Mystic

Unaligned, Wildcard

This Werewolf thing is just silly. Everyones getting all upset about a couple of overgrown dogs. Instead of seeing or caring about the very real danger in the village, the Mystic uses the chance to have a little fun. She is a perfect magical chameleon, able to copy the abilities of any person after they have been lynched. Acting out of her own selfish thrill-seeking desire, the Mystic has little concern for what happens to the village. She just wants to play a little magic dress-up.

How to GM

The Basics

During the Identification Phase and Night Phase, have the Mystic open her eyes and ask her if she would like to copy the identity of the next person to be lynched. Continue to do this as long as the Mystic is still alive, even after she has given a thumbs up. She can only gain this effect once during the game, but it must be kept unclear as to when this effect occurs.

- "Mystic, open your eyes. Would you like to copy the identity of the next person to be lynched?"
- "Mystic, close your eyes."

Calling Dead Roles at Night

It must be noted that as long as the Mystic remains alive, any role that is lynched (killed through a collective vote) must continue to be called at night. The reason for this is that the Mystic may be any one of these roles, and if you do not call them, the village will know that the Mystic did not copy that role.

The Night After Copying

In a normal game, the village knows what role was lynched for that day, including the Mystic. In a No-Reveal Game game, the Mystic will not know the role she has become until she is called during the night. Certain cards require additional action to bring other involved players up to speed, and this information must be communicated in as secretive of a manner as possible so that the village does not know what the Mystic has copied. Below is a list of cards that can cause some unique situations when the Mystic copies them and how to handle them in a normal game and in a No-Reveal game. After the night following her copy, she no longer needs to open her eyes for the Mystic call.

Note: The "Mystic call" is the point of the Night Phase where you call on the Mystic to open her eyes and ask if she would like to copy the next person to by lynched. Remember that this call must be made every night, even after the Mystic has said yes, and remember that she cannot copy a second time.

Normal Game

Stone Mason - During the Mystic call, tap the other Stone Masons and have them open their eyes to acknowledge the Mystic. When you have the Mystic close her eyes, have the other Stone Masons close their eyes as well. If you cannot remember who the remaining Stone Masons are, arrange it so that you call the Stone Masons at the start of the Night Phase after one gets lynched.

Matchmaker - Unfortunately for the Mystic, copying the Matchmaker does not grant an additional match. However, if the Lovers are still alive, you can optionally point them out to the Mystic during the Mystic call.

Werewolf - No additional action is required during the Mystic call. When the Werewolves wake up to hunt after one was just lynched, they will know to be on the look out for a new face in their pack. Make sure they notice the Mystic's arrival and continue with the Werewolves' killing as normal.

Cult Leader - If the Mystic becomes the Cult Leader, discreetly tap the reamining Werewolves during the Mystic call, having them open their eyes. If you cannot remember who the remaining Werewolves are, instead make it clear during the Werewolf call that they have a new ally.

Cultist - If the Mystic becomes a Cultist, and there is another Cultist alive, first have the Cultist and the Mystic acknowledge each other. Then point out the Werewolves to the Mystic.

Warlock - If the Mystic becomes the Warlock, make sure she also opens her eyes during the Warlock call that night. If she does not do so, then gesture that she should point to someone to Hex during the Mystic call.

Scryer, or Seer w/Scryer - If the Mystic becomes the Scryer, or becomes the Seer when there is a Scryer, no extra identification is needed as you will continue to call the lynched characters as normal. Just make sure that the Seer recognizes their new Scryer, or that the Scryer continues to open his eyes. If the Seer is not copied after being lynched, you can inform the Scryer that the Seer was not replaced and he should know not to bother opening his eyes when called, after this first night.

Witch - The Mystic will get a fresh set of potions should she become a replacement Witch, even if the previous Witch used both of hers.

Gravedigger - Should the Mystic happen to copy the Gravedigger, inform the Mystic of her alignment during the Mystic call while showing them the Gravedigger card. This given alignment does not have to be the same as the original Gravedigger, but it is suggested that it remain the same.

Turncoat - If the Mystic becomes the Turncoat, make sure she also opens her eyes during the Turncoat call that night. If she does not do so, then gesture that she should choose her allegience during the Mystic call.

No-Reveal Game

All Roles - For all roles in a No-Reveal game during the Mystic call, show the Mystic the card that she copied. Once she has acknowledged it, perform any additional actions listed below. Do this all while performing the normal Mystic call, and if it takes longer than the call, nonchalantly drag it out a bit to make it less obvious that the Mystic performed her copy.

Stone Mason - For a No-Reveal game, make note of the Stone Masons at the start of the game as you will not be able to call them during the night phase unless playing with that alternate rule. If the Mystic has become a Stone Mason, after showing her the Stone Mason card, tap the remaining Stone Masons and have them acknowledge the Mystic.

Matchmaker - As before, the Mystic becoming the Matchmaker does not grant the pairing of an additional couple. You may alternatively point out the Lovers to the Mystic after showing the Mystic the Matchmaker card.

Werewolf - No additional action is required during the Mystic call. Be sure to point out the new addition to their pack before they decide on the kill for the night

Cult Leader - Discreetly tap the Werewolves to have them awake and acknowledge the Mystic during the Mystic call. If you cannot remember who the remaining Werewolves are, make it clear during the Werewolf call that they have a new ally

Cultist - If there is another Cultist still alive, first have the Cultist and the Mystic acknowledge each other. Then point out the Werewolves to the Mystic.

Warlock - After showing the Mystic the Warlock card during the Mystic call, indicate that she should point to someone to Hex.

Scryer or Seer w/Scryer - Show the Mystic her new role, and have them go to sleep. When the Scryer + Seer step is called each night, make sure that the other party is fully aware if they have a replacement or not.

Witch - As with a normal game, a Mystic who becomes a Witch is granted a new supply of potions.

Gravedigger - Should the Mystic happen to copy the Gravedigger, inform the Mystic of her alignment during the Mystic call while showing her the Gravedigger card. This given alignment does not have to be the same as the original Gravedigger, but it is suggested that it remain the same.

Turncoat - After showing the Mystic the Turncoat card, have her choose her alignment.

The Following Nights

For each night following the night she learned her new role, the Mystic only needs to open her eyes during the call for the character she has become. Again, it is important to continue to call any role that was lynched for as long as the Mystic is still alive. In a No-Reveal game you should be doing this anyway, but in a normal game, this is extra important to grant a sense of mystery to the Mystic.

On Death

When the Mystic is finally killed, it is recommended that the Mayor not announce what role the Mystic has copied, especially if that knowledge could influence the remainder of the game. This helps preserve as much of the mystery surrounding the Mystic as possible.

Alternate Rules

Stronger Mystic
The Mystic can be a little less confident in her abilities and copy the identity of the last person to be lynched rather than the next person to be lynched. This gives more power to the Mystic herself, but the direct effect on good versus evil is hard to measure. It is more likely that the Mystic becomes a special role rather than an ordinary Villager.

Additional Clarity (No-Reveal)
Announce to the village that the Mystic has used her ability during previous Night Phase and will copy whatever is lynched today, or alternatively announce to the village that the Mystic used her ability two nights ago to copy the identity of yesterday's lynching victim. This alternate rule is specifically for a No-Reveal game.

Frequently Asked Questions

What happens if the Mystic is Hexed?
The Mystic is unable to use her copy ability if Hexed. If she is Hexed after having copied someone, she will remain the character she copied and will be Hexed as though she was the copied character.

Do I replace the Mystic's role card after she copies someone?
No. Do not touch the Mystic's card. This can be disruptive to the game.

The Mystic becomes a Werewolf, does the Cult Leader or Cultists learn of this?
No. Due to the potential confusion involved in this, the Cult Leader and Cultists do not learn of a Mystic-copied Werewolf.

Can the Mystic ever copy the Fool?
Yes, but a Mystic-copied Fool will never actually see any play time because the game ends when the Fool is lynched. There is no way for a Mystic who copies the Fool to win the game except in one extremely specific and unlikely circumstance. See below.

If the Fool is Lynched after the Mystic chooses to use her ability, does the Mystic win, too?
The only way for the Mystic to win in this situation is if she was one of the loves as designated by the Matchmaker. How? Settle in, kids.

When the Fool is lynched, normally this ends the game and the Fool wins. If, during the night before, the Mystic used her copy ability, the Mystic would take on the role of Fool when the original Fool is lynched. Think of these actions as happening on the same 'turn' as each other. The only way for the Mystic to win in this situation is to have a living Lover. The Matchmaker's Lovers win in addition to the overall winner if they both survive to the end of the game. If Matchmaker paired the Mystic with someone else to become Lovers during the beginning of the game, when the game ends, the Mystic (who is now a Fool) and her Lover win together. In this incredibly uncommon and unlikely situation, there are at least three winners total: the original Fool who was lynched, the Mystic who copied the Fool, and the Mystic's Lover.

tl;dr - Unless the Mystic was in love, she just lost the game and got trolled by a girl in a clown suit.

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