Use the Spy to feed the Demon information about who the most dangerous Good players are (like the Fortune Teller or Empath ) early on. For the Good Team (Townsfolk & Outsiders)
This script is designed to be fast-paced. Don't linger too long on night actions; keep the momentum going during the day to prevent the town from overthinking. [S9E6] Trouble Brewing
While "Trouble Brewing" rewards sharing, telling the whole town you are the Fortune Teller on Day 1 is a death sentence. Find one or two people you trust and whisper your findings first. Use the Spy to feed the Demon information
Knowing how many Outsiders (like the Saint or Butler ) should be in play helps you determine if a Baron is in the game, which significantly changes the math of the "Evil" team. While "Trouble Brewing" rewards sharing, telling the whole
The Drunk is the most powerful tool for the Storyteller in this script. Use it to provide slightly off-kilter information that isn't immediately obviously false, forcing the Good team to doubt their "confirmed" info.
The Demon and Minions should decide on their fake roles early. If two people claim Investigator , it creates chaos that the Evil team can exploit.
If you are the Poisoner , target players who receive information every night, like the Empath . Poisoning them at the right moment can completely flip the town's trust.