Princess
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
| Item | Details |
|---|---|
| Faction | Village |
| Win condition | Eliminate every werewolf, with no third faction (such as the Fox) left alive |
| Night action | None (the ability fires the moment she dies) |
| On death | Every living village-faction player dies with her |
| Disclosure | None — 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.
| Role | Taken? |
|---|---|
| Village roles (Villager, Seer, Knight, …) | Yes |
| Werewolf | No |
| Madman | No (their result is decided with the wolves) |
| Fox / Creeper | No (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.