Fang Gu
Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
Your walls and your weapons are but smoke in dreams.
Storyteller cues
Other nightsThe Fang Gu chooses a player. ◦ If they chose an Outsider (once only): Replace the Outsider token with the spare Fang Gu token. Put the Fang Gu to sleep. Wake the target. Show the YOU ARE and Fang Gu tokens & give a thumbs-down. ◦
Jinxes
If there would be two alive Demons, one of which was the Scarlet Woman, the Scarlet Woman remains the Scarlet Woman.
How to run it (Storyteller)
How to play
- Treat your first kill as a strategic jump delivery — pick the Outsider you've confirmed or strongly suspect early so the jump happens on your terms, not by accident on a bad target.
- Coordinate with your Minions before the jump: the incoming Fang Gu player needs to know they are evil and who the other evil players are, so brief the Storyteller to pass that information correctly and make sure your Minions know a jump may be coming.
- Claim a Townsfolk role with night information (Empath, Undertaker, or Ravenkeeper are strong) so your death from the jump looks like a genuine good-player death and generates false credibility for the new Fang Gu.
- After the jump, you are dead — your job is done, but the new Fang Gu is an Outsider player whose good-player reputation is now weaponised; prime them before the game on how to continue the bluff.
- Do not rush the jump onto a random Outsider just to survive a suspected execution; a well-timed jump to a trusted good player is worth far more than a hasty one that exposes the new Fang Gu immediately.
- The most common mistake is forgetting the +1 Outsider in setup means good players will notice there is one more Outsider than expected — use this to your advantage by suggesting a Townsfolk is lying about their role rather than letting it point to Fang Gu.
How to fight the Fang Gu
- Count Outsiders at the start of the game: Fang Gu adds one, so if the Outsider count is higher than the script and seat count suggests, a Fang Gu is likely in play — use this as an early hard read.
- Nominate and execute suspected Outsiders carefully — if an Outsider is killed by the Demon at night and a good player suddenly dies with them, that is the jump happening; the new Fang Gu is whoever was that Outsider.
- The jump can only happen once, so if you can identify and protect your Outsiders with the Monk before the jump occurs, you force Fang Gu to kill only Townsfolk each night and waste the jump entirely.
- After an unexpected Townsfolk-looking death pairs with an Outsider night-kill, treat the surviving Outsiders with renewed suspicion — one of them may now be evil and holding the Demon ability.
- Push Outsiders to self-identify publicly early; a real Outsider willing to be on record helps you track who flipped evil after the jump, since the new Fang Gu must now pretend to be that same Outsider role convincingly.
Key interactions
If the Monk protects the Outsider that Fang Gu targets, the Outsider dies but the jump does not trigger — Fang Gu stays alive. Good teams should prioritise Monk-protecting known Outsiders to deny the jump entirely and leave Fang Gu stuck making normal kills.
If the new Fang Gu is created via the jump and a Scarlet Woman is alive, the Scarlet Woman does not become the Demon — she stays as Scarlet Woman because two Demons are not alive simultaneously in the normal sense. Evil teams should not rely on Scarlet Woman as a safety net once the jump fires.
Spy can register as an Outsider and theoretically trigger the jump, but this is explicitly not recommended by the Storyteller — in practice, treat Spy-as-Outsider jumps as off the table so you do not plan around an interaction the ST will avoid.
Recluse can register as an Outsider, which could trigger the jump, but again this is not recommended — Fang Gu players should not target a suspected Recluse hoping to jump, and good teams should know the ST is unlikely to allow it.