Summary:
“If 1 of your Townsfolk neighbours die, the other is drunk from now on, even if you are dead.”
The Rodent carries the illness of one Townsfolk to another.
- The Rodent’s Townsfolk neighbours are the closest Townsfolk players to them in the clockwise direction, and the anticlockwise direction - Outsiders, Minions, Demons, and Travellers are skipped.
- If one of Rodent’s Townsfolk neighbours die, the Townsfolk neighbour on the other side of the Rodent becomes drunk permanently.
- This happens even if the Rodent dies.
- Both Townsfolk neighbours can make each other drunk. (This is important for characters like the Banshee, Ka, etc.)
- If a Townsfolk who was made drunk to the Rodent, changes character type (due to a Pit-Hag, Summoner, etc.), they become sober.
- If the Rodent changes character (and stops being the Rodent), players that they made drunk, become sober.
How to Run:
If one of Rodent’s Townsfolk neighbours die, the Townsfolk neighbour in the other direction from the Rodent becomes drunk – mark them with a DRUNK reminder. This happens even if the Rodent is dead.
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Information
Type |
Outsider |
Artist |
TheDarkArtist |
“Squeak!”
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Examples:
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📖 The Rodent’s clockwise Townsfolk neighbour is the Slayer, and their anticlockwise Townsfolk neighbour is the King. The Slayer dies, making the King permanently drunk.
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📖 The Pixie, Witch, Rodent, Banshee, and Ojo are all sat in that order in the circle. When the Banshee dies, the Pixie immediately becomes drunk for the rest of the game. The Rodent then dies. When the Pixie dies, the dead Banshee immediately becomes drunk for the rest of the game as well, since the Rodent’s ability works even when dead.
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📖 The Fisherman was made drunk by the Rodent. On night 3, the Summoner turns the Fisherman into the evil Al-Hadikhia, who also becomes sober.
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Meta:
Tips & Tricks:
- Protect those close to you! Don't let the town execute players near you, because they run a very high risk to make Townsfolk drunk.
- Stay hidden. If the Demon knows who you are, you are unlikely to die at night, and they are likely to kill a Townsfolk neighbor of yours.
- Find which players near you you trust. It's risky to suspect your neighbors, but blithely fighting for evil players to live can be even more risky.
- If one player near you dies, killing more is less risky. They are likely to be drunk, so the good team benefits little from them continuing to live — just make sure they are actually suspected. A trusted player with no ability is still a trusted player, and as such, valuable to keep alive.
- Agree to swap what you claim with a nearby player. This can lead to the Demon killing you in trying to kill your Townsfolk neighbor, a win for both! Just make sure that the good team doesn't believe you too heavily, and make sure that this player is good.
Bluffing as the Rodent:
When bluffing as the Rodent, there are few thing to keep in mind:
- Protect those close to you! A real Rodent would, so you should too. Your ability has no demonstrable effect until one of them dies, and if you die early enough, you can argue it never activated.
- Accuse those close to you. If players get information that only makes sense if you're evil, explain how players around you being evil make them drunk, and prove your innocence. Throwing people under the bus to save yourself not only saves yourself, but puts people under the bus, right where you want them.