Summary:


“Each night, you know what happens to whoever picks up the phone when it rings tomorrow: they learn what happens too.”

The Dealer’s phone can give players something amazing! Or something horrible…

How to Run:


Each night, write an effect on a piece of paper or on a phone or other device. Wake the Dealer, show to them the effect, then put them to sleep.

Once per day, at any time, declare that the Dealer's phone is ringing, & if a player picks up the phone, take them away from the circle so you cannot be overheard. Privately, tell them what the effect is — mark them with the PICKED UP reminder. Use the ? reminders as necessary.

<aside> 📌 If you want, you can use an actual phone and tell the player what happens through it.


Optional rule: The players decide amongst themselves which player will pick up the phone. If exactly one player cannot be decided upon, then no-one may pick up the phone today.

If players are becoming physical, or unsportsmanlike, consider adding in this rule.

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<aside> <img src="/icons/more_gray.svg" alt="/icons/more_gray.svg" width="40px" />

Icon_Dealer_Traveller.png

Information

Type Traveller
Icon Source Vector Portal

"I must say this is not only a massive opportunity for you, but also a massive risk for me. I’m doing this just for you. All you have to do is shake my hand, and we can do great things. What d’ya say?”

</aside>

Examples:


<aside> 📖 The Dealer learns that whoever picks up the phone tomorrow may choose one of the Barista’s effects to receive. The next day, the Fortune Teller picks up the phone, and learning this, chooses to get sober, healthy, true info. That night, they got correct info, even though they were poisoned.

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<aside> 📖 The Dealer learns that whoever picks up the phone tomorrow will die immediately. The next day, no-one picks up the phone.

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Meta:


Tips & Tricks (If You Are Good):


Tips & Tricks (If You Are Evil):