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Klutz

When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.

Oops.

How to run it (Storyteller)

When the Klutz dies — by execution or night kill — immediately prompt them publicly to choose an alive player before any other game action continues; the choice must be made out loud in front of the group. If the chosen player is evil, announce that evil wins and the game ends immediately. Watch for Recluse and Spy edge cases: Recluse can register as evil (triggering a loss) at your discretion so avoid confirming it, and Spy can register as not-evil so the loss may not trigger — both outcomes are valid but steer away from these unless the script demands it.

How to play

  • Your death is a loaded gun pointed at evil: the moment you die, you get to publicly accuse one player of being evil with game-ending stakes, so build a strong read on who is evil before you die rather than waiting until the moment of pressure.
  • Avoid being executed early when your reads are weak — your ability only fires if you are confident enough to point at someone, and a blind guess at end-game is almost always the wrong play.
  • If you are going to be executed and you have a very strong evil read, loudly telegraph your intent to name that player before the vote resolves; this can deter evil from pushing the execution and forces them to reveal their discomfort.
  • Never choose anyone unless you are genuinely confident they are evil — a wrong pick hands evil the win outright, so if your read is uncertain, choose a player you are nearly certain is good to waste your shot safely.
  • The single most common mistake is choosing a player during the panic of sudden death without having thought it through; mentally prepare your pick the moment you know you might die that night or that day.
  • Claim your role publicly early in the game — its presence on the script changes how evil plays around you, and keeping it secret gives you no benefit since your ability only activates publicly anyway.

How to bluff as the Klutz

  • Bluffing as Klutz is a pressure play: announce early that you are Klutz and that if executed you will name someone specific, then direct that threat at a good player you want eliminated — town may avoid executing you to protect that player.
  • Pick your fake 'target' carefully: name a good player who is already slightly suspicious so your threat sounds credible, then let town's fear of triggering a loss steer executions away from both you and your real evil allies.
  • If you are actually killed, you must name someone publicly — choose a confirmed good player you are certain is not evil so the game continues without consequence and your bluff holds.
  • The tell that exposes a fake Klutz is refusing to commit to a target or constantly shifting who you would name; a real Klutz builds a read over the game, so commit to a consistent story about why you suspect a specific player.
  • Do not bluff Klutz if a real Klutz is also on the script — the storyteller will know there is only one Outsider slot for Klutz, and town can easily call the contradiction.

Key interactions

Recluse

The Recluse can register as evil at the Storyteller's discretion, meaning choosing them could end the game in evil's favor — this makes Recluse a dangerous false-positive for a Klutz building reads. Avoid naming Recluse unless you have corroborating evidence beyond a single misregistration.

Spy

The Spy can register as not-evil, so naming the actual Spy may not trigger a loss at all — a Klutz who is confident they have found the Spy could waste their shot entirely. If Spy is on the script, cross-reference your reads with other information sources before committing.

Philosopher

A Philosopher who copies Klutz gains the ability and will trigger it upon their own death, even after the Philosopher dies — effectively giving the team a second Klutz shot. This doubles the threat evil faces, so coordinate with a Philosopher teammate to maximize the value of both triggers.