Harlot
Each night*, choose a living player: if they agree, you learn their character, but you both might die.
Enchanté, Sailor. You look like you need someone to really listen to your troubles. I'm a good listener. Very, very good.
Storyteller cues
Other nightsThe Harlot chooses a living player. Put the Harlot to sleep. Wake the chosen player, show them the THIS CHARACTER SELECTED YOU token, then the Harlot token. If that player nods their head, wake the Harlot and show them the chosen player's character token. Both players might die. ◦ ◦
How to run it (Storyteller)
How to play as a good Harlot
- Target players who have already soft-claimed a character publicly — confirming them costs little risk and builds trust for both of you, since you can corroborate each other's story.
- Use the ability on a player you strongly suspect is good first; getting confirmed information while risking a relatively low-threat target is better than dying on your first night chasing a suspected Demon.
- When you learn a character, share it publicly and immediately — your value to town is entirely in converting private information into public knowledge, and sitting on claims gives evil time to exploit the mutual death window.
- If you survive multiple nights of sharing accurate info, your track record becomes town-endorsed testimony; prioritise using that credibility to advocate for or against executions on specific players rather than just announcing characters.
- Choose players who haven't claimed or whose claim seems inconsistent — catching a bluffing evil player in a lie is worth the death risk and can swing the game for good.
How to play as an evil Harlot
- Pick good players you want dead: the mutual death mechanic is a weapon — if a troublesome Slayer or Empath agrees, letting the Storyteller kill them solves a problem without a public execution.
- Share fake 'confirmations' of evil players, vouching for their bluffs as though you learned a matching character — this is hard for town to disprove since only you and the target know whether the agreement happened and what was said.
- Refuse to share who you targeted each night, citing fear of death; this makes your claimed information unverifiable and lets you lie freely about what you learned.
- Target players you already know are evil so you can safely 'confirm' each other without any death risk, burning your ability on zero-risk exchanges while appearing active and cooperative.
- If town is pushing exile on you, claim you are withholding a critical character reveal until they commit not to exile you — this manufactures leverage and buys time for the Demon to win.
Key interactions
The Storyteller can show the Harlot the Recluse as a Minion or Demon character, meaning a good Harlot may genuinely believe they have identified a Demon when they have found an innocent townsfolk-aligned player. This is flagged as not recommended when the Harlot is evil, since it could accidentally protect the Recluse from suspicion rather than helping evil.
A poisoned Harlot receives a false character result even when a player agrees, meaning the mutual death risk was taken for worthless information — the Harlot has no way to know the result is wrong and may confidently mislead the town.