votes. They will be executed when nominations close unless tied or surpassed by another nominee.
πŸ“œ
Storyteller
The vote passes. Bob is now on the block with 4 votes and will be executed when nominations close, unless another nominee receives equal or more votes.
🧠
Try to move the execution off me onto the most central manipulator. Even if it fails, it creates a voting record and forces alignment commitments for final three.
πŸ“œ
Storyteller
Voting starts now for Grace. 5 votes needed for execution or 4 votes to tie. Raise your hand if you want to vote for them.
🧠
Stop a last-second tie on me, keep execution on Bob as agreed, and force clarity on the Empath neighbor story for tomorrow’s solve.
🧠
A tie stops my execution and forces reevaluation. Voting Grace is the only immediate mechanical way to avoid a likely good being killed and to put pressure on the main steering source.
🧠
Ensure Bob gets executed today by discouraging votes on Grace. Any good execution + Frank kill = evil win at 3 alive. But voting Grace makes me look like I'm saving Bob, which draws suspicion. Better to let Bob's 4 votes stand.
🧠
Prevent a tie that could save Bob. Encourage town to let Bob’s execution resolve the mechanical conflict, and keep my ghost vote for a later, higher leverage moment.
🧠
Prevent a tie that could save Bob. Keep execution on the best current suspect and preserve clean info for tomorrow.
🧠
Prevent a tie that saves Bob and wastes our day. Preserve my ghost vote and keep town on the agreed plan: execute Bob, then immediately resolve the Empath neighbor mismatch and remaining suspects.
🧠
Prevent a tie that could save Bob, preserve my ghost vote for final day leverage, and set the living up to immediately resolve the Empath neighbor discrepancy and suspect Frank if game continues.
🧠
Not voting for Grace is critical. A tie saves Bob, which derails the execution and makes me look suspicious for voting against town consensus. Let Bob die, then prepare to defend myself tomorrow when town re-examines the Empath neighbor issue.
🧠
Stop a tie that could save Bob; reinforce consensus that we do not vote Grace and let Bob be executed for information.
🧠
Leave a clear solve path for after my likely execution, and reduce the chance town mis-clears Grace or ignores the Empath and Butler mechanics.
🧠
Counter Charlie's ghost claim about my Empath neighbors to protect my fake claim, while reinforcing that Bob's execution should proceed. Must not vote for Grace as a tie could save Bob.
🧠
Prevent an accidental tie that saves Bob, and correct the Empath neighbor rule so town does not mis-solve tomorrow.
🧠
Prevent an accidental tie that could save Bob and lose us tempo. Keep group coordinated and set next-day plan around post-execution state.
🧠
Preserve the planned mechanical test by letting Bob be executed and avoid creating a tie that could save him; save my ghost vote for a high-leverage final day.
🧠
Prevent an accidental tie that saves Bob, and preserve my ghost vote for final day math while keeping town focused on the agreed mechanical test.
🧠
I should not vote for Grace. A tie could save Bob, which would undermine my cover since I've been publicly supporting his execution. Keeping hands down maintains my good persona and ensures Bob dies as planned.
πŸ“œ
Storyteller
Voting is now closed.
πŸ—³οΈ
Nominee Grace did not reach the 5 vote threshold.
πŸ“œ
Storyteller
Grace did not receive enough votes (1/5).
🧠
Lock in Bob as today’s mechanical execution and set a clear, correct Empath-neighbor timeline to resolve immediately if the game continues.
🧠
I am likely to be executed. I want to leave a tight plan: exact Empath timeline, scrutinize Butler master trail, and prioritize the next execution so town can still win.
🧠
Bob's execution is locked in with 4 votes, 1 tick remaining. No action needed. Grace nomination only got 1 vote. Let this play out - speaking more risks drawing attention before the critical Day 4 final three.
🧠
Use the last public moment to lock in a clear, non-tie plan for tomorrow that uses mechanical checks, keeps ghost votes for final day, and prevents evil from rewriting stories overnight.
🧠
Lock in Bob’s execution without creating a tie, and set up clear, falsifiable info asks for tomorrow if the game continues.
🧠
Prevent a last second tie that saves Bob, and set up tomorrow’s mechanical cross checks if the game continues.
🧠
Lock in the no-tie execution on Bob and set a clear mechanical checklist for tomorrow to quickly catch the Demon if the game continues, while preserving ghost votes.
🧠
Nominations are closing in 1 tick, Bob will be executed. No useful action I can take now. Better to save energy for tonight's kill decision and tomorrow's defense. Wait to move to night phase.
πŸ“œ
Storyteller
The guillotine blade falls. Bob has been executed.
πŸ’€
Bob(Ghost)
Bob has died.
Night 3
πŸ“œ
Storyteller
β†’
Frank
Good evening Frank. You are the Imp. Who would you like to kill tonight? Remember that if you kill yourself this way, a Minion becomes the Imp.
🧠
Kill Alice to remove the town's most credible 'cleared' player. If she dies, Eve and I can push for Grace's execution tomorrow. If Alice is Soldier and survives, I still live to fight another day. Alice being alive as a 'cleared' voice against me is my biggest threat for tomorrow.
πŸ“œ
Storyteller
β†’
Frank
You attacked Alice, but they survived.
πŸ“œ
Storyteller
β†’
Grace
Good evening Grace. You are the Butler. Who would you like to be your master tomorrow?
🧠
Alice has been the most consistent town coordinator and is likely to vote with the majority. Choosing her maximizes my chance to have an available vote in final four.
πŸ“œ
Storyteller
β†’
Grace
You chose Alice to be your master.
πŸ“œ
Storyteller
β†’
Eve
Good evening Eve. You are the Spy. You can secretly see information about all players: - Alice: Soldier (good), Alive - Bob: Washerwoman (good), Dead - Charlie: Investigator (good), Dead - David: Librarian (good), Dead - Eve: Spy (evil), Alive - Frank: Imp (evil), Alive - Grace: Butler (good), Alive - Heidi: Slayer (good), Dead
Day 4
πŸ“œ
Storyteller
A peaceful night has passed. All villagers are present and accounted for.
🧠
Reveal I am the Butler locked to Alice today, get Alice’s role/plan, and ensure she votes on the execution I want so I am not mechanically prevented from voting in final four.
🧠
Coordinate with Frank on defense strategy. No one died N3 - likely because Alice is Soldier. I should push suspicion onto Alice for surviving. We need to survive today's nomination.
🧠
Coordinate with Eve to push Grace's execution today. If Grace dies, we hit 3 players, can't kill Alice at night, but day 5 with no execution = evil wins since no real Mayor exists. Eve and I control 2 of 3 votes.
🧠
Share my Librarian ping and use the no-death night plus Butler consistency to push Alice and Frank toward a decisive, mechanically grounded execution plan for final four.
🧠
Coordinate with Alice and Frank to pressure-test Empath and Butler mechanics, then focus today’s execution on the most mechanically inconsistent suspect while I save my ghost vote for the decisive nomination.
🧠
Give alive players a clear fork: either execute Grace based on the no-death clue, or if trusting Mayor, coordinate a no-exec path. Keep my ghost vote for the deciding kill.
🧠
Get aligned with Alice and Frank on current claims, push for concrete night-by-night timelines, and decide whether my ghost vote should be used to force an execution on the likeliest Demon today.
🧠
Share my Soldier status and the key mechanical read from the no-death night, then force a focused decision between Eve and Grace before nominations, coordinating with Frank and a dead vote.
🧠
Get Eve’s full Empath timeline and neighbor assumptions locked in before nominations, so town can compare stories and pick the best execution target.
🧠
Claim 0 every night as Empath, clearing all my neighbors (including Frank). This points to Grace as the only living player never my neighbor, making her the prime suspect. I give Grace the info she asked for but let the logical implications speak for themselves rather than directly accusing her. This supports Frank's plan to get Grace executed today.
🧠
Whisper to Alice and David pushing Grace as the Demon. Use the Empath 0 reading to implicate Grace. If Alice believes Grace is the Demon, she'll nominate Grace, and with coordinated votes Grace dies, putting us at 3 alive and guaranteeing evil victory.
🧠
Steer town toward executing Grace while there are 4 alive, and commit my ghost vote to secure majority. Also flag an alternate world so they ask Eve/Frank for specifics before locking in.
🧠
Lock down Eve’s exact Empath info and neighbor logic, then use it to coordinate a clean nomination target for today while I still have my ghost vote.
🧠
Get exact Empath timeline and align it with the no-death night to narrow demon between Grace, Frank, and Eve before nominations; steer town to a decisive execution.
🧠
Get precise, checkable timelines from Eve and Grace now, so town can choose a single best Demon suspect today and I can spend my ghost vote only if it secures the win.
🧠
Lock exact timelines from Eve and Grace so town can do chain logic in public and avoid a mis-execution at four alive; then push nomination on the mechanically weakest story.
🧠
Lock my Butler timeline in writing to key players before nominations, reduce suspicion on me, and keep Alice aware she controls whether I can vote today.
🧠
Sticking with 0-claim is the best evil play. It 'clears' Frank from my Empath perspective and makes me the execution target. If I'm executed, evil still wins since Frank+Alice+Grace remain and Frank kills Grace at night. I need to respond consistently to everyone asking and redirect suspicion toward Alice or Grace where possible.
🧠
Reinforce with Alice that Grace is the Demon and should be executed today. Counter the no-execution idea. Keep Alice trusting me as Mayor so she doesn't suspect me at final 3.
🧠
Get Eve to publicly lock in exact Empath nights and neighbors, and to commit to a nomination/vote plan. If she hedges or changes, we pivot suspects before it is too late.
🧠
Push the alive town to notice Eve’s internal contradiction and to treat Grace as the mechanically clean execution if Eve’s Empath is believed. Save my ghost vote for a Grace execution.
🧠
Force exact public timelines and steer town toward an execution today. With 4 alive, avoid demon exploiting a no-execution line; use my ghost vote only if stories align on a clear demon candidate.
🧠
Push a decisive final-4 execution plan. Eve’s story either hard-clears Frank/Alice and implicates Grace, or Eve is evil for contradicting her own 0 read. I’ll spend my ghost vote where it secures the best demon kill.
🧠
Align living votes and public statements so we secure a Grace execution today, while setting a clear pivot plan if she survives or if the game continues.
Nominations β€” Day 4
πŸ“œ
Storyteller
Nominations are now open. Please remember that only living players may nominate.
🧠
With four alive, we must take a decisive execution. Grace is the only player not mechanically fitting Eve’s Empath timeline plus the no-death Soldier-bounce theory.
πŸ“œ
Storyteller
Voting starts now for Grace. 2 votes needed for execution. Raise your hand if you want to vote for them.
🧠
I’m on the block; I must remind town of my mechanical confirmation and create doubt in the β€˜Eve clears Frank therefore Grace is Demon’ line so they don’t reach 2 votes.
🧠
We must secure an execution today. Grace is the only player that fits the no-death plus Empath-0 world; even in alternate worlds, killing Grace is the best test and keeps us in a winnable final three.
🧠
My ghost vote can secure the execution today. Grace is the best mechanical suspect from Eve’s consistent 0s plus no-kill. If wrong, we narrow to Eve or Frank next day.
🧠
I think Grace is the top remaining evil candidate and this execution is likely game-winning. I will spend my ghost vote to ensure Grace goes on the block and dies.
🧠
Use my single ghost vote now to push Grace’s execution, since if she is the Demon we immediately win, and if not, it forces progress at a pivotal 4-alive day.
🧠
Grace already has 4 votes, enough for execution. Voting for her seals the deal and maintains my good cover. Once she's executed, only 3 alive and evil wins. Must vote yes.
🧠
Warn town about over-trusting the Grace execution, conserve my ghost vote, and set a clear plan for final 3 based on who remains.
🧠
Grace's execution is essential for evil to win. With 5 votes already secured, my vote won't change the outcome, but voting YES maintains consistency with my fake all-zero Empath narrative that points to Grace as the Demon. Refusing to vote would be suspicious and inconsistent.
🧠
Warn about the 4-to-3-to-2 loss path and push voters to reconsider; if they still execute me, give a clear tomorrow plan to execute between Eve and Frank.
🧠
Reinforce the logical chain supporting a Grace execution while acknowledging it is do-or-die at four alive; keep votes from wavering and set a clear contingency if the game continues.
🧠
Lock in the most mechanically grounded do-or-die execution at four alive, and set a clear contingency plan if the game continues.
🧠
Lock in votes on Grace as best demon solve, while setting a clear contingency plan if she is good so town does not flail and lose at final three.
🧠
Lock in the vote on Grace using the forced-poe from Eve’s timeline, while setting a clear contingency plan to avoid paralysis if the game continues.
🧠
Grace's execution is locked in with 6 votes including mine. My hand is already raised. No need to speak or change anything - just let the execution go through. After Grace dies, 3 remain, I kill Alice at night, evil wins at 2 alive.
🧠
I will not spend my ghost vote since enough hands are up, but I want Eve to restate her exact Empath timeline now so town can sanity-check before the count is locked.
🧠
Grace's execution guarantees evil wins - either Frank kills me at night for immediate win, or Frank kills Alice (Soldier survives) and town executes me next day for win at 2 alive. I must ensure Grace dies by confirming my Empath timeline publicly as Bob requested, preventing any last-minute vote changes.
πŸ“œ
Storyteller
Voting is now closed.
πŸ‘»
Charlie(Ghost)
Ghost vote used by Charlie
πŸ‘»
David(Ghost)
Ghost vote used by David
πŸ‘»
Heidi(Ghost)
Ghost vote used by Heidi
πŸ—³οΈ
New execution leader: Grace with 6 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 6 votes and will be executed when nominations close, unless another nominee receives equal or more votes.
🧠
I am already on the block with 6. Only chance is to create a tie or higher vote on another nominee. Nominating Eve is the best mechanical and social test and may prevent my execution.
πŸ“œ
Storyteller
Voting starts now for Eve. 7 votes needed for execution or 6 votes to tie. Raise your hand if you want to vote for them.
🧠
Grace's execution is imminent with 6 votes. If she dies, only 3 remain and Frank kills tonight for evil win. My nomination can't get enough votes, so staying quiet and waiting is optimal.
🧠
I cannot save myself mechanically, so I must leave a clear, decisive plan for the remaining players to execute the Demon if the game continues past tonight.
🧠
Prevent a tie that could spare Grace. Lock in the best execution today, and set a clear contingency plan if the game continues.
🧠
Prevent a tie that would cancel today’s execution. Lock in Grace execution, then set a clear next-day plan: if game continues, execute Eve immediately.
🧠
Prevent wasted votes or accidental ghost vote burn, keep focus on executing Grace, and lock in the contingency plan if we wake tomorrow.
🧠
Lock town onto the highest EV line: no tie risk today, keep votes down on Eve, execute Grace; if game continues, force the follow-up execute on Eve then Frank.
🧠
Grace's execution guarantees evil victory - after tonight's kill only 2 players remain. I should stay quiet and not interfere. Voting for Eve could raise suspicion or create complications.
🧠
Prevent an accidental tie that could cancel the execution, while locking the town into the correct next-step tree if Grace is not the Demon.
🧠
No action needed. Everyone is keeping hands down on my nomination, ensuring Grace stays on the block with 6 votes and gets executed. After that, Frank should kill me at night to bring it to 2 alive (Alice + Frank) for an immediate evil win. Speaking could only risk disrupting this.
🧠
Prevent a tie/no-execution during the Eve vote. Even if I die, preserving clean execution math gives good the best chance and sets a clear next-day plan.
🧠
Avoid any tie or wasted votes during Eve vote; preserve town's plan and execute Grace today, then resolve remaining world tomorrow if needed.
🧠
Reinforce the no-tie plan during the live vote so good does not accidentally create a tie or waste resources; keep the solve path deterministic.
🧠
Lock in optimal play: avoid creating a tie or wasting votes, and set a clear execution order for final 3 if we wake up.
🧠
Reinforce correct vote discipline: avoid tie or no execution. Lock in the plan so alive players do not panic-vote on Eve and accidentally save the Demon.
🧠
Grace is about to be executed with 6 votes. Once she dies, only 3 players remain: me, Eve, and Alice. Evil has majority and wins. I just need to stay quiet and not do anything risky. Do NOT vote for Eve or draw any attention.
🧠
Do not risk creating a tie or wasting my single ghost vote. Let the planned execute on Grace stand, then keep resources to force the next execute if we wake tomorrow.
πŸ“œ
Storyteller
Voting is now closed.
πŸ—³οΈ
Nominee Eve did not reach the 7 vote threshold.
πŸ“œ
Storyteller
Eve did not receive enough votes (0/7).
🧠
Grace's execution is locked in with 6 votes. No action needed. Frank will kill me tonight, leaving 2 alive (Alice + Frank) and evil wins cleanly. Waiting is the safest move.
🧠
Leave a clear, simple solve order for the living so they do not hedge tomorrow, maximizing chance to kill the Demon in the remaining day.
🧠
Reinforce no last-second vote shenanigans and add my Soldier info to explain the no-death night, supporting that the Demon likely hit me and Grace remains best execution.
🧠
Lock in the endgame plan and prevent a final three misplay or a hedge that gives evil an out.
🧠
Lock in the clean line: do not create a tie today. Grace dies now; if game continues we follow the agreed execute order to cover remaining worlds.
🧠
Lock in the clean line and prevent any last second tie or no-execution mistake. We are dead and cannot vote, so best help is clear public guidance.
🧠
Grace's execution is locked at 6 votes. After she dies, only 3 remain. At night I kill Eve (can't kill Alice who is Soldier), leaving 2 alive at dawn = evil wins. Just need to lay low and let this play out.
🧠
Lock in the safe vote math: avoid late ties or no-exec, let Grace die today, and set a clear execute-order if we wake to prevent evil confusion.
πŸ“œ
Storyteller
The guillotine blade falls. Grace has been executed.
πŸ’€
Grace(Ghost)
Grace has died.
Night 4
πŸ“œ
Storyteller
β†’
Frank
Good evening Frank. You are the Imp. Who would you like to kill tonight? Remember that if you kill yourself this way, a Minion becomes the Imp.
🧠
Kill Eve tonight to reduce living players to 2 (Alice and me). With only 2 players alive and the Demon still in play, evil wins immediately at dawn. This is the safest, most direct path to victory with zero risk of town interference.
πŸ’€
Eve(Ghost)
Eve has died.
πŸ“œ
Storyteller
β†’
Frank
You chose to kill Eve.
🏁

Game Over

Two Players Left
Winner: Evil