Ojo
Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
Like a bonfire on a moonless night… I see you, mortal.
Storyteller cues
Other nightsThe Ojo chooses a character. ◦
How to run it (Storyteller)
How to play
- Name characters you are confident are in play to guarantee a kill — guessing blindly risks giving the Storyteller total discretion over the death, which may burn a useless kill or expose your uncertainty.
- Use your off-night choices to probe the script: if you name a character you are unsure about and someone dies unexpectedly, the Storyteller chose for you, confirming that character is out of the game.
- Coordinate with your Minions to learn which Townsfolk characters are confirmed in play before you name them — information from a Spy or a Baron who knows the setup is invaluable for precision targeting.
- Claim a Townsfolk role that does not give information, such as a passive protective role or a character with a vague nightly action, so your waking pattern does not immediately flag you as the Demon.
- Prioritise killing confirmed protective roles like the Doctor or Monk before targeting information roles — removing safety nets early makes your later kills far more lethal.
- The most common mistake is naming a character that has already died, wasting your kill and handing the Storyteller a free choice — track the dead carefully and never repeat a character.
How to fight the Ojo
- If deaths appear randomised or land on characters no one publicly claimed, suspect Ojo — a precise demon like Imp tends to kill claimed or suspicious players, while Ojo may accidentally kill characters the evil team misjudged as in play.
- Deliberately spread false character claims across the good team: if a character no one actually plays appears to die, the Ojo named it thinking it was real, revealing that the evil team has imperfect information and that their Minion support may be weak.
- Protect characters the evil team is most likely to know are in play — if a Spy is on the script, assume the evil team has partial setup knowledge and guard confirmed-powerful roles accordingly.
- If duplicate characters are on the script and only one copy dies from a single night kill, you can infer Ojo is the demon rather than a demon that kills by player rather than character.
- To neutralise Ojo, feed misinformation about which characters are in play — bluffing multiple people as the same role or claiming dead characters are still alive forces Ojo into guessing, surrendering kill precision to the Storyteller.
Key interactions
If Ojo names a Minion or Demon character and the Recluse is alive, the Storyteller may kill the Recluse instead — this is not recommended, but if it occurs it can make Ojo look like a different demon entirely and muddy alignment reads.
If Ojo names a Townsfolk or Outsider and the Spy is alive, the Spy may die instead — not recommended, but a live Spy feeding information to the Ojo team is so valuable that the Storyteller should almost never trigger this substitution, and the evil team should never name a character they suspect the Spy is registered as.
A Spy on the evil team can tell Ojo exactly which characters are in play, converting the otherwise probabilistic kill into a guaranteed precision kill every night — this combination is one of Ojo's strongest possible pairings and should terrify the good team.
When Ojo names a character that has two living copies, only one dies — the Storyteller chooses which, meaning the evil team cannot guarantee removing both instances of a powerful role in one shot, and the surviving duplicate is a direct clue that Ojo is the demon.
A Poisoner on the script does not alter Ojo's kill mechanic directly, but a Poisoned protective role like the Doctor fails to save the Ojo's target — coordinating Poisoner and Ojo on the same night to hit a protected player removes both the protection and the protected character simultaneously.