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Toymaker

The Demon may choose not to attack & must do this at least once per game. Evil players get normal starting info.

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Storyteller cues

First nightResolve Minion Info and Demon Info, even though there are fewer than 7 players.

Other nightsIf a Demon attack could end the game, and the Demon is marked FINAL NIGHT: NO ATTACK, do not wake the Demon.

How to run it (Storyteller)

Add the Toymaker when you want to introduce uncertainty about whether a night with no kills was a deliberate Demon skip or a protective role. Place it in games where the skip creates genuine investigative tension rather than a free pass — ideally with a Demon whose skip is hard to distinguish from a protective save. Announce the Fabled at the start of the game so the good team knows a skip is possible, and privately remind the Demon on the first night that they must skip at least once before the game ends.

Playing with the Toymaker — as good

  • Track every night with no kill and reason about whether it was a Demon skip, a protective role, or a kill that was absorbed — the skip is guaranteed at least once, so one no-kill night is essentially 'noise' you cannot fully trust.
  • Do not assume a protected player survived naturally; the Demon's skip could be masking the Slayer, Soldier, or a claimed Monk target, making those roles harder to confirm through survival evidence.
  • If the game reaches final three with only one no-kill night having occurred, the Demon has already used their skip and must kill every remaining night — use this as leverage to force the Demon's hand.
  • Push hard on early kills: a Demon who has not skipped yet faces pressure to skip soon, which can compress their kill window and give good more time on the clock.
  • Be cautious attributing 'clean' nights to protective roles like Monk or Innkeeper — the Demon's skip pollutes that inference and evil may exploit your overconfidence in a protector.

Playing with the Toymaker — as evil

  • Time your skip strategically: skipping on a night where a protective role would plausibly have saved someone maximises confusion and can falsely validate a good player as a protector.
  • If you skip early, good will spend the rest of the game unsure whether subsequent no-kill nights are more skips or protections — even though you can only guarantee one skip, ambiguity is your weapon.
  • Evil players receive normal starting info, so use that information naturally; acting as if you have no information will out you, but acting too confidently on it can also draw suspicion.
  • Coordinate with Minions around the skip night: if a Minion can create additional noise (Poisoner targeting a detector, for instance) on the same night you skip, good loses a clean data point entirely.
  • Avoid skipping on the final night when only three players remain — good knows you have no remaining skip obligation and a kill on final night is expected, so use your skip earlier when its strategic value is highest.