Apothecary
Related Jinxes
Summary
"When an alive neighbor is executed, you may publicly choose a player. Tonight, find out if they were affected by an evil ability."
The Apothecary finds out which players the evil team is secretly manipulating.
- If the Apothecary is sitting next to an already dead player, they get to use their ability if the closest alive player in that direction is executed.
- Evil players without abilities because they are dead, drunk, poisoned are not targeting other players; however, they could still effect themselves.
- If the Apothecary chose a player during the day while drunk or poisoned, but is sober and healthy when their ability triggers that night, the Storyteller still provides them correct information.
Good characters that have turned evil have evil abilities. They can be detected by the Apothecary.
How to Run
Each day, if the Apothecary is sitting next to a player that is executed, they may publicly choose a player. If that player is currently affected by an evil ability, mark the Apothecary with the AFFECTED reminder. Otherwise, mark the Apothecary with the NOT AFFECTED reminder.
Each night except the first, if the Apothecary chose a player, wake the Apothecary. If the Apothecary is marked NOT AFFECTED, shake your head no. If the Apothecary is marked AFFECTED, nod your head yes. Then, put the Apothecary to sleep.
Examples
The Apothecary's neighbour is executed on the 1st day, and the Apothecary publicly chooses the Organ Grinder. The Organ Grinder has made themselves drunk today. That night, the Apothecary learns the Organ Grinder is affected by an evil ability.
The Apothecary's neighbour is executed on the 2nd day, and the Apothecary publicly chooses the Undertaker. The Undertaker is currently drunk because of the evil Puzzlemaster. That night, the Apothecary learns the Undertaker is affected by an evil ability.
The Driver is executed on the 3rd day, but they do not neighbour the Apothecary. The Apothecary learns nothing that night.
The Apothecary's neighbour is executed on the 4th day, and the Apothecary publicly chooses the Investigator. The Tokhsisis is poisoning the Investigator, but the Doxie has made the Tokhsisis drunk. That night, the Apothecary learns the Investigator is not affected by an evil ability.
Tips & Tricks
- Execute your neighbours! It's the only way to use your ability.
- If you are not sure what your information means, talk to the player you chose. Perhaps they may have an idea.
- If your neighbour is executed, but you are not the Apothecary, bluff as one! This will help protect the real Apothecary.
Bluffing as the Apothecary
When bluffing as the Apothecary, there are a few things you should keep in mind:
- Execute your good neighbours!
- The next day, approach the player you chose. Give them plausible reasons why they are or aren't affected by an evil ability.


