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Poppy Grower

Minions & Demons do not know each other. If you die, they learn who each other are that night.

In the hidden groves of the deep forest, the black poppy dwells. To see its revelry is to be enchanted. To smell its thick aroma is to be lost forever, a slave to the gods of light and dark.

Storyteller cues

First nightSkip Minion Info and Demon Info. Wake the Demon. Show the THESE CHARACTERS ARE NOT IN PLAY token. Show 3 not-in-play good character tokens.

Other nightsIf the Poppy Grower died today or tonight, wake all Minions. Show the THIS IS THE DEMON token. Point to the Demon. Put the Minions to sleep. Wake the Demon. Show the THESE ARE YOUR MINIONS token. Point to the Minions.

Jinxes

Lil' Monsta

If Lil' Monsta and the Poppy Grower are alive, Minions wake one by one, until one of them chooses to babysit the Lil' Monsta.

Spy

If the Poppy Grower has their ability, the Spy does not see the Grimoire.

Summoner

If the Poppy Grower is alive on the 3rd night, the Summoner chooses which Demon but not which player.

Widow

If the Poppy Grower has their ability, the Widow does not see the Grimoire.

How to run it (Storyteller)

On the first night, skip the normal Minion/Demon info wake — no evil player learns anything about their teammates while Poppy Grower is alive. When Poppy Grower dies (day or night), immediately that night wake each evil player in turn and show them who the Minions and Demons are; good-aligned Minions or Demons join this reveal. The Marionette is the critical edge case: when Poppy Grower dies, do NOT wake the Marionette for this reveal — the Marionette never learns the evil team through this trigger. Watch for the Poisoner targeting Poppy Grower, which would restore normal Minion/Demon info wakes immediately.

How to play

  • Stay alive as long as possible: your death gifts the entire evil team full knowledge of each other, which massively improves their coordination and private communication.
  • Reveal timing: consider going public with your role early in the game so that the town understands why killing you is catastrophically good for evil — this makes you a target the town should actively protect.
  • Use your survival as a bargaining chip: if you can identify a Minion or Demon suspect through deduction, threatening to reveal yourself as Poppy Grower mid-game creates pressure without immediately triggering the death payoff.
  • Most common mistake — dying quietly: do not get nominated and executed without screaming that you are the Poppy Grower first; a confirmed Poppy Grower execution is a near-concession, and the town deserves the chance to reverse the vote.
  • If you are about to die at night, try to signal the next day who you suspect is evil — you had no info yourself, but your death is a known event that can anchor town logic.

How to bluff as the Poppy Grower

  • Bluffing Poppy Grower is a strong survival bluff: claim it early and publicly, since the town has real incentive to protect anyone claiming this role, and evil already knows each other so the ability's suppression costs you nothing.
  • Provide convincing flavor by describing your first-night experience as uneventful — Poppy Grower has no information to share, so 'I woke but learned nothing' is perfectly on-script and unfalsifiable.
  • If you are a Demon, this bluff keeps you protected and lets you frame any real Poppy Grower who comes forward as a fake — claim they are the liar trying to survive by copying your role.
  • The tell that exposes a fake: a real Poppy Grower's death triggers a very specific mechanical event (evil players learn each other), so if you fake-die as Poppy Grower and the Storyteller does not run that wake sequence, investigators may notice — avoid situations where your 'death' can be verified mechanically.
  • Coordinate with your Minions: because your bluff suppresses suspicion on you, your team can afford to be slightly more aggressive, but be careful not to let evil players accidentally out themselves by visibly relaxing after a fake 'Poppy Grower' claim.

Key interactions

Spy

While Poppy Grower is alive and has her ability, the Spy cannot see the Grimoire, gutting one of the Spy's most powerful information tools. Killing or poisoning the Poppy Grower immediately restores Spy's Grimoire access, so a Spy on the evil team has strong incentive to arrange her death early.

Widow

Exactly like the Spy, the Widow's first-night Grimoire peek is blocked while Poppy Grower has her ability. This means if a Widow is in the game and Poppy Grower is alive on night one, the Widow learns nothing — a significant swing that the evil team will want to resolve quickly.

Lil' Monsta

With both Lil' Monsta and Poppy Grower alive, Minions are woken individually and silently choose whether to babysit rather than all being woken together — this preserves the information-isolation while still letting the Lil' Monsta mechanic function. The Storyteller must handle these wakes one-by-one carefully.

Summoner

If Poppy Grower survives to night three, the Summoner can only choose which Demon type to create, not which player becomes it — Poppy Grower's presence restricts the Summoner's targeting precision at a critical moment. Evil should strongly consider eliminating Poppy Grower before night three to restore the Summoner's full control.

Marionette

When Poppy Grower dies, the Marionette is deliberately excluded from the evil-team reveal — the Marionette never learns the Demon or other Minions through this trigger. This means a Marionette in the game remains isolated from the evil team even after Poppy Grower's death, which is an important asymmetry the Storyteller must enforce.