Pukka
Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
You truly have been kind welcoming me into your beautiful home. I am so sorry I accidentally scratched you. A little thing. No matter. But please, take this golden toothpick as a humble token of my regret.
Storyteller cues
First nightThe Pukka chooses a player. ◦
Other nightsThe Pukka chooses a player. ◦ The previously poisoned player dies then becomes healthy. ◦
Jinxes
The Summoner may summon a Pukka on the 2nd night instead of the 3rd.
How to run it (Storyteller)
How to play
- Pick your first-night target carefully — that player dies on night two, so opening on a powerful information role (Investigator, Empath, Slayer) removes a threat before they act.
- Coordinate with Minions: the one-night delay between poisoning and death means you can steer deaths to frame specific good players or manufacture suspicious timing that minions can exploit in day arguments.
- Claim a role that legitimately has no information to share early, such as Monk or Soldier, so your lack of claims during the first couple days seems natural rather than suspicious.
- If you suspect the Monk is protecting your current target, immediately switch targets that night — the protected player will become healthy rather than die, wasting a kill; better to abandon the target and reset the chain on someone unprotected.
- Self-selecting is a last resort when you are about to be executed and want to deny town a kill, but only do it if you are confident no Monk or other healing can restore your health, which would instantly kill you.
- The most common mistake is telegraphing the kill pattern by always targeting isolated or quiet players — vary your targets to prevent the town from reverse-engineering a two-night delay and identifying you through process of elimination.
How to fight the Pukka
- The Pukka's kill always lags one night behind the choice, so if a player dies and another player had a confirmed interaction with the deceased the previous night, that prior-night pairing is suspicious — the poisoner was in the room targeting the victim.
- Monk protection is the strongest counter: if a Monk covers the currently poisoned player they survive and become healthy, breaking the chain entirely — Monk should quietly cover players who seem to be acting 'off' or sickly rather than announcing protection publicly.
- Soldier is a hard blocker since the Pukka simply cannot poison them; if the Soldier is alive and no deaths occur, the Pukka likely wasted a night, which narrows timing and potentially reveals the Demon tried and failed.
- Use the Exorcist to force a night where no new poison is assigned — the previous victim still dies that night as normal, but the night after nobody dies, giving town a free day with full information and no pressure.
- If you suspect a Pukka is in play, count the gap between when players started acting strangely (poison affects ability results) and when they died — a consistent one-night gap is a strong Pukka signature compared to the instant kills of a Imp or Po.
Key interactions
Monk protection not only saves the targeted player from dying but also cures the existing poison immediately, fully resetting the Pukka's kill chain — if the Monk moves protection onto someone already in the poisoned slot, that player survives and the chain must restart from scratch the following night.
The Pukka cannot poison the Soldier at all, so targeting a Soldier wastes the night entirely — the Soldier never dies from a Pukka pick, and no new poison is established, effectively giving town a free night.
When the Exorcist blocks the Pukka on night X+1, the Pukka cannot make a fresh choice, but the player poisoned on night X still dies as normal; the following night the Pukka wakes and resumes, so Exorcist buys a death-free night on night X+2 rather than preventing the already-queued kill.
The Summoner can put a Pukka into play on night two instead of night three, accelerating the first death to night three and giving the evil team an extra kill cycle — if deaths start unusually early, consider that the Demon may have been summoned rather than in play from the start.
If the Pukka self-selects, they enter a permanent poisoned state and the previous target is spared from dying, but any source that makes the Pukka healthy — whether a Monk, a Witch curing, or another healing mechanic — will immediately trigger the Pukka's death as the 'previously poisoned' player, so good team members who can heal should actively seek the Pukka and restore their health to force an instant kill.