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Saint

If you die by execution, your team loses.

Wisdom begets peace. Patience begets wisdom. Fear not, for the time shall come when fear too shall pass. Let us pray, and may the unity of our vision make saints of us all.

How to run it (Storyteller)

If the Saint is executed by the town vote, immediately end the game and declare Evil wins — there is no delay, no further action, no chance for another effect to intervene. The single nastiest ruling is confirming that 'execution' means the full town vote resolving in death, not a Slayer shot, Witch curse, or night kill — those do not trigger the Saint's ability. Watch for Evil players trying to engineer a Saint execution through nomination manipulation or false information without being obvious enough to get caught, as a successful misdirection is a legitimate Evil win condition.

How to play

  • Reveal early as a deterrent: announcing you are the Saint publicly makes the town extremely reluctant to execute you, which keeps you alive and forces Evil to work around you rather than through you.
  • Your survival value is leverage: use the town's fear of executing you to push for other executions — if you advocate loudly for a specific player, the town is more likely to follow because they cannot afford to nominate you as retaliation without risking the game.
  • Be prepared to prove you are the Saint: if challenged, your only mechanical proof is that you are still alive after being nominated, which means surviving contested votes is itself confirmatory — encourage the town to nominate you and then not kill you to demonstrate your claim without risk.
  • The most common mistake is staying silent: a quiet Saint provides no protection and no pressure, wasting the deterrent entirely — speak, nominate, and make your presence felt every day.
  • Watch for late-game traps: Evil will try to manufacture a situation where you look like the Demon and the town feels forced to execute you — pre-emptively acknowledge this possibility aloud and remind the table of the cost before it happens.

How to bluff as the Saint

  • Bluff Saint only when you are confident the town will not execute you, because a successful Saint bluff ties the town's hands on your execution for the entire game — it is a powerful defensive bluff that protects you while you do damage.
  • Be vocal and present: real Saints make themselves known immediately, so mimic that by claiming Saint loudly on day one before anyone can accuse you — hesitation is the biggest tell.
  • Use the bluff to deflect suspicion onto your partners: because the town fears executing the 'Saint,' you can nominate good players aggressively and argue for their execution, knowing the town cannot easily punish you for being wrong without risking the game.
  • The key tell that exposes a fake Saint is if you ever seem willing to die — a real Saint has every incentive to survive and will visibly fight to avoid execution, so always react to execution threats with appropriate urgency and resistance.
  • Avoid this bluff if you suspect a Storyteller may have placed no Saint in the game at all, or if another player has already claimed Saint — a Saint double-claim immediately destroys the bluff and forces one of you to be lying.

Key interactions

Poisoner

If the Saint is poisoned, their ability is disabled, meaning their execution no longer causes the evil team to win — Evil can engineer a poisoned Saint execution as a safe kill. The Saint should be aware this is a potential play and flag it to the town so they do not inadvertently execute a poisoned Saint thinking it is risk-free.

Mastermind

The Mastermind's ability can cause the Saint's execution to still trigger a loss for good even after the Demon dies, which means Evil wins not from the Demon surviving but from the Saint being executed on the final day — this is a deliberate trap that advanced Evil teams will set up by hiding the Mastermind and sacrificing the Demon.