Lycanthrope
Each night*, choose an alive player. If good, they die & the Demon doesn’t kill tonight. One good player registers as evil.
Beneath the thin veneer of civilisation lies a howling madness.
Storyteller cues
Other nightsThe Lycanthrope chooses a player. ◦
How to run it (Storyteller)
How to play
- Identify your evil-registering good player fast: you have exactly one good player who reads as evil to you, and every night you target them the Demon kills freely — figure out who it is and stop targeting them once suspected.
- Use your kill strategically, not reflexively: targeting a high-value good player (like a known information role) on a night when you want to deny the Demon a kill is often more valuable than targeting a safe unknown.
- Announce your ability and your nightly targets publicly, because the town can cross-reference who died on 'Lycanthrope nights' versus 'Demon nights' to help triangulate the Demon's identity — your kill log is free information.
- The evil-registering good player is your single most dangerous blind spot: if you keep targeting the same player who never dies, treat that as strong evidence you have found the misregistrant and shift your target immediately.
- Hold back the identity of who registers as evil to you until you have enough corroborating evidence — if you out them as 'evil' too early and they are actually good (with a quirky registration), you hand evil a free misdirection and may get an innocent executed.
How to bluff as the Lycanthrope
- Claim early and loudly: the Lycanthrope's ability is highly visible (one kill per night with no Demon kill), so staking your claim before real deaths can be attributed is essential to establishing credibility.
- Fake a consistent evil-registering player: name one good player as 'reading evil to you' — this gives you a believable recurring excuse for why the Demon still killed on nights when you supposedly acted, since you can claim you targeted the 'evil-registering' player.
- Coordinate with your Demon: on nights the Demon kills, you claim you targeted the fake evil-registering player (explaining why the kill still happened); on nights evil wants a free night off, claim you targeted a real good player to match the actual death.
- The biggest tell is mismatched nights: a real Lycanthrope suppresses the Demon kill every night they hit a good player, so if players notice both a Lycanthrope-claimed kill AND a Demon kill on the same night without the evil-registering excuse, your bluff collapses — keep your story airtight with your team.
Key interactions
The Recluse may register as evil to the Lycanthrope, meaning the Lycanthrope can repeatedly target the Recluse believing they are safe, while the Demon kills freely every night — this is one of the most dangerous combinations in the game and the Lycanthrope must treat a 'never dies' target as a red flag regardless of their gut read.
A Spy can register as good to the Lycanthrope, so the Lycanthrope may unknowingly kill the Spy (an evil player) and still suppress the Demon's kill — this wastes a Lycanthrope night and removes an evil player, which is accidental good fortune, but the Storyteller should be aware this can happen.
The first time the Lycanthrope targets the Fool, the Fool's protection absorbs the kill — the Fool survives AND the Demon kill is not suppressed that night, meaning evil gets a free kill; the Lycanthrope should be aware that a target who inexplicably survives their ability may be the Fool.
A poisoned Lycanthrope still chooses a player, but if their ability is broken by poison, the chosen good player may not die and the Demon kill suppression may not trigger — the Lycanthrope should report any night their expected kill didn't happen as a poisoning signal to the town.