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Doomsayer

If 4 or more players live, each living player may publicly choose (once per game) that a player of their own alignment dies.

And on the Seventh Day, there shall be a great flood and a pestilence upon the People of the Village of the Ravens! The dead shall rise and the living shall repent! O Woe! O Unholy day! Only by great sacrifice shall they prevail! So sayeth the Sages of Nostros and so sayeth I.

How to run it (Storyteller)

Add the Doomsayer to any script to give players a last-resort mechanism to accelerate or de-risk the endgame, particularly on larger player counts where the game might stall. Announce its presence publicly at the start of the game so all players know the option exists. Track each player's use carefully — once a player publicly invokes it, that use is gone permanently, and the death happens only if the invoking player correctly identifies someone of their own alignment.

Playing with the Doomsayer — as good

  • Treat the Doomsayer as a late-game weapon, not an early one — wait until you have high-confidence reads on at least one evil player, because a wasted call that kills a Townsfolk accelerates evil's win condition.
  • If you are nearly certain someone is the Demon, coordinate with other good players to ensure multiple Doomsayer calls do not land on the same target and waste uses.
  • Good players with roles that confirm alignment — such as an Undertaker or Empath with solid data — should be prioritised to make Doomsayer calls, since their information makes a correct alignment identification more reliable.
  • If the game is at 4 players and good is behind, consider whether a Doomsayer call on a confirmed Minion is worth it even if it doesn't kill the Demon — it may force evil to a worse endgame position.
  • Never call the Doomsayer reactively under social pressure alone; a wrong call that kills a Townsfolk is often worse than not calling at all.

Playing with the Doomsayer — as evil

  • Create loud, confident misinformation early so that good players who do invoke the Doomsayer are more likely to misidentify alignment and kill a Townsfolk instead of an evil player.
  • If you are a Minion, consider voluntarily taking suspicion onto yourself in a way that makes good players want to Doomsayer-call you rather than the Demon — you can absorb the call and protect the Demon.
  • As the Demon, be aware that Doomsayer calls can only trigger while 4 or more players are alive, so if you can engineer the game to reach 3 players before good uses their calls, the ability is disabled.
  • Track which good players have used their Doomsayer call and which have not — players who still have a call are a higher priority to execute or kill at night, as they retain the ability to eliminate evil players.
  • Do not openly discourage Doomsayer calls, as that reads as evil; instead, subtly cast doubt on the alignment certainty of likely callers to make good players hesitate.