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Enchantress

Each night, choose a player (not the Demon twice in a row): They register as the opposite alignment & as a character of the opposite alignment until dusk.

The Enchantress makes everybody not as they seem

  • The Enchantress chooses a player, and they must register as the opposite alignment and a Character from said alignment for that night and the next day

Each night, wake the Enchantress, they point at any player. Put the Enchanted Reminder token next to them and put the Enchantress to sleep.

The Enchanted player must register as the opposite alignment and a character of said alignment to all players

The next dusk, remove the Enchanted Reminder token from the Enchanted player

At night, the Enchantress Enchants the Mathematician. The Dreamer chooses them and learns Pixie or Godfather.
The Enchantress Enchants herself and registers as the Seamstress until dusk.
The Enchantress Enchants the Pixie turned Evil by the Mezepheles, The Raven Keeper dies and chooses the Pixie and learns Pixie Because they register as Good and as a Good Character.
  • Make the good team seem evil! If powerful information-gathering characters constantly find evil players, they spend time putting pressure on good townsfolk, or, even better, believing actual evil players aren't actually evil.
  • Make the evil team seem good! A well-timed choice of your evil team will make their bluffs almost airtight, and there not being too many evil pings will make the town think there might not be an Enchantress.
  • Choose one person the whole game, if every information-gathering character gets the same information on one person every night, it's harder to assume that they might just be Enchanted and the town will have a hard time trusting their info.
  • Choose a different person every night, Spread the evilness around the town, if everybody is seeing everybody else as evil, it's hard to know who might actually be evil and who is just Enchanted.
  • If a good player tells you somebody they think might be suspicious, choose them at night, there's a good chance they or another player will try to get information on them tonight and will learn the wrong information.
  • If the town trusts a player as good, choose them at night, a character like the Fortune Teller might choose them and think the other player is evil or that they're drunk or poisoned.

Fighting the Enchantress

  • If there seems to be too many evil players, then there might be an Enchantress! Try to work out who is actually evil and who has just been Enchanted.
  • If there seems to be not enough evil players, then there might be an Enchantress! Even if a player mechanically seems good, if they socially read evil it may still be a good idea to execute them.
  • If you think a townsfolk is registering as evil, don't write them off as Enchanted instantly, it's important to make a distinction between Enchanted players and the Faux Paw, Red Herring, or Bounty Hunter-turned evil.
  • If a player you trust as good is suddenly getting evil pings left and right, the Enchantress probably got their hands on them, try to work out if they are evil and registered as good, or are good and now register as evil.
  • Keep in mind the Enchantress can't choose the Demon twice in a row, but one night of bad info might be all the Enchantress needs to seal the deal for them, try to get multiple nights of information in a row on the player you suspect to be the demon, just in case.
  • Unlike other Minions, the Enchantress is deadly throughout the entire game so long as they are alive. If you have a lead on a suspected Enchantress, it is always to your benefit to take them out as early in the game as possible.
Enchantress

"With just a simple spell, friends turn to enemies, fences turn to borders, and the town to chaos"

Information

Type:
Minion
Creator:
Starman ✩
Tags:
False Info, Misregistration

Fan-made content for Blood on the Clocktower · Not affiliated with The Pandemonium Institute