Resolving 3rd Fang Gu Complications with new Scarlet Woman / Fang Gu Jinx
On October 9, 2025, TPI updated the Scarlet Woman / Fang Gu jinx to match up with the Scarlet Woman / Al-Hadikhia jinx:
Previous → If the Fang Gu chooses an Outsider and dies, the Scarlet Woman does not become the Fang Gu.
Current → If there would be two Demons, one of which was the Scarlet Woman, the Scarlet Woman remains the Scarlet Woman.
This presents new complications when the Fang Gu and the Scarlet Woman on the same script.
Scenario 1 - Hypothetical 15 player game, assume no poisoning, drunkenness, or other exceptional game state:
- Setup - Fang Gu, Scarlet Woman, and an Outsider are on the board.
- Day 1 - Non-relevant player executed by town. Town sleeps at 14 alive.
- Night 2 - Fang Gu selects an Outsider. Fang Gu dies. Outsider turns into a new Fang Gu.
- There are currently two Fang Gus on the board, one living and one dead.
- Day 2 - Town wakes at 13 alive. Outsider-turned-Fang Gu is executed by the town.
Decision point: Does the Fang Gu pass to the Scarlet Woman?
Having the Scarlet Woman "catch" the Fang Gu would create a third Fang Gu. Based on a rules as written (RAW) reading of the jinx, this might not be understood by players or Storytellers as permitted and ruled as game over, good wins. We're past 2 Demons, adding a "second" interpreted as "another" 3rd living Demon.
We could potentially read an exception into "if there would be two" because now it's "if there would be three" so the jinx's conditional doesn't launch.
We could also assume that since this jinx was derived from the Al-Hadikhia, then there's an implied "living" unwritten in the jinx.
Rules and intended (RAI) and rules as fun (RAF) would certainly permit the Scarlet Woman to "catch" the Fang Gu at 13 alive. The Almanac explicitly states that the "Once" jump is once per game so there's no risk of 4 evil Fang Gus on the board when Fang Gu 2 kills a second Outsider.
Scenario 2 - Hypothetical 15 player game, assume no poisoning, drunkenness, or other exceptional game state:
- Setup - Fang Gu, Scarlet Woman, and an Outsider are on the board.
- Day 1 - Fang Gu executed by Town.
Decision point: Does the Storyteller pass to the Scarlet Woman to create a second Fang Gu?
Now the jinx's conditional is explicitly met. The Scarlet woman is creating a second Demon. Rules as written indicate that Scarlet Woman fails to "catch" the Fang Gu. Game over, good wins.
Once again, rules and intended (RAI) and rules as fun (RAF) would certainly permit the Scarlet Woman to "catch" the Fang Gu at 14 alive. The Fang Gu would also still have their shot at jumping into an Outsider since the "Once" per game jump has not been used.
Barring a text revision from TPI, I believe this will need to be a "ST's Word is Law" scenario as mentioned in the Almanac (Base Almanac, p.19) and highlighted by Jams in the jinx revision blog post:
If a jinx gives instructions that describe how an in-play character uses their ability, it is reasonable to assume that the character must be alive, sober, and healthy for the jinx to have a meaningful effect on the game.
When in doubt, make the decision that makes sense, based on whose team a character ability should be helping (Good if Townsfolk, Evil if Outsider/Minion/Demon).
If something is ambiguous, the Storyteller’s word is law. Storytellers - support your evil players with their bluffs, and do your best to make the game fun and fair, within the rules as you understand them.
Source: https://bloodontheclocktower.com/news/notes-from-the-clocktower-jinx-updates
Sharing for awareness and to check and see if I'm missing an angle to this jinx interpretation.
(Check out my BotC resources website Bakery by the Clocktower at https://linktr.ee/livfreeorpie for a unified experimental rules document and other neat rules things.)
Posted Oct 10, 2025, 2:32 PM UTC