Summary:


“You start by choosing 2 alive players (not yourself): if the 1st dies before the 2nd, you learn an evil player & choose again.”

The Bookie can learn evil players if they predict who dies.

How to Run:


During the first night, wake the Bookie. They point at any one alive player, then another (except themself). Mark the first player with the 1ST reminder and the second player with the 2ND reminder.

Each night except the first, if the player marked 1ST died before the player marked 2ND, wake the Bookie and point at an evil player, and then allow them to choose 2 players again.

If the player marked 2ND dies before the player marked 1ST, the Bookie loses their ability - mark them with the NO ABILITY reminder and remove their night token from the night sheet.

Do not let the Bookie choose players if there are not two players alive to be chosen.

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Icon_Bookie_good.png

Information

Type Townsfolk
Icon Source Pixta

“Well, the way I see it is that it’s like the stock market. If someone is doing well, you put your money on them.”

Showcased in

FuneralMarch.png

Funeral March for a Puppet III: Significance

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Examples:


<aside> 📖 On the first night, the Bookie chooses the Spy and then the Artist. The Spy then dies and the Bookie learns that the Baron is evil, before choosing again.

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<aside> 📖 On the first night, the Bookie chooses the King and then the Librarian. The Librarian dies first and so the Bookie loses their ability.

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Meta:


Tips & Tricks:


Bluffing as the Bookie:


When bluffing as the Bookie, there are a few things to keep in mind: