No Dashii
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
By the sins of Arnoch, I feel thy laden stench. By the curs-ed sun and her foul legion of tiny grinning gods, I corrupt thee. By the blessed night and the hidden depths of the horrid and unholy sea, I end thy squalid life upon this plane.
Storyteller cues
Other nightsThe No Dashii chooses a player. ◦
How to run it (Storyteller)
How to play
- Sit as close to strong information Townsfolk as possible during seating; your passive poison corrupts their reads before they even speak, so positioning is your most powerful lever.
- Kill players who are likely to identify your poisoned neighbors as unreliable — once good players discount the noise, they start finding you.
- Claim a passive or low-information Townsfolk like Slayer or Farmer so you have a cover story that never requires you to produce suspicious information.
- Coordinate with a Minion to nominate or misdirect suspicion toward your two poisoned neighbors — their bad info will hang them if good players trust it, or hang the poisoned player if they don't.
- Do not kill your poisoned neighbors; keeping them alive and feeding bad information is almost always more valuable than the death.
- Avoid executing neighbors yourself; if the poisoned Townsfolk is executed, you lose that corruption slot and your new neighbor may be less valuable.
How to fight the No Dashii
- Identify clusters of contradictory information and look for a player at the center of both contradicting players — the No Dashii sits between its two poisoned Townsfolk, so seating geometry is a genuine deduction tool.
- Cross-reference two information roles who are neighbors to each other: if both are giving bad or contradictory results, the No Dashii is almost certainly seated between or near them rather than a simple Poisoner attack.
- Use the Monk to protect a suspected poisoned neighbor — if that player's information suddenly becomes clean and consistent, you have strong evidence they are a No Dashii neighbor and can triangulate from there.
- The Soldier being immune to the poisoning means placing them in a suspected No Dashii neighbor seat wastes a corruption slot; deliberately seat or reassign the Soldier near suspected evil to reduce the passive damage.
- When a Townsfolk changes role or dies and a previously reliable player suddenly gives bad info, treat that as a signal the No Dashii is nearby and recalculate neighbor positions based on current living seating order.
Key interactions
A Monk protecting a Townsfolk neighbor of the No Dashii completely negates that poison for the night, meaning good players can surgically clean one information source. If you suspect a Monk is in play, kill them early to lock your poisoning back in permanently.
A Soldier occupying one of the two neighbor slots is immune to the poison, cutting the No Dashii's passive corruption down to a single Townsfolk. As the No Dashii, killing or arranging the execution of a Soldier neighbor restores full poisoning; as good, placing the Soldier near suspected evil is a no-cost disruption.
If a poisoned Townsfolk neighbor becomes non-Townsfolk — through execution, death, or a role change — the poisoning immediately shifts to the next living Townsfolk neighbor in seating order. Good players should track this; evil players should note that executions of neighbors can inadvertently poison a more valuable information role further along the seating circle.