Travellers
Cousin
Novel counterpart: Bortolo Castagneri
Ability
Each night, choose another player: until dusk, if they would die, another player might die instead.
Tu hai fatto capitale di me, e io non ti abbandonerò.
The Cousin offers shelter when the road grows dangerous. Those taken under that protection may escape their fate… though someone else might have to bear it instead.
How to Run
Each night, wake the Cousin.
The Cousin chooses another player. Mark that player SHELTERED.
Until dusk, whenever the sheltered player would die, the Storyteller may cause another living player to die instead.
If another player dies instead, the sheltered player remains alive.
The Storyteller is not required to redirect the death. If no replacement is chosen, the sheltered player dies normally.
At dusk, remove SHELTERED. The Cousin chooses again that night.
Examples
The Cousin shelters Alice. Alice is executed the following day. Instead of Alice dying, the Storyteller kills Bob. Alice remains alive despite having been executed.
The evil Cousin shelters the Plague. The town executes the Plague, but the Storyteller causes a good player to die instead. The Demon survives.
The Cousin shelters Carol. The Kite attempts to kill Carol during the night. The Storyteller redirects the death to another living player. Carol survives.
The Cousin shelters David. David would die, but the Storyteller chooses not to redirect the death. David dies normally.
The Cousin shelters the player chosen by the Boatman. The characters are swapped, so the chosen player becomes the new Boatman and would normally die. The Storyteller redirects that death to another living player instead. The chosen player therefore survives as the new Boatman, with a fresh once-per-game Boatman ability.
The Cousin shelters Emma. One death is redirected away from Emma. If Emma would die again before dusk, the Cousin's ability may redirect that death as well.
Rules & Clarifications
- The Cousin must choose another player.
- The same player may be chosen on consecutive nights.
- The chosen player may be good or evil.
- SHELTERED lasts until dusk.
- Whenever the sheltered player would die, the Storyteller may redirect that death to another living player.
- The replacement player may be the Cousin.
- If a death is redirected, the sheltered player does not die.
Might die insteadis optional: the Storyteller may allow the original death to occur.- The protection can apply more than once before dusk.
- Being sheltered does not prevent nomination, execution, poisoning, drunkenness, character changes, or other effects that do not cause death.
- If the Boatman swaps characters with a sheltered player, the character swap occurs before the Boatman's death effect. If that death is redirected, the sheltered player survives as the new Boatman.
- A player who newly becomes the Boatman gains a fresh instance of the Boatman ability; the previous Boatman's use of their once-per-game ability does not spend the new Boatman's ability.
- If the Cousin dies, is exiled, becomes drunk or poisoned, or otherwise loses their ability, SHELTERED no longer protects the chosen player.
- At dusk, remove SHELTERED before the next nightly choice.
Reminder tokens
- Sheltered
Good & evil token artwork

