Fortune Telling Collection - Free divination - How to play with a bloody washerwoman

How to play with a bloody washerwoman

At the beginning of the game, the storyteller will tell the washerwoman that there is a villager's ID card among the two players, and point out that at least one bad player will regard it as a good person and look for demons.

Sharing information in time on the first day can provide some reliable information for good people, and it will be very useful if you can confirm the identity of a fortune teller or Oracle. It is also very useful to wait until the last day (or later) to share information with you. If you are told that the villagers' players live to the last day, then at least you can confirm that the players are not demons, which is very helpful in expelling demons. Call yourself a washerwoman and point out that at least one bad player calls it a good identity (suspected identity and/or known alibi). Bad players may realize that you are helping them to be a good identity and show that he is what you call a good identity. For example, if you choose an evil camp player and any just camp player and say that one of them is a monk, then if the evil camp player calls himself a monk, both of you will be more attractive. The washerwoman is a difficult identity to disguise, because you can't be sure whether the real washerwoman will dance with you. In case of jumping off a building, you can tell everyone that you are drunk or poisoned. Or a better way is to point out that the real washerwoman is faking (of course, your real identity is better to be a later role, such as a killer or grave digger), and immediately show that your identity is one that has used your abilities or has little influence on the direction of the game, so that the devil will not attack you.