Travellers
Merchant
Novel counterpart: Il mercante di Milano
Ability
Each day, publicly choose a player: privately learn 2 statements about them, 1 true and 1 false.
Vedete dunque, se le sapete le novità.
The Merchant trades in news as readily as goods. Every chosen face brings two stories worth carrying onward… though only one deserves to be believed.
How to Run
Once each day, the Merchant publicly chooses a player.
The choice must be clear to the group. Then speak privately with the Merchant, away from the other players.
Give the Merchant 2 statements about the chosen player, exactly 1 of which is true and 1 false.
The statements may be precise or broad. They may concern the chosen player's character, alignment, character type, status, neighbours, actions, history, or relationship to other players, as long as they describe objectively resolvable game facts.
The Merchant may tell the group what they learned, lie about it, or say nothing.
Examples
The Merchant publicly chooses Alice. In private, the Storyteller says:
- “Alice is a Townsfolk.”
- “Alice has an evil neighbour.”
Exactly one statement is true.
The Merchant chooses Bob. The Storyteller says:
- “Bob is poisoned.”
- “Bob was chosen by the Plague last night.”
One statement is true and the other false.
The Merchant chooses Carol. The Storyteller says:
- “Carol is the same character type as David.”
- “Carol has woken at least once since the game began.”
Exactly one statement is true.
The Merchant chooses Emma. The Storyteller says:
- “Emma has been poisoned at some point this game.”
- “Emma and Fred have the same alignment.”
One statement is true and one false.
The Merchant chooses a good Spreader. Because the Spreader may register as evil, the Storyteller may use “This player is evil” as the true statement.
An evil Merchant publicly chooses the Plague. The Merchant receives one true and one false statement normally, but may later tell the town an entirely different pair.
The Merchant chooses a dead player. This is allowed. The statements may concern that player's current state or their history during the game.
Rules & Clarifications
- The Merchant's choice is public, but the information they receive is private.
- The Merchant may choose a living or dead player.
- Both statements must meaningfully concern the chosen player.
- Exactly 1 statement is true and 1 is false when the information is given.
- The statements do not need to concern the same kind of information.
- Statements may be direct, such as “Alice is evil”, or relational, such as “Alice is the same character type as Bob”.
- Statements may concern past events, such as whether the player has woken, been poisoned, nominated someone, been chosen by another ability, or changed character.
- Statements may be intentionally broad, such as “Alice has woken at least once this game”, provided their truth can be determined objectively.
- Statements should not be subjective or predictive. Avoid information such as “Alice is dangerous”, “Alice is helping the evil team”, or “Alice is likely to die tonight”.
- Registration affects the information normally. A player who registers as evil, poisoned, or as another character may be described accordingly.
- Later changes do not retroactively alter whether a statement was true or false when given.
- The Merchant may misreport, conceal, alter, or invent the information afterward.
- If the Merchant is drunk or poisoned, the information may malfunction as normal.
- If the Merchant enters the game during the day, they may use the ability that same day.
Good & evil token artwork

