Fortune Teller
Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
I sense great evil in your soul! But... that could just be your perfume. I am allergic to Elderberry.
Storyteller cues
First nightThe Fortune Teller chooses 2 players. Nod if either is the Demon (or the RED HERRING).
Other nightsThe Fortune Teller chooses 2 players. Nod if either is the Demon (or the RED HERRING).
How to run it (Storyteller)
How to play
- Binary isolation first: pair the Demon candidate with a known-safe player each night rather than two unknowns — a YES implicates one of two, a NO clears both and shrinks the suspect pool efficiently.
- Track your Red Herring early: if you get a YES on a pair that includes a player town strongly trusts (e.g., confirmed Washerwoman source, Soldier who survived a kill), that player is likely your Red Herring, not the Demon — use this to recalibrate rather than chase.
- Share your raw YES/NO results publicly but frame them as suspect pairs, not accusations — this lets cross-referencing Investigators and Empaths validate your data without tipping the Demon to which pair triggered the hit.
- Hold back your Red Herring suspicion until late game: revealing who you think is the Red Herring too early tells the Demon exactly who is safe to kill and who to frame.
- Most common mistake: treating the first YES as confirmation of a Demon. Every YES could be the Red Herring — you need multiple overlapping pings or process of elimination to distinguish a true Demon hit from a Red Herring response.
How to bluff as the Fortune Teller
- Claim early and volunteer a YES result on a pair that includes a genuinely suspicious player — this looks like useful information and gives town a believable lead to chase while protecting your actual Demon.
- Manufacture a believable Red Herring: claim you have a consistent YES on a pair containing one trusted good player, and roleplay the confusion of 'who is my red herring?' — this mimics authentic Fortune Teller behavior and is hard to disprove.
- Avoid claiming a YES on a pair that includes your Demon — if they are later executed and confirmed evil, your claimed hit looks real but also marks you as the Fortune Teller who was right, increasing your credibility risk and scrutiny.
- The tell that exposes a fake: real Fortune Tellers accumulate a chain of YES/NO data that narrows the Demon over time; a bluffing evil player often gives isolated results without a coherent narrowing strategy, or avoids pairing their Demon even when it would be tactically obvious to do so.
Key interactions
Every good player secretly assigned as the Red Herring produces a YES result identical to a real Demon hit, making the Fortune Teller's job fundamentally about distinguishing this false positive from a true find. The Fortune Teller must use overlapping queries and community trust assessments to isolate which YES is the decoy.
The Recluse can register as a Demon, so a YES result on a pair containing the Recluse may be a misregistration rather than the Red Herring or true Demon — this adds a third possible explanation for any YES, which the Fortune Teller should flag to town rather than silently assume.
The Spy can register as a Demon to the Fortune Teller, but doing so forces the Red Herring token off any evil player immediately, making this a mechanically awkward and storyteller-discouraged interaction — if you receive a YES on a pair containing a known or suspected Spy, treat it as unreliable rather than definitive.
A poisoned Fortune Teller receives a result that may be fabricated by the Storyteller, meaning a YES or NO on any given night could be meaningless — if your results suddenly shift or contradict prior clean data, poisoning is a likely explanation and you should communicate the inconsistency to town.