Townsfolk
Boatman
Novel counterpart: Il barcaiolo
Ability
Once per game, at night*, choose another player: you swap characters, then they die. If they were evil, you become evil.
Buon viaggio.
The Boatman carries one passenger across... yet nobody makes the return trip.
How to Run
Each night except the first, wake the Boatman if they have not used their ability.
If the Boatman wishes to use it, they choose another player, living or dead.
The Boatman and the chosen player swap characters. Secretly inform each player of their new character at the earliest opportunity.
The chosen player then dies, if alive, holding their newly acquired character.
If the chosen player was evil before the swap, the Boatman becomes evil.
Mark the ability as spent.
Examples
The good Boatman chooses the good Doctor. They swap characters, and the original Doctor dies as the Boatman. The original Boatman is now the good Doctor. A good player is dead by a good hand.
The Boatman chooses an evil Kite. They swap: the original Boatman becomes the Kite and becomes evil; the original Kite dies as an evil Boatman.
The Boatman chooses the Plague. The Boatman becomes the Plague and becomes evil; the former Demon dies as the Boatman. The original Boatman is now the living Demon. Since the Plague acts later in the night order, the new Plague acts normally that same night.
The Boatman chooses a good Spreader who registers as evil. Registration does not change the alignment check: the Spreader is actually good, so the Boatman remains good. The Spreader dies as the Boatman.
The Boatman chooses the Bride. They swap characters and the chosen player dies as the Boatman. The original Boatman is now secretly the Bride. The Lordling, who learned the Bride's original seat on the first night, receives no update. If the Lordling later attempts to choose the new Bride, that choice is not permitted (see the Lordling).
The Boatman chooses a dead good player. The characters are still swapped, but the chosen player remains dead as the Boatman. The living Boatman receives the dead player's former character.
The Boatman chooses a good player, who dies as the new Boatman. Later, the Friar chooses that dead player. Since this is a new Boatman character with an unused once-per-game ability, the dead player may immediately use the Boatman ability as if alive, sober and healthy.
The Boatman chooses an evil player while the Greybeard is alive and at least 5 players are alive. The evil target dies holding the Boatman character, so the Greybeard may become the Boatman. The Storyteller may decline to make this character change. If the Greybeard does become the Boatman, the new Boatman ability has not been used.
The Boatman's chosen player dies during the night. Later that same night, the Corpse Bearer learns that the Boatman was among the characters whose abilities caused a death.
Rules & Clarifications
Once per game, at night*means the Boatman first acts on the second night.- The Boatman may choose a living or dead player.
- Only characters are swapped. Alignments are not exchanged.
- If the chosen player is alive, they always die when the ability functions, regardless of alignment.
- A chosen dead player remains dead after the swap.
- The alignment check uses the target's actual alignment before the swap. Registering as evil is not enough to make the Boatman evil.
- The target holds the Boatman character after the swap, even if they die or were already dead.
- A player who newly becomes the Boatman receives a fresh once-per-game Boatman ability. The original Boatman's previous use does not count as that player's use of the ability.
- This allows a dead good Boatman created by the swap to use the ability if chosen by the Friar.
- The Greybeard may become an evil Boatman who dies as a result of the swap. Because the Greybeard's ability says
might, the Storyteller decides whether this character change occurs. - The Boatman's effect can move the Plague character. Whoever currently holds the Plague is the current Plague for all subsequent effects.
- If the Boatman becomes the Plague before the Plague's night slot, the new Plague acts normally that same night.
- If the Boatman is drunk or poisoned when attempting to use the ability, the ability does not function: no characters are swapped, nobody dies from the Boatman ability, and no alignment changes. The once-per-game use is still spent.
- Once the Boatman's ability functions, the resulting character and alignment changes are genuine game-state changes, not information.
- The ability is spent after use regardless of outcome.
Reminder tokens
- Used
Good & evil token artwork

