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Matron
Each day, you may choose up to 3 sets of 2 players to swap seats. Players may not leave their seats to talk in private.
Miss Featherbottom, be quiet. Master Rutherford, a teacup needs just the four fingers, please. I know you are a father of nine, but age, or lack there-of as the case may be, is never an excuse for poor manners.
How to run it (Storyteller)
The Matron's seat-swap ability is purely physical: actually move players to new seats each time a swap is called. The private-conversation restriction applies to all players all day, every day the Matron is in play — not just on turns when swaps occur. This restriction is significant and affects the whole game, so only accept the Matron into a session where the table is comfortable with that constraint. Exile removes both the swap ability and the private-conversation ban immediately.
How to play as a good Matron
- Use swaps to place confirmed-good players next to each other so they can whisper and coordinate without needing to leave their seats — the ban on leaving seats makes adjacency the only private channel.
- Swap a player you suspect is evil away from their demon or minion ally to disrupt coordinated voting blocs and whisper chains.
- Offer your swap choices publicly and explain your reasoning each day to build a reputation as a transparent, town-serving Matron rather than an opaque one the town will exile.
- Save at least one swap for late-day use; if a last-minute nominee looks shaky, repositioning a key info-holder next to the nominator can swing the vote with a whispered confirmation.
How to play as an evil Matron
- Use swaps to isolate the Demon from suspicion: move the Demon next to players who have vouched for them or next to other evil players who can steer conversation.
- Exploit the private-conversation ban as your primary weapon — it is always active, so you are constantly suppressing the town's ability to cross-check information even on days you make no swaps at all.
- If a Minion is close to being nominated, swap them to the far end of the circle so they are physically distant from the players most likely to push for their exile, reducing whisper pressure on them.
- Feign good-faith swaps early — visibly separate two players the town already suspects — to build credibility, then use your remaining swaps more surgically for evil's benefit.
Key interactions
Poisoner
If the Matron is poisoned, the Storyteller should rule the private-conversation ban is still in effect socially (players do not know the Matron is poisoned), but technically the ability is inactive — clarify at your table in advance whether the ban lifts visibly or silently, as it has large social consequences.