When a man lies, he murders some part of the world.
Storyteller cues
First nightPoint to the 2 players marked KNOW.
How to run it (Storyteller)
How to play
- Day 1 anchor: your two safe players are confirmed non-Demons, so use them immediately as a foundation for trust chains — pair them with other claimed information roles to build a reliable good-team core.
- Share both names publicly on day 1 unless you have a strong reason to hold back; sitting on this information wastes its value since it is only useful when it shapes votes and nominations before the Demon has time to adapt.
- Do not conflate 'not the Demon' with 'confirmed good' — your two players could be Minions, and you should say so clearly when presenting your information to avoid town over-trusting them.
- If either of your two named players is acting suspiciously or being accused, defend the claim mechanically: you know they are not the Demon, which is different from knowing they are Townsfolk, and that distinction matters for execution priority.
- The most common mistake is treating your information as a full-clearance; a Poisoner or Drunk can corrupt your read, so stay open to the possibility that one of your names is wrong if strong contradicting evidence emerges later.
How to bluff as the Knight
- Name two players as your 'not-Demon' confirmations — pick players who are already generating trust or who your team knows are good, so the claim is hard to falsify and reinforces existing town reads.
- Avoid naming fellow evil players as your two safe picks unless your team has coordinated the bluff, since it creates an easy double-check if either of them is later outed as a Minion.
- The most dangerous tell is naming a player who is later confirmed as the Demon or a Minion through execution; stake your bluff on players you are confident will survive long enough for the claim to be irrelevant.
- If pressed on why you did not share your information earlier, claim you were building a mental model of who to trust before going public — the Knight's information is first-night only, so there is no follow-up to fabricate.
Key interactions
If the Knight is poisoned on the first night, the Storyteller may show any two players including the Demon, making the Knight's cornerstone information completely unreliable. A Knight who suspects they were poisoned should flag the uncertainty rather than anchor town reads on potentially corrupt data.
A Knight who is the Drunk receives information as if they have the ability, but the two players shown may include the Demon — the information looks identical to a real Knight's but is meaningless. This is especially dangerous because the Knight has no in-game way to discover they are the Drunk.
The Recluse can register as the Demon, so the Storyteller may exclude the Recluse from the Knight's two revealed players even if the Recluse is genuinely good — meaning a real Recluse might not appear in your safe pair through no fault of the information.