Sailor
Each night, choose an alive player: either you or they are drunk until dusk. You can't die.
I'll drink any one of yer under the table! You! The chatterbox! Reckon you can take me? No? Howza 'bout you, Grandma? You ever tried Old McKillys Extra Spiced Rum before? Guaranteed to put hairs on yer chest! Step aboard, aye!
Storyteller cues
First nightThe Sailor chooses a living player. ◦
Other nightsThe Sailor chooses a living player. ◦
How to run it (Storyteller)
How to play
- Immortality as a town resource: you are extremely difficult to kill while sober, so position yourself as a blocker — advocate loudly, make big claims, and absorb suspicion that would otherwise kill a key townsfolk or the Investigator.
- Drunk targeting as a tool: each night you must drunk someone, so deliberately choose the most dangerous information role when you suspect they already have what they need, or target a role you believe is evil to hamstring them — but remember the Storyteller decides who actually gets drunk.
- Self-drunk deliberately when it matters: if you suspect your own information is about to be wrong or useless, or if you want to protect a critical townsfolk from the drunk penalty entirely, choosing yourself is a valid play rather than a concession.
- Don't over-reveal early: announcing you're the Sailor makes you a prime poisoning or Al-Hadikhia target for evil, and it telegraphs exactly which player will be drunk each night; consider waiting until you have enough trust to use your immortality publicly as leverage.
- Most common mistake: assuming you are always the one who is drunk — the Storyteller chooses who gets drunk, so don't discount your own information just because you targeted someone; play as if you are sober unless you have a specific reason to doubt yourself.
How to bluff as the Sailor
- Claim Sailor when you want a low-information bluff that still commands table respect — you produce no verifiable claims, so there's nothing to cross-check, and your 'immortality' can be tested only by dying, which evil avoids.
- Fake the drunk targeting: each day, casually mention which player you 'drunkened' the previous night and frame it as protection or a tactical choice, keeping your story consistent with whoever you name being slightly off that night.
- Target a confirmed good player for your fake drunk to seem cooperative — saying you drunk the Investigator so their false info doesn't mislead anyone is exactly the kind of reasoning a real Sailor uses and is hard to disprove.
- The biggest tell is surviving a confirmed demon kill without explanation — a real Sailor survives because of the ability, but if evil protects you via a different mechanism and you claim Sailor immortality, the math may not add up to observant players.
Key interactions
A sober Sailor cannot be killed by Al-Hadikhia's ability regardless of the choice made; in the three-player scenario where all are meant to die, the Sailor simply survives alone if the other two chose to live, making them the sole non-demon survivor of that night.
If the Sailor is poisoned, their 'can't die' protection evaporates and they can be killed by execution or the demon like any other player; evil should treat poisoning the Sailor as a high-priority move to enable their removal.