Fisherman
Townsfolk
This was my favourite part of the river... see how the sunlight makes a rainbow from the monastery to the market? This was the best place for big fish. And the older I get, the bigger they were.
Ability
Once per game, during the day, visit the Storyteller for some advice to help your team win.
Details
"Once per game, during the day, visit the Storyteller for some advice to help your team win."
The Fisherman knows something that nobody else can know: what should be done.
The Fisherman player chooses when to use their ability.
When they visit the Storyteller, the Storyteller chooses what piece of advice to give the Fisherman.
The Storyteller’s pieces of advice are not necessarily “facts”. They are strategy tips that the Storyteller believes will help the Fisherman win, if they are followed.
If the Fisherman is drunk or poisoned, the Storyteller may give the Fisherman bad advice.
How to Run
- Once per game, the Fisherman will ask to use their ability. In private, give them once piece of advice to help them win. Then, put the No ability reminder by the Fisherman token.
Additional Notes
- It is best to give the Fisherman advice on what to DO, not just information about what IS. This makes the Fisherman more fun and unique.
- Eg. Saying “You should execute that player” or “Keep this player alive” or “find out who is drunk” or “change your thinking entirely” or “ignore the Minions” or “trust this player” are much more interesting than saying “this player is evil” or “the Demon is a No Dashii”.
Reminders
- No Ability
Pukka Night Flowchart
Savant Proposition Generator