The aim of this rework suggestion is to make the king a useful figure to rally behind, but one that is vulnerable and relies on BD protection to make it through he game.
The Good King
Blue Dragon Special
Kind Tenacity (Passive) - Immune to occupation and redirection. If there are 4 or fewer people left alive, all your votes count double. If the court executes the Good King, the court will be unable to execute anyone for the next 2 days, or for the next day if it’s after Day 4.
Royal Guards (Passive) - Your personal guards will sacrifice themselves to save you from attacks. You are death immune once.
Private Matters (Day) - Today, all whispers to and from you will be hidden from the public. Only starting King has this ability. - 1 use.
Decide Fate (Day) - You will decide the fate of the accused, pardoning or executing them on the spot. - 1 use.
Safe Chambers (Night) - Tonight, you will protect players that visit you, granting them death immunity. - 5 uses.
Order Execution (Night) - Send out an elite cadre of guards to attack a target, bypassing healing and death immunity. If your attack is successful, it will be broadcast to the court. Does not count as a visit. Only starting King has this ability. - 1 use.
Defeat the Unseen or Cult and any neutrals that seek to do you harm.
The Evil King
Unseen Special
Tenacity (Passive) - Immune to occupation and redirection. If there are 4 or fewer people left alive, all your votes count double.
Royal Guards (Passive) - Your personal guards will sacrifice themselves to save you from attacks. You are death immune once.
Private Matters (Day) - Today, all whispers to and from you will be hidden from the public. Only starting King has this ability. - 1 use.
Decide Fate (Day) - You will decide the fate of the accused, pardoning or executing them on the spot. - 1 use.
Unseen Intrigue (Night) - Tonight, you will learn which classes and how many of them visit you, and grant them death immunity. - 5 uses.
Order Execution (Night) - Send out an elite cadre of guards to attack a target, bypassing healing and death immunity. If your attack is successful, it will be broadcast to the court. Does not count as a visit. Only starting King has this ability. - 1 use.
Defeat the Blue Dragon and any neutrals that seek to do you harm.
The Blood King
Cult Special
Tenacity (Passive) - Immune to occupation and redirection. If there are 4 or fewer people left alive, all your votes count double.
Royal Guards (Passive) - Your personal guards will sacrifice themselves to save you from attacks. You are death immune once.
Private Matters (Day) - Today, all whispers to and from you will be hidden from the public. Only starting King has this ability. - 1 use.
Decide Fate (Day) - You will decide the fate of the accused, pardoning or executing them on the spot. - 1 use.
Cult Patronage (Night) - Tonight, you will send out a private guard to assist the Cult Leader, preventing them from being occupied, as well as granting death immunity to those that visit you. - 5 uses.
Order Execution (Night) - Send out an elite cadre of guards to attack a target, bypassing healing and death immunity. If your attack is successful, it will be broadcast to the court. Does not count as a visit. Only starting King has this ability. - 1 use.
Defeat the Blue Dragon and any neutrals that seek to do you harm.
The Selfish King
Neutral Special
Tenacity (Passive) - Immune to occupation and redirection. If there are 4 or fewer people left alive, all your votes count double.
Royal Guards (Passive) - Your personal guards will sacrifice themselves to save you from attacks. You are death immune once.
Private Matters (Day) - Today, all whispers to and from you will be hidden from the public. Only starting King has this ability. - 1 use.
Decide Fate (Day) - You will decide the fate of the accused, pardoning or executing them on the spot. - 1 use.
Find Blackmailers (Night) - Tonight, you will send out a private guard to investigate a target, learning if they are one of your Blackmailers or not, as well as granting death immunity to those that visit you. - 6 uses.
Order Execution (Night) - Send out an elite cadre of guards to attack a target, bypassing healing and death immunity. If your attack is successful, it will be broadcast to the court. Does not count as a visit. Only starting King has this ability. - 1 use.
Survive to see all your Blackmailers dead by the end of the game.
The Neutral King
Neutral Special
Tenacity (Passive) - Immune to occupation and redirection. If there are 4 or fewer people left alive, all your votes count double.
Decide Fate (Day) - You will decide the fate of the accused, pardoning or executing them on the spot. - 1 use.
Royal Guards (Night) - Send out your guards to give target player death immunity (can target yourself). - 4 uses.
Survive until the end of the game.
The Psycho King
Neutral Special
Mad Tenacity (Passive) - Immune to occupation, redirection and death at night. If there are 4 or fewer people left alive, all your votes count double.
Decide Fate (Day) - You will decide the fate of the accused, pardoning or executing them on the spot. - 1 use.
Berserker Guards (Night) - Send out your crazed guards to attack target player. - Infinite uses.
Defeat the Blue Dragon, the Cult and the Unseen.
Notes:
- Starting King will be 10% Selfish, 30% Evil/Blood, 60% Good.
- Blackmailers will always be Starting Mastermind/Cult Leader, Prince, and then 2 Random Blue Dragon other than Prince. Blackmailers do not know they’re Blackmailers. The Selfish King will see an X to the side of a dead player if they were a Blackmailer.
- The King not having Point Finger and instead having double votes as a passive should help Possessor win more often.
- The Blood King’s Cult Patronage does not grant occupation immunity to the Cult Leader, instead it prevents abilities that would occupy them, which means it works against Butler’s Wine and Concentrated Wine, Sellsword’s Intimidate and Drunk’s Happy Hour. Cult Patronage does nothing against redirection of any kind.
Feedback is welcome!