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General

Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.

I don’t have time for quotes.

Storyteller cues

First nightGive a thumb signal.

Other nightsGive a thumb signal.

How to run it (Storyteller)

Each night, privately show the General one of three tokens: Good Winning, Evil Winning, or Neither. This is your honest read of the current game state — factor in confirmed deaths, known evil players, remaining Outsider count, and how much information good has successfully gathered. The hardest ruling is 'neither': use it when the game is genuinely on a knife's edge rather than as a cop-out, because over-using neither removes all signal. Watch for General claiming a run of 'evil winning' results to push a suspicious execution, which could indicate they're evil or being poisoned.

How to play

  • Track your results as a time series: a shift from 'evil winning' to 'good winning' after an execution confirms the town killed a genuine threat, giving you strong grounds to vouch for that execution publicly.
  • Share your results openly and early — the General's power compounds with town communication, and sitting on information until Day 3 wastes the early-game reads that are hardest for evil to corrupt.
  • Treat 'neither' as meaningful signal: it suggests the game is close, which means the town cannot afford to misfires or waste a day on circular debate.
  • If your results contradict town reads — e.g., you're seeing 'evil winning' after a confident good-felt execution — raise it loudly; either a Demon is alive and healthy, or you are poisoned, both of which are critical town knowledge.
  • The single most common mistake is treating your result as gospel rather than as one data point: the Storyteller's assessment can be wrong in edge cases and can be manipulated by poison, so always cross-reference with other information roles.
  • Late game, 'good winning' when only three players remain gives the town a strong signal to trust the current execution path; 'evil winning' with two slots left is a near-certain flag that the Demon is among the living finalists.

How to bluff as the General

  • Claim a believable narrative arc: start with 'neither' on Night 1 or Night 2, then shift to 'good winning' after a town-supported execution to look like a confirming information source rather than a reactor.
  • Use 'evil winning' results strategically to sow doubt around a player your team wants executed — frame it as the General's read reflecting that a dangerous minion is still alive and undetected.
  • Avoid claiming 'good winning' on a night when evil clearly has momentum; a sharp player who cross-references your result with visible game state will catch the contradiction.
  • The biggest tell for a fake General is results that suspiciously align with evil's narrative goals every single night — vary your claims and occasionally give results that cost evil nothing to maintain credibility.
  • If pressed to explain a result that contradicts town consensus, fall back on 'the Storyteller's assessment weighs things I don't see' — it is mechanically accurate and deflects deep scrutiny.

Key interactions

Poisoner

A poisoned General receives false results that can actively mislead the town rather than simply giving no information, making the Poisoner one of the most damaging counters to this role. If your results feel inconsistent with visible game events, suspect poison and tell the town your read may be compromised.

Drunk

A Drunk General believes they are getting genuine alignment reads but receives fabricated Storyteller-chosen results the entire game, turning them into an unwitting misinformation source. The Drunk General should be on the town's radar as a possible explanation when the General's results consistently conflict with confirmed information.