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Bounty Hunter

You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]

Alone, I walk these streets, paved with the sick stench of corruption. Its thickness worms its way into my nostrils, unbidden, burning with revulsion. And anticipation. The illness of this wretched place grows each night. And I... I am the cure.

Storyteller cues

First nightPoint to the player marked KNOW.

Other nightsIf the player marked KNOW died today or tonight, point to the new player marked KNOW.

Jinxes

Kazali

If the Kazali turns the Bounty Hunter into a Minion, an evil Townsfolk is not created.

Philosopher

If the Philosopher gains the Bounty Hunter ability, a Townsfolk might turn evil.

How to run it (Storyteller)

On the first night, wake the Bounty Hunter and show them one evil player (this can be a Minion, the Demon, or the evil Townsfolk created by the ability). Each time the player the Bounty Hunter currently 'knows' dies, wake the Bounty Hunter that night and show them another evil player — the chain continues as long as their known player keeps dying. The nastiest edge case: if the evil Townsfolk is the Bounty Hunter themselves, they know their own identity as the evil player, which is valid and creates a delicious bluffing opportunity. Watch for the Philosopher gaining this ability mid-game — you may need to turn a Townsfolk evil at that point, potentially mid-game, which is unusual for a setup modifier.

How to play

  • Treat your starting information as real but fragile: the evil player you know is your most powerful asset, so plan when to reveal it — outing them immediately burns your intel but may save the game if the threat is a Demon.
  • Kill pressure on your known target: if the evil player you're tracking dies (by execution or ability), you automatically receive a new name that night, so engineering their execution is both a good move and a chain reaction that keeps your information live.
  • Cross-reference your known evil player with other information roles like the Empath, Undertaker, or Investigator before going public — corroboration makes your claim airtight and harder for evil to dismiss as a Recluse ping.
  • If you are the evil Townsfolk yourself, you face a choice: confess to the group as a redemption arc (proving your role is real) or quietly play good while the Demon knows you won't block votes against them.
  • The most common mistake is outing your evil player on day one before establishing your credibility — wait until you have corroboration or until the game state demands urgency, so your reveal lands with weight rather than as a target on your back.

How to bluff as the Bounty Hunter

  • Claim you know an evil player but refuse to name them until you have 'enough information' — this buys you several days of credibility without committing to a name that can be disproved.
  • When you do name someone, pick a player who is already under moderate suspicion so the town finds your claim plausible, ideally a good player who can defend themselves without instantly collapsing your bluff.
  • If your known target is executed and you need to claim a new name that night, coordinate with your team so you name a good player your Demon wants dead — it reads as legitimate chain progression while doing evil's work.
  • The most dangerous tell for a fake Bounty Hunter is naming an evil player who then visibly reacts with relief rather than denial — true Demons and Minions will over-protest if they haven't prepped; brief your allies before you out them as your 'known evil.'
  • If challenged on why the evil Townsfolk hasn't revealed themselves, deflect by suggesting they may not know they turned evil (possible with a late Philosopher trigger) — this is mechanically real and muddies the water convincingly.

Key interactions

Recluse

The Storyteller can show the Bounty Hunter the Recluse as their known evil player, meaning the Bounty Hunter may spend days building a case against an innocent good player. Before executing someone on Bounty Hunter intel alone, check whether a Recluse is in play and whether the timing of the claim matches a Recluse misregister.

Philosopher

When the Philosopher copies the Bounty Hunter ability, a Townsfolk may be turned evil mid-game rather than at setup, which means a player who was genuinely good earlier could now be a threat — the Bounty Hunter's original information is not invalidated, but a second evil Townsfolk now exists alongside the first.

Kazali

If the Kazali turns the Bounty Hunter into a Minion, the evil Townsfolk that the ability normally creates does not come into existence, so the town loses one fewer evil player than they would expect — the Bounty Hunter bluff becomes cleaner for evil because the missing evil Townsfolk causes no contradictions.

Boffin

A Boffin granting the Bounty Hunter ability to the Demon creates an evil Townsfolk at setup, meaning the Demon effectively gains both an information advantage and an extra hidden ally, and the Bounty Hunter bluff is available to the Demon as cover for already knowing who that Townsfolk is.