← All characters

Goon

Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.

Yes boss. I explained fings real good to dat geezer. He don't want me explain it again. Nah boss, I don't need no doctor - it's only a knife wound. Be right come mornin'

Jinxes

Boffin

If the Demon has the Goon ability, they can’t turn good due to this ability.

Pit-Hag

If the Pit-Hag turns an evil player into the Goon, they can't turn good due to their own ability.

How to run it (Storyteller)

Track the Goon's alignment carefully each night — it resets to whatever alignment the first ability-targeter holds, so note which player chose them and update the Goon's alignment token immediately. The nastiest edge case is multi-target killers like Po and Shabaloth: only the Goon and subsequent targets (or second target if Goon is last) are spared, while earlier targets in the same ability still die, and the killer goes drunk for the rest of that night only. Watch for the Goon flipping evil without the town noticing — they may spend the day campaigning for their original team while secretly misaligned.

How to play

  • Go public early: revealing you are the Goon forces evil players to decide whether to avoid you (denying themselves an ability) or target you and go drunk, making your existence disruptive either way.
  • Track who targets you: the moment you feel the tell that you've been targeted (alignment shift to evil), you know exactly which player used their ability on you first — that is a hard read on one player's role and alignment that you can share with your team.
  • Alignment shift is your information: if you wake up evil, someone with an ability chose you, and if you wake up good, no one did — use this pattern across multiple nights to identify who is and isn't using abilities.
  • Timing the reveal: if you are currently evil, withhold your public reveal until you flip back to good — outing yourself as evil-aligned Goon while evil-aligned just confirms you are helping the demons, and town may execute you on suspicion.
  • Most common mistake: assuming your alignment is permanent. It resets every night based on whoever targets you first, so never act on yesterday's alignment information as if it still holds.

How to bluff as the Goon

  • Claim Goon only if you are comfortable with the scrutiny it invites — real Goons draw ability-users away from genuine targets, so bluffing it signals to your team to avoid targeting you and lets you observe who tries to 'test' the claim.
  • Fake alignment shifts strategically: claim you 'went evil last night' and then name a townsfolk or a good player as the one who targeted you, manufacturing suspicion on them without any real evidence.
  • Use the drunk mechanic as cover: if a good investigative role got bad information on a night you claimed they targeted you, assert that the Goon's drunk effect explains the misfired ability — this is a convincing and hard-to-disprove alibi.
  • The biggest tell on a fake Goon is inability to name the targeting player consistently — a real Goon has a hard read each night, so if pressed, a bluffer who hedges or names no one looks immediately suspicious.

Key interactions

Assassin

The Assassin's kill still resolves on the Goon even when it triggers the drunk effect, so the Goon dies and flips evil simultaneously — evil teams can use this to silently convert and kill the Goon in one move, removing a disruptive outsider while denying town a living information source.

Lleech

If the Goon is chosen as the Lleech's host on night one it turns evil and makes the Lleech drunk, which has a cascading survival consequence: the Lleech's drunk state on day one means the Goon's execution that day won't kill the Lleech immediately, but the Lleech dies the moment they sober up, giving the Storyteller a key timing call to communicate carefully.

Po

If the Po targets the Goon as part of a three-target kill and is the first ability-user on the Goon that night, the Po goes drunk and the Goon plus all subsequent targets survive — but targets chosen before the Goon in the sequence still die, so the ordering of the Po's selections matters enormously and the Storyteller must resolve kills in declared order.

Shabaloth

The Goon's position in the Shabaloth's two-target selection determines which players survive: Goon first means both the Goon and the second target live, Goon second means only the Goon survives while the first target can still die — making the Shabaloth's pick order a hidden strategic variable for the evil team.

Moonchild

The Moonchild's kill on the Goon is locked to the Goon's alignment at the moment of targeting, not at dawn — so if the Goon was good when chosen, they die regardless of whether a subsequent ability flip turned them evil, meaning Moonchild can be a reliable tool against a good-aligned Goon that night.