Enchants two players every night and solely wins the game once all players (except the pied piper himself) are enchanted. The enchanted players wake up every night to recognize each other.
Detailed description
After successfully serving the ungrateful village as an exterminator during earlier times, the pied piper returns embittered and pursues his very own goal – with his magic flute he tries to enchant the entire village. Thus he wins once all living players are enchanted. He wakes up every night and has to enchant two players. After the pied piper has fallen asleep again, all enchanted people wake up and recognize who has not yet been enchanted.
Variants
1) In smaller rounds it can also be specified that the number of players the pied piper can enchant varies from night to night (i.e. alternating between 2 and 1).
Hints for the game master and further rules
The pied piper cannot enchant himself. The enchanted players keep their abilities, and an enchantment does not transfer between lovers.
Be as discreet as possible when tapping the enchanted, and always walk the entire round. You may also ask the players to hold out one arm so you can easily tap their hands.
Hints for using this in the app
While the pied piper is awake, instead of the normal background music a flute melody is playing. You may turn this behaviour off by muting the music in the card description.
There is a separate scene for the enchanted players to wake up.
Hints for you if you’re playing this character
Focus on enchanting players who are likely to survive for a long time, and argue against the unenchanted during the day. But be careful nobody notices!
Interactions
- Cupid: If the pied piper becomes enamored, he loses his power to enchant through the call of love, but continues to wake up during the night.
- Pyromaniac: If the pied piper is burned, he cannot enchant people anymore. Still, he continues to pursue his goal. Thus, he only has to try to kill the persons not enchanted by cleverly seeding mistrust.
- Opportunist: If the opportunist becomes the pied piper, the game master tells her who is enchanted.
Whether the person whose identity the opportunist assumes was enchanted or not has no bearing on whether she is enchanted herself; if she was before, she remains enchanted; if she was not, she remains not enchanted.