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)
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
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.
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.
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.