Werewolf
From Sybillian's Clocktower
Summary
"You start knowing that 1 of 2 players is a particular Townsfolk."
The Washerwoman learns that a specific Townsfolk is in play, but not who is playing them.
- During the first night, the Washerwoman is woken, shown two players, and learns the character of one of them.
- They learn this only once and then learn nothing more.
How to Run
While preparing the first night, put the Washerwoman's TOWNSFOLK reminder token by any Townsfolk character token, and put the Washerwoman's WRONG reminder token by any other character token.
During the first night, wake the Washerwoman and point to the players marked TOWNSFOLK and WRONG. Show the character token marked TOWNSFOLK to the Washerwoman. Put the Washerwoman to sleep. Remove the Washerwoman's reminder tokens when convenient.
Examples
Evin is the <a href="/Chef" title="">Chef</a>, and Amy is the <a href="/Ravenkeeper" title="">Ravenkeeper</a>. The Washerwoman learns that either Evin or Amy is the <a href="/Chef" title="">Chef</a>.
Tips & Tricks
- The Washerwoman is deceptively powerful. Even though you don't gain information on the evil players, you can confirm the identity of a good player. This player should be your focus for the game, because if they have great information, then you have that information too. If they have a useful ability that they choose to use, you can help them use it wisely.
Bluffing as the Washerwoman
When bluffing as the Washerwoman, there are a few things you should keep in mind:
- You would have received your information on night one, and so should have it from that point onward. You will have been shown two players and one Townsfolk token.


