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)
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
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.
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.
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.