Apothecary

Good Aligned, Daytime

The Apothecary, dispenser of all sorts of medicines, potions, and salves, has mixed a special concoction that she keeps a secret, hidden away from her fellow Villagers. It is an elixir that, once imbibed, causes her flesh to become highly unpalatable, inducing sickness in those who would sample it. Its effects cause the Werewolves great intestinal discomfort, leaving them unable to eat the next night. She drinks this noxious brew in the hopes that should she be consumed, she will get the last laugh.

How to GM

For beginner games, during the Identification Phase, simply have the Apothecary open her eyes so that you can confirm that she knows she is the Apothecary.

If the Werewolves successfully kill the Apothecary, show them the Apothecary card the next night and continue to call them as normal, sending them to sleep without a meal for that night. Do not announce to the village that the Apothecary has been killed by the Werewolves, especially if there is another reason that the Apothecary could have been killed (such as being killed by the Witch or Devil).

Alternate Rules

There are no alternate rules for this card.

Frequently Asked Questions

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Strategies and Tips

The Apothecary is a rare role in that it is a good character who wants to pretend to be other good characters. You want to get eaten. Just make sure that you don't get an important character killed off in the process or lynched for your lies. The Apothecary can be a scary role to play with when there is a Fool in play.

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