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Flowergirl

Each night*, you learn if a Demon voted today.

Yesterday's violets have withered and died, but today my poppies bloom.

Storyteller cues

Other nightsEither nod or shake your head.

How to run it (Storyteller)

Each night except the first, tell Flowergirl 'yes' or 'no' depending on whether a Demon voted during that day's nominations — check your vote record carefully before waking them. The nastiest edge case: if the Demon was drunk or poisoned during the night, you can give them false information, but the day's voting record is real regardless. Watch out for the Recluse: you may choose to tell Flowergirl 'yes' even if the Recluse (not the Demon) was the one who voted, so use this deliberately to generate misinformation if it serves the game.

How to play

  • Vote tracking: note every player who votes each day, because a 'yes' result at night lets you cross-reference exactly who voted and build a shortlist of Demon suspects.
  • Day strategy: you can deliberately pressure specific quiet players to vote — if a normally passive player never votes and you keep getting 'no,' that absence itself becomes data worth sharing publicly.
  • Sharing timing: announce your nightly results openly and early each day, since your information is only powerful when town can act on it within that day's nominations.
  • Chaining results: a string of 'no' nights means either the Demon is consistently abstaining (highly suspicious behavior to track) or you are poisoned — flag a poison concern if you trust your deduction of the vote record.
  • Most common mistake: treating a 'no' result as safe clearance for everyone who voted — the Demon simply may not have voted that day, so 'no' narrows nothing on its own and should not shift suspicion onto non-voters alone.
  • Coordination: if you trust a Seamstress or Investigator, share your shortlist of who-voted-on-yes nights privately to triangulate the Demon's identity faster.

How to bluff as the Flowergirl

  • Claim early and consistently: register as Flowergirl before anyone else claims it, since it is a passive overnight role that evil players can fake without needing setup from the Storyteller.
  • Fake 'yes' nights strategically: announce a 'yes' on a night after a good player you want executed voted — town will scrutinize everyone who voted that day and your lie redirects pressure onto innocents.
  • Fake 'no' nights to protect the Demon: if your Demon ally voted during a nomination, claim 'no' that night to suppress suspicion, then provide a plausible cover story about Demon abstention being a trend.
  • Expose tell — vote record verification: good players will cross-check your 'yes' claims against who actually voted; if you claim 'yes' on a day when your Demon ally did not vote and town reconstructs the record precisely, your bluff collapses, so only fake 'yes' on days with large voter pools that are hard to audit.
  • Minion synergy: coordinate with a Poisoner to claim you were poisoned on any night where your fake result might be checked — this gives you a built-in excuse for any inconsistency.

Key interactions

Recluse

The Storyteller may tell Flowergirl 'yes' on a night after the Recluse voted, even though the Recluse is not actually the Demon. This can manufacture a false shortlist, so a 'yes' result must be treated as probabilistic rather than certain — especially if a Recluse is in the game.

Poisoner

If Flowergirl is poisoned, the Storyteller can give them any result regardless of whether the Demon actually voted, silently corrupting the entire night's data. A run of results that contradict the reconstructed vote record is a strong signal that Flowergirl has been targeted.