Description
You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
Interactions
Just… all of them and they are amazing, crazy and scary. Initially, there is no starting demon, madness.
So many Jinxes, Alchemist can create a good Demon, Poppy Grower makes the Story Tellers choose the demon, Clockmaker gets to wait for their starting information. Plus Marionette/Legion/Riot. Interestingly there is no Pit-Hag jinx, just a gentle note to say, think carefully when building scripts.
Playing
Act like a demon, at least for the first 2 days. Do. Not. Die. Once you have summoned the demon, make sure they know the team, but then you are done. Cause some chaos, get some suspicion and die for the new demon, all in a days work for a minion.
For the actual summoning, get a gauge of who town trusts and might continue to trust, because confirmed players can become evil. Demon type is also something to consider with placement.
Story Telling
Only a couple of things to note here, the main one being that there is no Demon! During setup, put an extra Townsfolk into the bag in place of the demon, pretty simple.
Secondly, protect the summoner, at the start of the game, like you would a demon. No Investigator, Bounty Hunter or Noble ping. Once the demon has been summoned, that all changes but for the first two days, be careful.
Final Thoughts
Death to Night 0! While the first night has always been Night 1, when the Story Tellers die, some people referred to it as Night 0. This can no longer be the case. It is the first character to specify game night and act on a specific game night. Art is simple but invokes swirling portals and moonlight, a wonderful piece.
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