King is in an awkward spot.
It seems to be largely agreed upon that Allies isn’t condusive to fun gameplay when on anybody other than the evil King. Even in its current form, it acts like a stronger Princess, locking down claimspace in a way that affects how the scum have to act even if the Good King hasn’t spawned.
Some other aspects of his design could use a bit of love too - the removal of trials for a day is an awkward punishment for killing the starting Good King, and while Decide Fate is extremely powerful, people forcing you to use Royal Finger can rob you of its effectiveness.
As such, I have been working on the following suggestion for over a year now. It refocuses the King on its social and supportive aspects and generally streamlines its design in a way that is more cohesive overall.
The King
Random SpecialHead of State (Passive) - Your vote counts as two until you use Decide Fate, and you can talk at all points in a trial. If you are the starting Good King and you are executed, members of the Blue Dragon with royal blood will no longer gain extra votes to be King.
Tenacity (Passive) - Immune to being occupied at night and immune to target changing. If you are the Psychopathic King, this ability also makes you immune to death at night.
Decide Fate (Day) - Decide the fate of a player on trial. This removes the extra vote from your Head of State passive permanently. (1 use)
Royal Finger (Day) - Resets all votes. Only you or your target may be voted for the rest of the day. (2 uses)
Replaced by:
Hide (Day) - Neutral King exclusive. Nobody will be able to visit you tonight, regardless of immunities to occupation or preventions. (2 uses)Guards! (Night) - Have a guard protect you tonight. You will be immune to death tonight. (2 uses)
Replaced by:
Order Execution (Night) - Psychopathic King exclusive. Send a guard to kill a player. (Infinite uses)
Starting King exclusive powers (these replace the standard Guards!):
Guard Escort (Night) - Send guards to protect your target from attack, making them immune to death, occupation, and redirection tonight. (3 uses)
If you are the starting Good King, this also protects your target against conversion.
If you are the starting Evil/Cult King, you have an extra use, it makes your target appear as Blue Dragon to investigations, and you may target yourself.Guards! (Night) - Starting Good King exclusive. Have a guard protect you tonight. You will be immune to death tonight. (3 uses)
Allies (Night) - Starting Evil/Cult King exclusive. Discover if a player is a member of your faction. (4 uses)
I know it can look a bit intimidating all on one card, but if you take time to look at each King individually I think the benefits of this suggestion far outweigh its drawbacks. Here’s what that looks like in practice, with the unique parts of each card colored for clarity, and yellow representing the starting Kings:
Individual Cards
The Starting Good King
Blue Dragon SpecialHead of State (Passive) - Your vote counts as two until you use Decide Fate, and you can talk at all points in a trial. If you are executed, members of the Blue Dragon with royal blood will no longer gain extra votes to be King.
Tenacity (Passive) - Immune to being occupied at night and immune to target changing.Decide Fate (Day) - Decide the fate of a player on trial. This removes the extra vote from your Head of State passive permanently. (1 use)
Royal Finger (Day) - Resets all votes. Only you or your target may be voted for the rest of the day. (2 uses)Guards! (Night) - Have a guard protect you tonight. You will be immune to death tonight. (3 uses)
Assist (Night) - Send guards to protect your target from attack, making them immune to death, occupation, redirection, and conversion tonight. (3 uses)
The Starting Evil King
Unseen SpecialHead of State (Passive) - Your vote counts as two until you use Decide Fate, and you can talk at all points in a trial.
Tenacity (Passive) - Immune to being occupied at night and immune to target changing.Decide Fate (Day) - Decide the fate of a player on trial. This removes the extra vote from your Head of State passive permanently. (1 use)
Royal Finger (Day) - Resets all votes. Only you or your target may be voted for the rest of the day. (2 uses)Allies (Night) - Discover if a player is a member of your faction. (4 uses)
Guard Escort (Night) - Send guards to protect your target from attack, making them immune to death, occupation, and redirection tonight. This will also make them appear as Blue Dragon to investigations. You may target yourself. (4 uses)
The Starting Devout King
Cult SpecialHead of State (Passive) - Your vote counts as two until you use Decide Fate, and you can talk at all points in a trial.
Tenacity (Passive) - Immune to being occupied at night and immune to target changing.Decide Fate (Day) - Decide the fate of a player on trial. This removes the extra vote from your Head of State passive permanently. (1 use)
Royal Finger (Day) - Resets all votes. Only you or your target may be voted for the rest of the day. (2 uses)Allies (Night) - Discover if a player is a member of your faction. (4 uses)
Guard Escort (Night) - Send guards to protect your target from attack, making them immune to death, occupation, and redirection tonight. This will also make them appear as Blue Dragon to investigations. You may target yourself. (4 uses)
The Good King
Blue Dragon SpecialHead of State (Passive) - Your vote counts as two until you use Decide Fate, and you can talk at all points in a trial.
Tenacity (Passive) - Immune to being occupied at night and immune to target changing.Decide Fate (Day) - Decide the fate of a player on trial. This removes the extra vote from your Head of State passive permanently. (1 use)
Royal Finger (Day) - Resets all votes. Only you or your target may be voted for the rest of the day. (2 uses)Guards! (Night) - Have a guard protect you tonight. You will be immune to death tonight. (2 uses)
The Evil King
Unseen SpecialHead of State (Passive) - Your vote counts as two until you use Decide Fate, and you can talk at all points in a trial.
Tenacity (Passive) - Immune to being occupied at night and immune to target changing.Decide Fate (Day) - Decide the fate of a player on trial. This removes the extra vote from your Head of State passive permanently. (1 use)
Royal Finger (Day) - Resets all votes. Only you or your target may be voted for the rest of the day. (2 uses)Guards! (Night) - Have a guard protect you tonight. You will be immune to death tonight. (2 uses)
The Devout King
Cult SpecialHead of State (Passive) - Your vote counts as two until you use Decide Fate, and you can talk at all points in a trial.
Tenacity (Passive) - Immune to being occupied at night and immune to target changing.Decide Fate (Day) - Decide the fate of a player on trial. This removes the extra vote from your Head of State passive permanently. (1 use)
Royal Finger (Day) - Resets all votes. Only you or your target may be voted for the rest of the day. (2 uses)Guards! (Night) - Have a guard protect you tonight. You will be immune to death tonight. (2 uses)
The Neutral King
Neutral SpecialHead of State (Passive) - Your vote counts as two until you use Decide Fate, and you can talk at all points in a trial.
Tenacity (Passive) - Immune to being occupied at night and immune to target changing.Decide Fate (Day) - Decide the fate of a player on trial. This removes the extra vote from your Head of State passive permanently. (1 use)
Hide (Day) - Nobody will be able to visit you tonight, regardless of immunities to occupation or prevention. (2 uses)Guards! (Night) - Have a guard protect you tonight. You will be immune to death tonight. (2 uses)
The Psychopathic King
Neutral SpecialHead of State (Passive) - Your vote counts as two until you use Decide Fate, and you can talk at all points in a trial.
Tenacity (Passive) - Immune to being killed or occupied at night and immune to target changing.Decide Fate (Day) - Decide the fate of a player on trial. This removes the extra vote from your Head of State passive permanently. (1 use)
Royal Finger (Day) - Resets all votes. Only you or your target may be voted for the rest of the day. (2 uses)Order Execution (Night) - Send a guard to kill a player. (Infinite uses)
The Pretender King
Neutral SpecialHead of State (Passive) - Your vote counts as two until you use Decide Fate, and you can talk at all points in a trial.
Tenacity (Passive) - Immune to being occupied at night and immune to target changing.Decide Fate (Day) - Decide the fate of a player on trial. This removes the extra vote from your Head of State passive permanently. (1 use)
Guards? (Night) - Have a guard protect you tonight. You will be immune to death tonight. (1 uses)
As you can see, the cards for each King type are actually pretty similar, with only the starting Kings having Assist added to their abilities and one other large change per (Head of State’s penalty for Starting Good King and Allies for Starting Evil and Devout Kings). They each have a renewed focus on their Social and Support aspects, which I feel will lead to better overall gameplay than their previous Killer and current Investigative formats.
Thank you very much for reading, I’ve been working on this for over a year now, so it does mean a lot to me. If you think there’s any further ways I can improve this suggestion, I’d really appreciate you letting me know.