How DARE you accuse Her Ladyship of wrongdoing? I’ve known her my entire life! All nine years!
Storyteller cues
First nightPoint to the player marked KNOW.
How to run it (Storyteller)
How to play
- Treat your known-good player as a trusted anchor: coordinate with them privately early, cross-reference their claims against the rest of the town, and use them as a reliable vote ally when nominations get chaotic.
- Timing your reveal matters: announcing your ability publicly on day one confirms you have a known-good player but paints a target on both you and them — consider waiting until that player's information is being doubted before vouching for them.
- Share vs hold back: tell your known-good player you know they are good so they can trust you fully, but you don't always need to broadcast their name to the whole town until it adds real value, like defending them from a false accusation.
- Account for the Spy: your known-good player could be the Spy registering as good, meaning your anchor might be the most dangerous player at the table — if the player you know is 'good' is behaving suspiciously or pushing odd nominations, treat that as a serious red flag rather than explaining it away.
- Most common mistake: treating the known-good player as completely beyond suspicion and refusing to update even as contradictory evidence mounts — your information is a starting point, not a guarantee, especially with the Spy in the game.
How to bluff as the Steward
- Claim early if needed: the Steward ability fires on night one and produces a single known-good player, so you can establish your bluff from day one without needing to fabricate multi-night information chains.
- Choose your 'known-good' target carefully: pointing at a confirmed townsfolk or a fellow evil player you want to protect is ideal — vouching for a teammate gives them a credibility shield while making you look cooperative and information-rich.
- Keep your claim simple and consistent: you only know one thing — one good player — so overclaiming or adding detail beyond that single piece of information is an immediate tell that exposes the bluff.
- The biggest tell for a fake Steward: aggressively pushing your 'known-good' player's innocence when that player is under legitimate suspicion — real Stewards know their information might be wrong (Spy interaction) and will show some uncertainty; faking certainty looks coached.
- If your 'known-good' target gets executed and confirmed evil, have a prepared out — claim you suspected the Spy interaction was in play, which keeps your bluff alive and subtly seeds doubt about the Spy being in the script.
Key interactions
The Storyteller can legally show the Steward the Spy as their known-good player, turning the Steward's anchor into a direct asset for evil. A Steward who suspects this should treat unusual behavior from their known-good player as a possible Spy signal rather than dismissing it.
If the Steward is poisoned on night one, their known-good information is unreliable — the Storyteller can show any player's token, good or evil. A Steward who received poisoned information may have an anchor pointing at a demon or minion, so the town should weigh Steward info against whether a Poisoner is likely in the script.
A Drunk Steward receives a known-good player that the Storyteller can fabricate freely, meaning the 'known-good' person could be any alignment. The Steward has no way to detect this, making overconfidence in their anchor especially dangerous if a Drunk is on the script.