Summary:


“Each night, choose a player (not yourself): tomorrow they publicly choose whose character you learn, but it’s false if the 1st is evil.”

The Seedsman learns who people are but might get it wrong if they trust evil.

How to Run:


Each night, wake the Seedsman. They point to a player – mark them with 1ST. Put the Seedsman to sleep. If the 1ST player is evil, then mark the Seedsman with FALSE INFO. If not, then remove that reminder if it was there.

During the next day, the player marked 1ST may declare that they are choosing a player for the Seedsman’s ability. Mark the player that they choose with 2ND.

That night, wake the Seedsman. If they are not marked FALSE INFO, show the 2ND player’s character token. If they are marked FALSE INFO, show them any other token instead. If no-one is marked 2ND, show nothing. Then invite them to choose a player as normal.

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Icon_Seedsman_good.png

Information

Type Townsfolk
Artist Ben Didier

“The best time to plant a tree was 20 years ago. The second best time is 19 years ago.”

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Examples:


<aside> 📖 The Seedsman chooses Alex, the Chambermaid. The next day, Alex publicly chooses that the Seedsman will learn Ella’s character tonight. That night, the Seedsman learns that Ella, the Mosaicist, is indeed the Mosaicist.

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<aside> 📖 The Seedsman chooses Ice, the Piper. The next day, Ice publicly chooses that the Seedsman will learn Dark’s character tonight. That night, the Seedsman learns that Dark is the Ojo, even though they are actually the Farmer.

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Meta:


Tips & Tricks:


Bluffing as the Seedsman: