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Vizier

All players know you are the Vizier. You cannot die during the day. If good voted, you may choose to execute immediately.

An excellent decision, as always, sire. Such a petty crime as bumping into the Bishop indeed deserves your ‘justice’ and ‘mercy’. Take a stroll in the gardens. Visit the gallery and peruse the sculptures of Von Strauf. Relax, sire. Leave everything… to me.

Storyteller cues

First nightAnnounce which player is the Vizier.

Jinxes

Alsaahir

The Storyteller doesn't declare the Vizier is in play.

Courtier

If the Vizier loses their ability, they learn this, and cannot die during the day.

Fearmonger

The Vizier wakes with the Fearmonger, learns who they choose and cannot choose to immediately execute that player.

Investigator

The Storyteller doesn't declare the Vizier is in play.

Lil' Monsta

If the Vizier is babysitting Lil' Monsta, they die when executed.

Magician

If the Vizier is in play, the Magician has no ability but is immune to the Vizier's ability.

Politician

The Politician might register as evil to the Vizier.

Preacher

If the Vizier loses their ability, they learn this, and cannot die during the day.

Zealot

The Zealot might register as evil to the Vizier.

How to run it (Storyteller)

The Vizier is public knowledge among all players — you do not announce it yourself, players simply know from setup. Track every vote carefully: the moment a good player votes yes on a nomination, you must offer the Vizier the choice to execute immediately before any further votes are counted or discussion resumes. The nastiest edge case is the Magician: if both are in play, the Magician has no ability and is immune to the Vizier's forced execution, meaning even if good players vote and the Vizier wants to kill the Magician, it cannot happen. Watch for the Fearmonger interaction — if the Fearmonger has targeted someone that night, the Vizier cannot choose to immediately execute that specific player even if good voted.

How to play

  • Use your day-immunity as a pressure tool from the start: good players know they cannot kill you during the day, so lean into accusations, misdirection, and loud play without fear of nomination consequences.
  • Coordinate with your team before the first vote-heavy day to identify which good player you want dead — the moment any good player votes yes on that nomination, snap the execution immediately before momentum builds toward a different target.
  • Claim a powerful good role that good players want to protect and hear from, such as Investigator or Empath, to delay the town from accepting your known-evil status as the decisive threat.
  • Save the immediate-execute option for high-value targets like the Slayer or an outed good ability role, not as a reflex on the first good vote you see — patience multiplies the value of a single forced kill.
  • The most common mistake is executing too early in the game when good is disorganised and your team has other tools; the Vizier's forced execute is most decisive on the final day when one kill ends the game.

How to fight the Vizier

  • Unanimous or near-unanimous good voting on every nomination removes the Vizier's ability to exploit a lone good vote — if everyone votes, the Vizier learns nothing about who is good from the vote pattern and cannot selectively trigger on a single exposed player.
  • Never let a lone good player vote yes on a nomination for a player you want to protect; coordinate privately to ensure either the whole good team votes or nobody does, denying the Vizier a clean trigger.
  • The Vizier's presence confirms a Carousel script is in play, so use that information to narrow down what other evil roles are likely present and shape your deduction accordingly.
  • Bait the Vizier into wasting the immediate execute on a less critical player by having a low-value good player vote yes on a nomination for a sacrificial or already-outed target, saving your key roles for the crucial day.
  • On the final day, if you can guarantee no good player votes yes, the Vizier cannot force an execution and you can out-vote evil normally — strict vote discipline in the endgame is your primary win condition.

Key interactions

Fearmonger

If the Fearmonger targets a player overnight, the Vizier cannot force that player's immediate execution even when good votes, creating a protective blind spot the evil team can use to shield a key minion or demon from a Vizier-forced kill gone wrong.

Magician

When the Magician is in play, the Vizier loses its ability against that specific player — the Magician has no ability of their own but is fully immune to the forced execution, so the Vizier must target anyone else, and the good team should consider outing their Magician to block a high-value forced kill.

Lil' Monsta

If the Vizier is babysitting Lil' Monsta and gets executed, they die despite normal day-immunity, meaning the evil team must be careful not to leave the Vizier holding the baby on a day when execution pressure is high.

Politician

The Politician may register as evil when the Vizier assesses vote alignment, which could cause the Vizier to incorrectly treat a Politician's yes vote as a safe evil vote rather than a good vote trigger, potentially missing or misreading the moment to execute.

Spy

A Spy voting yes may be counted as a good vote by the Storyteller, which could give the Vizier an unexpected execute opportunity on a nomination it did not plan for, so the evil team should clarify with the Storyteller whether the Spy's vote triggered the ability before committing to a kill.