recursal/Fanatic-Fandom huggingface dataset:
Pickpocket/Swap

## Description

Steal a single item from a player's fronthand.

---OR---

Giving the game master an unused Pickpocket/Swap during shuffle phase allows you to anonymously force swap 1 item for 1 item.

## Notes

* Item actions fail if the item is stolen.
* Pickpocket works on dead bodies.
* A player needs to hit the manual trade button during shuffle phase to nonverbally give the game master the Pickpocket/Swap and the item they want to Swap.
* The target of a Swap chooses the item he/she gives when Swap is used.
* Swaps bypass talk/trade requirements, since in order to trade one normally has to talk to the other.
* Swap doesn't count as an action/free use and can't be tracked nor roleblocked.

## Strategy

### **Hope**

Theoretically, Pickpocket/Swap can be used for good if the user knows which item the target has that is a suppression/lethal/potentially lethal item. Doing so would not only prevent the target from using the item on later nights but also cancel a potentially dangerous action/free use if it was locked in on the current night. All other uses of Pickpocket/Swap aren't exactly innocent but are less than benign.

### **Blackened**

Just as one on the side of hope may use Pickpocket/Swap to keep a dangerous item out of the hands of a character that could be on the side of despair, characters on the side of despair can use this item to attempt to steal rare or otherwise valuable items from other characters, especially if the user knows which character has the item and where it's kept. One way to do this is to offer a trade with the potential target to see which items are kept where in the fronthand, target that character with Pickpocket/Swap that night, and taking the item from the fronthand. Additionally, in rare scenarios, determining the killer may come down to characters using the most items. In cases like this, a combination of Pickpocket/Swap and looting after a direct elimination can give the blackened the opportunity to spin a story of the victim eliminating himself/herself and using items to cover his/her tracks, using the victims lack of items and proof and the blackened's full fronthand as an alibi.

### **Game Masters**

If Pickpocket/Swap is being locked in as an action, that means the first effect- Pickpocket- is being used. Therefore, the user should be brought out to choose and take any 1 item from the fronthand. It's the game master's discretion whether the Pickpocket/Swap user should be able to look at the items in the fronthand before choosing one to take, but ideally the game master should tell the players how Pickpocket/Swap would be resolved either before the game starts or as early as possible to avoid confusing if there is a trial. If Pickpocket/Swap was not locked in but the character with Pickpocket/Swap in his/her inventory would like to use the Swap effect, the game master brings out the user first to select an item card other than Pickpocket/Swap to leave out, sends the user back to his/her dorm, brings out the target to choose an item in his/her inventory to be Swapped, sends the target back to his/her dorm, and puts the victim's selected item in the user's fronthand or backhand.
Rope

## Description

Target 2 players to force them to immediately change all their targets to players in between them.

--OR--

Target a single player as a free use to physically follow them during talk-related actions/uses.

--OR--

Self use: Sacrifice yourself so that you die instead of any/all other deaths this night.

## Notes

* Roped players may also target themselves/each other.
* Example: Player 5 and 8 got Roped. Player 5 can target either 5, 6, 7, or 8. Player 8 can target either 5, 6, 7, or 8.
* Roped players must only change targets and not actions/uses.
* Rope effects all of a player's targets unless the target has targeting restrictions on it (i.e. "can only target lover or self")
* Rope has no effect on any target who is already affected by a redirect.
* Rope has no effect if a single target is selected as an action.
* Scissors automatically prevents Rope but katana/knife have no effect.
* Free use Rope must target the single player they wish to follow.
* Rope user only follows them during talk portions of talk/trade actions/uses.
* Abilities/Items that involve communication between two people can also be observed with Rope.
* Using Rope to redirect death to yourself does not change murderer or visitors.
* Rope is NOT an attack/elimination and Rope death does not happen if no normal deaths occur.
* A hope player dying to rope can win at the end of the game if hope wins.
* Rope death cannot be protected against, redirected, or prevented by any means (including Kameko/Sacrifice/Warlock Seal/etc.).

## Strategy

### **Hope**

If you believe somebody of great importance to the next trial may be in danger on a particular night, it may be worth it to use Rope on oneself to die in place of the person of interest, if the person of interest *does* die that night. Additionally, Rope can be used to change the targets of two characters' actions, narrowing down the list of people who could've performed harmful actions to those outside of Rope's effect and drawing suspicion to the targets of Rope if people inside Rope's effect were harmed.

### **Blackened**

Although this item probably won't do much to help you kill somebody, it can give you some control over the actions of other characters and perhaps even open up opportunities that would otherwise be unavailable. For example, by using Rope's first ability as an action, you can target Sakura Ogami so that- in case she's using Guard this night- you'll know which people she's able to protect and which people she *isn't*.

### **Game Masters**

Pay attention to specifically how the Rope user selects the item. If the user uses it as an action, the first ability applies and you should make sure he/she is targeting *two* people. If the user uses it as a free use, the second ability applies if used on another character and the third ability applies if used on himself/herself.
Bag of Chips

## Description

The target is unable to:

* Use day/trial abilities
* Trade/Gift/Be gifted cards
* Draw cards
* Mulligan cards
* Use white items

For the current day/trial.

## Notes

* Everything listed is reverted/discarded if used.
* Bag of Chips affects the next day if used at night.
* Bag of Chips does not count as a roleblock or trigger Crystal Ball.
* Bag of Chips can only be used at night if locked in.

## Strategy

### **Hope**

If there's a character who is suspected to be the blackened, targeting him/her with Bag of Chips is a good way to suppress him/her without making him/her completely vulnerable to being eliminated by the blackened. If used during the draw phase, for example, any cards that the target happened to receive are taken back or discarded and the target is unable to draw new cards. A blackened character with little to no cards is less of a threat.

### **Blackened**

Using this during the day may draw suspicion on the blackened if the target did nothing suspicious. It's safer to lock this item in as a free use so that, when the ability triggers during the next morning, it's much less likely that any character will know who used the item on the target.

Using this as the blackened can prevent the target from drawing cards, meaning he/she will be less likely to have items that can protect himself/herself. This is even more effective on characters with abilities that involve drawing cards, trading cards, or using specific items. One clever way to use Bag of Chips to make it easier to win as the blackened is to use Bag of Chips as a free use on the same night as an elimination on a character with trial abilities (such as Shuichi Saihara) so that when the trial on the following day happens the target will be much less capable of helping.

As a despair character (such as Junko Enoshima), you can more freely use suppression items such as Bag of Chips during the day. As a despair character, you win when the blackened wins, yet selecting you with a majority vote during a trial will count as a despair victory and will not eliminate the despair character (unless he/she was the blackened for that trial).

### **Game Masters**

Bag of Chips is tricky to implement if your players aren't completely honest. If Bag of Chips is used during the draw phase, the target is not only prohibited from drawing cards that day but must also discard cards he/she already drew that day and return cards that were traded/gifted to him/her. It helps to put the used item card next to the door of the dorm of the target. Remove the card when the day is over.
Donut Box

## Description

Allows you to use a red/purple item on your existing action target without the item costing an action.

The color of the item used with Donut Box is revealed.

## Notes

* The item used with Donut Box is undetectable.
* Donut Box only effects the first action's first target.
* Purple items can only be used as actions and not uses.
* Using Donut Box as an action on a target allows the target to immediately attach their item to their action.
* Attempts to loot a used Donut Box destroys it.

## Strategy

### **Hope**

Most investigation items (including Binoculars, Tracking Device, and Hidden Mic) are red item cards. If you want to get the most information on a character on a particular night, use Donut Box to use any investigation item on him/her and a red investigation item at the same time. In this way, you can target another person with an ability and use Donut Box to simultaneously learn about their actions/targets with a red investigation item in your inventory. Lastly, if you're willing to become the blackened and have a Kitchen Knife in your inventory, you can perform a harmless action as an alibi and use Donut Box to simultaneously eliminate the same target and become the blackened.

### **Blackened**

You could get away with some creative combinations of actions as the blackened if you have the right red/purple item in your inventory. Using a Tazer on the person you intend to eliminate on the same night could ensure their abilities don't prevent you from successfully eliminating them. Using a Poison or Bomb on a person you talk/traded with allows you to indirectly eliminate them without drawing suspicion to yourself. Using Hypnosis on a target allows you to alter his/her actions in combination with other abilities/items that could obscure intentions.

### **Game Masters**

If somebody uses a Donut Box, it has to be the first free use in the menu and the second free use must be the red/purple item card that they intend to use on the first target of his/her first action. Items that are free use items only cannot be used in this way, so take a closer look at the item the user intends to use with Donut Box before you allow him/her to complete the action.
Energy Drink

## Description

Target player gains +1 targets for their night action.

(Does not work on multi-target actions.)

## Notes

* An Energy Drink only affects one night action.
* Targeting oneself with an Energy Drink counts as a self visit.
* Attempts to loot a used energy drink destroys it.

## Strategy

### **Hope**

Using an Energy Drink on oneself is easy: select Energy Drink as a free use and choose an additional target for any action you have locked in. For example, locking in an Energy Drink as a free use would allow one to lock in a Tazer as an action, target 2 characters, and roleblock both characters for the night while only losing 1 Tazer and 1 Energy Drink. Using Energy Drink with another character targeted is a little more complicated, as different game masters may interpret the rules a little differently. Sensibly, the game master should either notify the target of an Energy Drink locked in as an action that he/she must select an additional target or the player will have to tell the target beforehand that he/she intends to target the target with Energy Drink and to preemptively select a second target (and the game master would likely only recognize the first target selected if Energy Drink was not successfully used on the target).

### **Blackened**

Using investigation items with an Energy Drink may provide the benefit of gathering more information, but using a weapon with an Energy Drink allows the blackened a greater chance of eliminating 2 characters in the same night. Less living characters means less people to help the side of hope determine what really happened, which allows the blackened to easily take advantage.

### **Game Masters**

If players have an Energy Drink locked in as a free use, when they do, they should also lock in an additional target for one of their actions automatically. If they don't, it's up to the game master to decide if the Energy Drink user should be forced to select an additional target... or at least notified that they can before action phase 2 begins.
Janitor Keys

## Description

Anonymously become the janitor of the current night.

## Notes

* Kirumi is the janitor for janitor 2 phase even if Janitor Keys are used.
* If multiple players use Janitor Keys, speed roll to see who gets to be the only janitor.
* Even if you are unable to flip cards you are still able to observe janitor 2 phase.
* The janitor is not revealed when Janitor Keys are used.
* Janitor Keys is self use only.
* Janitor Keys counts as a self target.

## Strategy

### **Hope**

The janitor of janitor 2 phase gets some opportunistic information that would benefit the side of hope if the janitor is truthful about whatever he/she learns. If there are a lot of items in the discard pile, it may be wise to leave the flipped card revealed so that more information is known if there is a trial on the following morning. A player may also want to use Janitor Keys if he/she wants a chance to keep an item they used that night.

### **Blackened**

Just as the side of hope benefits from the janitor in janitor 2 phase being truthful, the blackened could use some help in covering his/her tracks if somebody on the side of despair uses the Janitor Keys to hide/obfuscate information from the discard pile on the night before a trial.

### **Game Masters**

Janitor Keys may be one of the simplest items to resolve. When janitor 2 phase begins, if a character who hasn't been roleblocked that night is using Janitor Keys, summon that character instead of the janitor from janitor 1 phase. The only exception to this is when Kirumi Tojo is a character in play, as her ability specifically grants her powers during the janitor 2 phase.
Tazer

## Notes

* The target gains immunity to roleblocks after being roleblocked twice.
* Items cannot be moved/traded while roleblocked.

## Strategy

### **Hope**

Tazer is the most direct way for any character to roleblock a character, effectively cancelling any actions and free uses the target would have performed that night. This has the potential to prevent a blackened from killing, but it can also negatively affect a character using abilities or items that would benefit those on the side of hope. Because of this, it's probably best for one on the side of hope to avoid using this carelessly.

### **Blackened**

Some characters have abilities or items that would normally protect them from eliminations. Rather than attempting to find weapons or items that could circumvent the protections a potential target would have, Tazer provides more certainty. Tazer is a rather rare item, so it isn't normally drawn during the draw phase. If a blackened really wants to take advantage of Tazer, he/she will either have to despair trade for it, make use of a Magic Hat, or find some other way of obtaining the item card. A blackened intending to use this item should also remember that Tazer is a red item and therefore requires an action to use; eliminating a target while roleblocking him/her would require the aid of another item such as Cake or Kerosene and Lighter.

### **Game Masters**

The game master can inform a player he/she is roleblocked by selecting the button next to the aura menu button beside a character's portrait on the player panel and selecting the roleblock button (which, fairly enough, has a picture of the Tazer item on it). Not only are a target's selected actions and free uses cancelled and the items that were locked in discarded during shuffle phase, but the target's character abilities are also disabled until the following day. It's important to look for abilities and items that roleblock characters before resolving actions and free uses during action phase 2 to avoid causing a Catch 22 or revealing information that a player technically shouldn't have.
Binoculars

## Notes

* Binoculars detect a target's self targets.
* Binoculars detect free uses as visits.

## Strategy

### **Hope**

Binoculars are one of 4 red investigation items that are easy enough for even new players to use. Binoculars allow the user to learn which characters targeted his/her target. The term "visited" being used means there are exceptions to what can be detected by Binoculars, but the information gained from Binoculars is almost always usable. For example, if the user of Binoculars is lucky enough to target the victim of a direct elimination on the night it happens, the user of Binoculars will have a list of clear suspects as the results of Binoculars will only give the people who could've targeted the victim with an action or free use; no more, no less.

### **Blackened**

The blackened doesn't usually use his 1-2 actions on red information items as it doesn't often contribute to a successful murder, but using Binoculars *could* give the blackened some insight on which characters may see a lot of visitors and, therefore, would be likely suspects if they continue to target the same character. The alibi of talk/trading with a person is much harder to sell if his/her target isn't alive at the trial to confirm it!

### **Game Masters**

Resolving Binoculars is quite easy. Unless the target character has an ability or item in use that obscures results (such as Cloaking Device), the game master tells the player using Binoculars the characters that have at least 1 action or free use targeting the target of Binoculars. Certain items may specify in their notes whether or not using them "counts as a self-visit" or "does not count as visiting the target", so, if the game master has doubts about whether to mention a character for the use of an item, he/she should check the notes for the item used.
Sakura Ogami

## Character Backstory

**Warning:** The following contains spoilers for Danganronpa: Trigger Happy Havoc.

Endearingly nicknamed "Ogre", Sakura Ogami was a martial arts master whose main area of study was mixed martial arts. Sakura, however, was blackmailed by Monokuma to serve as a mole for him, feeding him information about the other students in the Killing School Life. Despite being seen as a traitor to the remaining living students, Sakura was determined to help her newfound friends fight back against Monokuma. She would eventually take her own life and leave a note behind explaining why she did what she did, saying farewell to the other students, and performing one last act of defiance towards Monokuma before her passing.

## Character Card Abilities

### Primary Active: **Guard**

* Protect a player from direct elimination.
* You may not protect the same player twice in a row.

### Secondary Passive: **Ogre Strength, Second Wind**

* Sakura is automatically protected from the first two direct/indirect attacks that hit her.
* During kill phase, choose 1 more player to protect without costing an action if you used guard.

## Character Card Notes

### Primary Notes:

* Successfully protecting another player on night 1 or 2 causes an attempted kill trial but will not trigger if it's a self protection.

### Secondary Notes:

* Second Wind is undetectable and does not create an aura, but it can spawn a protection trial.

### Protection Aura:

* Any visitors to your guard target will detect that your target has a protection aura on him/her.

## Strategy

Sakura Ogami's main strength is keeping other characters alive. Most blackened characters don't want to trigger a protection trial, so they need to be a little more crafty if they want to kill somebody while Sakura is in a game. Using Guard in a speed game as Sakura is also quite valuable as, using both Guard and Second Wind, 2 out of 5-7 players (28.5%-40% of players) are guaranteed to be saved if the killer did not use any items to bypass such protections such as Sledgehammer or Tazer. Additionally, with Sakura's Ogre Strength, killing her would require setting up three forms of elimination at the same time, else a protection trial would occur.

Merely Sakura's presence in a game can cause trouble for the blackened. The blackened would need very specific tools to bypass her Guard or Second Wind abilities on top of whatever abilities or items would be necessary to secure an alibi for themselves in the process. When Sakura uses her Guard ability and who she uses it on is usually only known to her; It would be very difficult for a killer to learn who Sakura is protecting *before* choosing who to target with an eliminate action/item. One thing to keep in mind, on the other hand, is that both Guard and Second Wind only protect against *direct* eliminations, so using indirect methods such as Bomb or Poison still have a chance to kill the target as normal.
Frank Welker

## Character(s)

* Toad
* Lockheed

**Franklin Wendell Welker** (born March 12, 1946) is an actor that voiced Toad and Lockheed on *Pryde of the X-Men*.

## Biography

Frank Welker began his acting career in 1969 with a small role in the Elvis Presley movie *The Trouble with Girls*.

Frank Welker is best known as the original voice of Fred Jones in the *Scooby-Doo* franchise, Dr. Claw in *Inspector Gadget*, and Megatron on *Transformers*. He has also been the voice of Scooby-Doo since 2002. As of 2023, Welker is the only original voice actor still in the *Scooby-Doo* franchise.

Welker is also known for his roles as Wild Bill, Torch, Rock 'n' Roll, Flash, Short Fuse, Copperhead, Polly, Junkyard, and Freedom in *G.I. Joe: A Real American Hero*.

In the *Super Friends*, Welker voiced Marvin White, Wonder Dog, Mr. Mxyzptlk, Toyman, Darkseid, Kalibak, Dollmaker, and Joker.

He voiced Iceman on *Spider-Man and His Amazing Friends*.

Frank Welker has been the voice of Curious George since 2006.

In 2009 Welker returned to the Transformers franchise and voiced Soundwave and Devestator in *Transformers: Revenge of the Fallen*. Welker was also featured in the sequels and voiced Shockwave and Soundwave in *Transformers: Dark of the Moon*, and Galvatorn/Megatron in *Transformers: Age of Extinction* and *Transformers: The Last Knight*, taking over the role from Hugo Weaving who previously voiced Megaton in *Transformers*, *Transformers: Revenge of the Fallen*, and *Transformers: Dark of the Moon*.

## External Links

* Internet Movie Database
* Wikipedia
* Behind the Voice Actors
* Super Friends Wiki
* Scooby-Doo Wiki
* Inspector Gadget Wiki
* Transformers Wiki
* G.I. Joe Wiki
Sledgehammer

## Description

Nullifies the target's

* protections
* immunities
* "can't be harmed by" effects

Self using makes the user's attacks bypass protections.

When used, all players on the side of despair are told which dorm Sledgehammer is being used on and can immediately change their non-Sledgehammer actions/free uses.

## Notes

* When self using the Sledgehammer, the use is pinged for all players on the side of despair.
* If a host character is being observed by a temporary character such as Maiya, Ayaka, or Ishiiki, then the host character will not be brought out for the Sledgehammer ping.
* Self using the Sledgehammer also nullifies everything that a targeted Sledgehammer does but only on the target the user is attacking.
* Self using the Sledgehammer pings the Sledgehammer user's dorm, not the character(s) the Sledgehammer user is/are attacking.
* Sledgehammer does not affect
	+ Absorbs
	+ Gundham Tanaka's Seal or Dark Devas
	+ Reactive attacks
	+ Redirects
	+ Roleblocks
	+ Mind controls
	+ Sacrifice-based protections
	+ "Survives"

## Strategy

### **Hope**

Characters on the side of hope are usually unable to attack other characters, so removing protections on other characters would do more harm than good for those on the side of Hope.

### **Blackened**

Sledgehammer is one of the best ways for a blackened to ensure he/she can kill another character without requiring another action. Sledgehammer can be used as a free use by the blackened to ignore many protections the target may have, but it can also be used by the puppet master or any character under the control of Hypnosis to draw less suspicion if the blackened's free uses are inspected or if he/she were to be targeted by a Truth Bullet.

### **Game Masters**

Sledgehammer doesn't always change the resolution of other items' effects or character abilities. Primarily, a blackened attacking while using Sledgehammer often does so without the target having had protections in the first place. In these cases, nothing changes. If there are protections that would be circumvented by the effects of Sledgehammer, the victim does not have to be told; he/she can find out during or after the trial why a protection did not work. Although rare, it may be a good idea for the game master to familiarize himself/herself with the exceptions for Sledgehammer's effects in case the use of Sledgehammer is not enough to kill the target and if, by chance, a protection trial would spawn.
Duct Tape/Wiretap

## Description

Silence a player for the next day.

Also learn all night info Duct Taped target receives.

## Notes

* Being silenced does not affect the night or the ability to use trial abilities.
* Silenced players who talk discard their entire inventories and the silence still remains.
* The silence effect can be removed by Duct Tape user or Scissors.
* The Duct Tape user may ask the game master to not remove Duct Tape even when requested.
* Duct Tape/Wiretap is not electronic.
* Wiretap does not learn role-related information.

## Strategy

### **Hope**

Although silencing a player can be bad for the side of hope (as it restricts information being shared with the rest of the class), it technically has a purpose in learning the target of your actions/free uses if you fear all of your actions/free uses may be redirected to a single target by an ability/item (such as Leon's Batter Up or Pocket Sand). What's more effective for the side of hope is to learn all the things that your target learned. If you suspect someone of withholding information, a character can use Duct Tape/Wiretap to learn exactly what they learned so that if the target of Duct Tape/Wiretap lies about what he/she learned, the user can say he/she used Duct Tape/Wiretap and call him/her out.

### **Blackened**

Duct Tape/Wiretap allows one to silence a target for the entirety of the next day. If the blackened (or even the puppet master) uses this on the night of an elimination, the person who is silenced cannot contribute to the trial aside from trial abilities/items. The silenced player may still gesture or emote to communicate, but this will do no good if the target wishes to add something specific to the conversation. At worst, it will take much longer to get information that can be used against the blackened; the blackened would benefit from that just as well since the trial can only take so long. As nobody knows who targeted the target of Duct Tape/Wiretap without the use of an item such as Binoculars and using Duct Tape/Wiretap is a free use, it would be pretty foolish for a blackened to *not* use this item on the night of the murder, if he/she has it.

### **Game Masters**

Most of the rules that the game master needs to know to resolve this item's effects are written in the card's description and notes. If somebody successfully uses this free use on a player, that player is told he/she is Duct Taped- preferably using the auras menu on the game master's action panel- and the player is prohibited from speaking during the entire following day or risks losing his/her entire inventory... or worse!
Panties

## Description

You and your target become best friends and can't eliminate, suppress, or blacken each other for the rest of the game.

Only 1 pair of panties can be active in the game at a time.

## Notes

* Ask the game master to place a second pair of Panties to the right of the target's dorm to show the link.
* Panties cannot be stolen or interacted with after activation.
* Redirection and information abilities are not affected by panties.
* Sledgehammer is specifically exempt and will allow a player to shut down protection from Panties.
* Short Circuit bypasses protection from Panties.
* Any new uses of Panties by anyone removes the last Panties' effect.
* Can only be used at night if locked in.

## Strategy

### **Hope**

Panties are a reasonable way to make the game a little simpler for some players. If a person has used Panties on somebody or has had Panties used on him/her, he/she cannot target the person linked by Panties with harmful actions (such as Kitchen Knife, Tazer, or Knuckle Sandwich). If either of the people linked by Panties dies, the one person you know for sure cannot be the murderer is the other person linked by Panties. A potentially unseen result of Panties not listed on the card is that, if Panties are in effect before the first blackening phase (outside of a speed game), discovering that one of the people linked by Panties is the blackened chosen by the puppet master proves that the other person linked by Panties is *not* the puppet master. This is because it's impossible for a puppet master to blacken the person linked with him/her by Panties after the item goes into play, so, in a way, using Panties as soon as possible can either protect the people linked with Panties from being selected as the blackened or provide the class with an unofficial puppet master hint after proving whether or not one of them is a blackened selected by the puppet master.

### **Blackened**

There's not much that a blackened character can do to use Panties in his/her favor. However, given everything listed above, a blackened character should try to avoid targeting/being targeted with Panties, killing those linked by Panties (unless the blackened is willing to risk getting caught a little more easily), and otherwise getting involved with those affected by Panties without a plan involving the item's effects.

### **Game Masters**

As written in the items effects, a savvy game master is expected to use the game master's item panel to spawn an additional Panties item card. One card goes to the right of the door of the dorm of the item's user and the other goes to that of the target. As long as those two are linked by Panties, they may not target each other with any harmful actions unless also using a Sledgehammer/Short Circuit. If a player uses Panties after the first time, the game master should move the cards to the right of the door of the dorm of the new user and target.
Fortify

## Description

You are protected from direct elimination.

## Notes

* Fortify is self use only.
* Fortify counts as a self visit.
* Fortify can be used on another character only if the user is also using a Donut Box.
* Fortify cannot be roleblocked and also cannot be prevented by Short Circuit.

## Strategy

### **Hope**

Fortify is one of the simplest items to use because it doesn't do much and, except for a couple of specific circumstances, doesn't have any choices to make. A downside to using Fortify, however, is that it doesn't make for a great alibi if a trial occurs on the next night. The rules of Danganronpa Next dictate that a protection trial does not normally occur if the would-be victim is using an ability or item to protect himself/herself. As a result, the strategy that many players opt for when this item is in his/her inventory is to wait until the last night the blackened has to kill somebody to use Fortify on himself/herself and possibly other free use items to gather information or protect himself/herself in other ways. If the blackened has made preparations to kill his/her victim, there's not much he/she could do even if he/she had a Fortify item card in his/her inventory. If the blackened's plan failed or if he/she was otherwise forced to rush into a murder, however, Fortify has a lot of immunities to prevent the blackened from kill the user of Fortify with anything short of a lucky use of Poison or a Sledgehammer.

### **Blackened**

There's really no use for Fortify to the blackened as there are rare, if any, circumstances in which the blackened would be potentially targeted with a direct elimination. So many more items that use the 1-2 action slots the blackened has could be more useful than using Fortify. If, by chance, the blackened *must* use the Fortify item to benefit him/her, he/she could target a vulnerable character with Poison on one night, trade a Fortify with them on the following day on the condition that the unsuspecting victim uses it on that night, and create an alibi for himself/herself on the following night.

### **Game Masters**

Fortify only ever takes effect if the victim would be the victim of a direct elimination. This includes the eliminate action available only to the blackened and any item cards that have the "direct elimination" tag. Fortify does not prevent roleblocks (such as Tazer), knockouts (such as Sleeping Pills), or indirect eliminations (such as Bomb). Fortify will, however, still be active even if the user is roleblocked, as long as the user selected Fortify as an action for that night.
Yasuhiro Hagakure

## Character Backstory

**Warning:** The following contains spoilers for Danganronpa: Trigger Happy Havoc.

Although it doesn't show very well during the game, Yasuhiro Hagakure is known as the Ultimate Clairvoyant. He owns a crystal ball- which is actually made of glass, and before it was stolen to be used by one of the blackened students during the events of the Killing School Life, he used it for scrying in his personal time. He would later be framed for the murder of two other students due to one of the victims, in his dying breath, saying Yasuhiro's first name. (That very name would later be cleared of such accusations and the real killer was found.) Yasuhiro was one of the only few people to survive the Killing School Life.

## Character Card Abilities

### Primary Passive: **Palm Reading**

* Once, during the start of each day/trial, you may ask to read someone's palm in private to see if they are the blackened.
* There is a 20% chance your reading is true.

### Secondary Passive: **Plot Armor**

* Getting a result of "not blackened" makes it so that player cannot harm you for the rest of the game.

## Strategy

Yasuhiro's abilities are rather limited, meaning he can't do much to sway the course of the game. However, since both of his abilities are passive abilities, he doesn't have to worry about missing out on his exclusive abilities (unless he forgets to use Palm Reading every day). It would be wise to attempt to use Palm Reading as often as possible, since there's no negative consequence for using the ability. The information Yasuhiro receives *is* rather limited. However, Plot Armor provides protection to Yasuhiro as long as he gets a reading of "not blackened"- which happens often even if Yasuhiro is lucky enough to target the blackened with Palm Reading.

At the start of the game, Yasuhiro may as well pick the target of Palm Reading randomly. Even if the reading is private, the chance of finding the actual blackened before the first night is invaluable and being protected from harmful abilities/items is also desirable. From the second morning onwards, Yasuhiro may want to focus on whomever is most suspected of being the blackened for the best chance of confirming somebody as the blackened and working to prove it before/during the trial.
Cake

## Description

You gain an extra night action.

If no Truth Bullets or trial-based abilities are used, the game master will announce, at the start of free debate, what the least harmful action used with Cake is (known as "breadcrumbs").

## Notes

* "talk/trade" is revealed first, then "item use", then "ability". For example, if Sakura used a Bomb and Guard, the game master would reveal breadcrumbs as "ability". If Mahiru performed a talk/trade and Say Cheese!, the GM would reveal breadcrumbs as "talk/trade".
* The blackened's basic elimination action is never revealed and the game master's breadcrumbs results default to the other inputted action.
* 1 Cake must be revealed during the trial and will result in all Cakes' breadcrumbs results being given even if the other Cakes are unflipped.
* Trial abilities cannot be used after breadcrumbs.
* Cake counts as a self-visit on use.
* Attempting to loot a used Cake destroys it.

## Strategy

### **Hope**

Even if you don't intend to use Cake for malicious purposes, Cake can be very valuable. It's one of very few ways in which one can simultaneously protect oneself and investigate a suspected blackened. You may also use this to perform multiple investigative actions on the same night. With few exceptions, every character with an active ability can use Cake to perform it twice on the same night, which even Energy Drink sometimes can't provide. If you have the items/abilities for it, you can perform almost any two actions on the same night for unlimited functional possibilities.

### **Blackened**

Cake could be the most valuable item a blackened can have, which is why it's the only item you can't receive in a despair trade in speed games. A well-used Cake can both provide an opportunity to kill and an alibi, something *very* important to winning Danganronpa Next as the blackened. Although Cake must be revealed and breadcrumbs can be very revealing, it's often difficult- if not impossible- to prove that a particular player performed two actions unless he/she admits to it and breadcrumbs are usually either forfeited in favor of trial abilities or provided instead of trial abilities- sometimes with less successful outcomes. The blackened should take any opportunity he/she has to get a Cake and use it discreetly.

### **Game Masters**

Unless another ability/item (such as Aoi's Cardio or Gourmet Cake) is in use or a particular action is explicitly a free action, players are only permitted to perform 1 action per night. If Cake is selected as a free use item, the user is permitted to lock in a second action. Both locked in actions are resolved as normal, with all red actions resolving before all green actions, which both resolve before all blue actions.
Junk

**Notice:** This article is incomplete. Click "EDIT" to make changes to this article.

## Description

You may not discard, mulligan, or trade Junk.

If you hold 2 Junk items, you may draw an additional item during draw phase each day.

## Notes

* Character abilities/items can steal/move/destroy Junk.
* Players may only hold up to 3 Junk items.
* Junk may be revealed during trials.

## Strategy

### **Hope**

Having just 1 Junk in one's inventory is bad, but having 2 Junk in one's inventory functionally changes his/her inventory from drawing 1 item per day and having 4 item slots to drawing 2 items per day and having 2 item slots. This makes getting rare items slightly easier at the cost of not being able to hold on to multiple valuable items as easily. Junk can also be revealed from within one's inventory during trials (unlike all other items), allowing one to prove that an item in one's inventory is an item that cannot be used rather than an item looted from the victim or evidence kept out of the investigation phase by the janitor or the effects of Pocket Chain.

### **Blackened**

For best results, the blackened should strive to limit the strength of the items that those on the side of hope can use and boost the strength of the items that the blackened has access to. One way to get items that the blackened is specifically looking for is to increase the number of items that he/she draws and continue mulliganing cards until he/she finds the one he/she needs. This isn't guaranteed to work, but if the blackened already has Junk in his/her inventory then he/she may have no better option. Just as important as having good items is making it more difficult for those on the side of hope to use items. Therefore, a simple and optimal way to make things better for the blackened and worse for those opposing him is to use an ability or item (such as Pickpocket/Swap) to steal Junk from somebody with 2 Junk in his/her inventory and bring the blackened's total number of Junk items from 1 to 2.

### **Game Masters**

There's often no need for the game master to interact with Junk, as there's no way to use it as an action nor a free use. However, the game master must be vigilant to avoid a mistaken (or malicious) player from attempting to discard/mulligan Junk if he/she doesn't want it. Players will often resolve the second effect of Junk on their own, but it may be important for the game master to ensure no players are taking advantage of this ability with only 1 Junk item card in their inventories or otherwise taking more cards than they've earned.
Antidote

## Description

On use: Target is cleansed/protected from poison.

## Notes

* Revealed poison takes 2 antidotes to cure.
* Unrevealed poison takes 1 antidote to cure.
* Antidote doesn't count as an "item used" for poison lethality.
* The game master announces if the player is cured/half cured.
* 1 Antidote, 1 Defuser, and 1 Fire Extinguisher can be traded to summon Kameko.
* Antidote can only be used at night if locked in.

## Strategy

### **Hope**

Antidote is the only (if not at least the easiest) way to avoid dying from the effects of Poison. It cannot be automatically used, but it can be used at any time to ensure the target does not die of Poison. At worst, it can be used to help narrow down potential causes of death if your target dies.

### **Blackened**

Antidote doesn't provide any advantage to the blackened as it can't be used by itself to make it any easier to kill another character. However, it can be exchanged for better items or provide a false sense of security. For example, a blackened could plant a Bomb on an Antidote, gift it to another character, and either have the Bomb explode the next night or ask the recipient of the Antidote to use it on the gifter.

### **Game Masters**

The Antidote quite simply nullifies the effect of any Poison effect that targeted the Antidote's target on the same night or an earlier night. If the game master is tracking the use of Poison as normal, it should be just as easy for him/her to stop tracking when Antidote comes into play.
Hiyoko Saionji

## Character Backstory

**Warning:** The following contains spoilers for Danganronpa 2: Goodbye Despair.

Hiyoko Saionji didn't take long to bully Mikan Tsumiki and Kazuichi Soda, as well as insulting anybody who challenged her. For a time, she builds trust with Mahiru Koizumi as Hiyoko didn't know how to tie her obi around her kimono and therefore wouldn't shower, so Mahiru offered to teach her how to do so. During a trial, she's briefly suspected of murdering Mahiru because she was seen fleeing the place in which Mahiru's body was found and a closet adjacent to that room had gummies on the floor, which was a snack the others knew Hiyoko loved. The suspicion was taken off of her when it's discovered that all the evidence that pointed to her being the killer was planted by the actual killer. She was unfortunately murdered alongside Ibuki Mioda in Titty Typhoon during the Despair Disease outbreak.

## Character Card Abilities

### Primary Active: **Hide**

* Become untargetable by hiding behind another player.
	+ If he/she is eliminated, you are as well.
* You cannot hide behind the same player twice in a row.

### Secondary Passive: **Seek**

* When using Hide, you are told who the player you hid behind targeted that night.

## Character Card Notes

### Primary Notes:

* Hide can only be used once per night and can only affect 1 target.
* Hiyoko can target herself while Hiding.
* Suppression abilities that target Hiyoko that can prevent Hide are speed rolled.
* A protection on one target protects both targets.
* Untargetable characters' inventories cannot be modified/stolen from.

## Strategy

Hiyoko only gains unique benefits from using her active ability, which allows her to become untargetable. The advantage of being untargetable is that a blackened character attempting to target you with a lethal action fails (unless he/she uses a Flashback Light). The disadvantage of being untargetable is that you can't be targeted by abilities that might actually benefit. You can't be targeted with talk/trades when using Hide either, so the only Hiyoko can confirm that she's using Hide is to have her target corroborate the information that she receives from Seek.

Having the option to be totally untargetable gives Hiyoko a natural advantage against potential blackened attacks; no blackened would risk wasting 1 of 3 chances to kill somebody because his/her target used a publicly known ability to become untargetable. Hiyoko gains little advantage as the blackened over just about any other character as her abilities do not provide an alibi when used unless her target can confirm the information she claims to have received from Seek is correct. Unless Hiyoko simultaneously performs a Hide action or uses a Tracking Device on the same night she eliminates somebody, Hiyoko won't easily get away with using Hide as her alibi. Either way, she would have to perform two actions that night, which can only be done under certain circumstances (such as using Cake).
Kiyotaka Ishimaru

## Character Backstory

**Warning:** The following contains spoilers for Danganronpa: Trigger Happy Havoc.

Kiyotaka Ishimaru has a great amount of respect for himself. He holds himself to a high standard that he hopes others will strive for as well. As the Ultimate Moral Compass, Kiyotaka attempted to act as a leader for the other students as soon as they discovered they were trapped in the Killing School Life. After growing a close bond with Mondo Owada, he started referring to him as "bro" and being much more casual around him. This would lead to heartbreak after Mondo was punished for murdering another student. Kiyotaka, at first, was severely depressed and mostly speechless. Eventually, he found a way to gather the strength to move forward and transformed into "Kiyondo", a combination of himself and Mondo. This newfound energy was short-lived after being murdered and the subject of the next trial.

## Character Card Abilities

### Primary Passive: **Coordinate, Bro**

* During prenight, talk/trade with as many people as you wish.
* At the start of the game, choose your Bro.
	+ If your Bro dies, you may perform 2 night actions for the rest of the game.

### Secondary Passive: **Morality Check**

* Kiyotaka may use one Hall Pass per night without discarding it and may use hall passes even when talk/trading.
* Immediately after a trial, you may ask the game master to privately learn how two players voted.

## Character Card Notes

### Primary Notes:

* You may talk to a maximum of 2 groups, with the groups being any size of players and the talk/trades lasting 1 minute each.
* You cannot harm your Bro.

### Secondary Notes:

* You do not start the game with a Hall Pass.
* You cannot learn who your bro voted for, and only learn about normal votes.

## Strategy

Hall Passes are quite valuable to Kiyotaka as his secondary ability, Morality Check, gives specifically him a benefit when using it. By talk/trading frequently using Coordinate, he'll have plenty of opportunities to find and trade for it early in the game, if the other characters are willing to give him that kind of power. Technically speaking, Bro requires the Bro to die in order for Kiyotaka to receive any benefit from it, so perhaps it would be best to select a Bro based on who's the most likely to be targeted by the blackened. His abilities aren't particularly intrusive, but they *do* give him the power to learn from trials more than your average character would.

Kiyotaka can and should use Morality Check every night he possibly can. Hall Passes can help him sniff out suspicious activity, especially in combination with other investigative items. Also, outside of speed games, he can use the information gained from seeing who certain players voted for to narrow down suspects for the puppet master before the puppet master trial.