![]() Or, if you bluff as the Juggler, then claim to be the Heretic, then bluff as the Snake Charmer, again the good team is clued in to the possibility of a Heretic, but the Demon isn't sure. For example, if you claim that you are either the Heretic or the Moonchild, then the good team is made aware that a Heretic might be in play, and can adjust their strategy accordingly, while the Demon is not convinced enough to take the game-ending step of killing themselves. It is often smarter to never really be 100% on what you claim to be.However, there is still an opportunity for the Demon to kill themself, so be wary. The good team may find this to be absolutely crucial information. When just four players are left alive, it might be safe to reveal that you are the Heretic, since the game could end during the night via the Demon attacking as normal.When just three players are left alive, it is safe to reveal that you are the Heretic, since the game will end before nightfall.It's better to trade a definite loss for a possible (or even, probable) loss. As a last resort, reveal that you are the Heretic to dissuade them - avoiding the Demon being executed definitely results in avoiding a loss, but the Demon may or may not kill themself that night. You can bluff as a Townsfolk character with conflicting information, or hint to them that executing this player is a bad, bad idea. If you think that the good team is about to execute the Demon, you'll need to convince them otherwise.For example, if the Goblin gets executed, good wins, or if an evil player is bluffing as the Mayor and convinces the group to not execute on the final day, good wins. ![]() If you stay quiet about being the Heretic, the evil team may unknowingly be working to your advantage.
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