Courtier
Once per game, at night, choose a character: they are drunk for 3 nights & 3 days.
I am more afraid of an army of one hundred sheep led by a lion than an army of one hundred lions led by a sheep.
Storyteller cues
First nightThe Courtier might choose a character. ◦ ◦
Other nightsThe Courtier might choose a character. ◦ ◦
Jinxes
How to run it (Storyteller)
How to play
- Timing is everything: using your ability on night one is almost always wrong — you need a night or two of information to identify the highest-value target before committing your single use.
- High-value targets: drunk the Demon or a key Minion to cripple their ability for three full days, ideally right before a crucial voting window when their influence would be decisive.
- Information control: reveal that you have used your ability and who you targeted only once the drunk window is giving visible results — an unexpected ability failure on the target is your proof of concept and builds enormous credibility.
- Do not announce your ability before using it; bluffing as a spent Courtier protects you from being assassinated before you act, and you can reveal the truth once the drunk window is active.
- Most common mistake: targeting a Townsfolk or Outsider to 'waste' a threat when the Demon is still unidentified — three days of drunk on an irrelevant role is an ability thrown away.
How to bluff as the Courtier
- Claim Courtier early but say you have already used your ability and burned it on a character name that sounds plausible — this is unfalsifiable and removes pressure to produce results.
- If you name a Townsfolk or Outsider as your drunk target, frame it as a defensive move to shut down an information role you 'suspected was evil' — this sounds reasonable and deflects scrutiny.
- Coordinate with your team so the player you claim to have drunkened can act slightly confused or inconsistent about their information, lending surface credibility to your fake activation.
- The tell that exposes a fake Courtier: a real Courtier will have a specific night they woke up and chose a character — if you are inconsistent about when you activated or cannot name the exact night, careful players will notice the discrepancy.
Key interactions
Drunkening the Vizier strips their ability; crucially, the Vizier learns this immediately when it happens and also loses their daytime death immunity while drunk. This means a Courtier can temporarily neutralize one of the game's most powerful Minions and publicly expose their existence if the Vizier reacts to the loss.
If the Courtier drunkens the Summoner while they are still alive and without an ability, the Storyteller inherits the Summoner ability — meaning the drunk does not simply delay the Demon creation, it hands that control to the Storyteller. Coordinate with good players to ensure this window is used tactically.
A Barista can sober the Courtier's drunk target for one night, but that player re-enters their drunk state at dawn for the remaining drunk days. This means Barista can give a temporary reprieve to a drunkened ally but cannot cancel the Courtier window entirely.
Drunkening Legion only affects a single Legion token, leaving all other Legion players fully functional — this makes the Courtier ability nearly worthless against a Legion script unless you can confirm exactly which token to target.
If the Courtier targets a Townsfolk or Outsider character, the Spy can be chosen to be drunk instead at Storyteller discretion, though this is not recommended. Be aware that a Spy in play can quietly absorb a drunk that was meant for an innocent role, so the expected behavior of your target may not manifest.