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Poisoner

Each night, choose a player: they are poisoned tonight and tomorrow day.

Add compound Alpha to compound Beta... NOT TOO MUCH!

Storyteller cues

First nightThe Poisoner chooses a player. ◦

Other nightsThe Poisoner chooses a player. ◦

How to run it (Storyteller)

Each night, the Poisoner privately points to a player; that player's ability malfunctions for the rest of that night and all of the following day, then clears at dusk. If the Poisoner targets themselves, they are poisoned only until dusk of the same night — they do not poison themselves through the following day. The nastiest edge case is timing: poison must be applied before any other night-order abilities resolve that night, so always seat the Poisoner early in your night order and apply the poisoned status before waking the target. Watch for the Poisoner deliberately poisoning a publicly trusted Townsfolk to manufacture false information on a critical day.

How to play

  • Prioritize poisoning the Investigator, Empath, or Slayer on night one — roles that produce hard information or have instant-kill power are the highest-value targets early.
  • Coordinate with your Demon: ask them each night which player they are attacking, then poison whichever Townsfolk is most likely to detect or respond to that kill (e.g., the Undertaker the night after a kill, or the Fortune Teller if they seem locked onto the Demon).
  • Claim a safe, quiet Townsfolk — Monk or Librarian are ideal because they produce limited public information and are rarely pressed to prove their role early.
  • Use self-poison strategically and sparingly: if you need to 'prove' you were awake and active a given night without poisoning a useful good player, pointing at yourself costs almost nothing since the effect lasts only until dusk.
  • The most common mistake is poisoning the same player two nights in a row out of fear — it wastes a night on someone already neutralised and lets other information roles run freely.
  • If you are the last minion alive and the good team is close to solving the Demon, switch to poisoning the most dangerous night-action role each night rather than fishing for information disruption.

How to fight the Poisoner

  • Cross-reference information roles across multiple days: a Townsfolk whose ability fired on a night they were poisoned will have subtly wrong data — two Empaths with conflicting readings about the same player, or a Fortune Teller who got a false positive, are strong signals a Poisoner is active.
  • A Poisoner's presence means at least one piece of information each night cycle is potentially garbage; do not execute purely on a single datum — require corroboration from at least one independent source before acting.
  • Bait the Poisoner by having a trusted Townsfolk loudly announce their night-action result early in the day; if the Poisoner is protecting a nomination target they can't afford to have exposed, they will often re-poison that same player, which a Monk can intercept or which leaves other roles free to run cleanly.
  • Narrow the Poisoner identity by process of elimination: if your Investigator or Washerwoman has a result that is mechanically impossible given what you know, work backward — whoever was most incentivised to corrupt that specific role on that specific night is your suspect pool.
  • Even with a Poisoner active, the good team wins by triangulating: find two independent confirming reads that cannot both be poisoned on the same night and build your execution case from those.

Key interactions

Monk

If the Monk protects the Poisoner's intended target, the poison still lands but the Demon's kill is also blocked — the evil team effectively wastes both actions. Coordinate with your Demon so you do not both target the same player the Monk is likely protecting.

Empath

Poisoning the Empath causes their count of evil neighbours to be wrong, which can clear real minions or frame innocent players as evil. This is one of the highest-value targets in the early game because Empath results are treated as highly reliable by most good teams.

Fortune Teller

A poisoned Fortune Teller receives a random result regardless of who they actually ping, which can cause them to either dismiss a real Demon or pursue a false lead for multiple days. If the Fortune Teller has publicly claimed to be close to finding the Demon, poisoning them is an emergency priority.

Slayer

A poisoned Slayer who uses their one-shot ability on the Demon will not kill them — it simply fires and fizzles, wasting the ability entirely. Poisoning the Slayer the night before you expect them to shoot is a high-value defensive play for the Demon.