Game Detail

Players

Alice (Drunk) Bob (Butler) Charlie (Empath) David (Monk) Eve (Saint) Frank (Ravenkeeper) Grace (Imp) Heidi (Baron)

Token Usage

TeamInput TokensOutput TokensCost (USD)
Good652,410127,259$2.9233
Evil242,322123,539$1.4753

Event Transcript

🎭
The game has started.
πŸ“œ
Storyteller
β†’
Heidi
You are the Minion. The Demon is Grace.
πŸ“œ
Storyteller
β†’
Grace
Minions are: Heidi. Your safe bluffs are: Virgin, Investigator, Soldier
πŸ“œ
Storyteller
β†’
Charlie
Good evening Charlie. You are the Empath. You sense that 0 of your neighbors is evil!
πŸ“œ
Storyteller
β†’
Bob
Good evening Bob. You are the Butler. Who would you like to be your master tomorrow?
🧠
Pick someone I can easily coordinate with early so my Butler restriction does not accidentally block my vote on a crucial day one execution.
πŸ“œ
Storyteller
β†’
Bob
You chose Alice to be your master.
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!
🧠
Establish contact with my Minion Heidi, share the safe bluffs (Virgin, Investigator, Soldier), and coordinate our claims early on Day 1.
🧠
Coordinate my forced voting restriction and get an early role claim to start building consistent worlds and spot conflicts.
🧠
Get early private role claims from neighbors to build trust and create contradiction checks later, without exposing that I am Ravenkeeper and scaring the Demon off killing me.
🧠
Avoid revealing I am the Saint while still cooperating enough to prevent claim collisions and reduce suspicion.
🧠
Lock in early trusted allies, get their role claims and starting info, and coordinate a plan for nominations that avoids wasting executions on my neighbors if my info holds.
🧠
Protect my Slayer identity while confirming Bob’s voting constraint and extracting his other info to help build an early world view.
🧠
Build a small trust circle with Charlie and Bob, share my real role privately, and set up a protective plan without exposing myself to the Demon yet.
🧠
Coordinate my bluff with my Demon (Grace) on Day 1 to ensure our claims do not clash and to plan our strategy.
🧠
Coordinate bluffs with my minion Heidi so we don't overlap and can plan our targets.
🧠
Answer David’s direct question, build trust with the Empath and Monk, and coordinate my Butler voting restriction without outing it publicly to everyone yet.
🧠
Coordinate claims with neighbors so I can safely bluff a high value info role to bait a night kill, while avoiding conflicts with actual info roles.
🧠
Respond to Frank without exposing my Saint role, prevent claim collisions, and encourage a plan that helps good while keeping me off the execution block.
🧠
Coordinate with Alice since Bob is her Butler master, share limited trust info about Bob and David, and gather Alice’s claim/info to guide today’s execution and future protection.
🧠
Maintain cover while extracting Charlie’s exact info so we can build trust chains and narrow Demon candidates without exposing my Slayer shot.
🧠
Get early role claims and any starting info, and test Bob's Butler claim via Alice. Also start building a protection and execution plan around the Empath.
🧠
Coordinate my bluff with my Demon, Grace. I'm suggesting a flexible strategy where I can claim Butler or Investigator depending on how many real Outsiders claim, and offering Bob/Charlie as potential targets if I go with Investigator.
🧠
I need to respond to Frank and Eve's group whisper. By claiming Soldier (one of my safe bluffs), I establish myself as a passive good player with no starting info to fake, which aligns with my plan.
🧠
Collect key starting info from players not yet in my info net, and seed my Butler constraint so voting later is coordinated with Alice.
🧠
Respond to Bob to maintain social trust while not exposing Ravenkeeper. Track Butler constraint and set up later coordination without giving evil actionable targeting info.
🧠
Answer David without revealing Saint, avoid claim collisions, and ask Alice to confirm whether Bob’s Butler story matches what she heard to test Bob’s credibility.
🧠
Answer Alice directly to build a trusted info chain and set up coordinated voting with Butler, while keeping the Empath network tight for later deductions.
🧠
Answer David and Eve consistently with my Soldier bluff, confirm Bob’s Butler story, and extract their claims while lightly flagging that I may coordinate votes for Bob.
🧠
Gather starting info/claims from Frank and Grace without widely outing that I am the Monk, so we can form a consistent world and pick good protection targets.
🧠
Bluff as the Investigator to Bob and Frank, putting a Poisoner ping on Alice or Charlie, to sow discord and deflect suspicion.
Nominations β€” Day 1
πŸ“œ
Storyteller
Nominations are now open.
🧠
With no hard info, steer town away from random executions and toward resolving claim conflicts with more data, while keeping myself off the block as Saint.
🧠
Use last public moment to demand any starting info and lock in claims, so we can make a higher-confidence execution plan tomorrow and I can protect a key info role tonight.
🧠
Get my Empath zero on record so town avoids misexecutes on my neighbors and focuses on gathering starting info and shaping a productive Day 2.
🧠
Publicly claim Soldier to establish my bluff and support the general consensus of passing on execution today.
🧠
Steer town to gather starting info and avoid a low-signal day one execution, while keeping my real Slayer role hidden for a stronger shot later.
🧠
Force the key Investigator accusation into the open with a concrete nomination, while preserving my ability to vote by nominating someone other than my master (Alice).
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-info execution on me, force Heidi to state her Investigator info publicly, and redirect suspicion toward inconsistencies (two Soldier claims, secondhand Investigator claim).
🧠
Delay/avoid a low-confidence Day 1 execution and force the alleged Investigator to go on record, increasing info and reducing framing risk.
🧠
Prevent a low-information day one execution on a valuable Empath claim, and pressure Heidi to go on record so we can resolve the Investigator story tomorrow.
🧠
I want to appear like a cooperative, cautious good player (Soldier) by agreeing with Eve and David's reasonable request for Heidi to publicly claim her Investigator info before voting. This protects my cover while pushing the decision back to my Minion, Heidi, to see how she wants to play it.
🧠
Prevent a shaky day one execution on hearsay, pressure Heidi to go on record, and deny Bob’s Butler-enabled vote unless I’m convinced.
🧠
I cannot vote unless Alice votes, so I should align with her stance and pressure Heidi to go on record. Public info now either secures a justified execute or exposes a bluff.
🧠
Confirming my private Investigator bluff publicly to support Bob's nomination of Charlie and put pressure on the good team.
🧠
Point out the mechanical inconsistency in Charlie’s Empath claim so town votes based on logic, not vibes, and ideally removes a likely Poisoner today.
🧠
Stop a bad day one execution on me by correcting the timing confusion, highlight role conflicts, and push for no execution plus better info tomorrow.
🧠
Charlie’s story conflicts with the public night log, and Heidi’s Investigator points at him. Executing Charlie is a reasonable D1 test that can remove an evil minion and clarify claims.
🧠
We need a strong day one decision. Charlie's impossible night zero Empath claim plus Heidi's Investigator ping makes him the best execution target to remove a likely Poisoner and create clearer worlds.
🧠
Raise my hand to vote for Charlie's execution. Since Heidi publicly shared her Investigator claim implicating Charlie, and other good players like Eve and David have voted, joining the vote is mechanically advantageous and maintains my good alignment bluff.
🧠
We need one more vote to execute. Charlie’s Empath timing claim is mechanically suspect and he is in Heidi’s Investigator pair with me; since I know I am good, I will vote to test Charlie.
🧠
Alice is voting so I am allowed to vote. The Investigator claim plus the suspicious Empath timing makes Charlie the best D1 execution to remove a likely Poisoner and gain clarity.
🧠
I will raise my hand to vote for Charlie. This is consistent with my fake Investigator claim that Charlie or Alice is the Poisoner, and executing him helps the evil team.
🧠
There are already enough votes, but adding mine helps lock in a high-confidence D1 execution on a player in an Investigator pair and with a suspicious claim.
πŸ“œ
Storyteller
Voting is now closed.
πŸ—³οΈ
New execution leader: Charlie with 7 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 7 votes and will be executed when nominations close, unless another nominee receives equal or more votes.
🧠
Try to prevent a D1 misexecution by pushing an alternative nomination with enough votes, and seed logic to re-evaluate Heidi’s info if I die.
🧠
Prevent a tie that would cancel the execution, and underline the rules inconsistency in Charlie’s claim so town keeps pressure on the most suspicious player.
🧠
Prevent a last minute tie that cancels execution, keep votes on Charlie, and set up next day focus on Soldier double-claim and Heidi info.
🧠
To support the execution of Charlie, who is currently on the block with 7 votes, by agreeing with David and pointing out Charlie's suspicious Empath claim.
🧠
Lock in today’s execution without creating a tie, and set up tomorrow’s mechanical check (Undertaker) while not outing as Slayer yet.
🧠
Stop a last minute tie, keep votes coordinated with my master, and push through an execution on the most mechanically inconsistent claim.
🧠
Allow the day to end so Charlie, a good player, is successfully executed. Nominating someone else would risk creating a tie or saving Charlie, which is counterproductive for the evil team.
🧠
Lock in the execution on the strongest mechanical inconsistency, prevent a tie/no-exe, and set up tomorrow’s analysis around surviving claims.
πŸ“œ
Storyteller
The guillotine blade falls. Charlie has been executed.
πŸ’€
Charlie(Ghost)
Charlie has died.
Night 1
πŸ“œ
Storyteller
β†’
David
Good evening David. You are the Monk. Who would you like to protect tonight?
🧠
Heidi is the most likely Demon kill as the only clear info role. Keeping her alive maximizes good info going into day two and may force the Demon into a more revealing kill.
πŸ“œ
Storyteller
β†’
David
You chose to protect Heidi.
πŸ“œ
Storyteller
β†’
Grace
Good evening Grace. 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 a logical good player while keeping Alice alive as the prime execution target for Day 2, framing her for the double Soldier claim and Heidi's Investigator ping.
πŸ’€
David(Ghost)
David has died.
πŸ“œ
Storyteller
β†’
Grace
You chose to kill David.
πŸ“œ
Storyteller
β†’
Bob
Good evening Bob. You are the Butler. Who would you like to be your master tomorrow?
🧠
Pick a master I currently read as broadly trusted and outside the Investigator pair, so I can still vote on a key execution tomorrow without being chained to a suspicious player.
πŸ“œ
Storyteller
β†’
Bob
You chose Eve to be your master.
Day 2
πŸ“œ
Storyteller
Morning breaks, but heavy hearts remain. David has been found dead in the night.
🧠
Coordinate with my minion Heidi to frame Alice as the Poisoner, which solves my double-claim on Soldier.
🧠
Get clarity on the Soldier double-claim and Heidi’s confidence, so we can choose a strong nomination today and set up late-game worlds. Also decide whether to pressure Alice or pivot to Grace/Heidi.
🧠
Get current claims and night info, and coordinate with Eve (my master) so my vote is usable in nominations.
🧠
Answer their questions, coordinate with Butler vote constraint, and push for resolving the double Soldier and Heidi’s info without revealing my Outsider role.
🧠
Share the clean logic chain from my death and David’s night death to push a strong candidate (Alice) and reduce noise before nominations.
🧠
Whisper to Frank and Bob to explain Grace's whisper and push Alice as the Poisoner, capitalizing on Charlie's death to get a good player executed and protect Grace.
🧠
Share my real role privately to trusted info holders and gather current night info so I can line up a high-confidence Slayer shot or nomination plan today.
🧠
Get current private info from Heidi and Eve, confirm who seems mechanically trusted, and steer today’s nomination toward the best Demon candidate while I still have a valuable ghost vote.
🧠
I want to whisper to Frank to plant the seed that Alice is the Poisoner. Since Charlie is dead, and Alice double-claimed Soldier with me, she fits Heidi's Investigator ping perfectly. This helps get Alice executed and clears my double-claim.
🧠
Calibrate Alice’s Slayer claim and coordinate a plan for nominations and possible Slayer shot, while warning her that Heidi and Grace are steering hard and may be evil.
🧠
Get Alice’s defense and align with Eve on today’s voting so my Butler restriction does not cause a failed execute, while testing Heidi’s logic chain.
🧠
Get clarity on Grace whisper and Soldier double-claim, and assess Heidi’s confidence. This informs whether Alice vs Heidi/Grace is best execution, while I avoid revealing Saint too early.
🧠
Build consensus on executing Alice by tying together Investigator ping and the Soldier double claim; if Heidi is lying, pressure still forces evil to react and reveals voting patterns.
🧠
Validate Alice's Slayer claim to defuse the double Soldier claim with Grace, ensuring Alice does not shoot Grace (the Demon), and direct her shot towards Bob or Eve.
🧠
Get Eve to state a role and suspicions; coordinate with Frank to protect me today and set up a high-confidence Slayer shot target for nominations or Day 3.
🧠
Get Frank’s current info web and coordinate the most logical nomination target. Seed the key deduction that Alice is the obvious suspect if Heidi is trusted, and check for any other info roles.
🧠
I want to respond to Eve's inquiry about my whisper to Heidi and reinforce the narrative that Alice is the Poisoner. This deflects suspicion from me (the double-claiming Soldier) and builds a case against Alice using Heidi's Investigator ping.
🧠
Coordinate with dead Monk, compare whisper networks, and prevent town from being railroaded into an unverified Alice execution if Heidi is evil or info is compromised.
🧠
Get clarity on Soldier double-claim and Grace’s motives, while syncing with my master Eve on whether we commit votes onto Alice or pivot to another suspect.
🧠
Tell a trusted player I am the Saint so they avoid pushing my execution, and share key mechanical concern: outsider-count mismatch suggests some claims/info are false; steer town toward better interrogation and a Demon-focused execute.
🧠
Nudge key players toward a coherent nomination order and highlight the Soldier conflict and Butler voting constraint to maximize execution accuracy and vote-data.
🧠
To coordinate with my Demon (Grace) about Alice's Slayer claim and direct her shot away from Grace, then execute Alice.
🧠
Get Grace and Bob to state exact claims, reasoning, and suspicions so I can prevent a mis-execution on me and aim my Slayer shot at the best demon candidate.
🧠
Update Frank on who knows my Monk protect, and propose a concrete mechanical test using Alice’s Slayer claim to avoid an autopilot execution and generate alignment tells.
Nominations β€” Day 2
πŸ“œ
Storyteller
Nominations are now open. Please remember that only living players may nominate.
🧠
I want to get Alice executed because she is the suspected Poisoner from my Investigator bluff (since Charlie is dead), and she is also a dangerous Slayer. Nominating her forces the town to address this.
πŸ“œ
Storyteller
Voting starts now for Alice. 3 votes needed for execution. Raise your hand if you want to vote for them.
🧠
Stop my execution so I can keep Slayer threat alive; push town to see that Heidi info does not prove I am Demon and that Charlie could have been the Poisoner already killed.
🧠
I want to execute Alice to eliminate a potential Slayer threat to my Demon, Grace, and to validate my fake Investigator claim. Voting for my own nomination is the most consistent and beneficial action.
🧠
I will raise my hand to vote for Alice to secure her execution and remove a threat to my Demon identity.
🧠
I want to conserve my ghost vote for late game and prevent a low-confidence misexecute. I also want to pressure Alice to take a Slayer shot to create hard info and test Heidi or Grace.
🧠
Bob likely cannot vote due to Butler restriction, so my ghost vote may be required to secure an execution. Alice is the clearest mechanical test point today.
🧠
Stop extra votes so Alice stays beatable by another nomination, and pressure Alice to use her Slayer shot now to generate decisive info without exposing Eve’s secret.
🧠
Steer town to demand immediate Slayer shot and coordinate my Butler voting constraint with Eve, while keeping pressure on Alice if she will not provide value.
🧠
Prevent a low-confidence execution that could remove a powerful good player; encourage a Slayer shot for immediate info and try to save Charlie’s ghost vote to keep Alice off the block.
🧠
Stop my low-confidence execution, preserve Slayer threat, and conserve ghost votes while redirecting town toward higher-value execution targets.
🧠
I want to convince the town to execute Alice today to prevent her from using her Slayer shot tomorrow, which could target my Demon, Grace.
🧠
Convince the town to vote for Alice and keep Charlie's hand raised, so Alice gets executed today and we eliminate the Poisoner/Slayer threat.
🧠
Prevent a low-confidence execution by persuading the last deciding voter (Charlie) to save his ghost vote and keep Alice alive for a Slayer shot into Heidi or Grace.
🧠
Pressure Alice to take the Slayer shot immediately; if she will not, justify keeping my ghost vote up to execute her and remove likely Poisoner.
🧠
Prevent a low-confidence execution that could kill our only Slayer; push for an immediate Slayer shot to create decisive information, then execute with better confidence.
🧠
I cannot vote unless Eve votes. I will publicly restate my Butler picks, push for an immediate Slayer shot, and try to prevent a low-confidence execution or wasted ghost votes.
🧠
Stop a low-confidence execution that could remove a good Slayer, keep Bob from being forced to vote, and push for immediate Slayer shot to generate hard info before we decide.
πŸ“œ
Storyteller
Voting is now closed.
πŸ‘»
Charlie(Ghost)
Ghost vote used by Charlie
πŸ—³οΈ
New execution leader: Alice with 3 votes. They will be executed when nominations close unless tied or surpassed by another nominee.
πŸ“œ
Storyteller
The vote passes. Alice is now on the block with 3 votes and will be executed when nominations close, unless another nominee receives equal or more votes.
🧠
I am on the block. Nominating Grace can create a tie to prevent my execution, or execute a strong suspect. Keeping me alive preserves the real Slayer shot for a better Demon solve.
πŸ“œ
Storyteller
Voting starts now for Grace. 4 votes needed for execution or 3 votes to tie. Raise your hand if you want to vote for them.
🧠
I want to defend myself against Alice's nomination and convince the good players (Eve, Frank, Bob) not to vote for me, keeping Alice on the block so she is executed today.
🧠
Create a tie by securing Eve and Frank votes on Grace, forcing Bob’s hand via Butler claim, so I survive to use real Slayer shot on a stronger Demon candidate.
🧠
Defend Grace (my Demon) from being voted on by pointing out Alice's desperation and refusal to shoot as Slayer, thereby keeping the execution on Alice.
🧠
Influence living players to create a tie using living votes, while conserving my single ghost vote for a decisive late-game execution if needed.
🧠
I cannot vote, so I should influence living voters to avoid a low-info tie and execute the most mechanically supported suspect, Alice.
🧠
Prevent a low-info tie and push the town toward executing the most mechanically suspicious player, preserving tempo for good.
🧠
Stop a tie that saves Alice, keep the strongest mechanical lead (Heidi’s ping plus Alice stalling) and preserve good votes going into night.
🧠
Prevent a low-info tie that gives evil a free night. Push for a decisive execution on the most mechanically suspicious player, while setting up next-day scrutiny of Heidi and Grace.
🧠
I want to support the town's decision not to vote for me, cementing Alice's execution and keeping my bluff as a helpful Soldier intact.
🧠
I am about to be executed; I must use my once-per-game Slayer shot now. Heidi is the most likely demon-driving this push and is the highest-value target.
🧠
Mock Alice's failed Slayer shot on me to cement her execution and prevent people from voting for my Demon, Grace.
🧠
Prevent a low-information tie that cancels today’s execution. Use the Slayer shot outcome to adjust reads and set tomorrow’s targets without wasting my ghost vote.
🧠
Stop a tie that gives evil a free night. Lock in Alice execution, then focus tomorrow on whether Heidi’s Investigator or Grace’s Soldier claim is the lie.
🧠
Prevent a tie that cancels execution and gives evil tempo. Keep town focused on using the night result and remaining claim conflicts tomorrow.
🧠
Prevent a tie that cancels today’s execution, keep pressure on likely evil, and set a clear plan to resolve Heidi versus Grace tomorrow using the night result.
🧠
Avoid creating a tie that cancels today’s execution and gives evil a free night. Preserve my vote position and keep focus on post-execution solving.
πŸ“œ
Storyteller
Voting is now closed.
πŸ—³οΈ
Nominee Grace did not reach the 4 vote threshold.
πŸ“œ
Storyteller
Grace did not receive enough votes (0/4).
🧠
The vote on me failed with 0 votes, and Alice remains on the block with 3 votes. With the nomination phase ending, I will wait to let Alice be executed and transition to night.
🧠
Last chance to redirect execution onto a higher-evility target and, if I die, leave a clear plan for Day 3 so town does not follow Heidi blindly.
🧠
To discourage any last-second nominations, solidify Alice's execution, and usher in the night phase.
🧠
Last tick: prevent a tie or panic nomination. Lock in Alice execution, then set a clear solve path for tomorrow focusing on Heidi versus Grace and night outcome.
🧠
Nominations are basically done. I want to lock in a clear plan for tomorrow: use my Empath zero to narrow suspects, and ensure town rechecks Heidi versus Grace versus Frank after Alice flips out.
🧠
Prevent a last second scramble that creates a tie or derails the planned execution; preserve structure so tomorrow’s logic uses the night kill and claim consistency.
🧠
Voting is closed and a tie is bad. Best is to conserve influence, let the execution resolve, then use the night death to reassess Heidi versus Grace and remaining Demon candidates.
🧠
Keep town from forcing a tie or last second scramble, let the execution resolve, and set up a structured solve tomorrow without endangering myself.
πŸ“œ
Storyteller
The guillotine blade falls. Alice has been executed.
πŸ’€
Alice(Ghost)
Alice has died.
Night 2
πŸ“œ
Storyteller
β†’
Grace
Good evening Grace. You are the Imp. Who would you like to kill tonight? Remember that if you kill yourself this way, a Minion becomes the Imp.
🧠
Frank is the most vocal and analytical good player remaining, leading the town's efforts to solve the Heidi versus Grace conflict. Killing him disrupts the good team's leadership and leaves only Bob and Eve alive.
πŸ’€
Frank(Ghost)
Frank has died.
πŸ“œ
Storyteller
β†’
Grace
You chose to kill Frank.
πŸ“œ
Storyteller(Ghost)
β†’
Frank(Ghost)
Good evening Frank. You are the Ravenkeeper. You have died tonight! Choose a player to learn their character.
🧠
Grace is one of the last living suspects and her Soldier claim could hide the Imp. Checking her now can directly identify the Demon or hard-confirm a key good role for tomorrow.
πŸ“œ
Storyteller(Ghost)
β†’
Frank(Ghost)
You chose Grace. They are the Imp.
πŸ“œ
Storyteller
β†’
Bob
Good evening Bob. You are the Butler. Who would you like to be your master tomorrow?
🧠
Maximize my chance to be able to vote on the decisive final-day execution by choosing the player most likely to vote in key moments, while avoiding likely suspects as master.
πŸ“œ
Storyteller
β†’
Bob
You chose Eve to be your master.
Day 3
πŸ“œ
Storyteller
Morning breaks, but heavy hearts remain. Frank has been found dead in the night.
🧠
Get current claims and strongest mechanical info from Eve and Heidi, and ensure my Butler voting restriction does not prevent us from executing the Demon today.
🧠
Tell Bob and Heidi I am the Saint so they never execute me, confirm I will vote to enable Butler, and focus the town on executing Heidi or Grace as likely Demon in final four.
🧠
Respond to Bob and Eve's whisper to maintain my Investigator bluff and point out the double Outsider claim, hinting at a Baron to sow confusion and set up an execution on one of them.
🧠
With 4 alive, town must hit Demon today. I will warn key suspects that my Slayer shot is not hard-clear due to poison risk and push them to lock a real role claim and a Demon suspect now.
🧠
Steer good players toward a coherent suspect set using my only hard info (Empath 0 on Bob+David) and highlight why Heidi’s Investigator claim cannot be true if I am real Empath.
🧠
I want to find out Eve's role and build trust with her by agreeing that Heidi (my minion) looks suspicious, which distances me from Heidi and makes my Soldier claim look more genuine.
🧠
Lock in a Grace execution by sharing my hard Ravenkeeper result to the two most influential alive players, so nominations/votes focus and we win today.
🧠
Get Eve and Bob aligned on verifiable mechanics (Butler voting) and narrow Demon suspects for today’s execution; preserve my ghost vote for the decisive nomination unless we need it now.
🧠
Get dead players' mechanical info and reads, and clarify my Butler voting pattern to reduce suspicion before final 4 nomination.
🧠
Get the critical Ravenkeeper result to the living voters fast and coordinate a Grace execution while warning them not to execute me (Saint).
🧠
To sow doubt about Frank's Ravenkeeper info by using the Outsider count to suggest Frank might be the Drunk, thereby protecting the Demon (Grace).
🧠
We have four alive and likely lose if we miss today, so I need exact role claims and strongest mechanical reasons to pick the Demon and spend my only ghost vote correctly.
🧠
Spread my mechanical read: if my N0 was sober, Bob is likely good; Heidi’s Investigator only coherently points to Alice as Poisoner. Push town to pressure Heidi/Eve and avoid wasting the last day.
🧠
To coordinate with my minion Heidi to decide whether to target Bob or Eve for execution today, securing an evil victory.
🧠
Give Bob and David the hard-confirm that Grace is the Imp and coordinate the voting constraints so the town actually executes Grace this day.
🧠
Get key alive decision-makers aligned on Frank’s Ravenkeeper claim so we can coordinate votes and execute Grace at 4 alive, while flagging the only real mechanical counterworld (Alice Poisoner poisoning Frank).
🧠
Get Grace claim and reaction to the Ravenkeeper accusation, while locking Eve into voting so my Butler vote is available. This helps decide whether to execute Grace safely today.
🧠
Pressure Grace for a concrete claim and counterargument to the Ravenkeeper accusation, while committing my vote so Bob can vote. We must land a Demon execute today at four alive.
🧠
To inform Grace of the claims, especially Eve's Saint claim (which is a win condition if executed) and the Ravenkeeper threat, and to coordinate our strategy.
🧠
Get Bob’s current Butler master and alignment read, plus Eve’s claim, to decide where my single ghost vote should go to ensure the Demon dies today.
🧠
Force Heidi to restate exact Investigator info and commit to a coherent world. Either she slips (evil) or she confirms Alice was Minion, narrowing Demon to Eve versus Grace (with Bob likely good).
🧠
Defend myself against Frank's Ravenkeeper claim by pointing out that Frank must be the Drunk due to the number of Outsiders, and steer the focus towards Heidi to keep Eve on my side.
🧠
Lock in the win by making sure the living coordinate nomination and voting math, especially Butler constraints, before nomination phase starts.
🧠
Lock in majority on Grace by coordinating Eve and Bob voting, and offering my ghost vote, so we convert Frank’s Ravenkeeper check into a win today.
Nominations β€” Day 3
πŸ“œ
Storyteller
Nominations are now open. Please remember that only living players may nominate.
🧠
With four alive we must hit the Demon today. Frank’s Ravenkeeper check on Grace is the strongest mechanical lead, so I will put Grace on the block and force the town to resolve it now.
πŸ“œ
Storyteller
Voting starts now for Grace. 2 votes needed for execution. Raise your hand if you want to vote for them.
🧠
To defend myself against the nomination by pointing out that Frank is likely the Drunk due to the high Outsider count (Bob Butler, Eve Saint), which would make his Ravenkeeper info pointing to me as the Imp false.
🧠
At four alive we must hit the Demon today. Frank’s consistent Ravenkeeper-to-Grace info is the strongest mechanical lead; I will vote Grace so Bob can also vote and we can secure the execute.
🧠
Lock in the execution with my ghost vote; it is the fastest and most reliable way to win today and prevents last-second manipulation.
🧠
Defend my Demon (Grace) during the voting phase by reinforcing the Baron/Drunk explanation so other players do not vote for her.
🧠
With four alive we cannot afford a miss. Frank’s night-death Ravenkeeper claim is the most concrete lead, and Grace/Heidi’s Baron math conflicts with Heidi’s earlier Poisoner story. I will spend my ghost vote to execute Grace if needed.
🧠
At four alive, failing to execute the Demon today likely loses. Frank’s Ravenkeeper claim plus his immediate check on Grace is our strongest mechanical lead; I will spend my ghost vote to secure the execute.
🧠
Eve is voting so I am allowed. Frank’s repeated Ravenkeeper claim plus Heidi’s defensive posture makes Grace the best execution at 4 alive; take the shot to end the game if true.
🧠
I cannot vote, so I must give the living a clean logic chain: my Empath 0 clears Bob, making Grace or Heidi the best execution. Frank’s Ravenkeeper on Grace is the strongest direct hit; outsider-count arguments are speculative.
🧠
I want to convince the voters that Frank's Ravenkeeper information is false by proposing he was poisoned on the night he died, which explains why he saw me (the 'Soldier') as the Demon.
🧠
Cut through the Outsider-count fog and keep the town focused on the only hard mechanical info: Frank’s consistent Ravenkeeper result backed by David, so we execute Grace today.
🧠
Dead votes are scarce. Since two living votes are already on Grace and the threshold is 2, I retract my hand to conserve my ghost vote for endgame.
🧠
To convince Bob to lower his hand by pointing out the Butler voting restriction, which prevents him from voting if I (his master) am not voting. This will reduce the votes on Grace and help discredit Bob's claim.
🧠
Lock in the Grace execution by undermining the Outsider-count and highlighting Bob’s Butler vote contradiction; we cannot afford to miss at four alive.
🧠
Keep votes on Grace by undercutting the Outsider-count distraction and clarifying Bob’s Butler voting so town does not drop votes. If Grace survives, set up Heidi as next suspect.
🧠
Clarify my Butler master is Eve so my vote is legal, keep pressure on executing Grace based on Ravenkeeper info, and prevent Heidi from derailing with rules confusion.
🧠
Lock in the execution while reminding town that outsider-count and poisoning explanations are speculative; with four alive, we must prioritize the hardest mechanical info and avoid being talked out of the vote.
πŸ“œ
Storyteller
Voting is now closed.
πŸ‘»
Alice(Ghost)
Ghost vote used by Alice
πŸ‘»
David(Ghost)
Ghost vote used by David
πŸ—³οΈ
New execution leader: Grace with 4 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 4 votes and will be executed when nominations close, unless another nominee receives equal or more votes.
🧠
I am on the block with 4 votes and about to be executed. My only chance of winning is to nominate Eve (who claims Saint) and try to get her executed, which would trigger an immediate evil victory. I will frame her Saint claim as a Demon bluff.
πŸ“œ
Storyteller
Voting starts now for Eve. 5 votes needed for execution or 4 votes to tie. Raise your hand if you want to vote for them.
🧠
Prevent an instant loss from a tie/execution on me, and keep the town focused on executing Grace where we already have the best mechanical lead.
🧠
I am currently on the block with 4 votes and will be executed unless we can tie or surpass this on Eve. I must raise my hand to vote for Eve to keep our chances alive.
🧠
Prevent a tie or Saint-loss by stopping votes on Eve, ensuring Grace stays on the block and is executed.
🧠
I need to raise my hand to vote for Eve. Voting for Eve either executes the Saint (instant evil win) or ties the vote at 4, preventing Grace's execution and saving my Demon.
🧠
Stop a tie that would move the block to Eve and potentially lose to a Saint execution. Keep execution on Grace, the strongest mechanical lead via Ravenkeeper.
🧠
Prevent a tie or accidental Saint loss by stopping votes on Eve; keep Grace executed based on Ravenkeeper info, preserving good’s best win path.
🧠
Prevent a dangerous tie or Saint loss and keep execution on Grace, our best mechanical lead, while clarifying my Butler voting constraint.
🧠
Stop a tie or Saint loss. Preserve the Grace execution as the strongest lead and avoid wasting votes on Eve.
🧠
Prevent a tie or my execution (instant loss if I am Saint) and keep the block on Grace, which is our strongest mechanical lead from Frank’s Ravenkeeper info.
🧠
I will lower my hand to avoid looking desperately evil by trying to force a tie on the Saint. This maintains my bluff as a good Soldier trying to cooperate with the town.
🧠
Stop a tie on Eve and preserve the execution on Grace, which my Ravenkeeper info says is the Imp. Encourage Heidi and anyone else to keep hands down.
🧠
Lowering my hand to avoid looking entirely evil, since we cannot mathematically reach the 4 votes needed to tie Eve anyway.
🧠
Lock in the current block and prevent a disastrous tie onto Eve. Keep town focused on executing Grace, our strongest mechanical lead via Ravenkeeper.
🧠
Prevent a dangerous tie or Saint loss on Eve, and lock in Grace’s execution which is currently our strongest mechanical lead from Frank’s Ravenkeeper info.
🧠
Prevent a tie onto Eve and avoid an instant Saint loss; keep town coordinated so Grace stays executed, then reassess with fewer players.
🧠
Stop any last-second votes that could tie onto Eve and possibly lose to a Saint. Lock in Grace execution as the highest-EV line.
πŸ“œ
Storyteller
Voting is now closed.
πŸ—³οΈ
Nominee Eve did not reach the 5 vote threshold.
πŸ“œ
Storyteller
Eve did not receive enough votes (0/5).
🧠
Lock in Grace execution without risky ties, keep town focused on best hard info, and set up a clear plan for final three if Grace is not the Demon.
🧠
Persuade Heidi to nominate Bob in the final tick to create a potential tie and prevent my execution, while reinforcing my Soldier bluff and the poisoned Ravenkeeper theory to the town.
🧠
Lock in Grace’s execution by discouraging new nominations and preventing any vote totals that could tie or surpass, while preserving my ghost vote unless absolutely needed.
🧠
My Demon, Grace, is on the block with 4 votes. If she is executed, we lose. I must nominate Bob as she requested to try and force a tie or redirect the execution, saving her.
πŸ“œ
Storyteller
Voting starts now for Bob. 5 votes needed for execution or 4 votes to tie. Raise your hand if you want to vote for them.
🧠
Prevent town from shifting the block or wasting votes on me; preserve the Grace execution line and avoid Saint-risk/ties.
🧠
Prevent a tie or block swap. Keep Grace on the block for execution, which is our best shot at killing the Imp and avoids risking a Saint loss.
🧠
I need to vote for Bob to try and force a tie or execution, saving myself from being executed as the Demon. As the claimed Soldier, I must fight for my survival.
🧠
Prevent a tie or block swap that saves the Imp. Reinforce no-vote discipline and conserve my ghost vote for final three if needed.
🧠
I must vote for Bob to attempt to tie the vote at 4, saving Grace (the Demon) from being executed and securing our survival.
🧠
Prevent a tie or block move during Bob vote; maintain Grace on the block so we execute the strongest demon candidate today.
🧠
Stop late-game tie shenanigans that could move the block off Grace. Encourage everyone to keep hands down on Bob so Grace is executed as planned.
🧠
Prevent a tie or execution shift off Grace onto Bob. I cannot vote, so I must verbally coordinate hands down to keep the clean line and avoid losing to confusion.
🧠
Prevent a tie or block shift that saves Grace. Reinforce that I cannot vote without Eve, and encourage everyone to keep hands down on me so Grace stays executed.
🧠
Prevent a tie that could move the block off Grace or create Saint-loss risk, and keep the town on the clean execution plan.
🧠
Try to persuade Eve and Alice to vote for Bob to force a tie and save me from execution.
🧠
Prevent a tie/no-execution by discouraging votes on Bob, ensuring Grace stays executed today based on my Ravenkeeper info.
🧠
Try to convince Eve or a ghost to vote for Bob to force a tie and save the Demon from execution.
🧠
Stop a late tie or block swap that could spare Grace. Reinforce that executing Grace is the highest EV line given Ravenkeeper info and behavior.
🧠
Reinforce the correct mechanical play: do not create a tie or move the block. Let Bob vote fail so Grace stays executed; then reassess tomorrow if needed.
🧠
Prevent a tie that stops Grace’s execution; reinforce the safest win line with four alive while pointing out tie helps evil regardless.
πŸ“œ
Storyteller
Voting is now closed.
πŸ—³οΈ
Nominee Bob did not reach the 5 vote threshold.
πŸ“œ
Storyteller
Bob did not receive enough votes (2/5).
🧠
Lock in the safe line: no more nominations, no tie math, keep Grace executed. As Butler, avoid creating vote confusion and help town end day cleanly.
🧠
Use final seconds to prevent another scramble nomination or tie, and keep focus on executing Grace while protecting myself from any accidental execution risk.
🧠
Defend myself as the Soldier and argue that executing me will lead to an immediate evil victory because the game will continue and the demon will kill tonight. Point out Frank was poisoned.
🧠
Lock in the winning execution by preventing any last second tie, nomination, or vote swing. Reaffirm mechanical Ravenkeeper proof and the danger of no execution at four alive.
🧠
Sow doubt about Frank's Ravenkeeper info by proposing he is the Drunk, which aligns with a Baron being in play and my Investigator info being false.
🧠
With one tick left, I must reinforce the no-tie line so Grace stays executed; it is the only play that can win immediately and avoids giving evil extra room.
🧠
Use last seconds to stop any further nominations or tie attempts and keep execution on Grace, the highest-probability Demon per Ravenkeeper info and behavior.
🧠
Last tick: lock in the execution on Grace and stop any tie or block swap. Emphasize why Frank’s Ravenkeeper info is likely sober, and why Heidi’s tie push helps evil.
πŸ“œ
Storyteller
The guillotine blade falls. Grace has been executed.
πŸ’€
Grace(Ghost)
Grace has died.
🏁

Game Over

Demon Dead
Winner: Good