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Gunslinger

Each day, after the 1st vote has been tallied, you may choose a player that voted: they die.

It's time someone took matters into their own hands. That someone... is me.

How to run it (Storyteller)

After the very first vote of each day is fully tallied (all hands counted), pause and ask the Gunslinger publicly if they wish to use their ability on any player who raised their hand in that vote. The Gunslinger may decline. If they choose a voter, that player dies immediately, before any further nominations proceed. Because the Gunslinger is a Traveller, the Storyteller should only include them when the group has consented and the game can handle the swing of an on-demand daytime kill.

How to play as a good Gunslinger

  • Coordinate with the town before nominations: identify the most dangerous confirmed-evil candidate and nominate them first so you can shoot a key evil voter who defends them or tries to save them with their vote.
  • Use the threat of your shot to chill evil voting blocs — if Minions know you will kill whoever votes for a confirmed good player, they may abstain, which itself is information.
  • If a Demon is nominated and you see a suspicious cluster of votes defending them, shoot the most suspicious voter to thin evil's numbers even if the nomination fails.
  • Save your shot for a day when you have strong read on alignment; burning it on a random voter to 'do something' wastes the deterrent value your ability carries all day.
  • Announce your intent to shoot a specific voter type before the first vote so good players can strategically abstain and isolate evil voters for you to pick off.

How to play as an evil Gunslinger

  • Volunteer to shoot a good player who is voting against the Demon's preferred nominee — your kill can neutralise a loud town-trusted voice under cover of 'punishing a bad vote'.
  • Build a false reputation for shooting evil-leaning players early in the game so town trusts you, then use a late-game shot to remove a crucial good player at a pivotal moment.
  • Coordinate with Minions before the first nomination so they know to vote on a target you want dead, giving you a clean justification to 'punish' what looks like an evil vote while actually executing a good player.
  • If you are pressured toward exile, claim you are saving your shot for a specific suspect and name a real evil player you know is already expendable — this buys credibility without actually threatening your team.
  • Abstain from shooting early days to appear cautious and town-minded; evil rarely needs the kill until the final few players, when a well-timed shot can swing the game outright.

Key interactions

Poisoner

If the Gunslinger is poisoned, the Storyteller may rule their ability misfires — the chosen voter does not die despite the Gunslinger believing the kill landed. Both teams should track whether the Poisoner is in play, as a poisoned Gunslinger is a completely dead asset the town may be falsely relying on.

Mayor

If the Mayor is nominated first and a good Gunslinger wants to protect them, shooting a suspicious voter on that nomination is one of the few ways to mechanically punish evil players for trying to execute the Mayor, since the Mayor cannot be saved by a failed execution alone.

Monk

A Monk protecting the Gunslinger does nothing — the Gunslinger's deaths come from their own declared ability use, not from a night kill — but if the Gunslinger shoots a Monk-protected player during the day, the protection does not apply because the Monk only acts at night.