Love (Cupid)
Cupid links a new couple every night.
On their first night, Cupid secretly picks Good or Bad and wins if that side wins.
Love chains grow: A-B night 1, B-C night 2 means A-B-C chain.
If any chain member dies, all in the chain die.
A loved Assassin becomes a Civilian.
Role notes
The Spy cannot speak ever.
Survivalist is immune in Round 1 only.
Gunsmith may self-gift once per game.
Guns are kept until fired, and a player can hold several. Guns are lost when the holder dies.
Vigilante dies if they shoot an innocent.
Healer cannot block the Assassin.
Curfew (Warden)
The Warden acts first each night and places one player under curfew. They can't pick themselves, or the same player two nights running.
The locked player still wakes, but their action has no effect. Locking one Mafia member only stops the kill if they're the last Mafia alive.
Curfew gives no protection: a locked player can still be killed.
Swaps (Swapper)
The Swapper acts last and may swap the cards of two players, including their own.
Everyone acts tonight as their old role. The swap happens at dawn, and fails if either player died that night.
Each swapped player is privately shown their new card. Their team changes with the card.
Love links and guns stay with the person. Role abilities and their history (Hitman contract, Gunsmith self-gift, Warden's last lock, Cupid's side) move with the card.
Contracts (Hitman)
The Hitman is given a secret target and a deadline. Any death counts: vote, gunshot, kill, heartbreak.
If the target is still alive after the deadline night, the Hitman dies the next morning.
Once the contract is fulfilled, only the Assassin can kill the Hitman, until the Assassin dies. With no Assassin alive, there's no immunity.
The next night the Hitman secretly chooses Good or Bad and then wins with that side.
Night order
Warden, Hitman (choosing a side), Cupid, Mafia, Assassin, Healer, Vigilante, Detective, Snitch, Gunsmith, Spy, Swapper.