Assassin
Hold the Cult’s sole night attack. You do not know the Ruler’s allegiance.
YOUR WIN CONDITION
Eliminate all Innocents while a Cult member survives. Executing the Martyr makes your faction lose.
Usurper court: Eliminate all Innocents while a Cult member survives; the Usurper must also die. Executing the Martyr makes your faction lose.
Shade court: Eliminate all Innocents while a Cult member survives; the Shade must also die. Executing the Martyr makes your faction lose.
THE ART OF PLAYING YOUR PART
How to play Assassin
You begin as the holder of the Cult’s single basic night attack. Work with known allies to remove Innocents and survive the court’s questioning.
Coordinate a target with the Cult, then choose an eligible player and commit before the night closes.
FROM THE LIVE GAME RULES
Your abilities
NIGHT ABILITY
Attack
Make one basic attack; protection and detention can stop it.
Charge counts and ability text come from the game itself. “No charge limit” does not remove timing, targeting, or other restrictions.
YOUR CLASS ACHIEVEMENT
A name to earn.
Assassin
The Quiet Profession
Title: The Unseen Blade
Win 10 completed matches while finishing as Assassin.
No passive bonus. Your title changes no match powers.
A LITTLE WISDOM GOES A LONG WAY
At the table
- 01
In eight-seat courts, your account’s custom faction name supplies the Cult label because there is no Mastermind. In larger courts the starting Mastermind supplies it instead.
- 02
Known Cult allies cannot be targeted by your attack.
- 03
Your locked attack can still resolve if you die in the same night.
- 04
In twelve- and sixteen-seat courts, the Mastermind or then a living Acolyte can inherit the attack from the next night. Eight-seat courts have no attack successor.
Mind the trap.
- Protection or detention can stop the kill.
- The Ruler might share your faction, but you do not know that and can target them.
- Cult victory requires eliminating all Innocents; reaching voting parity alone does not end the game.
