Legion
Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]
We are the chill wind on a winter’s day. We are the shadow in the moonless night. We are the poison in your tea and the whisper in your ear. We are everywhere.
Storyteller cues
Other nightsA player might die. ◦
Jinxes
If Legion is created, all evil players become Legion. If Legion is in play, the Engineer starts knowing this but has no ability.
If Legion is created, all evil players become Legion. If Legion is in play, the Hatter has no ability.
The Magician wakes with Legion and might register as evil. Legion knows if a Magician is in play, but not which player it is.
If Legion died by execution today, Legion keeps their ability, but the Minstrel might learn they are Legion.
The Politician might register as evil to Legion.
If the Preacher chooses Legion, Legion keeps their ability, but the Preacher might learn they are Legion.
If Legion is summoned, all evil players become Legion.
The Zealot might register as evil to Legion.
How to run it (Storyteller)
How to play
- Because most players are Legion, your evil team has enormous voting power — use it sparingly and strategically so good players don't notice that every failed execution correlated with suspiciously unanimous voting blocks.
- Coordinate night kills to look like a credible Demon pattern: irregular timing, occasionally skip a night, and never kill in a way that would confirm a specific good role's claim.
- Claim a mid-tier information role like Empath or Undertaker — something that lets you produce plausible but hard-to-verify 'information' without demanding trust the way a Washerwoman or Slayer claim would.
- The execution-fail mechanic is your secret weapon: engineer moments where the group nominates a Legion player, flood the vote with your team, and let the execution silently fail — then loudly question why the town 'didn't have the numbers' to execute a clear threat.
- Your biggest mistake is over-coordinating publicly — if multiple Legion players are visibly pushing the same target or defending each other in identical language, an observant good player will notice the bloc and reverse-engineer Legion's presence.
- Never forget that Magician can make one of you register as good to yourselves; if you receive unexpected info about a 'good' player in your team's night vision, treat that slot with suspicion rather than exposing it immediately.
How to fight the Legion
- Track every execution that fails and immediately ask who voted: if you can reconstruct that the only voters were players who later turn out to be Legion, that is near-certain confirmation of Legion's execution-fail mechanic in action.
- Legion's kill pattern is low-information — there is no Demon with a specific ability shaping deaths, so unusually random or target-agnostic kills across nights are a soft signal that Legion is the Demon.
- Force split nominations on the same night: if two different players are nominated and both executions fail, you have strong evidence that Legion is flooding both votes — use that information to find the handful of genuine good players.
- The Preacher is a potent tool; choosing a Legion player does not strip their ability, but it may confirm to the Preacher that the target is Legion — use this to quietly map the evil team without tipping them off.
- Winning against Legion requires identifying even one confirmed good player and protecting them: because most players are evil, your win condition is essentially finding the small minority of genuine good players and shepherding them to a final-day execution of the correct target.
Key interactions
The Magician wakes alongside Legion and may cause one Legion player to appear as good to the rest of the Legion team, injecting a false 'safe' player into the evil bloc's internal knowledge. Strategically, Legion should not unconditionally trust any player who 'registered as good' during their night vision, and good players should consider nominating the Magician as a safe decoy to sow distrust inside the Legion team.
Choosing a Legion player does not remove their ability but may reveal to the Preacher that the chosen player is Legion, making the Preacher an unusually reliable detector in a game otherwise starved of information. Good players should prioritise keeping the Preacher alive and having them pick new targets each night to map the evil team.
The Recluse can register as an evil player to Legion during the night wake, meaning Legion may miscount their team and include an innocent player in their coordination assumptions. Additionally, the Recluse's vote can be counted as evil for the execution-fail mechanic, potentially causing an execution to fail even when good players thought they had enough non-evil votes.
If the Engineer is in play when Legion is created, they start the game knowing Legion is the Demon but immediately lose their ability — they become a one-time information source with no further mechanical impact. Good players should treat an Engineer's early Legion claim seriously even without corroboration, since this is exactly the limited role the Engineer has in a Legion game.
The Courtier can drunk a Legion player, but only a single token-holder is affected, leaving the rest of the Legion team fully functional. This severely limits the Courtier's normal disruption value against Legion compared to other Demons, so good players should not rely on a Courtier drunk to meaningfully hamper the Demon.