[s9e6] Trouble Brewing • Full Version

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.

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

In this script, execution is the Good team’s primary weapon. Even if you're not sure, executing someone provides information. A "dead" player can still talk and vote once more! For the Evil Team (Demon & Minions) The Drunk is the most powerful tool for

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. Don't linger too long on night actions; keep

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)

" Trouble Brewing " is most prominently known as the premier starter script for the social deduction game . If you are looking to create a helpful post for players or Storytellers about this specific "episode" or edition of the game, For the Storyteller (The "Game Master")

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.