Tabletop Companion
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Cleric

You alone know what the first crown concealed — spend that truth wisely.

Medium — one precious secret to use without dying for it

Background

The Cleric is Good's quiet investigator, present in every game of Quest at every player count. While everyone else starts blind, the Cleric begins with one hard fact: a divination concerning the loyalty of the game's first Leader. In a game whose only currencies are picks, results, and crowns, starting with a verified truth is a treasure.

But a treasure paints a target. Evil knows a Cleric sits somewhere at the table, and the endgame can turn on hunting down Good's informed characters. Every time you steer the table a little too knowingly, you spend a piece of your cover.

How you win

You win exactly as Good does: three successful quests, or a perfect unmasking of Evil during Good's Last Chance. Your knowledge about the first Leader is the seed of both paths — it either certifies a trustworthy anchor the table can build teams around, or exposes the game's very first team as poisoned from birth.

Your dread is the Blind Hunter: if the endgame becomes a Hunt for Good's key characters, being obviously the Cleric can hand Evil the game. Win by making your information felt while keeping its owner uncertain.

How they play

Mechanically you play like any Good character — Success on quests, lobbying between them. Your craft is information management:

  • Anchor or alarm — if the first Leader proved Good, gently reinforce trust in them and their picks; if Evil, work to discredit that whole opening chain without quoting scripture
  • Leak sideways — voice your knowledge as hunches: "something about that first team never sat right with me." Let others arrive at your conclusion
  • Time your reveal — there is usually one moment where openly claiming Cleric swings a critical team pick or the Last Chance itself. Before that moment, silence; after it, conviction
  • Beware false prophets — an Evil player may counter-claim Cleric. Expect it, and pre-build the credibility that wins a claim war

Strengths

  • In the fog of round one, you hold the table's only verified information. Good's early game usually lives or dies on how well the Cleric converts that single fact into team decisions.

  • You are in every setup at every player count, so the table always plays around the idea of you — even your existence disciplines Evil's first Leader into cautious, defensible picks.

Weaknesses

  • !

    Your divination covers the first Leader and nothing else. Eight other players remain a mystery you must solve the ordinary way — and over-trusting your one fact can blind you to the rest of the conspiracy.

  • !

    Knowledge makes you prey. If the Blind Hunter drags the endgame into a Hunt, the table's guesses about who the Cleric is become Evil's winning ammunition — every knowing remark you made gets replayed.

Tips & tricks

  • Tip

    Never say "I know." Say "I feel", "I don't love that pick", "humor me." Information laundered through opinion moves the table almost as far, at a fraction of the exposure.

  • Tip

    Learning the first Leader is Evil is the stronger draw: you've seen a Minion's face, their team pick, and their crown choice — three data points that light up a whole branch of the conspiracy. Follow that thread relentlessly.

  • Tip

    If the game reaches Good's Last Chance, secrecy has done its job — now spend it all. Claim Cleric, state your fact plainly, and give Good's final accusation its one anchored truth.