Roles

Flicker Evil Team Roles

Evil is outnumbered and overgunned. You win by cutting Good’s information, not by farming every night like Classic Murderer. The kit is one leader (Murderer), one henchman slot that is either Assassin or Dark Psychic, one malicious slot that is Witch or Scout, and Ambusher when the server is full. You do not all know each other. Assassin sees Murderer. Murderer does not see Assassin. That single asymmetry ends more Evil games than Psychic does.

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Murderer

One kill per blackout. Witch cannot block you. Assassin cannot stab you. Medic can waste your night. Clown can kill you. You can skip a kill to fake a “we voted the Murderer” story. Do not open on Muffin Man for sport. Do not open on the first name in the list — Medics know that trick. Look for confirmed town later; look for loud Psychics first.

Assassin and Dark Psychic

Assassin gets one unblockable kill. Spend it on Medic or Psychic, never on a Survivor who already outed themselves as useless. Note the Murderer without writing “I am Assassin.” Dark Psychic is a truthful reader who should publish false journals. Real Psychics indent. Copy the format or get called. You cannot exist beside Assassin, so if you see a confirmed unhealable kill, you are not in that lobby as Dark Psychic — lean into that tell when you fake.

Witch, Scout, Ambusher

Witch the sleuth and the helper, never the Murderer (you cannot anyway). Scout is fake Spy: omit the visit that would burn your killer, invent the visit that hangs town. Ambusher watches a popular heal target and slaps the Good who walks onto it, then gets named to everyone who visited. Do not watch the same body twice. Full lobby only.

FAQ

Frequently asked questions

Short answers for the searches that follow a bad round.

Can Murderer kill Assassin?

Yes. Please do not.

Can Medic stop Assassin?

No. That is the whole point of the role.

Does Witch stop Murderer?

No.

When does Ambusher spawn?

Full 15-player Regular/Anonymous rounds, guaranteed in that rule set.