Seamstress
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Did you hear that stranger in the cashmere coat put the word on our young Belle? And she said yes? Well, that's nothing compared to what Harry and that juggler got up to at the fair! The things I could say if I was a tattletale... my, yes.
Storyteller cues
First nightThe Seamstress might choose 2 players. Nod or shake your head. ◦
Other nightsThe Seamstress might choose 2 players. Nod or shake your head. ◦
How to run it (Storyteller)
How to play
- Save the ability for mid-to-late game: the result is most powerful once you have public claims established, so you can cross-reference 'same alignment' against a pair of players whose roles you already partially understand.
- Targeting confirmed or near-confirmed good players with one slot: using a trusted Townsfolk as one of your two picks lets the result double as a litmus test on the second, unknown player — a 'no' answer is devastating evidence against them.
- Timing your reveal strategically: announcing your result only after you've had time to reason about it (or after a nominee is on the block) is far stronger than blurting it immediately — premature disclosure lets evil players react and adjust their cover stories.
- Do not telegraph your targets in advance: telling the table who you plan to investigate before you do it allows a Demon or Minion to engineer a kill or nominate your targets before you gain useful context.
- The most common mistake is burning the ability on two players you already have strong alignment reads on — pick at least one pair where genuine uncertainty exists, so the result actually shifts your probability on at least one unknown.
How to bluff as the Seamstress
- Claim early and unused: announce you are the Seamstress and have not yet used your ability, giving yourself flexibility to fabricate a result at a tactically convenient moment rather than being locked into a premature claim.
- When you do claim a result, target a pair that includes at least one evil teammate and report 'same alignment' between them and a confirmed good player — this subtly vouches for your teammate without making the claim look coordinated.
- Alternatively, claim 'different alignment' between two good players to introduce doubt about a player who is pressuring your team, especially if that player lacks a strong alibi for their claim.
- The tell that exposes you: a real Seamstress will often hesitate or be strategic about when they fire; a fake one tends to produce suspiciously convenient results on exactly the right pair at exactly the right moment — avoid results that are too clean or too perfectly timed to benefit evil.
Key interactions
When the Seamstress picks the Recluse as one of their two targets, you as Storyteller can report the result as if the Recluse were evil, meaning a Recluse paired with a good player might return 'no' (different alignment) and cause the town to wrongly suspect an innocent. This can make Seamstress results unreliable in games where a Recluse is in play, and a smart Seamstress should always flag this possibility when sharing their read.
The Spy can be made to register as good, so if a Seamstress picks the Spy alongside a genuine good player, you can return 'yes' — a false confirmation that the Spy is safe. This is one of the most dangerous misregistration outcomes in the game because it actively launders the Spy's cover story through an information role.
A poisoned Seamstress receives a false result — 'yes' or 'no' chosen by the Storyteller — which means a poisoned night's information should be heavily discounted. Because the Seamstress only fires once per game, a Poisoner who times the poison correctly can negate the entire ability without the Seamstress ever knowing their result was fabricated.
A Drunk Seamstress believes they have a functioning ability but always receives a random or Storyteller-chosen false result; since the ability is once per game, the Drunk Seamstress wastes their sole use on worthless information, making them a net liability if they advocate strongly for a false read.