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Butcher

Each day, after the 1st execution, you may nominate again.

It tastes like chicken. More please.

How to run it (Storyteller)

The Butcher grants a second nomination opportunity only after the first execution of the day resolves; if no execution occurs, the ability never triggers. Since Travellers can be exiled by majority vote, introduce the Butcher when the town could benefit from execution pressure, but be mindful that an evil Butcher can swing days toward a second kill on a good player. It is fair to add the Butcher when the game needs momentum or when the town is struggling to commit to executions.

How to play as a good Butcher

  • Hold your second nomination in reserve as a safety valve: if the town executes a confirmed good player first, you can immediately nominate a demon candidate before evil regains narrative control.
  • Coordinate with town before the day phase so players know you intend to use the second nomination on a specific high-suspicion target, maximising its impact rather than wasting it on a poorly built case.
  • Use the promise of a second nomination to encourage the town to execute a risky first target they are on the fence about, lowering the cost of being wrong since you can follow up.
  • Be transparent about your ability early; establishing yourself as a reliable second-execution resource builds trust and makes exile less likely.

How to play as an evil Butcher

  • Engineer the first execution to land on a good player by pushing a strong accusation early, then use your second nomination to pile onto another good player while town is still reeling.
  • Nominate a confirmed Minion as the first execution target to make yourself appear cooperative, then use the second nomination to redirect suspicion away from the demon.
  • Delay revealing your ability until a critical day so town cannot plan around it; surprise second nominations deny good players time to organise counter-arguments.
  • If threatened with exile, offer to nominate a town-approved target as a show of good faith, using the second nomination strategically to appear helpful while actually protecting evil.
  • Encourage chaotic early executions so your second nomination triggers frequently, giving evil more influence over who dies across the game.

Key interactions

Poisoner

If the Butcher is poisoned on a day when the second nomination would matter, the ability simply fails to function after the first execution. Evil teams running a Poisoner should consider whether neutralising the Butcher on a pivotal day is worth the Poisoner token, especially if the Butcher is good and a dangerous second nomination is anticipated.

Mayor

A good Mayor wins if the game reaches final three with no execution, so a Butcher who enables two executions in a day actively works against a Mayor endgame plan; good players should decide early whether to pursue a Mayor win condition or lean into the Butcher's pressure.

Monk

The Butcher doubles execution opportunities, increasing the chance the demon is nominated on the second slot; the Monk should consider protecting the demon candidate overnight after a day where the Butcher's second nomination nearly succeeded.