Moonchild
When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.
Scorpio looks sideways at the lovers, and you have a choice to make. With silver cross my palm, and your fate shall be revealed. With steel cross my throat, and by the stars you shall regret it.
Storyteller cues
Other nightsIf the Moonchild is due to kill a good player, they die. ◦
How to run it (Storyteller)
How to play
- Save your kill for a high-value target: you only get one shot, so spend the day you die watching closely — if you see a likely Demon candidate or a player town is about to clear, name them and force a night kill if they are genuinely good.
- Timing the reveal: you do not have to out yourself as Moonchild before you die. Staying quiet lets your kill land as a surprise rather than giving evil a reason to avoid executing you.
- Targeting evil bluffs: naming a player you strongly suspect is evil costs nothing — if they are evil, you waste your ability but give no kill; if you misread them and they are good, you confirm they were good and the town gains information even at cost.
- The most common mistake: naming the most suspicious player reflexively. Your ability only kills good players, so targeting the likely Demon or a confirmed evil ally does nothing — aim at high-utility good roles you want removed to signal evil's identity, or at players town has misread as evil.
- Communicate your intention clearly and publicly the moment death is announced — the declaration is mandatory regardless, so use it deliberately and say the name loudly so the Storyteller and all players hear it without ambiguity.
How to bluff as the Moonchild
- Claim Moonchild early as a soft outsider admission to build trust — it explains why you are in the game without giving town a useful information role to protect, and it telegraphs a future 'kill' you can control.
- When you die (by execution or night kill), name a good player you want dead as your target; town will assume it is a genuine Moonchild kill and may misread the victim as suspicious or evil, creating confusion.
- If you survive late, you can threaten to name specific players, which pressures good players into voting against their allies to avoid being your target — use this leverage during final-day nominations.
- The biggest tell on a fake Moonchild: naming an obvious evil ally or someone already confirmed evil as your target. A real Moonchild would only do this to waste their ability, which is rarely the optimal play — avoid naming your own team.
Key interactions
The Recluse may register as evil at night even though they are good, so the Storyteller can choose to let them survive a Moonchild pick. Name the Recluse carefully — you cannot guarantee the kill lands, so it is a lower-confidence target than a player you are certain is good.
The Spy registers as good, so a Moonchild who names a Spy can kill them despite the Spy being evil. This is a rare upside — if you strongly suspect someone is the Spy, naming them is not wasted because the Storyteller may allow the kill to resolve.
If the Cannibal eats the Moonchild, they inherit the ability and trigger it the next time they die — the Moonchild's impact can therefore echo into the late game through a second player. As a Moonchild, dying early while a Cannibal is alive effectively gives town a second deferred kill threat.
The Moonchild's kill resolves based on the Goon's alignment at the moment of the public declaration, not at night — so even if the Goon flips alignment later, the original alignment at declaration time is what matters. Declare carefully if a Goon is in play, because a good-aligned Goon named by Moonchild will die regardless of what happens to the Goon's alignment overnight.
Drunk or poisoned status at night — not at declaration time — determines whether the kill fires. A Poisoner can neuter the Moonchild's kill even after a valid sober declaration simply by poisoning them before the night resolves, making the Moonchild's one-use ability far more fragile than it appears.