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Princess

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A village role that must not die. When the Princess dies, every living village-faction player follows her instantly — execution or attack, the cause doesn't matter.

At a Glance

ItemDetails
FactionVillage
Win conditionEliminate every werewolf, with no third faction (such as the Fox) left alive
Night actionNone (the ability fires the moment she dies)
On deathEvery living village-faction player dies with her
DisclosureNone — hidden like any other role
Divination result'Not' (not a werewolf)

Only the village faction is taken

The blast takes exactly the survivors who belong to the village faction at the moment she dies.

RoleTaken?
Village roles (Villager, Seer, Knight, …)Yes
WerewolfNo
MadmanNo (their result is decided with the wolves)
Fox / CreeperNo (third faction)
Lovers (both alive)No (counted as the lovers' faction while the pair stands)

The casualties are "instant deaths with no ability trigger" — the Hunter cannot shoot, and nothing chains.

The village's living lifeline

Because only the village side vanishes, the Princess's death usually hands the werewolves the win outright.

  • To the wolves she is the one bite that wins the game — the highest-value target there is.
  • To the village, voting her out is the ultimate self-destruction. However suspicious someone looks, "they might be the Princess" hangs over every vote — that pressure warps the whole discussion.
  • The Knight's guard soars in value: protect the Seer, or protect whoever might be the Princess?

If the Thief swaps with the Princess, her power moves to the Thief.

In the standard decks

No standard deck includes the Princess — it's a custom-deck role.

Strategy & Tips

Claim timing, earning the guard, and staying out of the vote's path — covered in the strategy column.

Related

  • Creeper — the mirror image: blasts on death, and wants to die
  • Knight — the only ability that can keep the Princess alive
  • Glossary — third faction, solo win
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