Three bullets and the cost of a Town kill
- You have three bullets. A normal shot cannot be selected on Night 1, although Witch or Coven Leader control can force one.
- Killing a Town member with your shot makes you die from guilt the following night. Remember that one bad shot can remove two Town votes.
- A shot is irreversible and should be based on stronger evidence than an ordinary vote because the downside can remove two Town players.
Use a shot when daytime pressure is insufficient
Early game
Early shots are usually poor unless the evidence is unusually mechanical. Town still has trials, investigative actions and claim space to resolve; preserving the gun keeps pressure on evils who think they can survive the day.
Mid game
Use the gun when the daytime vote cannot cleanly reach a high-confidence evil or when removing that target before the next night prevents a decisive hostile action.
Endgame
In the final players, a correct shot may end the game before evil reaches parity. A wrong shot can do the same in the other direction. Calculate the exact next-day player count before firing.
Record the intended target and the night
A Vigilante claim should record shot nights and targets. Because ammunition is limited and Town-friendly fire has consequences, unexplained shots are more suspicious than a quiet night.
Test the shot against deaths and redirects
Check whether the claimed shot matches death information and whether the target choice made sense with the evidence available at that time. Retrospective “I knew they were evil” claims are weaker than documented reasoning.
Important interactions
- Mayor and Jailor can create stronger public confirmation, reducing the need for speculative Vigilante shots.
- Transporter can redirect a shot to the wrong player, so a strange death may not prove the Vigilante lied about the intended target.
- Doctor protection may save a target from some attacks, but the Vigilante should never rely on a healer to make a reckless shot safe.
Decision example: vigilante target choice
Two players counterclaim the same unique-looking slot, but one is mechanically contradicted by a Lookout log and a graveyard flip. A Vigilante shot on the contradicted claimant can be justified if the day cannot secure a trial; shooting a merely quiet player in the same lobby is not comparable evidence.
Common mistakes
- Shooting on a weak scumread when Town could simply pressure the claim during the day.
- Ignoring Transporter claims before firing.
- Using all ammunition before the role list has narrowed enough to identify high-confidence targets.
