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Sweetheart

When you die, 1 player is drunk from now on.

I will never forget her. Never.

Storyteller cues

Other nightsIf the Sweetheart died, a player became drunk immediately. If you haven't done this yet, do so now. ◦

How to run it (Storyteller)

When Sweetheart dies (by execution or night kill), immediately and privately choose 1 player to be drunk — this persists indefinitely and is not re-chosen each night. The drunk player is never told they are drunk. The critical edge case: if Sweetheart is later resurrected, removed from the game, or their character token is moved to another player (e.g., via a role-changing ability), the drunk immediately clears — track this carefully as it can silently restore a broken ability mid-game. Watch for the Cannibal eating Sweetheart, which transfers the drunk-creation effect permanently onto a new player when the Cannibal eventually dies.

How to play

  • Stay alive as long as possible: your death triggers a permanent drunk on a random player, which can cripple a key good role — delaying that outcome by surviving longer gives town more clean information first.
  • Announce your identity early and clearly: being a known Sweetheart discourages good players from nominating you carelessly, and forces evil to weigh whether killing you is worth the risk of drunkening one of their own.
  • If you decide to out yourself, consider timing it when there is a critical information role already confirmed — the threat of that player being drunkened will make town hesitant to execute you and gives you real leverage in nominations.
  • Do not reveal yourself as Sweetheart if you suspect the Demon will use your death to drunken a player they have already identified as a threat — staying quiet can make your eventual death less strategically exploitable.
  • The single most common mistake: assuming your death is always bad for evil. If you die at night and the Storyteller dunks a pivotal good role like an Oracle or Empath, your death may have won the game for evil — treat staying alive as your primary contribution.

How to bluff as the Sweetheart

  • Claim Sweetheart early when you want a reason to never be executed — the threat of permanently drunkening a townsfolk makes good players reluctant to nominate you, buying evil time.
  • Fake-confirm your identity by being conspicuously alive and unthreatened: if town sees you surviving night after night without the Demon killing you, it reads as the Demon being afraid of the drunk trigger, which reinforces the bluff.
  • When someone questions why the Demon hasn't killed you, suggest that you may already be protected or that the Demon is strategically avoiding triggering the drunk — this is plausible and hard to disprove.
  • The main tell that exposes you: a real Sweetheart has no night information and will freely admit it, but evil players sometimes overclaim by giving subtle flavor hints about their role that Sweetheart simply cannot provide. Keep your claim information-barren and passive to avoid contradiction.

Key interactions

Cannibal

If the Cannibal is executed while Sweetheart is the most recent execution victim, they gain the Sweetheart ability and lose their Cannibal ability permanently — meaning when the Cannibal later dies, they trigger a drunk on a new player. This creates a second delayed drunk trigger that the Storyteller must track separately, and good players should be aware that eliminating a Sweetheart-Cannibal can have lasting consequences.

Resurrection effects (Monk, Alsaahir, etc.)

If Sweetheart is brought back to life after dying, the drunk they triggered is immediately cleared — this makes any resurrection ability a potential counter to Sweetheart's downside and can silently restore a broken good role mid-game without town realizing it.