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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

Legion

If the Preacher chooses Legion, Legion keeps their ability, but the Preacher might learn they are Legion.

Summoner

If the living Summoner has no ability, the Storyteller has the Summoner ability.

Vizier

If the Vizier loses their ability, they learn this, and cannot die during the day.

How to run it (Storyteller)

Each night, wake the Preacher and have them point to any player; if that player is a Minion (and not Legion), show the 'yes' thumbs-up signal and wake that Minion to show them the Preacher character token, then remove that Minion's ability for as long as the Preacher remains sober and healthy. Track every chosen Minion carefully — if the Preacher is drunkened or poisoned at any point, all chosen Minions immediately regain their abilities until the Preacher is healthy again, which is the nastiest edge case to catch mid-game. Watch for Summoner specifically: if the living Summoner has been Preached and loses their ability, you inherit the Summoner ability and must run it yourself.

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

Mezepheles

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.

Summoner

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.

Vizier

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

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.

Poisoner

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.