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Script Notes: Rogue

by Axolator · updated 7 November 2026

Rogue (Townsfolk): Only 1 evil player learns their team at the start of the game.

The Rogue is more similar to a Poppy Grower than it is to a Magician, but fills the role of evil disruption the same way. In larger games especially, an attentive Rogue can notice which players seem to be gathering a lot of attention with private whispers, or which players seem desperate to talk to certain people, which can be very fun for players on both sides of the interaction. It also encourages players to try and out evil to players who seem a little stressed: “trust me I’m your fellow evil this is your team” can be pretty interesting as a play pattern, even if it may not be for everyone. (Not having a mechanical outlet for eventually learning your team the way PG does is part of the intent of the character, which may be a dealbreaker for some.)

Legion is a fun pairing for the Rogue. Even in smaller games, a Rogue will be able to notice 5 or 6 Legion players looking uncoordinated and a single player quarterbacking for them. For similar reasons, Summoner is pretty sad, since one less starting evil player means there’s less for the Rogue to do. In a 1-minion Summoner game, a Rogue literally does nothing.

Interesting interactions:

Droison: Droisoning a Rogue after it has its effect doesn’t retroactively give other evil players evil info.

Bounty Hunter: Can create an evil Townsfolk to receive evil info. While it connects the evil Townsfolk with the evil team, they’re an inherently unreliable source, since the BH themselves can bluff being an informed evil Townsfolk to their ping and see if they bite on a false team.

King/Lunatic/Damsel/Snitch: As mentioned briefly in the main almanac, the Rogue doesn’t suppress the Demon learning who the King or Lunatic are, nor the Minions learning Snitch-bluffs or that a Damsel is in play.

Magician: JINX: The evil player who learns their team at the start of the game learns the Magician as part of it. If an evil Townsfolk or Outsider learns the team, it’s Storyteller discretion whether to show the Magician as a Minion or Demon.

Pixie: A Pixie-Rogue doesn’t do anything, much like a Pixie-Magician. Just don’t… show the Pixie the Rogue.

Poppy Grower: JINX: If the Rogue has their ability when the Poppy Grower dies, only 1 evil player learns their team. Theoretically, you could show the team to an evil Townsfolk or Outsider and wake no Minions or Demon when the Poppy Grower dies, but it’s a little silly.

Hatter: Remember that Minions and Demons wake together for the Hatter’s tea party, so it pierces a Rogue’s setup blinding.

Lunatic: You can avoid showing a Lunatic their evil team to simulate a Rogue being in play, even when there isn’t one.

Recluse: Yes, but don’t.

Marionette: JINX: The Marionette can't be the evil player that learns their team at the start of the game. Just don't script these together; it means the Rogue does nothing in a 1-minion Marionette game.

Psychopath/Vizier: Outed evils have a Poppy Grower-esque dynamic here, in that players can fake being on the Psychopath’s or Vizier’s team. With that in mind, probably don’t give the evil team to an evil player that’s going to be outed.

Contagion/Vortox: You could make the argument that the evil info the 1 evil player gets at game start can be falsified or reversed to cause them to learn a fake team? It’s a pretty dumb argument, though. Just don’t mess with evil info like that; it’s not fun.

Spy: JINX: If the Rogue is alive, the Spy does not wake to see the Grimoire.

Widow: JINX: If the Rogue is alive, the Widow does not wake to see the Grimoire. They would still send a ping out on N1, though, and once the Rogue dies, the Widow immediately sees the Grimoire.

Wraith: JINX: If the Rogue is alive, the Wraith does not wake with other evil players. Just a bad interaction overall — avoid scripting this.

Xaan: Starts poisoning after Minion/Demon info, so can’t poison a Rogue in time to get normal evil info even if the Xaan number’s 1.

Kazali: Debated jinxing this, but just do the good thing and not the bad thing if you choose to script these together (which, to be clear, you probably shouldn’t). Make the Kazali the one to learn the evil team.

Lil’ Monsta: JINX: If the Rogue is alive, the Storyteller chooses which Minion babysits Lil' Monsta & no babysitting phase occurs. It’s kind of like the Magician/LM jinx? A Minion learns the team, the others learn nothing, and evil has no control over which player is babysitting LM while the Rogue lives.

Lord of Typhon: See Kazali. Give the Demon the evil team; it does roughly the same thing as Poppy Grower does. Ideally, just don’t script them together.

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