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Oracle

Each night*, you learn how many dead players are evil.

Only the chosen may gaze beyond the veil. The dead are restless, and they point in silence toward the icy north.

Storyteller cues

Other nightsGive a finger signal.

How to run it (Storyteller)

Each night after the first, wake the Oracle and show a number from 0 upward equal to the count of dead players currently registered as evil — count Recluse as evil if you choose, and do not count the Spy as good if they are dead. The nastiest edge case is a dead Recluse: you may flip their registration night-to-night, which means Oracle's count legitimately fluctuates without any actual alignment change, so decide your Recluse ruling before the game and stay consistent or deliberately vary it to mislead without lying. Watch for the Oracle sharing their full dead-evil count publicly too early, as it can instantly out or protect players on the block.

How to play

  • Cross-reference your count with the execution log: if a known-good player is executed and your evil count rises by one the next night, someone you thought was good is actually evil — treat that as a hard data point.
  • Track every night's count alongside who died: the delta between consecutive nights is your real signal, since an unchanged count after an execution means the killed player was evil, and a rising count after a demon kill means a dead evil player is somewhere you haven't accounted for.
  • Timing your reveal: holding your information until 2-3 players are dead makes your count far more actionable; a count of '1 evil dead' with only one corpse is near-useless, but the same count with four corpses is strong evidence.
  • Name the dead evil player if you can: once you have a nonzero count and a short list of dead players, cross-referencing with other information roles lets you publicly identify which corpse is evil, which accelerates nominations and pressures the demon to abandon that minion's story.
  • The most common mistake is treating your count as gospel without accounting for Recluse — if a Recluse is in the dead pool, your number could be inflated by one, so always flag that caveat when sharing your count publicly.

How to bluff as the Oracle

  • Claim Oracle early and give a plausible low count: '0 evil dead' on night two when few players have died is completely safe and forces good players to treat every corpse as potentially innocent.
  • When a known-evil player (one your team outed or sacrificed) dies, adjust your count upward by exactly one — this makes your claim track reality just enough to survive scrutiny while you control the narrative around other dead players.
  • Use a Recluse in the game as your cover story for a suspicious number: if your count seems off, blame a possible Recluse in the dead pool inflating the figure, since good players cannot easily disprove this.
  • The tell that exposes a fake Oracle is a count that never changes even as good players die from demon kills — a real Oracle's count stays flat when good players die and rises only when evil ones do, so make sure your claimed numbers reflect that pattern or you'll be caught.

Key interactions

Recluse

A dead Recluse can register as evil to the Oracle, artificially inflating the count by one. If you are the Oracle and suspect a Recluse may have died, publicly caveat your count so the town does not draw false conclusions; if you are evil and bluffing Oracle, a dead Recluse gives you a built-in excuse for any count discrepancy.

Poisoner

A poisoned Oracle receives a false count — potentially any number the Storyteller chooses — which can cause the town to misidentify dead players as evil or innocent. If your count suddenly jumps or drops illogically between nights, consider that you may have been poisoned and disclose that possibility rather than asserting the number as fact.