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Assassin

Once per game, at night*, choose a player: they die, even if for some reason they could not.

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Storyteller cues

Other nightsThe Assassin might choose a player. ◦ ◦

How to run it (Storyteller)

When the Assassin uses their ability, the target dies regardless of any protection or passive immunity — process this kill after all other night actions so you know the final state of protections, then override them. The nastiest edge case is the Goon: if the Assassin picks the Goon first in the night order, the Goon still dies but the Assassin becomes drunk until dusk, so track that drunkenness carefully for any subsequent night. Mark the ability as used the moment it fires; the Assassin never wakes again for this ability.

How to play

  • Hold your ability until you have identified a high-value protective or information role — a confirmed Monk, Tea Lady, or Soldier is wasted protection once you strike, so timing matters more than anything.
  • Coordinate with the Imp: the Assassin kill and the Imp kill on the same night removes two good players at once, which can collapse town if timed at a critical moment like the penultimate night.
  • Claim a passive or low-information good role such as Farmer or Innkeeper — something that explains why you have no information to share and makes you unappealing to execute early.
  • Do not waste your ability on a player you expect to die by execution anyway; save it for a player town will protect, forgive, or never vote off.
  • The most common mistake is firing the ability on night two out of impatience — good players rarely have protection confirmed that early, and you lose your best late-game insurance.

How to fight the Assassin

  • An unexpected death of a protected or seemingly immune player is the clearest signal an Assassin is in the game — cross-reference who was nominated or discussed that day as a likely Storyteller-protected target.
  • Protective roles like the Monk should vary their targets unpredictably and avoid announcing who they are protecting, since the Assassin will prioritise killing through known protection.
  • The Assassin ability is once per game, so if a suspicious kill has already happened, the threat is neutralised — shift focus to identifying and executing the Imp rather than guarding against further Assassin strikes.
  • Cluster your most valuable information roles together in conversation late game so the evil team cannot surgically remove the one player whose information would solve the game.
  • Baiting the ability by loudly claiming a protective role you do not have can spend the Assassin's single use on a worthless target, but weigh this against the risk of being executed yourself on that claim.

Key interactions

Fool

The Fool's death-prevention is completely bypassed by the Assassin, meaning the Fool offers no safety net against this minion. As good players, do not treat a Fool as protected from all threats — and as the Assassin, the Fool is a high-value target precisely because town will assume it is invulnerable.

Goon

If the Assassin picks the Goon as their first night-order action, the kill still lands but the Assassin pays for it by becoming drunk until dusk. Evil teams should discuss this risk before committing: losing a minion's future influence to drunkenness for one night is usually not worth it unless the Goon is about to swing an execution.

Zombuul

The Zombuul's apparent resilience is no obstacle — the Assassin's ability kills it for real, permanently removing it. If the Zombuul is on the good team this is straightforwardly devastating; if it is a fellow evil player, coordinate carefully to avoid an accidental friendly kill.