Dusk
Magician
Minion Info
Lunatic
Demon Info
Preacher
Poisoner
Snake Charmer
Fearmonger
Pukka
Amnesiac
Village Idiot
Ogre
Chambermaid
Dawn
Leviathan
Vizier
KINGLY GAME 17 BY
JINXES
Only 1 jinxed character can be in play.
If the Preacher chooses Legion, Legion keeps their ability, but the Preacher might learn they are Legion.
If the Leviathan nominates and executes the Monk-protected player, good wins.
The Leviathan cannot enter play after day 5.
Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Sage uses their ability but does not die.
The Magician wakes with Legion and might register as evil. Legion knows if a Magician is in play, but not which player it is.
If the Vizier is in play, the Magician has no ability but is immune to the Vizier's ability.
If the Pit-Hag turns an evil player into the Ogre, they can't turn good due to their own ability.
If there is a spare token, the Pit-Hag can create an extra Village Idiot. If so, the drunk Village Idiot might change.
The Vizier wakes with the Fearmonger, learns who they choose and cannot choose to immediately execute that player.
If the Vizier loses their ability, they learn this, and cannot die during the day.
A Village Idiot must die to execution in three different games before it is eliminated.
If the good team wins with a Heretic in play: eliminate the Heretic.
If the game ends due to the Klutz's ability and no other characters were eliminated: eliminate the Klutz.
If the game ends due to the Fearmonger's ability and no other characters were eliminated: retire the Fearmonger.
If the Vizier is in play and the demon would be eliminated, the Vizier may be eliminated instead.
If Legion is the last character to die due to execution in a game, and loses as a result: Legion is eliminated.
RECOMMENDED FABLED
QR
Flesh and Bone
Dusk
Preacher
Poisoner
Snake Charmer
Monk
Pit-Hag
Fearmonger
Lunatic
Legion
Pukka
Ojo
Sage
Amnesiac
Town Crier
Oracle
Juggler
Village Idiot
Chambermaid
Dawn
Leviathan