Scaredy Cat

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Special Ability: Coward's Clause

Once per day, you may attempt to kill one of your two living neighbors—but only if the other living neighbor agrees.

  • Your neighbors are the two living players directly next to you (one clockwise and one counter-clockwise). Dead players are skipped.

  • You must clearly declare your intent to use your ability. The Architect (Game Master) must be present to witness and confirm any agreement.

  • If one neighbor agrees, the other dies immediately.

  • If both neighbors agree to kill the other, you must choose who dies.

  • If neither agrees, the ability fails and cannot be used again until the next day.

  • Once your ability is used (even if the target survives due to protection), you may not use it again that day.

  • You may use persuasion, guilt trips, or emotional appeals to gain agreement—but cannot use bribes that break game rules (e.g., sharing role cards).

Special Ability: Coward's Clause

Once per day, you may attempt to kill one of your two living neighbors—but only if the other living neighbor agrees.

  • Your neighbors are the two living players directly next to you (one clockwise and one counter-clockwise). Dead players are skipped.

  • You must clearly declare your intent to use your ability. The Architect (Game Master) must be present to witness and confirm any agreement.

  • If one neighbor agrees, the other dies immediately.

  • If both neighbors agree to kill the other, you must choose who dies.

  • If neither agrees, the ability fails and cannot be used again until the next day.

  • Once your ability is used (even if the target survives due to protection), you may not use it again that day.

  • You may use persuasion, guilt trips, or emotional appeals to gain agreement—but cannot use bribes that break game rules (e.g., sharing role cards).