Fortune Teller
Townsfolk
I sense great evil in your soul! But... that could just be your perfume. I am allergic to Elderberry.
Ability
Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
Details
"Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you."
The Fortune Teller detects who the Demon is, but sometimes thinks good players are Demons.
Each night, the Fortune Teller chooses two players and learns if at least one of them is a Demon. They do not learn which of them is a Demon, just that one of them is. If neither is the Demon, they learn this instead.
Unfortunately, one player, called the Red Herring, will register as a Demon to the Fortune Teller if chosen. The Red Herring is the same player throughout the entire game. This player may be any good player, even the Fortune Teller themself, and the Fortune Teller does not know which player it is.
The Fortune Teller may choose any two players—alive or dead, or even themself. If they choose a dead Demon, then the Fortune Teller still receives a nod.
How to Run
- While preparing the first night, put the Fortune Teller's RED HERRING reminder token by any good character token, marking that player as the Red Herring.
- Each night, wake the Fortune Teller. The Fortune Teller points at any two players. If either chosen player is a Demon or the Red Herring, nod your head yes. Otherwise, shake your head no. Put the Fortune Teller to sleep.
- In smaller games, making the Fortune Teller their own Red Herring is sometimes advised, as the Fortune Teller gets more information that way.
Jinxes
- No data
Reminders
- Red Herring
Pukka Night Flowchart
Savant Proposition Generator