Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
I’m only a *hic* social drinker, my dear. Admittedly, I am a heavy *burp* socializer.
Jinxes
The Demon cannot have the Drunk ability.
The Mathematician might learn if the Drunk's ability yielded false info or failed to work properly.
How to run it (Storyteller)
How to play
- Treat every piece of information you receive with private skepticism: because you genuinely believe you are Townsfolk, your natural impulse is to trust your night info, but experienced players know the Drunk exists and your data may be the poison in the well.
- Reveal your claimed Townsfolk role selectively — sharing too early lets the Storyteller confirm nothing to you, while holding it too long makes you look Demon-shy; aim to claim publicly once you have corroborating evidence from another player.
- Cross-reference your information against other claimed Townsfolk: if your data contradicts two independently corroborated sources, consider openly floating that you might be the Drunk rather than forcing the town to distrust everyone else.
- If your info lines up perfectly with the group's picture, don't just accept it as vindication — suspiciously clean results are exactly what a Storyteller might hand a Drunk to keep them confident and spreading bad leads.
- The most common mistake is dying on the hill of your night information. You have zero mechanical ability to verify your own data, so treat loud certainty about your results as a red flag about yourself and soften your claims accordingly.
How to bluff as the Drunk
- Pick an information Townsfolk whose results are hard to immediately verify — like Investigator or Empath — so your 'results' can be absorbed into the town's model before anyone checks them.
- Give plausible but slightly off information: pure fabrications get caught fast, but results that almost fit the town's current picture are believed and then quietly distort it in your favor.
- Lean into uncertainty when pressed — saying 'I wonder if I might be the Drunk' is a power move that makes you look honest and deflects heat, because real Drunks do exactly this once they start doubting themselves.
- The tell that exposes a fake: a real Drunk is consistent because they genuinely believe their claim, while a bluffer sometimes adjusts results to fit new town information mid-game; lock in your fake results early and do not revise them.
Key interactions
The Librarian may start with a result pointing at the Drunk's true role, giving the town a potential early lead on identifying unreliable information. If you are the Drunk, a Librarian claiming to know one of two players is the Drunk is strong evidence you should take seriously and publicly discuss rather than dismiss.
If the Drunk is executed, the Undertaker learns the Drunk's true identity rather than their claimed Townsfolk role, potentially revealing to the town that all information from that player was suspect. This is a strong reason to execute a suspected Drunk early to clean up the information pool.
A Ravenkeeper who targets the Drunk on the night they die learns the player is the Drunk, not the Townsfolk they claimed, which immediately invalidates that player's prior information and can reorient the town's deductions.
Because the Drunk is an Outsider, their information is not subject to the Vortox's mandatory-false rule the way Townsfolk information is, meaning the Drunk could accidentally receive true information in a Vortox game — a rare wrinkle that can mislead the town about whether a Vortox is in play.
The Mathematician may register a count if the Drunk's fake ability misfired or produced false info, indirectly flagging to the town that someone's results are unreliable without naming the Drunk directly — useful corroboration when hunting for a compromised information source.