Game Detail

Players

Alice (Poisoner) Bob (Washerwoman) Charlie (Butler) David (Virgin) Eve (Ravenkeeper) Frank (Librarian) Grace (Imp) Heidi (Fortune Teller)

Token Usage

TeamInput TokensOutput TokensCost (USD)
Evil199,97640,383$0.1688
Good530,85452,264$1.6607

Event Transcript

🎭
The game has started.
πŸ“œ
Storyteller
β†’
Alice
You are the Minion. The Demon is Grace.
πŸ“œ
Storyteller
β†’
Grace
Minions are: Alice. Your safe bluffs are: Saint, Mayor, Recluse
πŸ“œ
Storyteller
β†’
Alice
Good evening Alice. You are the Poisoner. Who would you like to poison tonight?
🧠
Poison Bob to disrupt potential information-gathering roles. As my neighbor, if he's Empath he learns about evil nearby. Poisoning prevents accurate info that could expose me or Grace.
πŸ“œ
Storyteller
β†’
Alice
You chose to poison Bob.
πŸ“œ
Storyteller
β†’
Bob
Good evening Bob. You are the Washerwoman. Either Grace or Eve is the Undertaker.
πŸ“œ
Storyteller
β†’
Frank
Good evening Frank. You are the Librarian. Either Eve or Charlie is the Butler.
πŸ“œ
Storyteller
β†’
Heidi
Good evening Heidi. You are the Fortune Teller. Choose 2 players to learn if either is a Demon.
🧠
Get an early Fortune Teller read on two non-neighbors to start building a suspect pool while keeping flexibility if I hit the red herring.
πŸ“œ
Storyteller
β†’
Heidi
You chose Bob and Eve. You receive the answer: NO.
πŸ“œ
Storyteller
β†’
Charlie
Good evening Charlie. You are the Butler. Who would you like to be your master tomorrow?
🧠
Pick a master who is easy to track and likely to vote with town on day one; choose a neighbor for reliability, and reassess tomorrow night based on behavior.
πŸ“œ
Storyteller
β†’
Charlie
You chose Bob 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!
🧠
Get early role claims and establish a voting coordination plan with my master while seeding a cross-check with another player.
🧠
Share my Washerwoman info privately to build a trust web with Charlie and David, and prompt them to cross-check claims without outing targets publicly too early.
🧠
Start building a trusted info network while minimizing the chance I out myself as Ravenkeeper too early; gather claims to set up D1 execution and future night-target bait.
🧠
Respond to Eve's whisper to build trust and gather information. I'll claim a role that fits my position and see what she reveals, which will help me determine if she's someone I can manipulate or need to be wary of.
🧠
Share my real role with a small circle, coordinate a future Virgin test, and ask follow ups to evaluate Bob’s claim without outing too widely.
🧠
Get early alignment-agnostic confirmation by asking Eve and Charlie for their roles/outsider status, without publicly outing my Librarian info yet.
🧠
Coordinate with my minion Alice and gather intel from Eve. Claiming Mayor gives me protection without nightly info to fake.
🧠
Share my Fortune Teller NO discreetly and get Alice and Grace to tell me their starting info and any claims they heard, building a trusted info circle.
🧠
Answer Frank so he stops fishing publicly, coordinate my vote restriction today, and extract Frank's claim/info for later logic.
🧠
Answer David clearly, keep my info within a small trusted circle, and set up future mechanical checks around the Undertaker claim.
🧠
Coordinate privately with Alice and Grace, share my true role, and set up a plan to bait a night kill so I can confirm a key player’s character if I die.
🧠
Respond to Heidi's Fortune Teller claim while maintaining my Empath bluff. I need to coordinate with Grace and keep the pressure on Bob/Heidi as my 'evil neighbor' to sow confusion and protect Grace.
🧠
Privately check Grace’s role claim against Bob’s Washerwoman info, without outing Bob widely, and set up a possible Virgin test or protection plan.
🧠
Confirm my Librarian info privately to Charlie, align on a consistent public story, and set up cross-checks with Bob and Eve without overexposing ourselves to a night kill.
🧠
Find out what Bob claimed to David so I can prepare my defense and ensure my Mayor bluff remains consistent with other claims.
🧠
Coordinate with Alice and Grace, reconcile Empath vs my FT ping, and plan N1 checks that maximize info on Bob without outing ourselves to the Demon too hard.
🧠
Share my mechanical confirmation and voting constraint so allies plan nominations and votes, and set up later Outsider count and Virgin test to lock in good players.
🧠
Coordinate with Charlie and David about Butler voting constraint and likely Undertaker candidate, while flagging the possibility of deception so we do not get vote-controlled.
🧠
Answer Frank to reduce suspicion on me as Outsider, get his claim, and align on a late-game vote-follow plan that does not expose Alice's Empath too early.
🧠
Coordinate with my Demon Grace on strategy. Discuss who to poison tonight and how to handle Heidi's Fortune Teller claim that currently points suspicion at Bob, which helps our team.
🧠
Clarify Grace’s real role versus her cover, share Bob’s exact info, and coordinate a safe public plan while keeping demon kill incentives in mind.
🧠
Confirm Eve is not Butler and quietly seed my Librarian info for later world-building, while prompting Eve for her real claim and any mechanical info.
🧠
I need to maintain my Mayor claim to David and explain why Bob's Washerwoman info is wrong. Since Alice poisoned Bob, his info is unreliable, which I can use to my advantage.
🧠
Get Grace's info from David and coordinate a plan to use my FT checks to test Bob and triangulate around Alice's Empath claim without outing too hard publicly.
Nominations β€” Day 1
πŸ“œ
Storyteller
Nominations are now open.
🧠
Use my starting info to force Grace and Eve to stake public claims, set up mechanical confirmation later, and avoid a low-info Day 1 execution.
🧠
Answer Bob clearly, avoid contradicting private allies, and set up a reason for demon to attack me at night so I can use Ravenkeeper info.
🧠
Get my starting info into the public space to anchor Outsider count and test consistency between Charlie, Eve, and Bob, without forcing an immediate risky execution.
🧠
Get a mechanical confirmation opportunity via my Virgin ability, while prompting Grace to state a public claim so we can reconcile Bob’s Washerwoman info and narrow suspects.
🧠
We are out of time. I want a Townsfolk to nominate David for a mechanical test. I cannot trigger it myself as an Outsider, so I must prompt Bob or Frank now.
🧠
We are out of time; triggering the Virgin now gives the town a hard confirm. If it fires, I am proven Townsfolk and David is proven Virgin, which helps lock worlds and hunt demon.
πŸ“œ
Storyteller
The Virgin's ability triggers! Heidi is executed immediately.
πŸ“œ
Storyteller
The guillotine blade falls. Heidi has been executed.
πŸ’€
Heidi(Ghost)
Heidi has died.
Night 1
πŸ“œ
Storyteller
β†’
Alice
Good evening Alice. You are the Poisoner. Who would you like to poison tonight?
🧠
Eve's Ravenkeeper claim is dangerous - if real and she dies, she learns a character. Poisoning her neutralizes this threat and protects Grace. Even if she's bluffing, it sows confusion.
πŸ“œ
Storyteller
β†’
Alice
You chose to poison Eve.
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.
🧠
Charlie is in the tight Bob/David cluster and claims Butler. Removing him disrupts their coordinated info sharing and creates chaos about who to trust. Avoiding Eve since she's Ravenkeeper bait.
πŸ’€
Charlie(Ghost)
Charlie has died.
πŸ“œ
Storyteller
β†’
Grace
You chose to kill Charlie.
Day 2
πŸ“œ
Storyteller
Morning breaks, but heavy hearts remain. Charlie has been found dead in the night.
🧠
Coordinate with strong info roles and the Mayor claimant to pick a high-value nomination plan for today and test contradictions around Bob/Eve/Grace.
🧠
Get fresh Empath info and Mayor claim context, then push the group toward a mechanically grounded execution, likely Bob if Alice still reads evil.
🧠
Get Undertaker confirmation of my role and coordinate a clean execution target. If Grace is UT, her info plus my FT and Alice’s Empath can lock onto Bob or Eve quickly.
🧠
Coordinate with Frank and Grace to lock in truthful info chains before nominations, and decide if we should pressure Bob or someone else today while I save my ghost vote.
🧠
Get mechanical confirmation of who is Undertaker and what they learned, then decide whether to push an execution or treat a claim as an evil bluff.
🧠
Coordinate with evil teammates Alice and Eve to align our stories and decide who to push for execution today. I need to maintain my Mayor bluff while helping Alice decide her next poison target.
🧠
Sync with David and Grace before nominations: confirm my Librarian info is now basically proven on Charlie, highlight Bob vs Eve claim tension, and ask for Grace’s info to choose best execution target.
🧠
Maintain my Empath bluff while supporting Grace's plan to execute Bob. I'll claim '1' again to keep pressure on Bob, hoping town doesn't realize poison makes him read good.
🧠
Get Alice’s role and any Empath info to resolve Heidi’s claim and decide whether today’s execution should be Bob or someone else.
🧠
Coordinate with Alice and Grace, flag Grace's 'poison' wording, and align on a public push and question set to catch Bob or another evil in contradictions before nominations.
🧠
Get mechanical confirmation from possible Undertaker and cross-check Librarian info, so we can focus nominations and spend my ghost vote correctly.
🧠
Get alignment reads and mechanical info from Bob and Alice fast so town can form a coherent execution plan before nominations, and so I can decide whether to spend my ghost vote later.
🧠
Answer Charlie’s questions and push the group toward a mechanically grounded execution target, focusing on the Grace versus Eve Undertaker contradiction.
🧠
Respond to Frank's direct question about my role. Stick to Mayor bluff, cast doubt on Bob's Washerwoman claim, and try to stay in the good team's trust circle.
🧠
Sync with David and Grace on the cleanest mechanical conclusion (Charlie was Butler) and set a nomination plan that pressures the most inconsistent claim (Bob vs Eve) while watching vote patterns for evil.
🧠
Cover for Grace's slip about 'poison' by reframing it, push Bob as the execution target since he's already poisoned and his info is unreliable.
🧠
Get Alice and Eve to lock public claims and any night info before noms, so we can choose between executing Bob versus testing other suspects with minimal risk.
🧠
Give David my exact claim and reasoning to coordinate the town push, while flagging alternative worlds so we do not tunnel if contradictions appear.
🧠
Get concrete mechanical info (Undertaker/Librarian/Empath updates) to choose the best execution and decide if to spend my ghost vote.
🧠
Get Grace to lock a role claim and, if Undertaker, confirm Heidi. That resolves Bob vs Eve world and guides today’s execution.
🧠
Get Alice’s read and any private info from Eve or Grace, then align on a coherent nomination target for today based on contradictions.
🧠
Maintain Mayor claim, deflect Undertaker questions by pointing out Bob's info is convenient Demon framing. Push for Bob's execution today while keeping evil team coordinated.
🧠
Sync with Alice and David: share that my Librarian likely resolved on Charlie=Butler, so we can stop chasing Outsider count and focus today’s pressure/execution on Bob unless strong counterevidence emerges.
🧠
Respond to David and Frank's questions about my Empath claims and push Bob as the primary suspect. Maintain my bluff and coordinate the execution target.
Nominations β€” Day 2
πŸ“œ
Storyteller
Nominations are now open. Please remember that only living players may nominate.
🧠
Use today’s execution to resolve the main info clash (Empath versus Washerwoman/Librarian web). If Bob is evil we likely win fast; if good, we narrow suspects to Grace or Frank.
πŸ“œ
Storyteller
Voting starts now for Bob. 3 votes needed for execution. Raise your hand if you want to vote for them.
🧠
Secure Bob’s execution while we have majority; it best fits the Empath info and resolves multiple claim conflicts. If wrong, it still narrows the world for tomorrow.
🧠
Use my ghost vote to help town execute Bob, the best current mechanical suspect given the reported Empath one and Grace’s Mayor claim.
🧠
Alice’s Empath points strongly to Bob being the consistent evil neighbor, and Bob’s claim conflicts with multiple worlds. Voting Bob is the best shot to hit evil and clarify the board.
🧠
Bob has 3 votes already. I need to secure this execution to eliminate a threat and validate my Empath bluff. This protects Grace and advances our win condition.
🧠
Bob already has 4 votes, so he's getting executed. I should vote to blend in with the town, solidify my Mayor claim, and help remove someone pushing a false narrative against me.
🧠
We already have enough hands, but adding mine helps ensure the execution. Bob is mechanically implicated by Empath and socially by forcing a Grace versus Eve fight.
🧠
Enough votes are already committed. I should conserve my single ghost vote for a later, higher-leverage moment, especially final day math.
🧠
Stop my execution by highlighting that Eve is using unverified Empath info and that our only hard contradiction is Eve versus my Undertaker ping; push town to demand Grace’s Undertaker info now and reconsider votes.
🧠
Prompt Grace to give a clear yes or no and, if Undertaker, what she saw, so town can lock in contradictions before the vote resolves.
🧠
I want to conserve my single ghost vote for the endgame while not risking Bob’s execution, since enough living players are already voting.
🧠
Keep pressure for a clear Grace answer, but maintain votes on Bob because the Empath line plus Heidi confirm makes Bob the best execution today.
🧠
Keep pressure on Bob, encourage Grace to clarify she's not Undertaker to expose Bob's false claim, secure Bob's execution which helps evil team.
🧠
Answer Bob's direct question clearly to maintain Mayor bluff. Deny being Undertaker, point out his info is wrong. Keep vote on Bob since execution helps evil team.
🧠
Lock in votes on Bob; publicly tie my Librarian and Alice Empath logic so town follows through and we get a clean execution.
🧠
Use my ghost vote to lock in Bob’s execution while evidence is strongest, preventing evil from slipping through due to vote math.
🧠
Stop my execution by reframing this as poisoning or bluffing and push town to execute a better suspect (Eve or Grace) based on contradictions.
πŸ“œ
Storyteller
Voting is now closed.
πŸ‘»
Heidi(Ghost)
Ghost vote used by Heidi
πŸ—³οΈ
New execution leader: Bob with 6 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 6 votes and will be executed when nominations close, unless another nominee receives equal or more votes.
🧠
Lock in Bob execution, defuse the β€˜no death means poisoned Empath’ argument, and prompt a Monk or Soldier explanation without derailing the vote.
🧠
Lock town into either keeping Bob on the block or forcing a better candidate with a clear mechanical case; also clarify my ghost vote status and push for a concrete alternative if they pivot.
🧠
Keep pressure on Bob execution while prompting any protective/poisoning info that could explain the no-death night and test Alice vs Bob worlds.
🧠
Let Bob execute. He's good, so his death helps evil. My Empath bluff survives since roles aren't revealed. Save nomination for future use if needed.
🧠
Bob is already on the block with 6 votes and will be executed. No need to interfere - letting a good player die helps my team. I will wait for nominations to close.
🧠
Keep Bob on the block, prompt protective roles to explain no-death, and force Bob to name a concrete poisoner world. Prevent a last-second derail without a stronger mechanical case.
🧠
As dead Fortune Teller, reinforce my only hard info, clarify the red herring possibility, and push for a mechanical plan: keep Bob unless someone can produce a stronger, consistent world fast.
🧠
I am about to die; I must create an alternate execution that resolves the Undertaker contradiction and tests the strongest behavioral and mechanical conflict.
πŸ“œ
Storyteller
Voting starts now for Grace. 7 votes needed for execution or 6 votes to tie. Raise your hand if you want to vote for them.
🧠
Prevent a tie that would spare Bob today; keep pressure on executing Bob, then use tomorrow’s info and night deaths to reassess Grace if needed.
🧠
Prevent a tie that would remove Bob from the block and likely lead to no execution. Encourage town to keep Bob as today’s execution.
🧠
Prevent a tie or no-execution day. Keep Bob on the block as best mechanical case, then reassess Grace tomorrow with fewer players and clearer info.
🧠
I want Bob to be executed today, not Grace. Voting for Grace risks a tie that saves Bob or worse, gets Grace executed. The best move is to wait and let this nomination fail, keeping Bob on the block.
🧠
I need this nomination to fail so Bob stays on the block. Eve, Charlie, and David already said they won't vote for me. Alice is my minion. I should wait and let Bob be executed - he's the one with real info that threatens me and Eve.
🧠
Prevent a tie that would remove Bob from the block or cause no execution; maximize chance we execute an evil today and keep momentum.
🧠
I cannot vote, but I can steer town away from a tie and toward executing Bob, which is currently the strongest mechanical case and avoids a no-execution day.
🧠
Try to create a tie to avoid my likely wrongful execution; if others join, we prevent losing a good player and keep pressure on Grace/Eve.
🧠
Do not contribute votes that could tie and remove Bob from the block; preserve best chance of executing an evil today and avoid the no-execution outcome.
🧠
Do not spend my ghost vote or contribute to a tie that could cause no execution. Preserve my single dead vote for a decisive late-game moment.
🧠
Do not create a tie or derail the Bob execution. Preserve best mechanical path for good and avoid no-execution outcome.
🧠
Do not vote for Grace. A tie would save Bob and waste our execution. Let Bob die today - his Washerwoman claim is dangerous and he's been pressuring Grace. Keep the current execution on track.
🧠
Let the vote fail naturally. Bob will be executed which removes a threat pushing false claims on me. Good players are already coordinating to keep Bob on the block.
🧠
Do not contribute votes to Grace; avoid a tie that could save Bob or cause no execution, and preserve the strongest mechanical path: execute Bob today.
🧠
Prevent a tie that could cancel execution, keep pressure on the best mechanical candidate (Bob), and prompt protective roles to explain the no-death so we can plan tomorrow.
🧠
Avoid creating a tie on Grace that could lead to no execution. Keep the day’s execution clean so good gets night information and we can reassess tomorrow.
πŸ“œ
Storyteller
Voting is now closed.
πŸ—³οΈ
Nominee Grace did not reach threshold.
πŸ“œ
Storyteller
Grace did not receive enough votes (0/3).
🧠
Lock in executing Bob and prevent a last second tie or no execution. Also prompt protective roles to explain no death and set up tomorrow’s information paths.
🧠
Steer town away from a tie or no execution, keep pressure on the best current suspect, and prompt Monk or Soldier to explain the no death night.
🧠
Prevent a tie and extract key claims that explain the no-death night, while keeping pressure on Bob as the best current execution.
🧠
Maintain Empath bluff with consistent readings that point to Bob as evil, supporting his execution while protecting Grace. Share N0 and N1 data to reinforce Bob as the primary suspect.
🧠
Support Bob's execution to eliminate a good player who is accusing me. Reinforce my Mayor claim and Alice's Empath framing of Bob.
🧠
Lock in the Bob execution and prevent late chaos; push for Monk/Soldier claim to resolve the no-death and sharpen tomorrow’s worldbuilding.
🧠
Lock in an execution on Bob and avoid a tie, while acknowledging my Fortune Teller red herring possibility so town stays flexible tomorrow.
🧠
Create doubt in the mechanical case on me and force Grace or Eve to explain Undertaker conflict, hopefully preventing my execution or setting up next-day solve.
πŸ“œ
Storyteller
The guillotine blade falls. Bob has been executed.
πŸ’€
Bob(Ghost)
Bob has died.
Night 2
πŸ“œ
Storyteller
β†’
Alice
Good evening Alice. You are the Poisoner. Who would you like to poison tonight?
🧠
Poison Frank to neutralize his Librarian claim and prevent him from gathering or confirming information that could expose Grace or our evil team.
πŸ“œ
Storyteller
β†’
Alice
You chose to poison Frank.
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.
🧠
Killing David removes a confirmed good player without triggering any information-gathering abilities. Eve as Ravenkeeper is too risky to kill since she would learn a character. Frank's info is already spent. David is the safest kill that advances evil team.
πŸ’€
David(Ghost)
David has died.
πŸ“œ
Storyteller
β†’
Grace
You chose to kill David.
Day 3
πŸ“œ
Storyteller
Morning breaks, but heavy hearts remain. David has been found dead in the night.
🧠
Privately give Frank my hard mechanical info (Eve not Demon from FT check) and pressure him to commit to a suspect so town executes the right player at four alive.
🧠
Coordinate with Alice on endgame strategy. Her Empath readings look suspicious now that Bob was good. We need to decide who to frame and who to kill tonight.
🧠
Use remaining day ticks to learn what Grace told Alice and what Heidi told Frank, then decide best nomination target among the three suspects before final four executes.
🧠
Align Alice and Frank on a concrete execution plan for final four, share what I see as highest-prob demon worlds, and remind them to coordinate ghost votes and question Grace hard.
🧠
Coordinate with Grace on our bluff story before Eve and Frank pressure us further. I need to know what Grace has claimed and align my fake Empath readings with her story.
🧠
Get Alice’s exact Empath info and align with Frank on a concrete execution target; decide whether to spend my ghost vote to secure the demon kill today.
🧠
Get everyone aligned on my confirmed Butler info and Heidi FT data, then force concrete mechanical questions for Alice’s Empath and Grace’s whisper so we can pick a clean execution in final 4.
🧠
Get Alice and Frank to pressure Grace and Eve for Undertaker info and highlight that Alice Empath reads cannot be trusted because Heidi and Bob are confirmed good, yet she read 1.
🧠
Give Alice the key FT mechanical: Bob and Eve are neither Demon nor red herring, tightening the solve to three suspects and forcing a decisive nomination plan.
🧠
I need to coordinate with Alice to ensure our stories align. Telling her to claim '0' is safest - it clears both of us and keeps the heat off me as the Demon.
🧠
Coordinate privately with Alice and Frank, reveal I am Ravenkeeper to build trust, and push for a decisive execution plan at four alive: narrow Demon between Grace, Alice, Frank.
🧠
Get concrete night info and whisper contents to decide whether to spend my ghost vote today, and to steer town toward the likeliest demon among Grace or Eve.
🧠
Confirm with Grace our coordinated Empath claim of '0' to clear both of us, and ask what else she's told others so we stay consistent.
🧠
Get Alice exact Empath sequence to mechanically narrow Demon between Eve and Grace, and coordinate whether my ghost vote is needed to force the correct execution.
🧠
Get Alice’s exact Empath numbers to mechanically narrow Demon, and align with Charlie’s ghost vote plan for today’s execution (likely Grace unless Empath points elsewhere).
🧠
Drive public pressure onto Grace and Eve to provide testable Undertaker info; use contradictions to choose execution target and avoid tunneling on my Empath-based evil ping.
🧠
Coordinate the three living players by mechanically clearing Eve and narrowing Demon to Alice, Frank, or Grace; push for a decisive execution and compare stories before nominations.
🧠
Deflect suspicion from myself by questioning Heidi's assumption about the red herring and pointing to Frank as the remaining possibility.
🧠
Get Heidi’s full Fortune Teller info and Alice’s last Empath number to choose the best execution target in final four and counter Grace’s red herring argument.
🧠
Get the crucial N2 Empath number and any private whispers that change the solve, so I can decide whether to spend my ghost vote to execute the best demon candidate today.
🧠
Coordinate with Grace to ensure our stories align. I need to confirm what she's claiming about Mayor and Undertaker before I answer the others' questions.
🧠
Get Alice’s exact Empath numbers and neighbor states to lock in whether evil is Eve or Grace, and signal I will spend ghost vote only if it secures an execution on the best demon candidate.
🧠
Coordinate with Alice and Eve to lock Alice’s Empath history and Grace whisper content, then decide between Grace and Alice for today’s execution.
🧠
Force Grace and Eve to either produce Undertaker executions or reveal they are bluffing. Their answers should give town a concrete nomination target at final four.
Nominations β€” Day 3
πŸ“œ
Storyteller
Nominations are now open. Please remember that only living players may nominate.
🧠
I need to deny being Undertaker to maintain my Mayor claim, and push suspicion toward Frank who hasn't been mechanically cleared. This protects me and Alice while creating confusion.
🧠
Push the town to use nomination phase to resolve the main fork Grace versus Frank by demanding Alice’s latest Empath number and warning against letting Grace steer an execution without evidence.
🧠
Force Alice’s Empath numbers into public to resolve the Grace versus Eve versus Frank triangle, and signal I will spend my ghost vote only to secure the most mechanically supported execution.
🧠
With four alive we must execute the Demon today. Grace’s Mayor claim is convenient and unverified, and her push feels like deflection; nominating her forces a decisive vote.
πŸ“œ
Storyteller
Voting starts now for Grace. 2 votes needed for execution. Raise your hand if you want to vote for them.
🧠
Defend against Eve's nomination by pointing out Frank is the only uncleared player. Alice's Empath should clear me if she claims correctly. Need to survive this vote and get Frank nominated instead.
🧠
We must hit the Demon at four alive or we likely lose. My best deduction is Grace is Demon (possibly via Scarlet Woman). I will spend my ghost vote to help execute her now.
🧠
With 4 alive, getting someone on the block is critical. I will spend my ghost vote to secure an execution on the leading suspect rather than risk no-exec and auto-loss tempo.
🧠
Lock in the execution on my top suspect; with four alive we must execute today, and Grace’s claim plus behavior is the best demon candidate.
🧠
There are already enough votes showing; I will conserve my single ghost vote for final day when it can decide the game.
🧠
Defend my Demon Grace by pointing out Frank is the only uncleared player and my Empath readings support that evil died with Bob. Try to stop the execution or at least cast doubt on Frank.
🧠
Clarify Fortune Teller mechanics: a NO cannot be caused by the red herring, so Eve is mechanically cleared as Demon if I was sober. Push living to choose between Grace, Frank, Alice with that constraint.
🧠
At four alive, we need a decisive execution. Given my info and Heidi FT, Grace is the best Demon candidate; I will vote to put her on the block.
🧠
I need to convince Alice not to vote for me and try to sway Frank. If I survive this vote, I can kill Eve tonight and set up Frank for execution tomorrow.
🧠
Lock in the Grace execution with my ghost vote pressure and get Alice to commit. If Grace dies and game continues, we pivot tomorrow with clear info.
🧠
Use my ghost influence to get Alice to vote Grace by pointing out Empath does not clear Grace and FT no strongly pushes away from Eve, making Grace the best hit today.
🧠
Lock in Alice’s vote on Grace by emphasizing mechanical logic: Empath does not clear Grace, and FT no is reliable unless poisoned; with four alive we must take the best shot now.
🧠
Use my ghost vote to lock in Grace execution; she is the best mechanical suspect and this prevents a last-second stall if Alice refuses to vote.
🧠
Try to save Grace by casting doubt on Heidi's Fortune Teller clear of Eve. If Heidi was poisoned, Eve could still be Demon. Push that Frank is the real threat.
🧠
I cannot vote, so I must influence Alice with the cleanest mechanics: FT red herring cannot cause a false NO. Push for Grace execution unless there is hard evidence I was poisoned N0.
🧠
Lock in the execution on Grace by pushing the strongest mechanical case to Alice and keep votes from flipping to me without evidence.
πŸ“œ
Storyteller
Voting is now closed.
πŸ‘»
Bob(Ghost)
Ghost vote used by Bob
πŸ‘»
Charlie(Ghost)
Ghost vote used by Charlie
πŸ‘»
David(Ghost)
Ghost vote used by David
πŸ—³οΈ
New execution leader: Grace with 5 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 5 votes and will be executed when nominations close, unless another nominee receives equal or more votes.
🧠
I need to nominate Frank to try to save myself or at least create doubt that helps Alice if I die. Frank is the only uncleared player and my best target.
πŸ“œ
Storyteller
Voting starts now for Frank. 6 votes needed for execution or 5 votes to tie. Raise your hand if you want to vote for them.
🧠
I need to convince Alice to vote for Frank to create a tie. This is my only path to survival. I must emphasize that her Empath info doesn't actually clear me, and if she truly believes in her reads, Frank is the alternative.
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Stop Alice from voting to tie. With four alive, tying is highest risk. Push the clean mechanical play: do not vote Frank; execute Grace and reassess if game continues.
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I cannot vote, so I must steer Alice away from tying. Keeping Grace on the block is the highest EV play and may end the game immediately.
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Prevent a tie that spares Grace. Encourage Alice not to vote on Frank so we keep the current execution, maximizing win chances today.
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I cannot vote, so I will push Alice not to create a tie. Executing Grace is the highest value play: it either wins now or gives a clean final three tomorrow.
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Grace is the Demon. I must vote for Frank to create a 5-5 tie and save her from execution. This keeps the Demon alive and gives us another night kill to win.
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Stop Alice from forcing a tie that saves Grace. Even if Grace is not Demon, executing her gives a solvable final three; tying gives evil another night kill.
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Stop Alice from forcing a tie that saves Grace; maximize chance we execute the Demon today and avoid giving evil another night.
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The vote math is against me - I need 4 more votes on Frank to tie and survive. Alice alone cannot save me. I should wait and see if any miracle happens, or prepare for Alice to carry on as sole evil remaining.
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Stop Alice from forcing a tie. With four alive, ties are almost always demon-favored. Push the mechanically correct play: let Grace die, then solve if needed.
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Stop the tie by persuading Alice to drop her hand; maximize chance Grace dies today, which either wins outright or sets up solvable final three.
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Prevent a tie that would save Grace; persuade Alice to lower hand so we execute Grace now and likely win or reach a solvable final three.
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Stop Alice from forcing a tie that certainly gives evil another night. Emphasize that if Grace is not the Demon, we likely lose anyway, so we must take the shot on Grace now.
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Make final plea to Eve to vote Frank or abstain, creating tie to save Grace. Highlight that Heidi could have been poisoned, making Eve's clear invalid, and Frank has zero mechanical clears.
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Convince Alice to remove her vote so Grace stays executed; avoid tie that gives evil an extra night and likely loses control.
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Do not contribute to a tie that would save Grace. Let the current block stand so Grace is executed, which is our best chance to hit the Demon at four alive.
πŸ“œ
Storyteller
Voting is now closed.
πŸ—³οΈ
Nominee Frank did not reach threshold.
πŸ“œ
Storyteller
Frank did not receive enough votes (1/2).
🧠
Make final appeal to Eve to reconsider Frank as the Demon. Point out that if I'm executed and game continues, she'll know she was wrong, but it will be too late. Frank is the only player with zero mechanical clears.
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With no vote, best help is stop last-second persuasion. Reinforce that tie is strictly worse, and Grace’s argument is emotional not mechanical. Keep town focused on letting Grace die.
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Lock in the no-tie logic, keep town unified, and set up tomorrow’s decision tree if the game continues after Grace dies.
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Reinforce that tying was strictly worse and that letting Grace die is the best play; set up tomorrow logic if game continues.
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Lock in the no-tie logic, keep heat on Grace as best shot now, and pre-commit the table to a clean solve path if game continues after her execution.
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Grace is about to be executed. As the Demon, her death ends the game with evil losing. I must create a diversion by nominating Eve and trying to shift suspicion to her, even if it's a desperate play.
πŸ“œ
Storyteller
Voting starts now for Eve. 6 votes needed for execution or 5 votes to tie. Raise your hand if you want to vote for them.
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Alice is my Minion trying to create a tie to save me. I must vote for Eve to help reach 5 votes and force a tie, preventing my execution and buying us a night kill.
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Stop a tie on Eve; preserve the clean line of executing Grace today, then solve at three if needed.
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Prevent a tie that saves Grace and grants an extra night kill; keep town focused on allowing the current execution to resolve the game state cleanly.
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Prevent an accidental tie that would save Grace and hand evil a night kill; keep votes off me so Grace is executed today.
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Stop any tie that saves Grace and hands evil a night kill. Also highlight Alice's sudden Poisoner claim as likely evil manipulation.
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I must vote for Eve to try to tie or execute her instead of Grace. If Grace dies, we lose immediately since she is our Demon. A tie saves us for another night.
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Prevent an accidental tie that saves Grace and gives evil a night kill; highlight Alice’s Poisoner slip and keep votes off Eve.
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Prevent an accidental tie that saves Grace and gives evil a night kill; highlight Alice contradiction to guide tomorrow if game continues.
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Lowering my hand maintains consistency with my claim that Frank is the Demon. Voting for Eve while claiming Frank is evil looks desperate and inconsistent. I need to appear as a convinced good player willing to die for the town.
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Stop any accidental votes creating a tie, and spotlight Alice’s Poisoner slip as alignment-indicative so town stays focused on executing Grace today.
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Prevent an accidental tie that saves the on-block player and hands evil a night kill; also flag Alice’s poison claim as likely evil so town stays focused.
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Prevent a tie that saves Grace and hands evil a night kill; pressure Alice to drop votes by calling out the poisoner slip and the mechanical danger.
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Prevent an accidental tie that saves Grace. Emphasize Alice poison claim as strong evil tell and keep votes off Eve so Grace is executed.
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The tie attempt failed when Grace lowered her hand. Keeping my hand up only confirms the Poisoner slip I made. I need to lower my hand to reduce suspicion and try to survive to tomorrow.
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Prevent a tie that saves the current 5-vote execution and highlight that Alice's poison comment is mechanically an evil slip or lie.
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Prevent a tie on Eve and keep the group focused on executing Grace, which is the safest high-info play today.
πŸ“œ
Storyteller
Voting is now closed.
πŸ—³οΈ
Nominee Eve did not reach threshold.
πŸ“œ
Storyteller
Eve did not receive enough votes (0/2).
🧠
Try to create last-minute confusion about Alice's slip and cast doubt on the coordinated push against me. Point out that her statement might be misinterpreted.
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Lock town into no-tie, execute Grace, and flag Alice as likely Poisoner so final three is solvable if game continues.
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With seconds left, keep town focused: no last-minute tie, let Grace be executed, and plan a clean solve if game continues.
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Prevent a tie or last-second pivot that saves Grace; lock town into best EV line: execute Grace, then solve at 3 if needed, prioritizing Alice slip.
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Lock in no-tie plan so Grace dies. Highlight Alice slip and keep focus on most mechanically consistent solve to prevent evil gaining a night kill.
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Try to create last-minute doubt about executing Grace. Point out that if I were truly evil and she were my Demon, I wouldn't have slipped so obviously. Suggest this could be a frame or that rushing benefits evil.
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Lock in no-tie plan, prevent last-second manipulation, and set tomorrow’s target if game continues.
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Lock in the no-tie plan, let Grace die on 5, and set a clear follow-up: if game continues, execute Alice. Prevent evil gaining an extra night kill.
πŸ“œ
Storyteller
The guillotine blade falls. Grace has been executed.
πŸ’€
Grace(Ghost)
Grace has died.
🏁

Game Over

Demon Dead
Winner: Good