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Dreamer

Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.

I remember the Clockmaker. The sky was red and it was raining fractal triangles. There was a smell of violets and a bubbling sound. A woman with glowing eyes and a scraggly beard was hissing at the sky. Then, I awoke.

Storyteller cues

First nightThe Dreamer points to a player. Show 1 good & 1 evil character token, 1 of which is their character.

Other nightsThe Dreamer points to a player. Show 1 good & 1 evil character token, 1 of which is their character.

How to run it (Storyteller)

Each night, the Dreamer points to any player who is not themselves or a Traveller; you then tell them one good character and one evil character, exactly one of which matches that player's actual alignment-and-role. The choice of which two characters you pair is yours — the correct one must be accurate, but the false one can be any character of the opposite type that you think serves the game. Watch for Recluse: you may show the Dreamer the Recluse as a good character they are not plus a Minion or Demon, which means the 'correct' result is technically the evil character you invent — handle this consciously and consistently each night.

How to play

  • Cross-reference every result: each reading gives you two characters and one is true, so build a matrix across nights — if the same character appears repeatedly as the 'good' option across different players, that character is likely real and in the game.
  • Targeting known good players first: pointing at a confirmed Townsfolk or Outsider on an early night gives you a pair where you know which side is correct, instantly telling you an evil character that is actually in the game.
  • Share selectively early: revealing that you saw a specific Demon character in a reading is high-value information — but sharing it night one hands the Demon player a heads-up to pivot their bluff before you accumulate more data.
  • Build toward accusation: by mid-to-late game you should have a shortlist of evil characters you saw repeatedly as the 'evil' option; coordinate with confirmed good players to triangulate who holds those roles.
  • Most common mistake: treating a reading on an unconfirmed player as a hard confirm — remember the good option could be correct (they are good) or the evil option could be correct (they are evil); you never know which until you get external corroboration.

How to bluff as the Dreamer

  • Fabricate plausible pairs: always claim one good character and one evil character per reading, and make the evil character something scary but not game-breaking to reveal — a Minion is usually safer than naming the Demon outright.
  • Name a real good character as your 'good' option: look at who is publicly confirmed Townsfolk and include their actual role in a reading, making your information feel corroborated and harder to disprove.
  • Avoid naming the Demon or your own Minion type in your fake readings unless the real Demon has a strong cover story — a bluffing Dreamer who keeps pointing at the Demon role is either very good or very suspicious.
  • The biggest tell on a fake Dreamer is inconsistency: if your claimed evil characters across multiple nights never converge on any specific player and you can never narrow down suspects, town will notice the information is producing no leads — stay consistent and actually push toward accusing a sacrificial target.

Key interactions

Recluse

The Storyteller can show the Recluse as a Townsfolk or Outsider character they are not alongside a fabricated Minion or Demon, meaning the 'evil' half of your reading could be the invented result and the 'good' half is the lie — any reading on the Recluse should be treated as near-worthless until corroborated, because neither character you receive may reflect the Recluse's actual identity.

Poisoner

A poisoned Dreamer receives one good and one evil character where neither is guaranteed to be correct, turning every reading that night into misinformation; if your readings feel contradictory or your confirmed-good-player targeting produces suspicious results, consider that you may have been poisoned.

Drunk

If you are the Drunk thinking you are the Dreamer, all your readings are false in the same way as a poisoned night — every single reading across the whole game is unreliable, which is especially dangerous because you will build an entire logical framework on fabricated data.