Gangster
Once per day, you may choose to kill an alive neighbor, if your other alive neighbor agrees.
I like your shoes. It would be such a shame if you had a little accident, and they got ruined. Now that you mention it, I like your cufflinks too.
How to run it (Storyteller)
How to play as a good Gangster
- Seat yourself mentally: identify which of your two neighbors is more trusted by town and which is suspect, then use the threat of the kill to pressure the suspect neighbor into revealing information or claiming a role.
- Use the ability as a genuine execution supplement on days when the group is deadlocked — propose killing a neighbor the town already wants dead and secure the other neighbor's agreement publicly to make it a community-sanctioned move.
- Make your consent requirement work for you: announce openly that you will kill a specific neighbor if your other neighbor agrees, forcing that neighbor to publicly commit or refuse, which generates information regardless of the outcome.
- Avoid burning the ability early; save it for a day when the demon candidate is one of your neighbors and you can coordinate with the other neighbor quickly before the town vote cycle ends.
- If you are exiled, the ability is gone — play toward town trust by being transparent about which neighbor you are considering targeting and why, so exile feels costly to good players.
How to play as an evil Gangster
- Use your seating to your advantage: if an evil teammate ends up as your neighbor, ensure your other neighbor agrees to a kill that removes a strong good player rather than ever threatening your teammate.
- The consent mechanic is a shield — if town suspects you of targeting good players, blame the agreeing neighbor for enabling the kill, deflecting heat onto a good player and fracturing town trust.
- Threaten to kill a known evil-leaning neighbor to manufacture credibility as a good-aligned Gangster, then never follow through or coordinate with that neighbor privately to stage the refusal.
- Push for exile of a good player who refuses to agree to your proposed kills, framing their refusal as suspicious obstruction rather than reasonable self-preservation.
- If the demon is not your neighbor, use the kill to thin good players on days when the demon's night kill is likely to miss or be blocked, increasing the overall kill pressure on town.
Key interactions
The entire ability hinges on which players happen to sit adjacent to the Gangster — seating determines targets entirely. Both good and evil Gangsters should mentally map the circle at game start and consider requesting a seat change via the Storyteller if the starting position is strategically inert.
If the Gangster is poisoned, the Storyteller may rule the kill does not fire even if both neighbors agree, silently wasting the ability for that day. The Gangster has no way to verify whether the ability actually resolved, so a failed kill on a poisoned day can be mistaken for a neighbor veto.