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Ogre

On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.

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Storyteller cues

First nightThe Ogre chooses a player. ◦

Jinxes

Boffin

The Demon cannot have the Ogre ability.

Pit-Hag

If the Pit-Hag turns an evil player into the Ogre, they can't turn good due to their own ability.

Recluse

If the Recluse registers as evil to the Ogre, the Ogre learns that they are evil.

Spy

The Spy registers as evil to the Ogre.

How to run it (Storyteller)

On the first night, wake the Ogre and have them point to any player other than themselves; Ogre's alignment immediately and permanently changes to match that player's true alignment, with no information given to the Ogre about the outcome. The nastiest edge case: the change happens even if the Ogre is drunk or poisoned at the moment of choosing, so there is no mechanical escape hatch — always apply it. Watch for Pit-Hag mid-game transformations: if an evil player is turned into the Ogre after night 1, they miss the ability window entirely and their alignment is locked evil, since the ability only fires on night 1 and cannot retroactively re-trigger.

How to play

  • Your alignment is unknown to you: treat yourself as a full information problem — you must deduce whether you are good or evil based on who you chose and what you learn about that player during the game.
  • Who you chose is your single most important investigative lead: spend the game building a confident read on that player's alignment, because correctly placing them places you.
  • Be transparent about your ability early: telling the group who you chose is low-risk and high-value — it signals good faith, locks in a public record, and recruits the town to help you solve your own alignment.
  • If you have strong reason to believe you are evil, consider acting as a confirmed evil player to your Demon privately — you have real value as an agent who looks completely innocent to town.
  • The most common mistake is assuming you are good by default: you have no ping, no confirmation, and no memory of alignment — stay genuinely agnostic until evidence forces your hand.

How to bluff as the Ogre

  • Claim Ogre early and name a player you have already soft-accused of being evil as your chosen target — this lets you frame 'I might be evil' as a reason to investigate them rather than you.
  • Name a known good player as your target and argue you are therefore good: this is the most comfortable bluff and explains why you are contributing cooperatively, but it makes you look naive if that player flips evil.
  • The tell that exposes you: a real Ogre has genuine uncertainty about their alignment and will waver; if you bluff Ogre while being confidently evil-coded in your behavior, sharp players will notice you are not actually wrestling with the uncertainty the role demands.
  • Avoid naming the Demon or a minion you know to be evil as your target — if town later confirms that player is evil, your claimed Ogre alignment locks you as evil too, which destroys your cover.

Key interactions

Recluse

If the Storyteller registers the Recluse as evil when the Ogre picks them, the Ogre becomes evil — making Recluse one of the most dangerous players for a good Ogre to accidentally choose. Town should treat an Ogre-Recluse pairing as an alignment time bomb that may have already detonated.

Spy

The Spy always registers as evil to the Ogre, so an Ogre who chose the Spy is guaranteed to be evil — the Spy's team gains a free evil outsider with perfect innocence cover, making this one of the strongest Spy synergies in the script.

Pit-Hag

An evil player transformed into the Ogre after night 1 cannot use the ability and cannot flip good, meaning the Pit-Hag effectively creates a locked-evil Ogre who can bluff perfect innocence without any mechanical downside to the evil team.