Commander
Each night*, a player might die. Good wins if just 1 evil player lives. Minions get 3 bluffs. [You are not a player. +2 Minions]
The Commander watches from afar as Minions flood the town.
- The Commander adds two extra Minions during setup, but since the Commander is not a player, no player is a Demon.
- During the first night, Minions all get the same 3 bluffs. If Minions are created later, they also get these same three bluffs.
- The Commander is not a player, so they cannot be drunk or poisoned.
- The Commander being alive is sufficient for there being a living Demon for the goo win condition.
- The Commander can die (but usually won't). If this happens, the Storyteller does not declare it.
- If at any point only 1 evil player is alive, good wins.
While setting up the game, remove the Commander and a Townsfolk token and add two Minion tokens.
During the first night, wake each Minion. Show the THESE CHARACTERS ARE NOT IN PLAY info token, then 3 not-in-play good characters. Put each Minion to sleep.
Each night except the first night, a player might die—mark them with the DEAD reminder.
If there is only 1 alive evil player, declare that good wins.
The Storyteller must choose who to kill carefully. Since on the final day, there will almost always be exactly 2 evil players and 1 good player alive, the one player left alive should be someone that some players don't trust.
There are nine players. Since the Commander is in play, there are 3 Minions, 2 Outsiders, and 4 Townsfolk. None of these players are the Commander.
The Commander, Harpy, Witch, and Fearmonger are in play. The Witch and Harpy are executed. Good wins, because only 1 evil player lives.
BarberIf the Commander is in play, 1 Minion registers as "the Demon" to the Barber.
BoffinIf the Commander is in play, 1 Minion registers as "the Demon" to the Boffin.
ClockmakerIf the Commander is in play, the Clockmaker starts knowing how many steps are between the two closest Minions.
EngineerIf the Engineer creates a Commander, the Demon becomes a not-in-play Minion.
ExorcistIf the Commander is in play, 1 Minion registers as "the Demon" to the Exorcist. If the Exorcist chooses them, the Commander does not kill tonight.
HatterIf the Hatter dies & the Demon chooses Commander, they also choose a Minion to become.
MagicianIf the Commander and Magician are in play, Minions wake separately during Minion Info to learn which players are Minions & think the Magician is a Minion instead of a Demon.
MarionetteIf the Commander is in play, the Marionette must neighbor a Minion. That Minion might register as a Demon.
MastermindIf the Mastermind and just 1 other evil player live & the Commander is in play, the other evil player registers as "the Demon" to the Mastermind. If the Mastermind uses their ability, the Commander dies.
Pit-HagIf the Pit-Hag creates a Commander, the Commander enters play but no player changes character.
Scarlet WomanIf an evil player dies while 5 or more player are alive (Travellers don't count), making the Scarlet Woman the only living evil player, The Commander does not end the game until they die.
SlayerIf the Slayer slays a Minion, that Minion registers as good to the Commander for the rest of the game.
Snake CharmerIf the Commander is in play, 1 Minion registers as "the Demon" to the Snake Charmer. If the only living evil player is a Minion who was the Snake Charmer, The Commander does not end the game until they die.
SummonerIf the Summoner creates a Commander, the Summoner chooses 2 players: both become evil not-in-play Minions & the Commander enters play.
BookkeeperIf the Commander and Bookkeeper are alive & a player dies by execution, the Storyteller might gain their ability.
RacerIf the Commander is in play, Minions know the Racer & their competitor.

"All warfare is based on deception."
Information
- Type:
- Demon
- Creator:
- Mathguy ⬢
- Appears in:
- Set of Elements
- Tags:
- Death, Extra Evil, Nonconformist, Setup, Single-Kill, Win/Loss Condition
[
{
"id": "_meta",
"name": ""
},
{
"id": "commander",
"name": "Commander",
"team": "demon",
"ability": "Each night*, a player might die. Good wins if just 1 evil player lives. Minions get 3 bluffs. [You are not a player. +2 Minions]",
"image": [
"https://botchomebrew.wiki/assets/art/commander.png",
"https://botchomebrew.wiki/assets/art/commander-alt.png"
],
"flavor": "All warfare is based on deception.",
"firstNight": 23.3839,
"firstNightReminder": "During Minion Info, show the **THESE CHARACTERS ARE NOT IN PLAY** token. Show 3 not-in-play good character tokens.",
"otherNight": 55.829,
"otherNightReminder": "A player might die. :reminder:",
"reminders": [
"Dead"
],
"setup": true,
"jinxes": [
{
"id": "barber",
"reason": "If the Commander is in play, 1 Minion registers as \"the Demon\" to the Barber."
},
{
"id": "boffin",
"reason": "If the Commander is in play, 1 Minion registers as \"the Demon\" to the Boffin."
},
{
"id": "clockmaker",
"reason": "If the Commander is in play, the Clockmaker starts knowing how many steps are between the two closest Minions."
},
{
"id": "engineer",
"reason": "If the Engineer creates a Commander, the Demon becomes a not-in-play Minion."
},
{
"id": "exorcist",
"reason": "If the Commander is in play, 1 Minion registers as \"the Demon\" to the Exorcist. If the Exorcist chooses them, the Commander does not kill tonight."
},
{
"id": "hatter",
"reason": "If the Hatter dies & the Demon chooses Commander, they also choose a Minion to become."
},
{
"id": "magician",
"reason": "If the Commander and Magician are in play, Minions wake separately during Minion Info to learn which players are Minions & think the Magician is a Minion instead of a Demon."
},
{
"id": "marionette",
"reason": "If the Commander is in play, the Marionette must neighbor a Minion. That Minion might register as a Demon."
},
{
"id": "mastermind",
"reason": "If the Mastermind and just 1 other evil player live & the Commander is in play, the other evil player registers as \"the Demon\" to the Mastermind. If the Mastermind uses their ability, the Commander dies."
},
{
"id": "pithag",
"reason": "If the Pit-Hag creates a Commander, the Commander enters play but no player changes character."
},
{
"id": "scarletwoman",
"reason": "If an evil player dies while 5 or more player are alive (Travellers don't count), making the Scarlet Woman the only living evil player, The Commander does not end the game until they die."
},
{
"id": "slayer",
"reason": "If the Slayer slays a Minion, that Minion registers as good to the Commander for the rest of the game."
},
{
"id": "snakecharmer",
"reason": "If the Commander is in play, 1 Minion registers as \"the Demon\" to the Snake Charmer. If the only living evil player is a Minion who was the Snake Charmer, The Commander does not end the game until they die."
},
{
"id": "summoner",
"reason": "If the Summoner creates a Commander, the Summoner chooses 2 players: both become evil not-in-play Minions & the Commander enters play."
},
{
"id": "bookkeeper",
"reason": "If the Commander and Bookkeeper are alive & a player dies by execution, the Storyteller might gain their ability."
},
{
"id": "racer",
"reason": "If the Commander is in play, Minions know the Racer & their competitor."
},
{
"id": "jester",
"reason": "Once per game, at night* (if the Commander is in play), a Minion may guess which player is the Jester. If correct, at least 2 players must die tonight."
},
{
"id": "twister",
"reason": "If the Twister creates a Commander, the Demon becomes a not-in-play Minion and the Commander enters play."
}
],
"special": [
{
"type": "selection",
"name": "bag-disabled"
}
]
}
]
