Gambler
Each night*, choose a player & guess their character: if you guess wrong, you die.
Heads, I win. Tails, you lose.
Storyteller cues
Other nightsThe Gambler chooses a player & a character. ◦
How to run it (Storyteller)
How to play
- Prioritise high-value targets first: use your first guess on a player whose character you feel most certain about — ideally someone who has claimed a role with corroborating evidence, not someone you're speculating about.
- Daytime information gathering is your lifeblood: before each night, work hard to lock in one candidate where public cross-referencing makes you highly confident, because a wrong guess costs your life and removes a confirmed townsfolk from the board.
- Guessing evil roles is high-risk, high-reward: if you can identify a Minion or Demon with confidence, a successful guess is devastating for evil, but dying to a wrong guess hands them a free townsfolk death — only take that shot when the evidence is strong.
- Hold your ability back when uncertain: surviving to night four with no guesses is worse than dying night two, but dying night two to a careless guess on partial information is equally bad — sit on the ability if you have no actionable lead.
- The single most common mistake is guessing a claimed townsfolk role on the nominating player's word alone without corroboration; evil players will feed you easy-seeming targets specifically to kill you for free.
- Share your hit list publicly once you have a strong candidate: announcing 'I will guess X is the Y tonight' creates accountability and lets other townsfolk redirect you if they have contradicting information before night falls.
How to bluff as the Gambler
- Claim Gambler early and announce you are 'saving your guess' — this is low-maintenance because you generate no nightly information to contradict, and you can sit quietly until a convenient moment to fake a result.
- Fake a successful guess on a known townsfolk: after any night, claim you guessed a confirmed good player's character and survived, framing it as confirmation of that player's claim and making yourself look cooperative and verified.
- False-claim a death threat as leverage: say you intend to guess a specific evil suspect tonight, then 'die' the next day and blame the demon kill on that pressure — this muddies whether you were silenced or simply wrong, either of which reads as town.
- The tell that exposes a fake: a real Gambler builds toward high-confidence guesses through active daytime investigation; a bluffing Gambler who never pushes hard for information about specific players before announcing a guess looks passive and unconvincing — sell the investigative anxiety.
Key interactions
The Storyteller may allow the Recluse to register as a Minion or Demon, meaning guessing Recluse as a Minion could count as correct and keep you alive despite being technically wrong on character — but guessing them as Recluse itself is risky because the Storyteller is not obligated to make that save. Avoid nominating the Recluse as your guess unless you are certain the Storyteller will not penalise you for the exact-name mismatch.
The Spy registers as a townsfolk or outsider, so guessing a Spy as 'the Spy' can still get you killed even if you are factually right, while guessing them as a specific townsfolk or outsider character is safer and may keep you alive. If you suspect a player is the Spy, guess them as an innocuous good role rather than calling them the Spy directly.
If you are poisoned on a night you guess correctly, the Storyteller may kill you anyway as if you guessed wrong — effectively wasting a confident, well-earned guess and removing you from the game. Treat unexplained deaths after what felt like a good guess as evidence of a Poisoner in play, and share that suspicion with the town.
A Drunk Gambler who guesses correctly still dies, because the ability is not functioning as normal — meaning you can never trust a survival result as genuine confirmation unless you are certain you are sober. If you have any reason to suspect you might be the Drunk, surviving a guess proves nothing about the character you picked.