Two recipients and redirected actions
Choose two players at night and swap the recipients of targetable actions directed at them, subject to role-specific restrictions.
- You may include yourself in a transport.
- Both transported players receive feedback that they were moved.
- Targetable night actions aimed at one transported player normally reach the other. Check role-specific restrictions before applying the swap to an unusual action.
Model the likely night before swapping
Early game
Keep a precise transport log from Night 1. Early transports can save a likely kill target, but random swaps can also corrupt investigative results before Town has enough context to interpret them.
Mid game
Transport becomes a deduction tool when paired with expected actions. Swapping a confirmed Town member with a suspicious player can redirect an attack, but communicate enough afterward that investigators can repair their result chains.
Endgame
In small lobbies, one transport can decide the game by moving a kill, heal or investigation. Model every likely action before swapping because an elegant redirect can also hand evil a free win if it moves protection away.
Name both members of every pair
List both transported players for every night. Because both targets know they were transported, a fake Transporter claim can often be challenged directly.
Ask both recipients to corroborate the swap
Verify each claimed pair with the transported players and use the swap to explain odd investigative or visitor results. A Transporter story that appears only after a contradiction should be treated cautiously.
Important interactions
- Investigator, Sheriff, Lookout and Doctor results can all be redirected, so transport must be resolved before calling those claims impossible.
- A killer aimed at one player can be moved into the other, creating a death that looks unrelated to the attacker’s intended target.
- Both transported players receive feedback, giving Town two potential witnesses to the claim.
Decision example: a check aimed at the other recipient
An Investigator plans to check Player 4, while you transport Players 4 and 9. The result actually belongs to Player 9. If you do not reveal that swap when the result matters, Town may eliminate the wrong player. A good Transporter creates chaos for evil and repairs that chaos for Town.
Common mistakes
- Randomly transporting every night without considering how much Town information will be corrupted.
- Failing to record both sides of the swap.
- Claiming late without explaining earlier contradictory investigative results your transports would have caused.
