Outsiders
Landsknecht
Novel counterpart: I lanzichenecchi
Ability
At the end of your first night, you and 1 of your 2 good neighbours become poisoned. This poisoning continues even if you die or are poisoned. [+0 or +1 Landsknecht]
Spogliavano gli abitanti, e gliene facevan di tutte le sorte.
Those shady mercenaries bring more than plunder in their wake: disease follows wherever they pass, and those who lie closest to their camp are the first to fall ill.
How to Run
During setup, the Storyteller may add a second Landsknecht to the bag ([+0 or +1 Landsknecht]). The second Landsknecht counts as an additional Outsider, so a Townsfolk is removed to make room.
At the end of the Landsknecht's first night, make the Landsknecht poisoned. Then find their two good neighbours - the nearest good player clockwise and the nearest good player anticlockwise, skipping players who are not good - choose one of them, and make that player poisoned too.
Both are genuine poisonings: wake the Plague and show them both players' characters, as for any player who becomes poisoned.
This poison stays on both players until something cures it. It does not end when the Landsknecht dies, and it does not end because the Landsknecht is poisoned.
Nothing else about this ability recurs on later nights.
Examples
The Landsknecht's good neighbours are the Tailor (two seats clockwise, past a Minion) and the Doctor (adjacent anticlockwise). The Storyteller poisons the Landsknecht and the Tailor. The Plague is woken and shown the Landsknecht and the Tailor.
Two Landsknechts are in play. At the end of the first night each becomes poisoned, and each infects one of their own two good neighbours.
The Doctor chooses the poisoned Landsknecht on night 2, learns they are poisoned, and cures them. The Plague is not told.
The Kite targets the still-poisoned carrier on night 2. The target is not healthy, so they do not die.
The Landsknecht is executed on the second day. The neighbour they infected remains poisoned: the poison belongs to the neighbour now, not to the Landsknecht's ability.
The Landsknecht infects the Bride, whose Groom is alive. At dawn the Bride becomes sober and healthy through her own ability. The Landsknecht stays poisoned.
Rules & Clarifications
- This is a first-night effect resolved at the end of that night; it does not repeat.
[+0 or +1 Landsknecht]is a setup modification: the Storyteller may put a second Landsknecht in the bag. It counts as one additional Outsider.- Both poisonings are real
becomes poisonedevents: the Plague learns both characters. Your 2 good neighboursmeans the nearest player who is actually good in each direction, skipping players who are not good. If only one direction has a good player, that player is the only candidate. If neither does, only the Landsknecht becomes poisoned.- The Storyteller chooses which of the two good neighbours becomes poisoned.
- Registration does not matter here: the ability poisons actually-good players, chosen by actual alignment.
- The poison is ordinary poison once applied: it persists until cured (for example by the Doctor) and malfunctions abilities as normal.
- The poison does not depend on the Landsknecht's ability continuing to function. The Landsknecht dying, or being poisoned by this very ability, changes nothing for either poisoned player.
- If the Landsknecht is drunk or poisoned before the effect resolves, the Storyteller may alter or suppress it as a normal malfunction. Once it has resolved, that window is closed.
Reminder tokens
- Poisoned
Good & evil token artwork

