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).