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Leviathan

If more than 1 good player is executed, evil wins. All players know you are in play. After day 5, evil wins.

To the last, I grapple with thee. From Hell’s heart, I stab at thee. For hate’s sake, I spit my last breath at thee.

Storyteller cues

First nightAnnounce that the Leviathan is in play. ◦

Other nightsChange the Leviathan reminder token to the relevant day. ◦ You may announce that the Leviathan is in play.

Jinxes

Banshee

Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Banshee dies & gains their ability.

Exorcist

If the Leviathan nominates and executes the Exorcist-chosen player, good wins.

Farmer

Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Farmer uses their ability but does not die.

Grandmother

If the Leviathan is in play and the Grandchild dies by execution, evil wins.

Hatter

The Leviathan cannot enter play after day 5.

Innkeeper

If the Leviathan nominates and executes an Innkeeper-protected player, good wins.

King

If the Leviathan is in play, and at least 1 player is dead, the King learns an alive character each night.

Mayor

If the Leviathan and the Mayor are alive on day 5 & no execution occurs, good wins.

Monk

If the Leviathan nominates and executes the Monk-protected player, good wins.

Pit-Hag

The Leviathan cannot enter play after day 5.

Ravenkeeper

Each night*, the Leviathan chooses an alive player (different to previous nights): a chosen Ravenkeeper uses their ability but does not die.

Sage

Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Sage uses their ability but does not die.

Soldier

If the Leviathan nominates and executes the Soldier, good wins.

How to run it (Storyteller)

Track every execution carefully: the moment a second good player is executed, stop the game and declare evil wins — this includes Recluse (who may register as evil, so you can let that execution slide safely) and Spy (registering as good is not recommended, so treat them as evil for counting purposes). The nastiest edge case is the reset clause: if Leviathan is somehow removed and re-enters play, the execution counter resets to zero, so keep a clear written log. Watch for day 5 simultaneously triggering the Mayor no-execution win and the Leviathan time-out win — if the Mayor is alive and no execution occurs on day 5, good wins before evil's end-of-day trigger fires.

How to play

  • Your primary lever is fear: good players know you are in play, so they will hesitate to execute freely — exploit that paralysis by pushing for early executions of good players you can frame as suspicious.
  • Claim a role that has a reason to avoid being executed and to have information, such as the Exorcist or a protective townsfolk — this gives you cover when good players debate who to nominate.
  • Coordinate with your minions to corroborate your claim and to nominate good players you want executed, spreading the risk of 'who threw the wrong execution' across the whole team.
  • On day 5, if you still have Mayor in play and good is likely to pass on execution, push hard for any execution at all — even sacrificing a minion is better than losing to the Mayor's passive win condition.
  • The most common mistake is being too aggressive early: nominating and executing a protected target (Soldier, Monk-protected, Innkeeper-protected, Exorcist-chosen) instantly loses the game, so always probe before you nominate someone suspicious.
  • Use your nightly selection ability to gather information and neutralise threats — choosing Sage, Ravenkeeper, or Farmer targets keeps them alive but extracts their ability for your benefit, so prioritise roles that could expose your team.

How to fight the Leviathan

  • Because you know Leviathan is in play from the start, treat every execution as irreversible and high-stakes — never execute unless you have strong, cross-corroborated evidence, since a second wrong execution ends the game immediately.
  • Force a no-execution on day 5 if you have a living Mayor: this is a hard win condition and the evil team will scramble to push through any execution to prevent it, so the Mayor's survival is the single most important protection goal.
  • Bait Leviathan into nominating protected players — if you have a Soldier, Monk, or Innkeeper in play, publicly or subtly signal who is protected so Leviathan might self-destruct by executing them.
  • The execution counter being reset by Leviathan leaving and re-entering play means you should never assume you have 'spent' one of evil's executions safely — always recount from the last confirmed in-play moment.
  • Concentrate your nomination decisions: use a single trusted player or small council to decide who gets nominated each day, preventing evil minions from sneaking in a second good-player execution through social pressure or chaos.

Key interactions

Mayor

If the Mayor is alive when day 5 ends with no execution, good wins outright — this is your clearest path to victory against Leviathan, so protecting the Mayor and refusing to execute on day 5 is a game-winning strategy. Evil must execute someone, even a minion, on day 5 to prevent this, so watch for desperate last-day nominations.

Soldier

If Leviathan nominates and executes the Soldier, good wins immediately, so the Soldier is a trap that punishes careless Leviathan play. Good should consider the Soldier claiming softly to bait the nomination, while Leviathan must verify suspicions before ever nominating someone who might be the Soldier.

Exorcist

Executing the Exorcist-chosen player while Leviathan is the nominator flips the win to good, meaning Leviathan must track who the Exorcist selected each night before nominating anyone. The Exorcist can use this as a shield: whichever player they protect becomes a dangerous nomination target for Leviathan.

Grandchild

If the Grandchild dies by execution while Leviathan is in play, evil wins — this stacks on top of the two-execution rule and means the Grandchild is an extreme liability in execution decisions. Good must identify the Grandchild quickly and protect them from any nomination pressure.

Recluse

An executed Recluse may count as evil, meaning that execution might not trigger the second-good-execution loss condition — this gives Leviathan a potential safe execution slot if the Recluse is nominated. Good should be aware that Leviathan's team may deliberately push a Recluse execution early to spend an 'execution token' without penalty.