The Hermit Learns 3 Bluffs
Full Script
10
Notes
In The Hermit Learns 3 Bluffs, the Hermit learns 3 bluffs. This is due to them registering as a Minion to their own Snitch ability from their Recluse ability. This is important to them because they really don't want to get guessed due to their Damsel ability, and the Butler complicates things for them even further.
Luckily, they can at least misregister to the Boffed-Dreamer Demon, although it might not be the best idea to out the truth to the "confirmed" Nightwatchman ð¤
Strange socials and strange voting are requested of the good team to help cover for regular Damsels and Hermit-Butlers, all as the Leviathan's impending doom draws ever nearer. Better make the most out of those 3 bluffs, eh?
Characters
Total 24
Townsfolk
13
Librarian
You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Shugenja
You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Villageidiot3
Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Snake Charmer
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Dreamer
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Savant
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Alsaahir
Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.
Nightwatchman
Once per game, at night, choose a player: they learn you are the Nightwatchman.
Huntsman
Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
Artist
Once per game, during the day, privately ask the Storyteller any yes/no question.
Fisherman
Once per game, during the day, visit the Storyteller for some advice to help your team win.
Amnesiac
You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Poppy Grower
Minions & Demons do not know each other. If you die, they learn who each other are that night.
Outsider
5
Hermit
You have all Outsider abilities. [-0 or -1 Outsider]
Butler
Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.
Recluse
You might register as evil & as a Minion or Demon, even if dead.
Damsel
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Snitch
Each Minion gets 3 bluffs.
Minion
4
Mezepheles
You start knowing a secret word. The 1st good player to say this word becomes evil that night.
Cerenovus
Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Xaan
On night X, all Townsfolk are poisoned until dusk. [X Outsiders]
Boffin
The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Demon
1
Leviathan
If more than 1 good player is executed, evil wins. All players know you are in play. After day 5, evil wins.
Fabled
1
Djinn
Use the Djinn's special rule. All players know what it is.
Pukka Night Flowchart