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Fearmonger

Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player.

Beware of gazing long into the Abyss, lest the Abyss also gaze into you.

Storyteller cues

First nightThe Fearmonger chooses a player. ◦ Announce that the Fearmonger has chosen a player.

Other nightsThe Fearmonger chooses a player. ◦ If the target is different to last night, announce that the Fearmonger has chosen a player.

Jinxes

Plague Doctor

If the Storyteller would gain the Fearmonger ability, a Minion gains it, and learns this.

Vizier

The Vizier wakes with the Fearmonger, learns who they choose and cannot choose to immediately execute that player.

How to run it (Storyteller)

Each night, privately show the Fearmonger a list of players and confirm their choice; if they pick someone different from the previous night, immediately announce to all players that 'the Fearmonger has chosen a new player' without revealing who. Track whether the current chosen player is nominated and executed each day — if so, apply the loss condition for that player's alignment. If the Fearmonger is killed by the Vigormortis, still wake them nightly and make the announcement if they switch targets, even though they cannot nominate; watch for confusion from good players who may assume the Fearmonger is dead because they see no execution pressure.

How to play

  • Lock onto a confirmed or highly suspected good player early and never switch — every time you switch, the announcement tips the town that something changed and invites scrutiny of your nomination behaviour.
  • Your kill condition requires you to both nominate and execute your chosen player, so coordinate with your evil team to pile nominations and votes onto your target on the day you want to trigger it; a solo nomination from you is suspicious.
  • Claim a low-information townsfolk that generates no actionable claims — something like Farmer or Fisherman — so the town has no reason to push you to reveal anything specific.
  • Use the threat of switching targets strategically: if the town is about to execute a safe good player, staying silent (no announcement) is free value; switching to a Demon candidate on your side to 'protect' them by making their execution cost evil the game is a trap — never do this.
  • The most common mistake is nominating your chosen player too early in the game before you have the votes locked in; you execute them and lose, or fail to execute and reveal your target to the town.

How to fight the Fearmonger

  • Track every nomination carefully: the player the Fearmonger nominates most aggressively is almost certainly their chosen target, so deprioritise executing that player or at minimum demand a strong claim before following through.
  • When the 'new player chosen' announcement fires, the town gains information — count which players the Fearmonger has pointedly NOT nominated that day, since they are likely the new target; use this to narrow the Fearmonger's identity.
  • Force the suspected Fearmonger to nominate in a round where you cannot reach majority on their target; if they hesitate or redirect, that hesitation is a tell, and if they go through with it you have confirmed the target safely.
  • If you identify the Fearmonger, execute them rather than their target — removing the Fearmonger eliminates the loss condition entirely, and Vigormortis is the only reason not to treat execution as a clean answer.
  • Remember the loss condition requires execution, not just nomination: in late game with few players, it may be safer to let a nomination stand but ensure you never give the Fearmonger's target the votes to be executed unless you are certain the nominator is not the Fearmonger.

Key interactions

Vizier

The Vizier wakes alongside the Fearmonger and learns the chosen target each night, but is explicitly blocked from immediately executing that player — this means the Vizier cannot be used as a shortcut to trigger the loss condition, and the evil team must still build a genuine day-vote coalition around the target.

Recluse

If the Fearmonger locks onto the Recluse and then nominates and executes them, the Storyteller may rule that evil loses because the Recluse can register as the evil alignment their ability permits — avoid choosing the Recluse as your target unless you are certain the Storyteller will not rule against you.

Spy

Choosing the Spy as your target is dangerous because the Spy can register as good, meaning executing them could be ruled as losing the game for good — the Fearmonger should treat the Spy as an off-limits target unless the Spy is confirmed dead or you have Storyteller clarity.

Vigormortis

If the Vigormortis kills the Fearmonger, the Fearmonger continues to wake and choose players nightly, which still generates public announcements on a switch — good players who see announcements after believing the Fearmonger is dead will be confused, and evil can exploit this to make the town doubt their read on who the Fearmonger was.