Doxie
Spoiler Alert: This is a secret character: read ahead at your own peril.
| Type | Townsfolk |
| Designer | Secret |
| Example | JSON |
"After three days men grow weary, of a wench, a guest, and weather rainy."
Unassigned
Related Jinxes
Summary
"Each night, you learn a player. They are drunk until dusk and any information they receive is false."
The Doxie makes other players abilities give only-false information, and disables both good and bad player abilities at night.
- The Storyteller can drunk any character with the Doxie's ability, even Outsiders or evil players.
- Anytime the player drunk from the Doxie gets information from any abilities, they get false information.
- If the drunk player receives information from someone else's ability, it must still be false information.
- If the drunk player becomes sober, the information must be false.
- If the drunk player becomes poisoned, the information must be false.
How to Run
Each night, remove previous reminders then put the Doxie’s DRUNK reminder by any character token. Wake the Doxie. Point to the drunk player. Put the Doxie to sleep. (This drunk player wakes and acts normally. See “Drunkenness and Poisoning” in the rulebook. However, if any ability would give them information, you must give them false information.)
Each dusk, the drunk player becomes healthy—remove their DRUNK reminder.
Spread the Doxie love around the entire Grimoire; both good and evil players should be targeted.
Examples
The Doxie is shown the Exorcist player. The Exorcist chooses the Demon, but nothing happens. The Nightwatchman chooses the Exorcist. The Exorcist is woken to learn that the Nightwatchman is the Exorcist, because all information they receive is false.

