Chambermaid
Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
I aint seen nothin' untoward, Milady. Begging your pardon, but if I did see somethin', it certainly weren't the master o' the house sneaking into the professor's laboratory 'round eleven o'clock and mixing up fancy potions, just like you said, Miss.
Storyteller cues
First nightThe Chambermaid chooses 2 living players. Give a finger signal.
Other nightsThe Chambermaid chooses 2 living players. Give a finger signal.
Jinxes
The Chambermaid can detect if the Mathematician will wake tonight.
How to run it (Storyteller)
How to play
- Target selection is everything: pick two players whose wake statuses you can triangulate — e.g., pair a known once-per-game role with a known every-night role to calibrate your count and deduce which one woke.
- Confirmed night-wakers vs. non-wakers: once you get a 0 on a pair containing a role that should wake every night, one of them is likely dead, drunk, poisoned, or a townsfolk bluffing — escalate that suspicion publicly.
- Share your results incrementally rather than all at once; revealing your full read on who wakes when broadcasts to evil which night roles you've mapped and lets the Demon protect or sacrifice accordingly.
- Pair a known Demon-candidate with a known townsfolk: a 0 tells you the townsfolk didn't wake (unexpected) or the Demon bluffer isn't actually a night-waking role, narrowing the evil bluff space significantly.
- Most common mistake: only targeting obvious night roles. Checking a claimed day-only role and getting a 1 is a powerful lie-detector — it exposes a false bluff or reveals an unexpected night ability on that player.
- Late game, cross-reference your wake log across multiple nights; consistent 0s on a player who claims a nightly ability is strong evidence they're dead or lying about their role.
How to bluff as the Chambermaid
- Announce two safe, plausible targets early — ideally players who have already claimed night roles — and give results consistent with what those roles should do (e.g., 1 for a claimed Fortune Teller, 0 for a claimed Mayor).
- Avoid ever claiming a result that directly confirms or contradicts a pivotal player's claim; keep your fake numbers vague enough that no single piece of information is checkable without another confirmed role.
- If an evil teammate is bluffing a night role, deliberately name them in a check and report a 1, lending their bluff credibility at zero risk since you control both sides of the information.
- The tell that exposes a fake: a real Chambermaid accumulates a detailed cross-referenced log of who wakes when; if pressed for consistency across nights and your numbers don't cohere with publicly known role claims, the bluff collapses — prepare a consistent internal story.
- Claim you chose not to reveal results yet to avoid broadcasting wake patterns to evil; this buys time and sounds strategically sophisticated, deflecting pressure while you coordinate with your team.
Key interactions
The Mathematician only wakes on nights when an ability malfunctioned, so a Chambermaid checking the Mathematician gets a 1 on those nights and a 0 on clean nights — this lets a sharp Chambermaid indirectly detect whether any ability went wrong that night, even before the Mathematician shares their count.
A poisoned player who still physically woke due to their ability counts as having woken, so the Chambermaid receives a 1 for them — the Chambermaid cannot distinguish a functioning ability from a poisoned one, meaning poisoning a target does not suppress their count and could make a bluffer appear legitimate.
Same mechanical consequence as the Poisoner: a Drunk player who wakes due to their ability still registers as 1, so the Chambermaid's count confirms the wake happened but cannot flag that the information gained by that player was false.