Preacher
Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.
It is better to be rich and healthy than poor and sick.
Storyteller cues
First nightThe Preacher chooses a player. ◦ If they chose a Minion: Put the Preacher to sleep. Wake the target. Show the THIS CHARACTER SELECTED YOU & Preacher tokens.
Other nightsThe Preacher chooses a player. ◦ If they chose a Minion: Put the Preacher to sleep. Wake the target. Show the THIS CHARACTER SELECTED YOU & Preacher tokens.
Jinxes
How to run it (Storyteller)
How to play
- Prioritize players you suspect are the most ability-dependent Minions first — a Mezepheles or Summoner shut down early can swing the entire game, while benign Minions like a Marionette lose little by being chosen.
- Timing on Mezepheles: if you choose them on night 1, they never get their word at all; if you choose them on the same night a player would turn evil, that conversion is also blocked permanently — knowing this makes early Mezepheles selection extremely high value.
- Share your chosen targets with trusted Townsfolk privately rather than publicly, so evil players cannot deduce who you have locked down and adjust their strategy around it; publicly revealing you chose someone tips off the Demon about which Minion to protect or lie through.
- Do not stop choosing new players once you have one Minion locked — you have no guarantee that player stays your only threat, and picking innocents gives you no downside beyond a non-confirmation; keep probing to find and stack additional Minion shutdowns.
- The most common mistake is treating a non-confirmation (no thumbs-up) as useful information and announcing it publicly — it only tells evil which of your guesses missed, helping them narrow your suspicion away from the real Minions.
How to bluff as the Preacher
- Claim early and establish a pattern of 'chosen' players quickly — the real Preacher must do this every night, so a bluffing Preacher who hesitates to name targets reads as fake; have a list of plausible picks ready before the game starts.
- Name confirmed Townsfolk or the Demon as your 'chosen' targets to fabricate false Minion shutdowns — claiming you chose the Demon makes them appear cleared to the town, which is a powerful misdirection if they play along.
- Avoid claiming you chose a real Minion ally unless your team has coordinated on it; if you fake-confirm a Minion as chosen, that Minion must play as if their ability is gone, which could cost evil significant power and create contradictions.
- The tell that exposes a fake Preacher is when the evil team's Minions visibly use their abilities on nights the bluffer claims to have locked them down — coordinate with your Minion allies to act as if they have no ability on nights you claim to have chosen them.
Key interactions
Choosing Mezepheles on night 1 prevents the word from ever being delivered, and choosing them on the night a conversion would occur permanently blocks that conversion with no second chance — making Mezepheles the highest-priority night-1 target if you suspect one is in play.
If you successfully lock down the Summoner, the Storyteller inherits the Summoner ability and will use it — meaning a Demon can still be created, just without the Summoner player's agency; this does not mean the threat is eliminated, only displaced.
Choosing the Vizier strips their ability and immediately reveals this to the Vizier, who then cannot die during the day — so Preaching a Vizier removes their execution immunity on that dimension but tips them off and makes them a harder execution target, which can backfire.
Legion keeps their ability even when chosen by the Preacher, making them the one Minion-registered character your ability cannot shut down; the Storyteller may still give you a signal suggesting you found Legion, which is valuable information even without the shutdown.
If a Poisoner targets you, every Minion you have previously chosen regains their ability until you are healthy again — a savvy evil team will use Poisoner reactively once they know you are the Preacher to restore a locked-down Minion at a critical moment.