Unofficial How to Run

Townsfolk
Alchemist Townsfolk
How to Run

During set-up, place the Alchemist's “Has this ability” reminder token by the character token of a not-in-play Minion. If that character ability has set-up effects, apply those effects as though the Alchemist player is that character.

On the First Night, wake the Alchemist. Show the “You have this ability” card, then the character token marked “Has this ability”. Then, put the Alchemist to sleep.

The Alchemist has the Minion ability marked. Their alignment does not change, and they are not a Minion. Their character is still Alchemist, which is a Townsfolk.

Drunk · Poisoned · False · Swapped · Dead

When the Alchemist is getting false information when they learn their ability, show the character token of a Minion that is in play. The Alchemist actually has the ability of the not-in-play character marked “Has this ability”; any information yielded from that ability must be falsified also.

When the Alchemist is drunk or poisoned when they learn their ability, you may deceive them by falsifying the information, as above.

When the Alchemist is drunk or poisoned, they have a Minion ability but it is not working until the Alchemist is sober and healthy. You may deceive them to think they have that ability or a different ability, as appropriate.

When the Alchemist is dead, their ability stops working immediately. If the Minion ability they have implies an effect after the player dies, that effect works normally.

When the Alchemist enters play during the game, they gain a Minion ability and learn this on their first night, as normal.

Alsaahir Townsfolk
How to Run

The Alsaahir does not wake at night, and there is nothing to do during set-up.

When the Alsaahir publicly declares a guess during the day, adjudicate it. They must name every Minion and every Demon correctly: the number of each must match the game, and which players are Minions and which are Demons must match too.

If the guess is correct, the good team wins immediately and the game ends. If it is incorrect, nothing happens. Do not say which part was wrong — answer only whether the guess was right.

The Alsaahir may guess any number of times per day, and may keep guessing after they are dead. The ability has no limit on uses.

Decide in advance how you will treat misregistration. Whether a good player who registers as a Minion counts as a correct Minion guess is a judgement call; keeping to actual characters is the simpler ruling.

Drunk · Poisoned · False · Swapped · Dead

When the Alsaahir is drunk or poisoned, a correct guess does nothing. Do not tell them — answer that the guess was wrong, as usual.

When the Alsaahir is dead, their ability keeps working. Dead players may still speak during the day, so they may keep guessing.

When a player becomes the Alsaahir during the game, they may guess from then on, as normal.

Amnesiac Townsfolk
How to Run

⚠ For veteran players only: Any script containing this character should be played only by people who have experience playing all the base-game scripts, and are familiar playing a broad range of character abilities.

⚠ For expert Storytellers only: Any script containing this character requires a Storyteller with a broad range of experience with the game and with all character abilities in the base game.

During set-up, decide the entire ability for the Amnesiac.

You need to decide:

  • The skills and expectations of the Amnesiac player and the other players. This will be an important guide in how complex to make the ability, and how you expect the players will attempt to figure out the ability as the days go by. The ability should be easy enough for that player to use it effectively after a few days of guessing; no more than a handful. If in doubt, make the ability simpler and easier to guess. For players new to this character, start with an existing simple ability from a character on another script the players know, with a slight change to its effect.
  • The power level of the ability, in terms of how much overall advantage it brings to the good team. The ability should be a significant benefit to the good team overall, like other Townsfolk on the script. It is normal to make the ability even a little better, because the player has the disadvantage of probably spending several days not knowing what their ability does exactly.
  • The text of the ability. You may need to keep this in your mind throughout the game, distinct from other abilities. Structure the Amnesiac ability as though for a real character: you should be able to imagine it actually written on a character token, as precisely as possible, with all its clauses and effects. You will need it precise enough to be clear, for any arbitrary vague or specific guess made by the player, how close the guess is to the concrete ability you have made. If you like, find a way to write the ability down secretly; but be careful that you don't take long doing this, because it might accidentally reveal that you spent time to write an Amnesiac ability!
  • If the ability alters set-up of characters or alignments: Exactly what changes are made, and what cascading effects will be. Changes to set-up are rare among normal characters, so this will increase the difficulty in guessing and using the ability. Reserve this for only occasional use with particularly well-experienced players. Note that the ability can only alter set-up if the Amnesiac was one of the characters in play during set-up. If, for example, a player later becomes the Amnesiac during the game, set-up effects of an ability cannot occur any more.
  • If the ability acts at night: When in the night order the Amnesiac acts. The ability should act at night when other similar abilities do. You can be guided by the standard “poisoners; protectors; minions; killers; information” order of most night actions.

Run the ability as you designed it from the start. Prompt the player to make choices, give them information, or respond to events, as you would for any other ability. Use the Amnesiac's “?” reminder tokens as needed.

During the day, any player may request a private chat with you. If the Amnesiac uses their ability to make a guess at their unknown ability, work with that player to get a mutual understanding of what ability they are describing. The player may guess vaguely or precisely or anywhere in between.

When you both agree that you understand what the player's description means, make a judgement about how close their description is to the actual ability. Give an answer that is one of “cold”, “warm”, “hot”, “bingo”, where “cold” means the guess is totally wrong, and “bingo” means the player's description is effectively the same as their unknown ability.

It is important to give answers only from the standard scale every time. This allows players to effectively bluff that they had a conversation with you as the Amnesiac.

Drunk · Poisoned · False · Swapped · Dead

When the Amnesiac is drunk or poisoned, their unknown ability will not have any effect and any information that player gets from their ability is arbitrary.

When drunk or poisoned, the Amnesiac player should get misleading answers to their guesses at their unknown ability. For example, “warm” if their guess was completely right; “hot” if they are on the wrong trail; etc.

When the Amnesiac loses their ability (e.g. the player dies), you no longer give an answer to their guess.

Artist Townsfolk
How to Run

The Artist does not wake at night.

When the Artist asks for a private conversation during the day, take them aside. They ask one yes/no question. Listen to it, then give a true answer.

If the question cannot be answered yes or no, say so and let them ask again; the ability is not spent. If the question can be answered, the ability is spent even if they dislike the answer.

After answering, place the “No Ability” reminder token on the Artist's position. This ability works once per game.

You need not fence off what may be asked. A question can be narrow (“Is Dana evil?”) or broad (“Is the good team winning?”). But if an answer would end the game outright, consider whether you are willing to let it.

Drunk · Poisoned · False · Swapped · Dead

When the Artist is drunk or poisoned at the time they ask, the answer need not be true. The ability is still spent, and the “No Ability” token is still placed.

When the Artist is dead, their ability stops. They may not ask once dead.

A player who becomes the Artist during the game has not used the ability yet — they get their own use, even if a previous Artist already asked.

Atheist Townsfolk
How to Run

⚠ For veteran players only: Any script containing this character should be played only by people who have experience playing all the base-game scripts, and are familiar playing a broad range of character abilities.

⚠ For expert Storytellers only: Any script containing this character requires a Storyteller with a broad range of experience with the game and with gauging the progress of an ongoing game.

During set-up, do not put evil character tokens in the bag. Instead, replace them all with Townsfolk and Outsider character tokens.

During the game, any rule or ability may be “broken” by the Storyteller, in order that the players are deceived that no Atheist is in play, and that a normal number of evil players and characters are in play.

Normally, the Storyteller is not a player and does not count as a player for any rules or effects. As an exception, with an Atheist on the script: When nominations are open, the Storyteller is a valid target for nomination to execute. This is allowed even if the Atheist is not in play.

When the Storyteller is nominated, run the vote count as normal, ending at the player who nominated.

If the nomination vote passes, the Storyteller is executed and the game ends. (The Storyteller is not a player, and does not die.) If the Atheist ability is working, the good team wins. If not, or if the Atheist is not in play, the evil team wins.

Drunk · Poisoned · False · Swapped · Dead

You should choose rule “breaks” that are fun but not wild, that are consistent with a typical game where the rules are in force and with the normal number of evil characters in play. Make it seem there are ability effects from evil players, and ability effects working in the presence of evil players. Simulate the actions of evil characters that might be in play, give false information sometimes to simulate drunk or poisoned players; in general, work to deceive the players that there are no rules being violated and there is no Atheist in play.

When the Atheist is drunk or poisoned, their ability is not working, though the Storyteller may continue to violate rules and abilities as described. Executing the Storyteller at this time causes the evil team to win.

When the Atheist is dead, their ability continues to work.

Note that the basic victory conditions state that when only two players are alive, the evil team wins. This is true even if there is no Demon in play.

Balloonist Townsfolk
How to Run

During set-up, replace one Townsfolk character token in the bag with an Outsider character token.

Each night, choose a player, mark that player's position with the Balloonist “Seen” reminder for that player's character type, wake the Balloonist, point to that player, then put the Balloonist to sleep. Or, if all the character types in play are already marked for the Balloonist, the Balloonist does not act.

  • On the First Night, arbitrarily choose a character type that is in play – Townsfolk, Outsider, Minion, Demon, Traveller – and a player whose character is that type.
  • On other nights, you must only choose from players whose character type is not already marked for the Balloonist. If all character types in play are already marked, you will not mark any player nor wake the Balloonist.

Because Traveller players are normally known to all players, it is typically not useful information to the Balloonist when you point to a Traveller. Normally, you should wait until all other types have been shown before showing a Traveller player to the Balloonist.

Drunk · Poisoned · False · Swapped · Dead

To give the Balloonist false information (e.g. if the player is drunk, or for the Vortox effect) is not as simple as for many other abilities. The first night of information from the Balloonist ability effectively cannot be false: any player around the circle might be shown and this would be “true” on their first night.

To falsify the Balloonist's information on a particular night, mark a player position in the Grimoire with an incorrect “Seen” reminder token for that player's character type. For example: mark an Outsider player with “Demon seen”, whether or not the “Outsider seen” token is already placed; mark a Minion player with “Townsfolk seen”, whether or not the “Minion seen” reminder token is already placed. This will make the information taken over several nights be false, based on one instance (or more) of incorrect information.

When the Balloonist is drunk or poisoned, you may deceive them by falsifying the information, as above.

Banshee Townsfolk
How to Run

On the night the Demon kills the Banshee, place the “Has Ability” reminder token on the Banshee's position.

At dawn, when you announce that the Banshee died, announce that the death was the Banshee's. Every player learns that this player was the Banshee.

From then on the Banshee, though dead, may nominate twice per day and casts two votes per nomination. They are not limited to a single dead vote.

When counting votes, count the Banshee's raised hand as two. Track their nominations separately — two per day.

If the Banshee dies from any cause other than the Demon, nothing happens. The announcement is as normal and the ability does not open up.

Drunk · Poisoned · False · Swapped · Dead

If the Banshee is drunk or poisoned when the Demon kills them, nothing happens. Announce the death as normal, do not reveal that they were the Banshee, and grant no extra nominations or votes.

If the Banshee becomes drunk or poisoned after the ability has opened up, they are for that time an ordinary dead player with one dead vote. The two nominations and double votes return once they are sober and healthy.

If the Banshee is resurrected, they follow the normal nomination and voting rules as a living player.

If the Demon attacks but the Banshee does not die, the ability does not open up. They must actually die.

Bounty Hunter Townsfolk
How to Run

During set-up, choose one Townsfolk player to be evil. Mark their player position with an “evil” alignment token.

At the start of the First Night, wake that player; show the “You are” card, then the thumb-down “evil” hand sign. Put that player to sleep.

On the First Night, choose any player on the evil team. Mark that player position with the Bounty Hunter “Know” reminder token. Wake the Bounty Hunter. Point to the marked player. Then, put the Bounty Hunter to sleep.

When the marked player dies, choose another player on the evil team and move the “Know” reminder token to that player's position. That night, wake the Bounty Hunter. Point to the marked player. Then, put the Bounty Hunter to sleep.

Drunk · Poisoned · False · Swapped · Dead

When the Bounty Hunter is getting false information (either on the First Night, or later when their “Know” has died), mark a player that is not evil with their “Know” reminder token.

When the Bounty Hunter is drunk or poisoned at the time they learn a new player, you may deceive them by falsifying the information, as above.

When the player marked “Know” dies, whether or not that player was evil, the Bounty Hunter now learns a new player as normal.

Cannibal Townsfolk
How to Run

Pay attention to the character bluffs claimed by evil players during the game; any of those players might be executed, and these false characters can be a good option to deceive the Cannibal.

When any player is executed and dies, mark that player position with the Cannibal “Lunch” reminder token. If that player is evil, mark the Cannibal player position with the “Poisoned” reminder token.

The Cannibal has that ability immediately, until the next time a player dies by execution. If poisoned because the player was evil, the poison remains until the next time a good player dies by execution.

Note that the Cannibal is not told what ability they gained. You should run that ability for the player as normal, but do not inform the player what ability it is.

Drunk · Poisoned · False · Swapped · Dead

When the Cannibal is poisoned because the executed player is evil, they gained the player's ability (and, as normal, are not told what ability they gained), but it is now not working and cannot affect the game state. You should pretend that they have the ability of a different character: ideally, a character that player was bluffing as, to support that player's bluff and to deceive the poisoned Cannibal.

When the Cannibal is drunk or poisoned at the time a player dies by execution, they do not gain the player's ability. While they are drunk or poisoned you should deceive the Cannibal player that they do have some ability, but their use of the ability will not have any effect on game state.

When the Alchemist is dead, their ability stops working immediately. If the ability they gained implies an effect after the player dies, that effect works normally.

Chambermaid Townsfolk
How to Run

Each night, wake the Chambermaid. They point to two alive players other than themself. Show on your fingers how many of those two woke tonight due to their own ability, then put the Chambermaid to sleep.

The number must reflect the whole night, which is why the Chambermaid sits near the end of the night order. Count players who have not woken yet but will wake later tonight.

Count only waking due to their own ability. A player woken because someone else's ability targeted them does not count.

Some characters wake only on the first night and others only after it, so the answer changes with which night it is.

A player whose ability does not involve waking is not counted — abilities that act during the day, or that work silently through the night.

Drunk · Poisoned · False · Swapped · Dead

When the Chambermaid is drunk or poisoned, the number need not be true. Show any number on your fingers.

A player who is drunk or poisoned still counts if they woke tonight. Waking is waking, whether or not the ability worked.

When the Chambermaid is dead, do not wake them again.

If only one other player is alive, let them point to that one player and answer for that player alone.

Chef Townsfolk
How to Run

On the First Night, wake the Chef. Show on your fingers how many pairs of evil players are sitting next to each other, then put the Chef to sleep.

Count it this way: go once around the circle and count each adjacent seat pair where both players are evil. Three evil players in a row make two pairs; four in a row make three.

Dead players still occupy their seats. On the first night nobody is usually dead, but if a Chef enters play later, count the seating as it stands rather than skipping the dead.

A good player who registers as evil may be counted as evil. This is the usual way the Chef's number is made to wobble.

This information happens once, on the First Night. Later changes of alignment or seating do not give the Chef a new number.

Drunk · Poisoned · False · Swapped · Dead

When the Chef is drunk or poisoned, the number need not be true. A number that is wildly off gives itself away, so one or two out is usually the better lie.

When the Chef is dead, their ability is already spent and nothing changes.

A player who becomes the Chef during the game learns a number on their first night, based on the seating as it stands then.

Choirboy Townsfolk
How to Run

During set-up, ensure that the King is one of the Townsfolk in the bag. Replace another Townsfolk with the King if needed.

When the Demon kills the King, wake the Choirboy at the next opportunity tonight. Point to the Demon player. Then put the Choirboy to sleep.

Drunk · Poisoned · False · Swapped · Dead

When the King dies from an effect of the Demon character ability, or from the ability of a player who is the Demon, the Choirboy wakes to learn the Demon, as above.

When the Choirboy is getting false information, point to any player that is not the Demon.

When the King dies from any cause except the ability of a Demon character or player, the Choirboy does not wake or learn anything.

When the King is not in play for some reason, the Choirboy ability cannot have any effect.

When the Choirboy is drunk or poisoned when they wake to learn the Demon, you may deceive them by falsifying the information, as above.

You may also deceive them by waking them when the King died from some cause other than the Demon ability, or while the King is not dead, or while the King is not in play.

Clockmaker Townsfolk
How to Run

On the First Night, wake the Clockmaker. Show on your fingers how many steps it is from the Demon to its nearest Minion, then put the Clockmaker to sleep.

Count around the circle the shorter way. A Minion seated next to the Demon is 1; one seat further is 2. Dead players still count as seats.

With several Minions, give the distance to the nearest one.

Decide in advance how to answer on scripts with several Demons or with no Minion at all. With no Minion in play there is no distance to give, so the Storyteller picks a number.

This information happens once, on the First Night.

Drunk · Poisoned · False · Swapped · Dead

When the Clockmaker is drunk or poisoned, the number need not be true.

When the Clockmaker is dead, their ability is already spent and nothing changes.

A player who becomes the Clockmaker during the game learns a number on their first night, from the seating as it stands then.

You may also base the number on a player who registers as a Demon or a Minion.

Courtier Townsfolk
How to Run

Each night, if the Courtier has not yet used their ability, wake them. The Courtier either shakes their head “no”, or points to a character on their character sheet. Then, put the Courtier to sleep.

If the Courtier chose a character, place the “No Ability” reminder token on the Courtier's position. This ability works once per game.

If the chosen character is in play, place the “Drunk 1” reminder token on that player's position; they are drunk. Move it to “Drunk 2” the next night, “Drunk 3” the night after, and remove it the following night — three nights and three days in all.

If the chosen character is not in play, nothing happens. Do not tell the Courtier; the ability is spent regardless.

The Courtier chooses a character, not a player, and does so without knowing whether that character is in play. That uncertainty is the point of the character.

Drunk · Poisoned · False · Swapped · Dead

When the Courtier is drunk or poisoned as they choose, nobody becomes drunk. The ability is spent anyway and the “No Ability” token is placed.

The drunk player is not told they are drunk. Wake them and give information as usual; that information need not be true and their ability does not work.

If the drunk player dies in the meantime, leave the reminder token in place and keep moving it each night. On scripts with resurrection this distinction matters.

If the Courtier dies after using the ability, the drunkenness they caused stays in place for its remaining nights.

When the Courtier makes the Demon drunk, the Demon cannot kill for that time. This is the swing the character is built around.

Cult Leader Townsfolk
How to Run

Each night, arbitrarily choose an alive neighbour of the Cult Leader. The Cult Leader's alignment is now that of the chosen player. Place an alignment token of that alignment on the Cult Leader's player position.

If the Cult Leader changed alignment, wake the Cult Leader. Show the “You are” card, then the hand signal (thumb-up “good”, thumb-down “evil”) for the Cult Leader's current alignment. Then, put the Cult Leader to sleep.

During the day, any player may claim to be the Cult Leader and ask players to join their cult. Each player may ask for this no more than once each day.

Run a poll of players who consent to join that player's cult, using the same mechanism as voting, ending at the player who asked for the poll. There is no nomination, consent to join is not a vote, and there is no execution (all players are free to raise their hand or not; vote tokens are not affected; there is no effect from abilities or rules that refer to nomination, vote, or execution; etc.).

If the player is the Cult Leader, check whether every player on the good team consented in the poll. If so, the Cult Leader's team wins immediately. If not, nothing happens.

Drunk · Poisoned · False · Swapped · Dead

When a player who is not the Cult Leader asks players to join their cult, the Cult Leader ability ignores this. Run the poll as described, but there is no effect. Any other player who has not yet asked players to join their cult today may still do so.

When a player who joined the cult today changes alignment, this does not alter the result of the resolved poll.

When the Cult Leader's ability stops working due to being drunk, poisoned, or dead, the player's alignment remains the same.

When the Cult Leader is drunk or poisoned at the time players consent to join their cult, their ability has no effect and does not cause any team to win. They may not ask again today for players to join their cult.

Dreamer Townsfolk
How to Run

Each night, wake the Dreamer. They point to a player other than themself or a Traveller. Show one good character token and one evil character token, then put the Dreamer to sleep.

One of the two must be that player's real character. The other is a character of the opposite alignment, in play or not.

If the target is good, the good token is the true one; if evil, the evil one is. Vary the order you show them so the order itself never hints at the answer.

Choose the false token to be plausible for this game rather than at random. Always drawing it from characters not in play makes the pattern readable.

Drunk · Poisoned · False · Swapped · Dead

When the Dreamer is drunk or poisoned, both characters may be wrong. Neither needs to be the true one.

If the target registers as another character, you may show that registered character as the true one.

When the Dreamer is dead, do not wake them again.

If there is nobody valid to point at — only themself and Travellers — the ability does nothing that night.

Empath Townsfolk
How to Run

Each night, wake the Empath. Show on your fingers how many of their two alive neighbours are evil, then put the Empath to sleep.

Alive neighbours are the nearest living player on each side, skipping the dead. Seating order is what counts; they need not be sitting right beside the Empath.

The answer is 0, 1 or 2. If only three players are alive including the Empath, the other two are the neighbours.

A good player who registers as evil may be counted as evil — the most natural way to move the Empath's number.

Neighbours change as players die, so the number can change from night to night even though nobody has moved seats.

Drunk · Poisoned · False · Swapped · Dead

When the Empath is drunk or poisoned, the number need not be true. Pick one that fits the shape of the game so far.

When the Empath is dead, do not wake them again.

If the Empath themself becomes evil, the ability still works. They do not count themself.

Engineer Townsfolk
How to Run

Each night, if the Engineer has not yet used their ability, wake the Engineer. The Engineer either shakes their head “no”, or points to a Demon character on their character sheet, or points to Minion characters on their sheet in number corresponding to the number of Minions in play.

When the Engineer points to characters, they may either choose a Demon character only, or choose Minion characters only. If the Engineer's choice is not correct, shake your head “no” and prompt the Engineer to choose again as before.

Then, put the Engineer to sleep.

If the Engineer chose a Demon character or Minion characters, put the Engineer “No Ability” token on the Engineer's player position, then swap the Demon or Minion characters in play with the Demon or Minion character tokens the Engineer chose.

For each player whose character changed, wake that player. Show the “You are” card, then the character token for that player. Then put that player to sleep.

Drunk · Poisoned · False · Swapped · Dead

When the Engineer chooses a character already in play, the Engineer's ability is used as normal. That player's character does not change.

When the Demon or Minion players are different in number from normal, the Engineer's number of chosen characters will not match the number of Demon or Minion players. Choose arbitrarily which players remain unchanged, or which of the Engineer's chosen characters does not apply, to match the Engineer's choices to the corresponding players.

When the Engineer is drunk or poisoned, the Engineer's ability is used as normal, but has no effect. No player changes character.

Note that, by the basic rules Glossary, a character exists only if it is on the script for the current game.

Exorcist Townsfolk
How to Run

Each night except the First Night, wake the Exorcist. They point to a player. They may not choose the same player as last night, so shake your head and let them choose again if they do. Place the “Chosen” reminder token on that position and put the Exorcist to sleep.

If the chosen player is the Demon, wake the Demon. Show the “This character selected you” token, then the Exorcist character token, then point to the Exorcist player. Put the Demon to sleep.

That Demon does not wake tonight: no kill, and none of their other night actions. Beyond the information just given, they do nothing.

If the chosen player is not the Demon, nothing happens. Do not tell the Exorcist.

On scripts with several Demons, only the chosen one is stopped. The others act as normal.

Drunk · Poisoned · False · Swapped · Dead

When the Exorcist is drunk or poisoned as they choose the Demon, the Demon learns nothing and has a normal night.

If the Demon is drunk or poisoned, the Exorcist's ability still works: the Demon learns who the Exorcist is and does not wake tonight.

When the Exorcist is dead, do not wake them again. The “Chosen” token may be removed.

A player who becomes the Exorcist during the game has no previous choice, so any player is valid.

Farmer Townsfolk
How to Run

When the Farmer dies at night, choose an alive good player. Replace that player's character token with a spare Farmer token. Wake that player. Show the “You are” card, then the Farmer character token. Then put that player to sleep.

If every alive good player is already a Farmer, they do not change character; instead, nothing happens and the game continues.

Drunk · Poisoned · False · Swapped · Dead

When the Farmer is evil and dies, you must still choose an alive good player to become a new Farmer.

When the Farmer is drunk or poisoned and dies, nothing happens and they lose their ability as normal. Then the game continues.

When the Farmer dies during the day, nothing happens and they lose their ability as normal. Then the game continues.

Fisherman Townsfolk
How to Run

⚠ For expert Storytellers only: Any script containing this character requires a Storyteller with a broad range of experience with the game and with gauging the progress of an ongoing game.

Pay attention during the game to what the Fisherman's team is discussing, what they might not have considered, and what the Fisherman might need to do in order to win.

During the day, any player may request a private chat with you. If the Fisherman uses their ability to ask for advice, consider the current state of the game. Then, give one piece of concrete advice.

The advice should take the form of an admonition: a “You should …” statement. It might be an action the player can take (e.g., “You should find out what the Fortune Teller saw last night”), or an attitude the player can adopt (e.g. “You should not trust the information from Dana”). It might imply information, but is not a statement of fact. Rather, consider what an observer, who knows what you know but cannot reveal any of it, would advise the player to do.

When you have given the advice to the Fisherman, place the “No Ability” reminder token by the Fisherman token.

Drunk · Poisoned · False · Swapped · Dead

Because the advice is not information, it cannot be “made false” by any effect.

When the Fisherman is drunk or poisoned, the advice should be unhelpful to the Fisherman's team: direct the player to actions that are an obstacle to their team winning.

Flowergirl Townsfolk
How to Run

As you count votes during the day, watch whether the Demon raises their hand. If they did at least once, place the “Demon Voted” reminder token for that day; if never, place “Demon Not Voted”.

Each night except the First Night, wake the Flowergirl. Nod if a Demon voted today; otherwise shake your head. Then put the Flowergirl to sleep.

On a day with no nomination at all, the Demon had no chance to vote, so the answer is “did not vote”.

On scripts with several Demons, any of them raising a hand counts as “voted”.

Remove the day's reminder token once the night is over; you start counting again the next day.

Drunk · Poisoned · False · Swapped · Dead

When the Flowergirl is drunk or poisoned, the answer need not be true.

If a player who registers as a Demon voted, you may answer “voted”.

When the Flowergirl is dead, do not wake them again.

A player who becomes the Flowergirl during the game gets an answer that night. If you did not track that day's votes, make the call yourself.

Fool Townsfolk
How to Run

The Fool does not wake at night.

The first time the Fool would die, they do not. Place no shroud, and put the “No Ability” reminder token on the Fool's position. This ability works once per game.

Tell the Fool nothing. If you prevented a death at night, simply do not name them at dawn; if it was an execution, announce that the execution happened but that they did not die.

An execution that does not kill still counts as the day's execution. The day ends as normal.

The cause does not matter: a Demon kill, an execution, or another character's ability — the first one is prevented.

Drunk · Poisoned · False · Swapped · Dead

If the Fool is drunk or poisoned when they would die, they die. The ability is not spent, so do not place the “No Ability” token — it is still there should they become sober and healthy.

Once the ability has been used, the Fool dies as normal the next time.

A player who becomes the Fool during the game has not used the ability yet.

Fortune Teller Townsfolk
How to Run

During set-up, after each player has their character, choose a good player and place the Fortune Teller “Red Herring” reminder token on that player position. The Fortune Teller themself is a valid choice.

Each night, wake the Fortune Teller. The Fortune Teller points to two players. If either of them is a Demon, or is marked “Red Herring”, nod “yes”; otherwise shake your head “no”. Then, put the Fortune Teller to sleep.

The “Red Herring” stays on the same player for the whole game. Do not move it from night to night.

In smaller games it is often good to make the Fortune Teller their own red herring: they can check themself, which yields more information. To make the game harder instead, mark someone the Fortune Teller is likely to check often.

On scripts with more than one Demon, any of them causes a nod.

Drunk · Poisoned · False · Swapped · Dead

When the Fortune Teller is drunk or poisoned, the answer need not be true. You may shake your head at a Demon, or nod at two players who are neither.

While the Fortune Teller is drunk or poisoned, leave the “Red Herring” where it is. It works again as normal once they are sober and healthy.

A player who registers as a Demon counts as a Demon when checked. This is separate from the red herring, and both may exist in one game.

When the Fortune Teller is dead, do not wake them again. The “Red Herring” token may be removed.

When a player becomes the Fortune Teller during the game, choose a red herring for them at that moment. You need not carry over the previous Fortune Teller's red herring.

Gambler Townsfolk
How to Run

Each night except the First Night, wake the Gambler. They point to a player, then point to a character on their character sheet. Then, put the Gambler to sleep.

If the guess is right, nothing happens. If it is wrong, the Gambler dies: place the “Dead” reminder token and a death shroud on the Gambler's position.

Do not say whether the guess was right. The Gambler finds out only by being alive at dawn.

The Gambler may choose themself. Guessing their own character is always true, which is the safe way to pass a night.

At dawn, announce the deaths as normal without naming a cause.

Drunk · Poisoned · False · Swapped · Dead

When the Gambler is drunk or poisoned, a wrong guess does not kill them. Do not tell them.

If the chosen player registers as another character, you may treat the guess as correct for that registered character.

When the Gambler is dead, do not wake them again.

A Gambler dying to their own ability is not a Demon kill, so abilities that trigger on Demon kills do not fire.

General Townsfolk
How to Run

⚠ For expert Storytellers only: Any script containing this character requires a Storyteller with a broad range of experience with the game and with gauging the progress of an ongoing game.

Pay attention during the game to which team is gaining advantage over the other: correct or incorrect information, who is alive or dead, which abilities have worked or not, which abilities are spent or remain active. Keep a current opinion of which team is winning relative to the other.

Each night, wake the General. Show the hand signal (thumb-up “good”, thumb-down “evil”) for the team you think is currently winning; to communicate “neither”, show a thumb pointing sideways. Then, put the General to sleep.

Drunk · Poisoned · False · Swapped · Dead

When the General is drunk or poisoned, you may give any misleading answer, true or false.

When an effect requires the General receive false information, the information must not match your true assessment of who is winning.

Gossip Townsfolk
How to Run

When the Gossip makes a public statement during the day, note it down. It must be made publicly, and only one statement counts per day.

That night, if the statement was true, a player dies. The Storyteller chooses who. Place the Gossip “Dead” reminder token and a death shroud on that player's position.

Whether the statement is true is the Storyteller's call. Judge vague wording as best you can, but do not change your standard mid-game. For a statement that will be hard to rule on, it is better to settle its meaning during the day.

Anyone may be the one who dies — the Gossip themself, or an evil player. As with most Storyteller choices, typically help the currently losing team.

If the statement was not true, nothing happens. Do not tell the Gossip; they can only infer it from who died at dawn.

Drunk · Poisoned · False · Swapped · Dead

When the Gossip is drunk or poisoned, a true statement kills nobody.

A death caused by the Gossip is not a Demon kill, so protection against the Demon does not apply.

When the Gossip is dead, their ability stops. Statements made after death do nothing.

If the Gossip dies after speaking but before that night, the statement has no effect.

Grandmother Townsfolk
How to Run

During set-up, after each player has their character, choose a good player and place the Grandmother “Grandchild” reminder token on that player position.

On the First Night, wake the Grandmother. Point to the player marked “Grandchild”, then show that player's character token. Then, put the Grandmother to sleep.

On the night the Demon kills the grandchild, the Grandmother dies too: place the “Dead” reminder token and a death shroud on the Grandmother's position.

If the grandchild dies from any other cause — an execution included — the Grandmother does not die.

Leave the “Grandchild” token where it is for the whole game. Do not move it after the grandchild dies.

Drunk · Poisoned · False · Swapped · Dead

When the Grandmother is getting false information, point to a different player, or show a character token that is not theirs.

When the Grandmother is drunk or poisoned as they learn, you may deceive them by falsifying the information, as above.

If the Grandmother is drunk or poisoned when the Demon kills the grandchild, the Grandmother does not die.

If the grandchild is attacked by the Demon but does not die, the Grandmother does not die either.

Once the Grandmother is dead, the ability stops; there is nothing further to resolve.

High Priestess Townsfolk
How to Run

Each night, wake the High Priestess. Point to the player you believe they should talk to most, then put the High Priestess to sleep.

This is advice, not information. It says nothing about that player's alignment or character; it only says that talking to them today will move the game along.

Choose by looking at where the game is stuck: two players whose stories would break each other, someone nobody has questioned yet, a bluff that is one conversation from collapsing.

There is no need to forbid pointing at the High Priestess themself, but it would be useless, so point at someone else.

Drunk · Poisoned · False · Swapped · Dead

The advice is not information, so it cannot be “made false” by any effect.

When the High Priestess is drunk or poisoned, point to someone unhelpful — a conversation that will only cost them time.

When the High Priestess is dead, do not wake them again.

Huntsman Townsfolk
How to Run

During set-up, remove one Outsider from the bag and replace it with the Damsel. Or, if there are no Outsiders in the bag, remove one Townsfolk from the bag and replace it with the Damsel.

Each night, if the Huntsman has not yet used their ability, wake the Huntsman. The Huntsman either shakes their head “no”, or points to an alive player. If the player is not alive, shake your head “no” and prompt the Huntsman again.

Then, put the Huntsman to sleep. If they chose an alive player, put the Huntsman “No Ability” token on the Huntsman's player position.

If the player the Huntsman chose is the Damsel, choose a Townsfolk character not in play, and replace the Damsel token with that Townsfolk character token. Their character has now changed to that Townsfolk. Then, wake that player. Show the “You are” card, then the Townsfolk character token. Then put that player to sleep.

Drunk · Poisoned · False · Swapped · Dead

When the Damsel player is evil and is changed to a Townsfolk character, their alignment remains evil.

When a player has the Damsel ability but is not the Damsel, the Huntsman ability has no effect on that player.

When the Huntsman is drunk or poisoned and chooses a player, their ability is used, but has no effect. The Damsel does not change and is not woken by this ability.

Innkeeper Townsfolk
How to Run

Each night except the First Night, wake the Innkeeper. They point to two players; put the Innkeeper to sleep. Place a “Safe” reminder token on each of those two positions.

Those two cannot die tonight, whether from the Demon's kill or any other ability.

Then choose one of the two and place the “Drunk” reminder token on them. That player is drunk until dusk — tonight and the following day.

The Storyteller chooses which of the two is drunk; the Innkeeper themself is a valid choice. As with most Storyteller choices, typically help the currently losing team.

Remove the “Drunk” token at the next dusk. Remove the “Safe” tokens once the night is over.

Drunk · Poisoned · False · Swapped · Dead

When the Innkeeper is drunk or poisoned, nobody is protected and nobody becomes drunk. You may place the tokens, but they have no effect.

The drunk player is not told they are drunk. Wake them and give information as usual; that information need not be true.

The Innkeeper may choose themself, so a night where they protect themself and make themself drunk is a normal outcome.

When the Innkeeper is dead, do not wake them again. A “Drunk” token already placed stays until its time is up.

Investigator Townsfolk
How to Run

During set-up, after each player has their character, choose a Minion in play and place the Investigator “Minion” reminder token on that player position. Then choose any other player — not that one, and not the Investigator — and place the “Wrong” token on them.

On the First Night, wake the Investigator. Point to the two marked players in an arbitrary order, then show the character token of the player marked “Minion”. Then, put the Investigator to sleep.

The Investigator does not learn which of the two is that Minion. Vary the order you point each game.

This information happens once, on the First Night. The reminder tokens may be removed once the night is over.

Drunk · Poisoned · False · Swapped · Dead

When the Investigator is getting false information, the character you show must not belong to either marked player.

When the Investigator is drunk or poisoned on the First Night, you may deceive them by falsifying the information, as above.

You may mark a good player who registers as a Minion. The information is then true and still throws the game wide open.

A player who becomes the Investigator during the game learns from marks chosen from the board as it stands then.

When the Investigator is dead, their ability is already spent and nothing changes.

Juggler Townsfolk
How to Run

On the Juggler's first day, they publicly guess up to five times, in the form “this player is this character”. They may guess the same player more than once, and need not use all five.

As you listen, count the correct guesses — place one “Correct” reminder token on the Juggler's position for each.

That night, wake the Juggler and show on your fingers how many were correct, then put them to sleep. Do not say which ones.

The ability works only on that first day. From the next day on, guesses do nothing and the Juggler is not woken.

Guesses must be public. Anything said privately does not count.

Drunk · Poisoned · False · Swapped · Dead

If the Juggler was drunk or poisoned when guessing — or when receiving the number at night — the number need not be true.

If a guessed player registers as another character, you may count the guess correct for that registered character.

If the Juggler dies after guessing but before that night, they receive no number.

For a player who becomes the Juggler during the game, the next day is their “first day”.

King Townsfolk
How to Run

During set-up, consider whether to include the Choirboy as one of the Townsfolk. Normally the King and Choirboy are both on the script, but the King does not require the Choirboy to be in play. The players should not know at first whether the Choirboy is in play; this uncertainty provides some protection to the King.

On the First Night, wake the Demon. Show the King character token, then point to the King player. Put the Demon to sleep.

Each night, compare the number of dead players and alive players. If the number of dead players is greater, wake the King. Show the character token of an alive player. Put the King to sleep.

The character shown to the King may be one they have already seen, or a different one. The character of any player might be shown, regardless of character type or player alignment. You should make this information helpful to the good team; the King is a Townsfolk character, normally does not get any information until several days into the game, and is at great risk from the Demon in exchange for this powerful information.

Drunk · Poisoned · False · Swapped · Dead

When the King enters play during the game, the Demon learns which player is the King at the first opportunity tonight, as described.

When the King is drunk or poisoned on their first night, no information is given to the Demon. When the King is sober and healthy, the Demon learns which player is the King at the first opportunity tonight, as described.

When the King is getting false information, show them a character token that is not in play, or a character token of a player that is dead.

When the King is drunk or poisoned, you may deceive them by falsifying the information, as above.

If there is a way on the script that players may be dead but appear alive (or vice versa), when the King is drunk or poisoned you may deceive them by waking them when the number of dead players is not greater than the number of alive players.

Keep in mind that the Choirboy ability takes effect when the King dies.

Knight Townsfolk
How to Run

During set-up, after each player has their character, choose two players who are not the Demon and place a Knight “Know” reminder token on each. They may be Minions or good players.

On the First Night, wake the Knight, point to the two marked players, then put them to sleep.

Marking the Demon's two neighbours pushes the Knight towards the Demon; marking two players far from it opens the game up. Decide which you want before you choose.

This information happens once, on the First Night.

Drunk · Poisoned · False · Swapped · Dead

When the Knight is getting false information, one of the two marked players must be the Demon.

When the Knight is drunk or poisoned on the First Night, you may deceive them by falsifying the information, as above.

If a marked player becomes the Demon later, the information already given stands.

When the Knight is dead, their ability is already spent and nothing changes.

Librarian Townsfolk
How to Run

During set-up, after each player has their character, choose an Outsider in play and place the Librarian “Outsider” reminder token on that player position. Then choose any other player — not that one, and not the Librarian — and place the “Wrong” token on them.

On the First Night, wake the Librarian. Point to the two marked players in an arbitrary order, then show the character token of the player marked “Outsider”. Then, put the Librarian to sleep.

If no Outsider is in play, show zero on your fingers instead. The Librarian learns that there are none.

The Librarian does not learn which of the two is that Outsider. Vary the order you point each game.

Drunk · Poisoned · False · Swapped · Dead

When the Librarian is getting false information, the character you show must not belong to either marked player. Showing zero when an Outsider is in play, or two players when none is, is also false information.

When the Librarian is drunk or poisoned on the First Night, you may deceive them by falsifying the information, as above.

You may mark a player who registers as an Outsider.

When the Librarian is dead, their ability is already spent and nothing changes.

Lycanthrope Townsfolk
How to Run

Each night after First Night, wake the Lycanthrope to choose an alive player. If the target player is alive, put the Lycanthrope to sleep.

If the target player is not alive, that player is not a valid target; do not put the Lycanthrope to sleep. Instead, shake your head “no”, then prompt the Lycanthrope to choose a player again, as above.

If the target player is not good, nothing happens.

If the target player is good, mark their player position with the Lycanthrope “Dead” reminder token. That player dies: place a death shroud on their character token.

When the Lycanthrope kills a player tonight: for any other players that would die tonight, they instead do not die.

Drunk · Poisoned · False · Swapped · Dead

When the Lycanthrope is drunk or poisoned, their target does not die. Any other effects that would kill players tonight remain unaffected by the Lycanthrope.

When the Lycanthrope died tonight, their ability immediately stops. Effects that would kill any player after the Lycanthrope dies, will not be prevented by the Lycanthrope.

When a player targeted by the Lycanthrope is good but does not die tonight from the Lycanthrope effect, the Lycanthrope ability has no effect on (does not prevent) other players dying tonight.

Magician Townsfolk
How to Run

During the Minion Info step (typically on the First Night), when you show the “This is the Demon” card, point to the Demon and the Magician in an arbitrary order.

During the Demon Info step (typically on the First Night), when you show the “These are your Minions” card, point to the Minions and the Magician in any arbitrary order.

The “These characters are not in play” procedure is not affected, and the Demon learns this information as normal.

The Magician is not a Demon nor a Minion, and does not wake with the evil team. The Magician ability does not cause the player to register falsely: they register as their actual team, as a Townsfolk, as the Magician, etc. unless a different effect changes this.

The Magician ability does not yield information and is not changed by effects that alter information.

Drunk · Poisoned · False · Swapped · Dead

When the Magician is drunk or poisoned when the Minion Info or Demon Info steps happen, those steps proceed as normal, the Minions and Demon learn information normally.

When the Magician is dead, their ability stops immediately. If the Minion Info or Demon Info steps happen, those steps proceed as normal, the Minions and Demon learn information normally.

Mathematician Townsfolk
How to Run

Since dawn, keep track of every case where a player's ability worked abnormally because of another character's ability. Placing an “Abnormal” reminder token on that player as it happens is the easy way to do it.

Each night, wake the Mathematician and show that number of players on your fingers, then put them to sleep. A player who was affected several times still counts once.

Read “abnormal” this way: an ability that should have worked did not, an ability that should not have worked did, or information that should have been true was false. Players made drunk or poisoned, a killer whose target was protected, and a player given false information all count.

A Storyteller choice does not count. Where an ability leaves the choice to you, making that choice is normal operation. Only another character's ability makes something abnormal.

Remove the “Abnormal” tokens once the night is over; you start counting again at dawn.

Drunk · Poisoned · False · Swapped · Dead

When the Mathematician is drunk or poisoned, the number need not be true. Note also that the Mathematician being drunk is itself an abnormal case, and counts towards the following night's number.

When the Mathematician is dead, do not wake them again.

For borderline cases, do not change your standard mid-game. This character reads the shape of the numbers, and a moving standard makes the information worthless.

Mayor Townsfolk
How to Run

The Mayor does not wake at night.

If the day ends with only three players alive and no execution having taken place, the Mayor's team wins. The game ends the moment the day ends.

“No execution” means nobody was executed. A day with nominations that all failed still counts. A day where someone was executed but did not die does not — the execution happened.

If the Mayor would die at night, another player may die instead. Whether to swap, and who dies, is the Storyteller's choice.

When you swap the death, tell the Mayor nothing. At dawn, announce only who actually died.

Drunk · Poisoned · False · Swapped · Dead

When the Mayor is drunk or poisoned, neither half of the ability works: no win at three players with no execution, and no swapped death at night.

When the Mayor is dead, the ability stops. Three players alive with a dead Mayor among them does not trigger the win.

A player the death is moved onto dies normally, and it counts as a Demon kill.

If the Mayor becomes evil, the ability still works — so the evil team wins at three players with no execution.

Minstrel Townsfolk
How to Run

When a Minion dies by execution, every player except the Minstrel becomes drunk — Travellers excepted. Place the “Everyone Is Drunk” reminder token on the Minstrel's position.

The drunkenness lasts until dusk tomorrow: the rest of today, tonight, and all of the following day.

Wake the usual players at night and give the usual information, but that information need not be true and their abilities do not work. Nobody may learn that they are drunk.

The Demon is drunk too, so normally nobody dies that night. This is where the character stops the game in its tracks.

Remove the token at dusk the next day.

Drunk · Poisoned · False · Swapped · Dead

If the Minstrel is drunk or poisoned when a Minion is executed, nothing happens.

A player who registers as a Minion dying by execution may be taken to trigger it. Do not change your standard mid-game.

A Minion who dies by any means other than execution does not trigger it.

When the Minstrel is dead, the ability stops. Drunkenness already caused stays until its time is up.

Monk Townsfolk
How to Run

Each night except the First Night, wake the Monk. They point to a player other than themself; put the Monk to sleep. Place the “Safe” reminder token on that position.

That player is safe from the Demon tonight. If the Demon tries to kill them, they do not die.

They may still die from other causes: an execution, a Minion's ability, or their own. The Monk does not stop those.

Tell the Demon nothing. They do not learn that they were blocked.

Remove the token once the night is over.

Drunk · Poisoned · False · Swapped · Dead

When the Monk is drunk or poisoned, the protection does not work. You may place the token, but the target dies as normal.

A protected player who is drunk or poisoned is still protected — the protection is the Monk's ability, not theirs.

When the Monk is dead, do not wake them again.

On scripts with several Demons, the player is safe from all Demon kills that night.

Nightwatchman Townsfolk
How to Run

Each night, while the Nightwatchman has not used their ability, wake the Nightwatchman: they either shake their head “no” to choose not to use their ability tonight, or point to a player. Then, put the Nightwatchman to sleep.

If the Nightwatchman chose a player, mark the Nightwatchman with the “No Ability” reminder token, then wake that player. Show the “This ability targeted you” information card, then the Nightwatchman character token. Point to the Nightwatchman player, then put the chosen player to sleep.

Once the Nightwatchman has used their ability, do not wake them for their ability on future nights.

Drunk · Poisoned · False · Swapped · Dead

When the Nightwatchman ability is yielding false information, the chosen player does not learn the Nightwatchman player. Instead, wake the chosen player and point to a player that is not the Nightwatchman who chose this player.

When the Nightwatchman is drunk or poisoned when they use their ability, it is spent with no effect: do not wake the chosen player.

Noble Townsfolk
How to Run

During set-up, after each player has their character, place the Noble's “Know” reminder tokens on the player position of three players: two good players and one evil player.

On the First Night, wake the Noble. Point to the marked players, in any arbitrary order. Put the Noble to sleep.

Drunk · Poisoned · False · Swapped · Dead

When the Noble is getting false information, point to any three players, provided the alignments of these players is not two good and one evil.

When the Noble is drunk or poisoned when they learn information, you may deceive them by falsifying the information, as above.

When the Noble enters play during the game, they learn three players on their first night, as normal.

The Noble learns three players only on their first night. If any of those players change alignment during the game, the Noble does not learn this.

Oracle Townsfolk
How to Run

Each night except the First Night, wake the Oracle. Show on your fingers how many dead players are evil, then put the Oracle to sleep.

All dead players count, including those who died tonight — which is why the Oracle comes after the kills in the night order.

A dead player who registers as evil may be counted as evil.

If nobody is dead, show zero.

Drunk · Poisoned · False · Swapped · Dead

When the Oracle is drunk or poisoned, the number need not be true.

A player whose alignment changed after death counts as their current alignment.

When the Oracle is dead, do not wake them again.

Orthodontist Townsfolk
How to Run

Before the game starts, decide which character icons on this script have a mouth drawn on them. Borderline icons always come up, and settling them mid-game costs a lot of time.

Each night, if the Orthodontist has not used their ability, wake them. They shake their head “no”, or point to a character on their character sheet. Then, put them to sleep.

If that character's icon has a mouth, the Orthodontist may gain its ability. Whether they do is the Storyteller's choice. If they do, place the “Has Ability” reminder token on the Orthodontist and swap their character token if that helps you run it.

If the icon has no mouth, nothing happens. Do not tell the Orthodontist; the ability is spent regardless.

Run the gained ability as normal. The Orthodontist is not told which ability they gained. Use the “?” reminder tokens to track its state if you need to.

This character began as a joke and its rules are loose. Rule the borderline cases the way that is most fun, but do not change your standard mid-game.

Drunk · Poisoned · False · Swapped · Dead

If the Orthodontist is drunk or poisoned as they choose, they gain nothing. The ability is spent anyway. You may pretend they gained something.

When the Orthodontist is dead, any gained ability stops with them, unless that ability says it works after death.

A player who becomes the Orthodontist during the game has not used the ability yet.

Pacifist Townsfolk
How to Run

The Pacifist does not wake at night.

Each time a good player is executed, the Storyteller chooses whether they die. If they do not, place no shroud.

Even when nobody dies, the day's execution has happened, and the day ends as normal.

There is no limit on uses: you choose again every time a good player is executed.

As with most Storyteller choices, help the currently losing team. Saving every time makes executions meaningless; saving nobody is the same as the character not being in play.

Drunk · Poisoned · False · Swapped · Dead

When the Pacifist is drunk or poisoned, an executed good player dies as normal.

When the Pacifist is dead, their ability keeps working.

Whether an evil player who registers as good may be saved is a judgement call; keeping to actual alignment is the simpler ruling.

Philosopher Townsfolk
How to Run

Each night, if the Philosopher has not used their ability, wake them. They shake their head “no”, or point to a good character on their character sheet. Then, put them to sleep.

If that character is in play, place the “Drunk” reminder token on that player: they are drunk for the rest of the game, and stay drunk even if the Philosopher dies.

If that character is not in play, nobody becomes drunk. Either way, the Philosopher gains the ability.

Swapping the Philosopher's character token for that character's makes the night easier to run. But the Philosopher is still the Philosopher — neither their character nor their alignment changes.

Run the gained ability as though they had been that character all along: wake them at that character's place in the night order. Set-up effects do not happen, as set-up is long past.

The choice is once per game, but the ability itself stays from then on.

Drunk · Poisoned · False · Swapped · Dead

If the Philosopher is drunk or poisoned as they choose, they gain nothing and nobody becomes drunk. The ability is spent anyway; you may pretend they have it.

If the Philosopher later becomes drunk or poisoned, the gained ability stops with them. Drunkenness they already caused stays.

The drunk player is not told they are drunk. Wake them and give information as usual; it need not be true.

When the Philosopher is dead, the gained ability stops, unless it says it works after death.

Whether a chosen character who enters play later becomes drunk then is a judgement call; looking only at the moment of choosing is simpler.

Pixie Townsfolk
How to Run

During set-up, after each player has their character, place the Pixie “Mad” reminder token on the player position of a Townsfolk character.

On the First Night, wake the Pixie. Show the marked Townsfolk character token. Put the Pixie to sleep.

During the game, pay attention to whether the Pixie player is being mad that they are the marked Townsfolk character. If they have consistently been mad they are that character, and the marked player dies today, place the Pixie “Has Ability” reminder token on that character. The Pixie now has that ability.

When the Pixie gains an ability, their alignment and character do not change.

Note that the Pixie is not told what ability they gained. You should run that ability for the player as normal, but do not explicitly inform the player that they gained that ability.

Drunk · Poisoned · False · Swapped · Dead

When the Pixie is getting false information when they learn their marked character, show a Townsfolk character token that is not in play.

The character shown to the Pixie, whether it is correct or incorrect for the marked player, is the ability the Pixie stands to gain later.

When the Pixie is drunk or poisoned when they learn their marked character, you may deceive them by falsifying the information, as above.

When the Pixie is drunk or poisoned when the player of their marked character dies, the Pixie does not gain any ability.

While the Pixie is drunk or poisoned, you may deceive them privately to think they have gained the ability they were shown, or some other ability.

When the Pixie enters play during the game, mark an in-play Townsfolk character and show the Pixie on their first night, as normal.

When the player marked on the Pixie's first night changes character, this does not alter the Townsfolk character the Pixie will become. If that same player dies, the Pixie gains the Townsfolk ability that was originally marked.

When the Pixie dies, they lose their Pixie ability and can no longer gain the marked Townsfolk ability. They also lose any ability they already gained, unless that ability normally continues after death.

When the Pixie is dead, their ability stops working immediately and can no longer gain the marked Townsfolk ability. If they already gained their Townsfolk ability, and that ability implies an effect after the player dies, that effect works normally.

Poppy Grower Townsfolk
How to Run

On the First Night, skip the Minion Info step: the Minions learn nothing during this step and do not wake. During the Demon Info step, do not show any Minions to the Demon. (This does not prevent the Demon learning three not-in-play characters during this step.)

When the Poppy Grower dies, place the “Evil Wakes” reminder token. Tonight, at the next opportunity, show the Minions who is the Demon and the Demon who are the Minions, using the normal procedure for the Minion Info and Demon Info steps. Then, remove the “Evil Wakes” reminder token.

Drunk · Poisoned · False · Swapped · Dead

When the Poppy Grower is drunk or poisoned when the Minion Info or Demon Info steps happen, those steps proceed as normal, the Minions and Demon learn information normally.

When the Poppy Grower is drunk or poisoned any time after the Minion Info or Demon Info steps, nothing happens. The time for those steps has already happened and does not come again.

When the Poppy Grower dies, their ability causes the Minions and Demon to learn each other, as above. This gives information to whichever players are currently Minion and/or Demon players, ignoring any players who now are not a Minion or Demon.

When the Poppy Grower is drunk or poisoned when they die, their ability has no effect and yields no information to other players.

When any Minion or Demon player is dead, this does not prevent them getting the Minion Info and Demon Info information, and so even if those players are dead the the Poppy Grower grants information to them.

When any Minion or Demon player is drunk or poisoned, this does not affect the Poppy Grower ability and the information to the Minions and Demon from the Poppy Grower ability will normally be true.

When a Traveller enters the game, this is unaffected by the Poppy Grower. The Traveller, if evil, learns which player is the Demon, as normal.

Preacher Townsfolk
How to Run

Each night, wake the Preacher. The Preacher points to a player; put the Preacher to sleep.

If that player is a Minion, place a Preacher “No Ability” reminder token on that player position. Wake that player. Show the “This ability targeted you” card, then the Preacher token. Then, put that player to sleep.

For any players marked “No Ability”, their ability stops. Do not wake that player to use their ability, nor use any of its effects.

Drunk · Poisoned · False · Swapped · Dead

When the Preacher's ability stops working because they are drunk, or poisoned, the Preacher no longer prevents any of the marked players' abilities from working. When the Preacher is again sober and healthy, the existing players marked “No Ability” again have their ability stopped.

(As normal for most characters, when the Preacher player dies, their ability stops working permanently; remove the effect reminders from the targeted players.)

Princess Townsfolk
How to Run

On the Princess's first day, if a player they themselves nominated was executed that day, place the “Doesn't Kill” reminder token on the Princess's position.

That night the Demon wakes and chooses as normal, but nobody dies from that kill. Do not tell the Demon.

It does not trigger if the Princess nominated but nobody was executed, or if somebody else's nomination led to the execution. The Princess must have nominated, and that nomination must have led to the execution.

If the executed player did not die, the execution still happened, so it triggers.

Remove the token once the night is over. The ability works only on that first day.

Drunk · Poisoned · False · Swapped · Dead

When the Princess is drunk or poisoned, the Demon kills as normal.

Deaths from causes other than the Demon are not prevented; Minion abilities and other effects still kill that night.

On scripts with several Demons, treating all Demon kills as prevented is the natural reading.

For a player who becomes the Princess during the game, the next day is their “first day”.

Professor Townsfolk
How to Run

Each night except the First Night, if the Professor has not used their ability, wake them. They shake their head “no”, or point to a dead player. Then, put them to sleep.

If they chose, place the “No Ability” reminder token on the Professor. This ability works once per game.

If the chosen player is a Townsfolk, they are resurrected: remove the shroud and place the “Alive” reminder token on that position. If they are not a Townsfolk, nothing happens — and do not tell the Professor.

At dawn, announce that the player is alive again. Have them turn their life token back, and return their vote token even if the dead vote was already spent.

The resurrected player keeps their original character and ability, which works again from now on.

Drunk · Poisoned · False · Swapped · Dead

If the Professor is drunk or poisoned as they choose, nobody is resurrected. The ability is spent anyway.

Whether a player who registers as a Townsfolk can be resurrected is a judgement call; keeping to actual type is simpler.

A resurrected player who dies again dies as normal. The Professor has spent their ability and cannot bring them back.

A resurrected player may later become evil; that does not undo the resurrection.

When the Professor is dead, do not wake them again.

Pumpkin Townsfolk
How to Run

Before the game starts, decide what makes a player “scary” — costume, voice, where they are sitting, anything you like. Do not change the standard mid-game.

Place a “Scary” reminder token on each scary player. Any number is fine, and you may add or remove them during the game.

When a player marked “Scary” is executed, the Storyteller chooses whether they die. When one would be killed by the Demon, you may likewise choose to save them.

Both are your discretion, so you need not save every time. As with most Storyteller choices, help the currently losing team.

This character began as a joke. Feel free to put the mood of the table above the rules, but announcing who counts as “scary” in advance saves arguments later.

Drunk · Poisoned · False · Swapped · Dead

When the Pumpkin is drunk or poisoned, nobody is protected. You may place the “Scary” tokens, but they do nothing.

When the Pumpkin is dead, the ability stops.

The Pumpkin themself may count as scary.

Ravenkeeper Townsfolk
How to Run

On the night the Ravenkeeper dies at night, wake them at the next opportunity. They point to a player; show that player's character token, then put the Ravenkeeper to sleep.

They may point to themself, in which case they see their own character.

If they died during the day, the ability does not trigger — an execution included.

The cause does not matter: a Demon kill or any other ability, as long as it happened at night.

At dawn, announce the death as normal. Do not mention that the Ravenkeeper woke.

Drunk · Poisoned · False · Swapped · Dead

If the Ravenkeeper was drunk or poisoned when they died, you may show any character.

If the chosen player registers as another character, you may show that character.

If the Ravenkeeper was attacked at night but did not die, the ability does not trigger.

Once used, the ability is spent — but a resurrected Ravenkeeper who dies at night again triggers it again.

Sage Townsfolk
How to Run

On the night the Demon kills the Sage, wake them at the next opportunity. Point to two players, then put the Sage to sleep. One of the two must be the Demon.

The other may be anyone — a good player or a Minion.

Vary the order you point so it never hints at which is which.

If the Sage died from any other cause, the ability does not trigger.

Drunk · Poisoned · False · Swapped · Dead

If the Sage was drunk or poisoned when they died, neither of the two need be the Demon.

A player who registers as a Demon may be one of the two.

On scripts with several Demons, any one of them will do.

If the Sage was attacked but did not die, the ability does not trigger.

Sailor Townsfolk
How to Run

Each night, wake the Sailor. They point to an alive player; put the Sailor to sleep. Place the “Drunk” reminder token on one of the two — the Sailor or that player. The Storyteller chooses which.

That drunkenness lasts until dusk: tonight and the following day.

The Sailor cannot die, from any cause: not the Demon's kill, not an execution, not another ability.

An execution that fails to kill the Sailor still counts as the day's execution.

Remove the token at the next dusk.

Drunk · Poisoned · False · Swapped · Dead

When the Sailor is drunk or poisoned, they can die and nobody becomes drunk. Note that a Sailor who put the drunkenness on themself had already used the ability that night.

The drunk player is not told they are drunk — the Sailor included.

If the Sailor does die — poisoned at the wrong moment, say — do not wake them again.

If the Sailor is the only living player to point at, let them choose themself.

Savant Townsfolk
How to Run

The Savant does not wake at night.

When the Savant asks for a private conversation during the day, take them aside and tell them two things, one true and one false. Do not say which is which.

This works once per day, and is available again each day.

Prepare the pair in advance. Invented on the spot, the true one tends to show, or both end up so vague that neither is information. Matching the two in length and specificity is the trick.

The statements should actually narrow the game — something checkable like “Dana is evil”, or something about the whole board like “one player is drunk”.

Drunk · Poisoned · False · Swapped · Dead

When the Savant is drunk or poisoned, both statements may be true, or both false. This is where the character is most dangerous, since they always assume one is true.

When the Savant is dead, the ability stops. Tell them nothing if they come to you.

A player who becomes the Savant during the game may use it each day from then on.

Seamstress Townsfolk
How to Run

Each night, if the Seamstress has not used their ability, wake them. They shake their head “no”, or point to two players other than themself. Then, put them to sleep.

If they chose two, place the “No Ability” reminder token on the Seamstress. This ability works once per game.

If the two are the same alignment, nod; otherwise shake your head. Both good or both evil counts as the same.

Dead players are valid choices — alignment persists after death.

Drunk · Poisoned · False · Swapped · Dead

If the Seamstress is drunk or poisoned when they ask, the answer need not be true. The ability is spent anyway.

A player who registers as the other alignment may be counted as that alignment.

When the Seamstress is dead, do not wake them again.

A player who becomes the Seamstress during the game has not used the ability yet.

Shugenja Townsfolk
How to Run

On the First Night, wake the Shugenja. Gesture whether the closest evil player is clockwise or anti-clockwise, then put them to sleep.

Distance is counted in seats around the circle. Dead players still count as seats.

If both directions are equidistant, either answer will do; the Storyteller decides.

Only the direction is given, never how many seats away.

This information happens once, on the First Night.

Drunk · Poisoned · False · Swapped · Dead

When the Shugenja is drunk or poisoned, the direction need not be true.

You may base the answer on a player who registers as evil.

When the Shugenja is dead, their ability is already spent and nothing changes.

A player who becomes the Shugenja during the game learns a direction on their first night, from the seating as it stands then.

Slayer Townsfolk
How to Run

The Slayer does not wake at night.

When the Slayer publicly chooses a player and declares they are using their ability, check whether that player is the Demon. If so, they die immediately: place a shroud and have the players turn that life token to its dark side.

If they are not the Demon, nothing happens. Either way, place the “No Ability” reminder token on the Slayer. This ability works once per game.

The declaration must be public. Anything said privately is not the ability.

When someone who is not the Slayer declares the same thing, nothing happens. Still go through the motions — that is what makes the bluff possible.

Drunk · Poisoned · False · Swapped · Dead

When the Slayer is drunk or poisoned, pointing at the Demon kills nobody. The ability is spent and the “No Ability” token is placed anyway.

A player who registers as a Demon may be taken to die. It swings the game hard, so settle the ruling in advance.

When the Slayer is dead, the ability stops. Declaring after death does nothing.

If the Demon is chosen but does not die because of some effect, nothing happens; the ability is still spent.

Snake Charmer Townsfolk
How to Run

Each night, wake the Snake Charmer. They point to an alive player.

If that player is not the Demon, nothing happens. Put the Snake Charmer to sleep.

If that player is the Demon, the two swap characters and alignments. Show the Demon the “You are” card, the Snake Charmer token, and a thumb-up “good”; show the Snake Charmer the “You are” card, the Demon token, and a thumb-down “evil”. Swap the two character tokens.

The new Demon is poisoned. Place the “Poisoned” reminder token on them; the poison continues from then on.

Wake and sleep them one at a time. They must not see each other.

The former Snake Charmer is now the Demon, and the former Demon is now a good Snake Charmer. From the next night, the new Snake Charmer uses this ability.

Drunk · Poisoned · False · Swapped · Dead

If the Snake Charmer is drunk or poisoned when they choose the Demon, nothing happens: no swap, no poison.

If the Demon is drunk or poisoned, the swap still happens.

The new Demon's poison lasts until another Snake Charmer swaps again, which is why this ability can shut down the evil team's kills for several nights.

Whether choosing a good player who registers as a Demon causes a swap is a judgement call; keeping to actual characters is simpler.

When the Snake Charmer is dead, do not wake them again.

Soldier Townsfolk
How to Run

The Soldier does not wake at night, and there is nothing to do during set-up.

If the Demon tries to kill the Soldier, the Soldier does not die. Do not tell the Demon.

Other causes still kill them: an execution, a Minion's ability, another good character's ability.

At dawn, if nobody died, announce that. Do not say that the Soldier blocked it.

Drunk · Poisoned · False · Swapped · Dead

When the Soldier is drunk or poisoned, the Demon's kill does kill them.

When the Soldier is dead, the ability stops.

On scripts with several Demons, they are safe from all Demon kills.

Demon abilities that are not kills — making someone drunk, giving information — are not blocked.

Steward Townsfolk
How to Run

During set-up, after each player has their character, choose a good player and place the Steward “Know” reminder token on that player position.

On the First Night, wake the Steward, point to the marked player, then put them to sleep.

They learn only that this player is good. Do not show a character.

This is a good character to hand a beginner: they have one player they can trust, and can build the rest of the day around them.

Drunk · Poisoned · False · Swapped · Dead

When the Steward is getting false information, point to an evil player.

When the Steward is drunk or poisoned on the First Night, you may deceive them by falsifying the information, as above.

If the marked player becomes evil later, the information already given stands.

When the Steward is dead, their ability is already spent and nothing changes.

Tea Lady Townsfolk
How to Run

The Tea Lady does not wake at night.

If both alive neighbours are good, neither of them can die. Place a “Cannot Die” reminder token on each.

Neighbours are the nearest living player on each side, skipping the dead. They change as players die, so re-check the condition whenever the board changes.

The cause does not matter: the Demon's kill, an execution, or any other ability cannot kill those two.

An execution that fails to kill still counts as the day's execution.

If either neighbour is evil, nobody is protected. Remove the tokens.

Drunk · Poisoned · False · Swapped · Dead

When the Tea Lady is drunk or poisoned, the protection does not work.

An evil player who registers as good may count as a good neighbour — the evil team then builds the shield themselves.

When the Tea Lady is dead, the ability stops and both neighbours can die as normal.

If a neighbour changes alignment, re-check at once: the protection may switch on or off.

Town Crier Townsfolk
How to Run

Watch who nominates during the day. If a Minion nominated at least once, place the “Minion Nominated” reminder token for that day; if none did, place “Minions Not Nominated”.

Each night except the First Night, wake the Town Crier. Nod if a Minion nominated today; otherwise shake your head. Then put them to sleep.

Only the nominator matters. Votes are irrelevant, as is whether the nomination succeeded or led to an execution.

On a day with no nominations at all, no Minion nominated, so the answer is “did not”.

Remove the day's reminder token once the night is over.

Drunk · Poisoned · False · Swapped · Dead

When the Town Crier is drunk or poisoned, the answer need not be true.

If a player who registers as a Minion nominated, you may answer “did”.

When the Town Crier is dead, do not wake them again.

A nomination by the Demon does not count; only Minions do.

Undertaker Townsfolk
How to Run

When a player dies by execution during the day, place the “Died Today” reminder token on their position.

Each night except the First Night, wake the Undertaker. Show that player's character token, then put the Undertaker to sleep and remove the token.

Only deaths by execution count. Players who died at night, or to another ability, are not shown.

If there was no execution today, or the executed player did not die, do not wake the Undertaker at all.

What you show is the character, never the alignment.

Drunk · Poisoned · False · Swapped · Dead

When the Undertaker is drunk or poisoned, you may show a different character. Waking them on a day with no execution and showing something is also a good deception.

If the executed player registers as another character, you may show that character.

If the executed player's character changed after death, show the character they were when executed.

When the Undertaker is dead, do not wake them again.

Village Idiot Townsfolk
How to Run

During set-up, you may add zero to two extra Village Idiots, removing another Townsfolk for each one added. How many is the Storyteller's choice.

If there is more than one, choose one of them and place the “Drunk” reminder token: that player is drunk for the rest of the game. With only one Village Idiot, nobody is drunk.

Each night, wake the Village Idiots one at a time. Each points to a player; show that player's alignment with your thumb — up for good, down for evil. Then put them to sleep.

Wake the drunk one and answer just the same, but the answer need not be true. They must not learn that they are drunk.

With several in play, their accounts eventually fail to line up. Working out which one is drunk is the game this character creates.

Drunk · Poisoned · False · Swapped · Dead

When a Village Idiot is drunk or poisoned, the alignment need not be true.

A player who registers as the other alignment may be shown as that alignment.

If the drunk Village Idiot dies, leave the “Drunk” token in place. On scripts with resurrection this matters.

When a Village Idiot is dead, do not wake them again; the others are woken as normal.

If a player becomes a Village Idiot during the game, do not move the “Drunk” token — it stays where set-up put it.

Virgin Townsfolk
How to Run

The Virgin does not wake at night.

The first time the Virgin is nominated, if the nominator is a Townsfolk, that nominator is executed immediately: place a shroud and have them turn their life token to its dark side.

The nomination ends there. No vote is taken. Today's execution has happened, so there are no further executions.

If the nominator is not a Townsfolk, nothing happens and the nomination and vote proceed as normal.

Either way, place the “No Ability” reminder token on the Virgin. The ability works only the first time.

An executed nominator who does not die still counts as the execution having happened.

Drunk · Poisoned · False · Swapped · Dead

When the Virgin is drunk or poisoned as they are nominated, nothing happens and the nomination proceeds as normal. The ability is spent and the “No Ability” token is placed anyway.

A nominator who registers as a Townsfolk may be executed. This ruling changes the character a lot, so settle it in advance.

A Traveller nominating is not a Townsfolk, so nothing happens.

Once the Virgin is dead, the ability stops. Nominating a dead Virgin does nothing.

Washerwoman Townsfolk
How to Run

During set-up, after each player has their character, choose a Townsfolk in play and place the Washerwoman “Townsfolk” reminder token on that player position. Then choose any other player — not that player, and not the Washerwoman — and place the “Wrong” reminder token on them. This second player may be of any type or alignment, evil included.

On the First Night, wake the Washerwoman. Point to the two marked players in an arbitrary order, then show the character token of the player marked “Townsfolk”. Then, put the Washerwoman to sleep.

The Washerwoman does not learn which of the two is that character. Vary the order you point each game, so the order itself never hints at the answer.

This information happens once, on the First Night. The reminder tokens may be removed once the night is over.

Drunk · Poisoned · False · Swapped · Dead

When the Washerwoman is getting false information, the character you show must not belong to either marked player. Show a Townsfolk that is not in play, or a Townsfolk that is in play but whose player is not one of the two.

When the Washerwoman is drunk or poisoned on the First Night, you may deceive them by falsifying the information, as above. You may also give true information — a drunk player who happens to receive the truth is what keeps the state hidden.

When a marked player changes character or alignment after the information was given, the information already given stands. The Washerwoman does not learn of the change.

When a player becomes the Washerwoman during the game, they learn two players and a character on their first night, as normal. This is not set-up, so choose the marks from the board as it stands now.

When the Washerwoman is dead, their ability is already spent and nothing changes.

Outsider
Acrobat Outsider
How to Run

Each night, during the entire night, check both good living neighbour players of the Acrobat player — that is, the two good, living players (ignoring evil players, ignoring dead players) seated closest to the Acrobat. Whenever either of those two players is drunk or poisoned tonight, the Acrobat dies: place the Acrobat “Dead” reminder token, and a death shroud on the player's position.

Drunk · Poisoned · False · Swapped · Dead

When the Acrobat player is drunk or poisoned, the Acrobat ability has no effect and will not cause the Acrobat to die.

Barber Outsider
How to Run

If the Barber died today or tonight, place the “Haircuts Tonight” reminder token on the Barber's position.

That night, wake the Demon. Show the “This character selected you” token, then the Barber character token. The Demon may point to two players, or may decline.

If they choose, those two swap characters. Swap the tokens, then wake each player in turn, show the “You are” card and their new character token, and put them back to sleep.

Alignments do not change. A good player given a Minion character stays good; an evil player given a Townsfolk character stays evil.

The Demon may choose themself, but not another Demon. A Demon turning themself into something else is allowed.

Remove the token once the night is over. This happens only on the night the Barber died.

Drunk · Poisoned · False · Swapped · Dead

If the Barber was drunk or poisoned when they died, nothing happens. Do not wake the Demon.

If the Demon is drunk or poisoned, the swap still happens — this is the Barber's ability, not the Demon's.

New characters gained this way do not trigger set-up effects, as with any mid-game character change.

It does not matter whether the Barber died by day or by night; an execution triggers it too.

Butler Outsider
How to Run

Each night, wake the Butler. They point to a player other than themself; put the Butler to sleep and place the “Master” reminder token on that position.

The next day, the Butler may raise their hand only on nominations where the master also raises theirs.

As you count, if the Butler's hand is up and the master's is not, have them lower it and do not count that vote.

If the master is dead they cannot vote, so the Butler effectively cannot either — unless the master spends their dead vote, in which case the Butler may join.

The restriction stays after the Butler dies. Even their single dead vote requires the master's hand to be up.

Move the token the next night.

Drunk · Poisoned · False · Swapped · Dead

When the Butler is drunk or poisoned, the restriction is gone and they vote as normal. Do not tell them — though a counted vote may give it away.

It does not matter whether the master is drunk or poisoned; only whether their hand is up.

The Butler is still on the good team; the ability simply hinders it.

A player who becomes the Butler during the game chooses a master on their first night. Before that night, there is no restriction.

Damsel Outsider
How to Run

During the First Night, wake all Minions. Show the “These characters are in play” card, then the Damsel character token. Then, put all Minions to sleep.

During the day, any player may declare they are making a guess at the Damsel. That player names and points to the player they guess is the Damsel. If the player who made the declaration is a Minion, place the “Guess Used” reminder token on the Damsel player position.

When the first Minion guess of the Damsel player is correct, the evil team wins immediately.

Any player may declare subsequent guesses at the Damsel, but if the “Guess Used” reminder is already placed, the guess has no effect.

Drunk · Poisoned · False · Swapped · Dead

When a player who is not a Minion declares a guess at the Damsel, the Damsel ability ignores this. The Minions still have their one guess to use, as normal.

When the Damsel is drunk or poisoned and a Minion makes a guess, there is no effect. Place the “Guess Used” reminder token, and the game continues.

When the Damsel is dead, their ability stops immediately. Any Minion guess now will have no effect.

Drunk Outsider
How to Run

During set-up, do not put the Drunk token in the bag; add another Townsfolk token instead.

After every player has their character, choose one Townsfolk to be the Drunk. In the Grimoire, place the Drunk token with their character token to show that they are really the Drunk.

Tell that player nothing. They must believe they are the Townsfolk they drew.

That player is drunk: their ability does not work, and any information you give them at night need not be true. Keep playing the part of that character throughout.

Build the false information so it fits the game. Nonsense every night gives it away; the truth every night makes the Drunk pointless.

The Drunk is an Outsider, and counts as one for abilities that count Outsiders.

Drunk · Poisoned · False · Swapped · Dead

The Drunk is always drunk; no effect can make them sober.

If the Drunk becomes another character, the drunkenness goes with it — they are no longer the Drunk.

When the Drunk dies, announce it as you would any Townsfolk. What they really were comes out at the curtain call.

The Drunk claiming the character they believe in is not a bluff but a statement they believe to be true, which is what makes them hard to catch.

Golem Outsider
How to Run

During any nomination period, the Golem player may nominate a player for execution as normal. Mark the Golem player position with the “May Not Nominate” reminder token; the Golem may no longer nominate for execution for the rest of the game.

If the player nominated by the Golem is not the Demon, that player dies. Mark that player's position with a death shroud as normal, and ask the players to flip the player's life token to its dark side in the Town Square. Then, run the nomination and vote as normal.

If the player nominated by the Golem is the Demon, nothing special happens. Then, run the nomination and vote as normal.

Drunk · Poisoned · False · Swapped · Dead

When any player dies during nomination and voting, that player may be executed as normal. If a dead player is executed, they normally do not die again but simply remain dead.

When the Golem player is marked “May Not Nominate”, their ability constrains them to never nominate for the rest of the game. They do not have the option to nominate, and it is considered cheating if the Golem player does so deliberately. This is not true for any player who is not the Golem, so you should choose carefully how to respond if the Golem player cheats in this way.

Goon Outsider
How to Run

Each night, watch for the first player to choose the Goon with their ability. Place the “Drunk” reminder token on that player: they are drunk until dusk.

At the same moment, the Goon becomes that player's alignment. Place an alignment token of that alignment on the Goon's position.

If the alignment changed, wake the Goon: show the “You are” card and the hand signal (thumb-up “good”, thumb-down “evil”), then put them to sleep.

Only the first player counts. Anyone who chooses the Goon later that night is not made drunk, and the alignment does not change again.

Work out who was first by following the night order — the order is what “first” means here.

Remove the “Drunk” token at the next dusk. The alignment stays.

Drunk · Poisoned · False · Swapped · Dead

When the Goon is drunk or poisoned, nobody becomes drunk and the alignment does not change.

If the player who chose the Goon is drunk or poisoned, the Goon's ability still works: they become drunk and the Goon takes their alignment.

A Goon who becomes evil wins with the evil team, but is not a Minion and does not count as one.

When the Goon is dead, the ability stops. Their alignment stays as it was at death.

Once the evil team spots the Goon they may leave them alone to keep them good, or pull them evil by choosing them each night.

Hatter Outsider
How to Run

If the Hatter died today or tonight, place the “Tea Party Tonight” reminder token on the Hatter's position.

That night, wake the Minions and the Demon together. Each may choose a new character from the script, or decline.

Minions may only choose Minion characters, and the Demon only Demon characters. Two of them may not take the same character.

Swap the character tokens of those who chose, then wake each in turn, show the “You are” card and their new character token, and put them back to sleep.

Alignments do not change, and set-up effects do not happen.

Remove the token once the night is over. This happens only on the night the Hatter died.

Drunk · Poisoned · False · Swapped · Dead

If the Hatter was drunk or poisoned when they died, nothing happens. Do not wake the evil team.

Evil players who are drunk or poisoned may still change character.

A changed Demon changes how the rest of the game kills. Check where the new Demon sits in the night order.

It does not matter whether the Hatter died by day or by night; an execution triggers it too.

Heretic Outsider
How to Run

During the game, a victory condition for the good team or evil team will eventually be met, that decides the winning team. This may be a victory condition from the basic rules, or any alternative condition from an ability. When this happens, the winning team instead loses the game, and the other team wins the game.

Drunk · Poisoned · False · Swapped · Dead

When the Heretic is dead, their ability continues to work: whoever wins, loses, and whoever loses, wins.

When the Heretic is drunk or poisoned, their ability does not work: any team which meets a victory condition wins the game as normal.

When there are multiple players with the Heretic ability active, and the game ends, all of the active abilities apply: the winning team is determined by reversing the outcome for every player with a Heretic ability active. For example, two reversals are equivalent to no reversal; three reversals are equivalent to one reversal; etc.

Hermit Outsider
How to Run

During set-up, you may remove one Outsider or none. If you remove one, fill the slot with a Townsfolk.

The Hermit has every Outsider ability on this script. With several abilities running at once, the “1”, “2” and “3” reminder tokens are the easy way to track their states.

At night, wake the Hermit at each point in the order where one of those abilities acts. That may mean waking them more than once in a night.

Where two abilities conflict, the Storyteller decides. Settle the order — and whether both apply — in advance, and do not change it mid-game.

The Hermit themself will lose track of what they are doing. On a script with many Outsiders, think twice before including this character.

The Hermit counts as one Outsider, however many abilities they hold.

Drunk · Poisoned · False · Swapped · Dead

When the Hermit is drunk or poisoned, all of their abilities stop.

Gaining the Drunk's ability makes the Hermit permanently drunk. On a script with the Drunk, it is better to leave this character out.

When the Hermit is dead, only those abilities that say they work after death remain.

If one of the abilities changes alignment, it changes theirs as that ability says.

Klutz Outsider
How to Run

The Klutz does not wake at night.

When the Klutz learns that they died — usually at the dawn announcement, or right after an execution — they publicly choose an alive player.

If that player is evil, the Klutz's team loses. A good Klutz choosing an evil player hands the game to the evil team on the spot.

If they choose a good player, nothing happens and the game goes on.

They cannot put the choice off. Give them time to think, but make them decide before the day ends.

Drunk · Poisoned · False · Swapped · Dead

If the Klutz was drunk or poisoned when they died, choosing an evil player does nothing. Still have them choose publicly, so the table's picture stays consistent.

How to treat an evil player who registers as good is a judgement call; keeping to actual alignment is simpler.

If the Klutz has become evil, choosing a good player loses the game for the evil team. The condition is “is the chosen player evil”, not “is it the other team”, so an evil Klutz is safe only by choosing an evil player.

A Klutz who is dead but does not know it does not trigger the ability.

Lunatic Outsider
How to Run

⚠ For expert Storytellers only: the Lunatic means running a second, fake Demon sequence every night. It doubles the time and invites mistakes.

On the First Night with seven or more players, wake the Lunatic and imitate the Demon Info step: show the “These are your Minions” token and point to arbitrary players, then show the “These characters are not in play” token and three good character tokens. Then put them to sleep.

Then wake the real Demon. Give them the normal Demon Info, then show the Lunatic token and point to the Lunatic player. The Demon learns who the Lunatic is.

Each night except the First Night, wake the Lunatic and do whatever it takes to keep them believing they are the Demon. Let them choose someone to kill and place a “Chosen” reminder token there. Nobody actually dies.

Then wake the Demon and show them whom the Lunatic chose: point to the Lunatic token and player, then to their target.

The Demon can use this to kill the same player, making the Lunatic look like the real Demon. That is the picture the character is built for.

Drunk · Poisoned · False · Swapped · Dead

The Lunatic is not a Demon: they do not register as one, and killing them does not win the game for good.

The player the Lunatic chooses does not die. They can only infer this from the dawn announcements, so a run of quiet nights starts them wondering — which is when a real Demon following their choices keeps the illusion alive.

A drunk or poisoned Lunatic changes nothing, since the ability has no effect to begin with.

When the Lunatic is dead, stop waking them; there is nothing left to show the Demon.

The Lunatic is an Outsider and counts as one.

Moonchild Outsider
How to Run

The Moonchild does not wake at night.

When the Moonchild learns that they died, they publicly choose an alive player.

That night, if the chosen player is good, they die: place the “Dead” reminder token and a death shroud on their position. If evil, nothing happens.

The death happens that night — the night after a day death, or the same night if they died at night.

At dawn, announce the death as normal without naming a cause.

Drunk · Poisoned · False · Swapped · Dead

If the Moonchild was drunk or poisoned when they died, a good player they choose does not die.

An evil player who registers as good may be taken to die.

A death caused by the Moonchild is not a Demon kill, so protection against the Demon does not apply.

A Moonchild who has become evil still kills good players: the condition is whether the chosen player is good, not which team the Moonchild is on.

Mutant Outsider
How to Run

The Mutant does not wake at night.

The Mutant is mad about not being an Outsider: they must keep trying to convince the group that they are not one.

If the Mutant says they are an Outsider, or acts in a way that shows it, the Storyteller may execute them. Whether to do so is your choice.

If you do, execute them immediately, at any point in the day, with no nomination and no vote. Place a shroud and have them turn their life token.

You need not kill on the first slip. A look or a quiet warning first, and execution only if they carry on, usually plays better.

Explain this rule to everyone before the game. The Mutant needs to know it, and so does everyone watching it happen.

Drunk · Poisoned · False · Swapped · Dead

When the Mutant is drunk or poisoned, the madness no longer binds them: you cannot execute them for saying they are an Outsider. Do not tell them.

When the Mutant is dead, the ability stops and they may say anything.

An execution of the Mutant counts as the day's execution. Decide in advance whether you will do it on a day that already had one.

Madness is not “tell a lie” but “keep trying to convince them”. Going quiet to dodge the issue can count as having stopped trying.

Ogre Outsider
How to Run

On the Ogre's first night, wake them. They point to a player other than themself; place the “Friend” reminder token there and put the Ogre to sleep.

The Ogre becomes that player's alignment. Place an alignment token of that alignment on the Ogre's position.

Tell the Ogre nothing. Not knowing their own alignment is the point of the character; do not wake them to show a change.

The alignment changes even if the Ogre is drunk or poisoned. This part works with the ability switched off.

An evil Ogre is not a Minion: they do not learn the Demon and do not wake with the evil team. They simply win and lose with them.

Drunk · Poisoned · False · Swapped · Dead

The alignment changes even when the Ogre is drunk or poisoned — the ability text says so explicitly.

If the chosen player's alignment changes later, the Ogre's does not follow. Only that first night matters.

When the Ogre is dead, their alignment stays as it is.

A player who becomes the Ogre during the game chooses on their first night.

The Ogre argues without knowing whether they are good or evil, so even they cannot vouch for their own claims. Explain this to the table in advance.

Plague Doctor Outsider
How to Run

When the Plague Doctor dies, the Storyteller gains a Minion ability. Choose it at the next opportunity that night and place the “Storyteller Ability” reminder token on the Plague Doctor's position.

Which Minion ability is your choice. Take one from this script, and one that is not in play.

From then on you use it: choose targets at that point in the night order for a night ability, or use it during the day for a day ability.

The Storyteller is not a player, so the ability cannot be made drunk or poisoned and cannot die. It works until the end of the game.

Do not reveal which ability you took. The players should only feel that something is off.

This can tilt a game hard. If evil is already ahead, take a quiet ability; if good is ahead, take a loud one.

Drunk · Poisoned · False · Swapped · Dead

If the Plague Doctor was drunk or poisoned when they died, the Storyteller gains nothing.

The cause of death does not matter: an execution or a night kill both trigger it.

If the gained ability has set-up effects, those do not happen — set-up is long past.

The Plague Doctor is an Outsider and counts as one.

Politician Outsider
How to Run

⚠ For expert Storytellers only: Any script containing this character requires a Storyteller with a broad range of experience with the game and with gauging the progress of an ongoing game.

During the game, stay alert for what influence the Politician player is having on the game: private or public discussions, persuasion and argument, nomination and voting, etc.

When the game ends in defeat for the Politician's team, decide whether the Politician player's influence – deliberately or mistakenly – was the greatest influence in that defeat. If so, the Politician changes alignment and wins with the winning team.

Drunk · Poisoned · False · Swapped · Dead

When the Politician is dead, their ability works as normal.

When the Politician is drunk or poisoned, their ability has no effect; they win or lose with their team, without changing alignment.

Puzzlemaster Outsider
How to Run

During set-up, after each player has their character, place the Puzzlemaster's “Drunk” reminder token on any player. That player is drunk from now on.

During the day, any player may have a private conversation with you or publicly declare they are using the Puzzlemaster ability. The player then chooses any player. Confirm that player made the guess, privately or publicly corresponding to how it was made.

If that player is the Puzzlemaster, and they have not yet used their ability, place the “Guess Used” reminder token on the Puzzlemaster player position.

Take the player aside for a private discussion. If they are the Puzzlemaster using their ability for the first time, name a player: the Demon player's name, if the Puzzlemaster guessed correctly; otherwise, the name of any player that is not the Demon.

Drunk · Poisoned · False · Swapped · Dead

When any player that is not the Puzzlemaster declares they are using the Puzzlemaster ability, perform the normal Puzzlemaster procedure, but do not give them the name of any player.

When the Puzzlemaster is getting false information, the player you name must be incorrect. If the Puzzlemaster's guess was correct, name any player that is not the Demon; if the Puzzlemaster's guess was incorrect, name the player that is the Demon.

When the Puzzlemaster is drunk or poisoned, you may deceive them by falsifying the information, as above.

When the Puzzlemaster is drunk or poisoned, the player marked “Drunk” is not drunk from the Puzzlemaster ability, until the Puzzlemaster is again sober and healthy.

When the Puzzlemaster is dead, the player marked “Drunk” continues to be drunk.

When the Puzzlemaster has used their ability, the player marked “Drunk” continues to be drunk, no matter what the Puzzlemaster guessed.

Recluse Outsider
How to Run

The Recluse does not wake at night, and there is nothing to do during set-up.

Whenever another ability looks at the Recluse, the Storyteller chooses whether they register as evil, and as a Minion or Demon. You choose afresh each time.

They may register as evil to the Empath and, the same night, not as a Demon to the Fortune Teller. Consistency is not required.

They may register that way even after death — abilities that read a dead player's alignment or type can still see the Recluse as evil.

Registering as evil every time gets them executed on day one; never doing so is the same as the character not being in play. Choose by where the game stands.

The Recluse never learns how they registered.

Drunk · Poisoned · False · Swapped · Dead

When the Recluse is drunk or poisoned, the misregistration stops: they always appear as the good Outsider they are.

If the Recluse registers as a Minion for an ability that changes or promotes Minions, they may actually become that character — alignment included. This swings a game hard, so settle the ruling in advance.

The Recluse is on the good team and wins or loses with it, however they registered.

Executing the Recluse costs the good team a player. Steering them into it helps evil, so weigh that as you choose.

Saint Outsider
How to Run

The Saint does not wake at night.

If the Saint dies by execution, the Saint's team loses. The game ends there.

An execution that does not kill them does not trigger it, nor does a night death or any other ability. They must die by execution.

The Saint knows this and usually says so; whether the town believes them is the day's game.

Drunk · Poisoned · False · Swapped · Dead

If the Saint is drunk or poisoned when executed, nothing happens: they die and the game goes on.

If the Saint has become evil, executing them loses the game for evil. The condition follows their alignment.

Steering the town into executing the Saint is a standard evil play — and once the Saint claims, evil often claims it too.

Snitch Outsider
How to Run

On the First Night, after the Minion Info step, for each Minion player, wake that player. Show the “These characters are not in play” card, then three character tokens of characters that are not in play. Then, put that player to sleep.

The character tokens you show to each Minion may be the same as shown to other players, different from those, or any combination you choose.

Drunk · Poisoned · False · Swapped · Dead

When the Snitch ability yields false information from some other effect, show to each Minion three character tokens that are in play.

When the Snitch is drunk or poisoned, the Snitch yields no information to other players: Do not wake the Minion players for this ability.

When the Snitch enters play during the game, for each Minion player who has not yet learned three characters from this ability, wake that Minion player and show three out-of-play characters, as described.

When a Minion enters play during the game, then at the first opportunity tonight that Minion player learns three not-in-play characters as described.

Sweetheart Outsider
How to Run

When the Sweetheart dies, choose a player and place the “Drunk” reminder token on them: they are drunk for the rest of the game.

Choose at the next opportunity that night if they died at night, or immediately if they died during the day.

Whom to make drunk is your choice — the Sweetheart themself is valid, and so is a player who is already dead.

The drunk player is not told they are drunk. Wake them and give information as usual; it need not be true.

As with most Storyteller choices, help the currently losing team. Making the good team's key information source drunk tilts things a long way towards evil.

Drunk · Poisoned · False · Swapped · Dead

If the Sweetheart was drunk or poisoned when they died, nobody becomes drunk.

The cause of death does not matter: an execution or a night kill both trigger it.

Once placed, the drunkenness does not lift even if the Sweetheart is resurrected.

If the drunk player becomes another character, they stay drunk — it is on the player, not the character.

Tinker Outsider
How to Run

The Tinker does not wake at night.

You may kill the Tinker whenever you like — day or night, with no reason given. Place the “Dead” reminder token and a death shroud on their position.

If they died at night, announce it at dawn as normal. If during the day, say so on the spot and have them turn their life token.

You need not kill them at all; a Tinker alive at the end breaks no rule.

There are two uses. Kill them to pull a game back when good is far ahead, and kill them on a night the evil team could not kill, to muddy the read on who the Demon is.

Drunk · Poisoned · False · Swapped · Dead

When the Tinker is drunk or poisoned, you cannot kill them — the ability is switched off.

A Tinker death is not a Demon kill, so abilities that trigger on Demon kills do not fire.

Whether a protected Tinker can be killed is a judgement call; respecting the protection keeps them consistent with other characters.

The Tinker is an Outsider and counts as one.

Zealot Outsider
How to Run

The Zealot does not wake at night.

While five or more players are alive, the Zealot must vote on every nomination without exception.

If their hand is down as you count, tell them to raise it. They have no choice in the matter.

Once four or fewer are alive, the restriction lifts and they vote as normal.

After death, spending the dead vote is still their choice — only voting while alive is compelled.

Drunk · Poisoned · False · Swapped · Dead

When the Zealot is drunk or poisoned, the restriction is gone and they vote as they like. Do not tell them.

The Zealot is still on the good team; the ability simply hinders it.

With a Zealot in play one vote is always locked in, so executions carry more easily — which the evil team can use to push a marginal nomination through.

Minion
Assassin Minion
How to Run

Each night except the First Night, if the Assassin has not used their ability, wake them. They shake their head “no”, or point to a player. Then, put them to sleep.

If they chose, place the “No Ability” reminder token on the Assassin. This ability works once per game.

That player dies, even if for some reason they could not. No protection and no cannot-die ability stops it. Place the “Dead” reminder token and a death shroud on their position.

It may be used on the same night as the Demon's kill, killing two that night. This is the card that pulls a game back when good is ahead.

At dawn, announce the deaths as normal without naming a cause.

Drunk · Poisoned · False · Swapped · Dead

If the Assassin is drunk or poisoned as they choose, nobody dies. The ability is spent anyway.

An Assassin kill is not a Demon kill, so abilities that trigger on Demon kills do not fire.

“Even if they could not” cuts through effects that prevent death. It does not cut through the Assassin's own ability being switched off by drunkenness or poison.

When the Assassin is dead, do not wake them again.

Baron Minion
How to Run

During set-up, replace two Townsfolk tokens in the bag with Outsider tokens. The line-up gains two Outsiders and loses two Townsfolk.

The Baron does not wake at night and does nothing once set-up is over.

Which Outsiders go in is your choice. Heavy ones like the Drunk or the Saint make the Baron worth a lot; light ones keep the game gentle.

Do not announce the change. The good team has to find it with abilities that count Outsiders.

Drunk · Poisoned · False · Swapped · Dead

A drunk or poisoned Baron changes nothing: the set-up effect has already happened and the Outsiders do not go away.

A player who becomes the Baron during the game adds no Outsiders. Set-up effects happen only at set-up.

When the Baron is dead, the extra Outsiders remain.

Boffin Minion
How to Run

During set-up, choose a good character that is not in play. The Demon will have that ability. If it has set-up effects, apply them as though the Demon were that character.

On the First Night, wake the Boffin and the Demon together. Show the “This character selected you” token and the Boffin character token, then the chosen good character token. Both learn which ability it is.

From then on the Demon has their own ability and that good one. If it wakes at night, wake the Demon again at that point in the order.

The ability works even while the Demon is drunk or poisoned — the ability text says so explicitly.

Neither the Demon's alignment nor their character changes. They are a Demon holding a good ability.

A Demon with a good ability bluffs extremely well, because the information they give is actually true.

Drunk · Poisoned · False · Swapped · Dead

When the Boffin is drunk or poisoned, the Demon does not have the ability. It returns once the Boffin is sober and healthy.

When the Boffin is dead, the ability stops and the Demon loses the good ability.

If the Demon becomes a different Demon character, the new Demon carries the ability — it is attached to being the Demon.

A drunk or poisoned Demon keeps that good ability working, though their own Demon ability stops as usual.

Boomdandy Minion
How to Run

When the Boomdandy is executed, immediately announce that the Boomdandy ability has activated.

When you announce that the Boomdandy ability activates, do not reveal which player is the Boomdandy. Typically it is obvious (the player who was executed), but some effects might change this; do not confirm, let the players come to their own explanations.

The Boomdandy now kills players so that only three players remain alive. The Demon is not one of the players killed.

Mark the players that die, in any order you choose, with death shrouds on each player position in the Grimoire. Then, announce the results: perform a sweep around the circle of players similar to a vote (but this is not a vote and no votes are counted), that ends at the Boomdandy player. As you pass each player, announce “you die” if that player was alive and is now dead, “you live” if that player remains alive, or nothing if the player was already dead.

Ask the players to update the life tokens in the Town Square to show who is now dead and who is alive.

No more nominations nor executions happen today. Instead, announce that all players now decide who dies by pointing to a player. Players may discuss and point for one minute. Use a silent timer if you want to. Count down the seconds if you want to.

Players may continue to speak freely, may participate whether alive or dead, and may point at any player or no player, changing their decision or not, until the end of a minute. This is not a nomination, these are not votes, and this is not an execution nor exile; abilities or rules that affect those do not apply here.

After exactly one minute, tell the players to “freeze”; all players must stop talking or moving immediately, and all decisions of where to point are now final. Each player is clearly pointing to exactly one player, or is pointing to no-one.

For each player that someone points to, count aloud the number of fingers pointing to that player.

If one player has a clear majority of players pointing to them, that player dies immediately. If there is a tied majority, no one dies and the day ends. Then, the game continues.

If this process kills a player, this leaves two players alive. This is normally a victory for one team: the good team if the Demon is dead, or the evil team if not.

If this process kills no one, this typically leaves the Demon alive as one of three players. This normally lets the evil team kill a player tonight and win the game at dawn.

Drunk · Poisoned · False · Swapped · Dead

When the Boomdandy dies but is not executed, they lose their ability with no effect, as normal.

When the Boomdandy is drunk or poisoned when executed, their ability does nothing and the game continues.

When the Boomdandy is executed but does not die due to some special effect, this does not protect them from dying to their own ability. You should typically kill them along with other players.

When the player chosen by majority of players does not die, the Boomdandy effect is spent and the game continues as normal.

Cerenovus Minion
How to Run

Each night, wake the Cerenovus. They point to a player and to a good character. Place the “Mad” reminder token on that player and put the Cerenovus to sleep.

Then wake the target. Show the “This character selected you” token and the Cerenovus character token, then the character they must be mad about, and put them to sleep.

That player must be mad that they are that character tomorrow: they must keep trying to convince the group of it.

If you judge that they have stopped trying, you may execute them — immediately, with no nomination and no vote. Whether to do so is your choice.

You need not kill on the first slip. A look or a quiet warning first, execution only if they carry on.

Explain the madness rule to everyone before the game.

Drunk · Poisoned · False · Swapped · Dead

When the Cerenovus is drunk or poisoned, no madness is imposed. Show the target as usual, but you may not execute them for breaking it.

A target who is drunk or poisoned is still made mad — the madness is the Cerenovus's ability, not theirs.

You may make a player mad about the character they already are, so that telling the truth is what keeps the madness.

When the Cerenovus is dead, do not wake them again. Madness already imposed lasts out its day.

An execution for breaking madness counts as the day's execution.

Devil's Advocate Minion
How to Run

Each night, wake the Devil's Advocate. They point to a living player; put them to sleep. They may not choose the same player as last night, so shake your head and let them choose again if they do.

Place the “Survives Execution” reminder token on that position. If that player is executed the next day, they do not die.

The execution still counts as the day's execution, and the day ends as normal.

The Devil's Advocate may choose themself, though not on two nights in a row.

Move the token the next night.

Drunk · Poisoned · False · Swapped · Dead

When the Devil's Advocate is drunk or poisoned, the protection does not work and the executed player dies as normal.

A protected player who is drunk or poisoned is still protected.

Only executions are covered: night deaths and other abilities still kill.

When the Devil's Advocate is dead, do not wake them again.

A player who becomes the Devil's Advocate during the game has no previous choice, so any player is valid.

Evil Twin Minion
How to Run

During set-up, choose a good player as the twin and place the “Twin” reminder token on that player position.

On the First Night, wake the pair together and let them see each other. Then show each of them the other's character token. Each learns who the other is and what they are.

If the good twin is executed, the evil team wins immediately.

While both twins live, the good team cannot win, even by killing the Demon. One of the two must die first.

Consider seating as you choose. The further apart they sit, the further the “one of those two is evil” information spreads across the circle.

Drunk · Poisoned · False · Swapped · Dead

When the Evil Twin is drunk or poisoned, neither clause works: executing the good twin does not win for evil, and the good team is not blocked.

If they are drunk or poisoned as they learn on the First Night, you may pair them with the wrong player or show a different character token.

When the Evil Twin is dead, the ability stops and executing the good twin does nothing.

If the good twin becomes evil, decide in advance how to read the clauses. Since the text names a good player, treating the conditions as gone is the simpler ruling.

Fearmonger Minion
How to Run

Each night, wake the Fearmonger. The Fearmonger points to a player. Put the Fearmonger to sleep. Then place the “Fear” reminder token on that player position.

If the “Fear” reminder token is now on a player different from the previous night (this is always true on the First Night), announce “The Fearmonger has chosen a new player”. Then continue running the night.

When the Fearmonger nominates the player marked “Fear”, and the nomination result is that player is executed, the game ends immediately and that player's team loses.

Drunk · Poisoned · False · Swapped · Dead

When the Fearmonger is drunk or poisoned and nominates the player marked “Fear”, execution of that player has no special effect; the execution happens as normal and the game continues.

When any other player nominates the player marked “Fear”, there is no special effect.

When the player nominated is not executed, there is no special effect.

Goblin Minion
How to Run

During the nomination period, when any player is nominated, they may immediately claim to be the Goblin before any votes. If the Goblin does so, and they are executed today, their team wins immediately.

Drunk · Poisoned · False · Swapped · Dead

When the Goblin is drunk, poisoned, or dead, their ability has no effect and cannot cause any team to win.

Godfather Minion
How to Run

During set-up, add one Outsider or remove one — your choice. If you add one, remove a Townsfolk; if you remove one, add a Townsfolk.

On the First Night, wake the Godfather and show every Outsider character token in play, then put them to sleep. Do not show which players they are.

When an Outsider dies during the day, place the “Died Today” reminder token on that position.

That night, wake the Godfather. They point to a player, who dies: place the “Dead” reminder token and a death shroud there, then remove the “Died Today” token.

This happens alongside the Demon's kill, so two players die on such a night.

If no Outsider died during the day, do not wake the Godfather.

Drunk · Poisoned · False · Swapped · Dead

When the Godfather is getting false information, show an Outsider that is not in play, or leave one of the real ones out.

When the Godfather is drunk or poisoned on the First Night, you may deceive them by falsifying the information, as above.

If the Godfather is drunk or poisoned as they choose, nobody dies.

A Godfather kill is not a Demon kill.

A player who registers as an Outsider dying during the day may be taken to trigger it.

An Outsider who dies at night does not trigger it; the death must be during the day.

Harpy Minion
How to Run

Each night, wake the Harpy. They point to two players in order. Place the “Mad” token on the first and the “2nd” token on the second, then put the Harpy to sleep.

Wake the first player. Show the “This character selected you” token and the Harpy character token, then point to the second player, and put them to sleep.

The first player must be mad tomorrow that the second player is evil — they must keep trying to convince the group of it.

If you judge that they have stopped trying, you may kill one or both of them — immediately, with no nomination and no vote. Whom to kill, and whether to at all, is your choice.

The second player learns nothing, not even that they were named.

You need not kill on the first slip: warn first, and kill only if they carry on.

Drunk · Poisoned · False · Swapped · Dead

When the Harpy is drunk or poisoned, no madness is imposed. Show the first player as usual, but you may not kill for breaking it.

A first player who is drunk or poisoned is still made mad.

Whether the second player is actually evil does not matter; naming a good player is allowed, and is how this ability manufactures a fight inside the good team.

When the Harpy is dead, do not wake them again. Madness already imposed lasts out its day.

An execution for breaking madness counts as the day's execution.

Marionette Minion
How to Run

During set-up, remove the Marionette token from the bag. Place an additional Townsfolk token into the bag. If there are three Minions in play, remove another Minion from the bag and place an additional Townsfolk in the bag.

There should now be zero or one Minion tokens in the bag. This ensures that at least one neighbour of the Demon received a good character token. The Marionette, and possibly one more Minion token, are temporarily in reserve in the Grimoire.

After each player has their character, choose a good player neighbouring the Demon: place the “Is the Marionette” reminder token on that player position.

At dusk on the First Night, if you reserved an additional Minion token from the bag, choose any Townsfolk player that is not the Marionette player. Remove the Townsfolk token and replace it with the Minion character token; that player is now that Minion character and is evil. Wake that player. Show the “You are” card, then the Minion character token. Show the “You are” card, then the thumb-down “evil” sign. Put that player to sleep.

On the First Night, wake the Demon. Point to the player marked “Is the Marionette”, then show the Marionette character token. Then, put the Demon to sleep.

During the Minion Info step, or any other time a rule or ability says to wake a player because they are a Minion, do not wake the Marionette. The other Minions will not see enough Minions wake in the Minion Info step.

Drunk · Poisoned · False · Swapped · Dead

The Marionette thinks they are a good character, but they are not that character, and do not have that ability. The Storyteller should deceive the player they have that ability: Wake them at night, show arbitrary information, have conversations in public or private with them, respond to their choices, all as appropriate to the character they received.

When the Marionette is drunk or poisoned at the time the Demon would learn that player is the Marionette, this does not happen and the Demon learns nothing.

When the Marionette is dead, their ability stops immediately. They do not learn that they are the Marionette.

When the Demon player changes character, this does not affect the Marionette ability. The effect on seating occurs only during set-up.

When a player becomes the Marionette, or gains the Marionette ability, the Demon learns that player is the Marionette. At the next opportunity tonight, wake the Demon to inform them the same way as for the First Night procedure, above.

When a player becomes the Demon, the Demon learns which player is the Marionette. At the next opportunity tonight, wake the Demon to inform them the same way as for the First Night procedure, above.

Mastermind Minion
How to Run

The Mastermind does not wake at night.

When the Demon dies by execution and the game would end, do not end it — play one more day, through the night and into the next day.

During that day, if a player is executed, their team loses. Executing a good player wins the game for evil; executing an evil player wins it for good.

If that day ends with no execution, the good team wins — the original result stands.

Run the night in between as normal. With the Demon dead nobody usually dies, but other abilities still work.

You need not explain this rule before the game, but when it fires, say clearly what is happening — otherwise nobody will follow it.

Drunk · Poisoned · False · Swapped · Dead

If the Mastermind is drunk or poisoned when the Demon is executed, the game ends there as normal.

When the Mastermind is dead, the ability keeps working: the extra day still happens.

If the Demon dies by any means other than execution, it does not trigger.

If the player executed during that day does not die, the execution still happened and their team still loses.

Mezepheles Minion
How to Run

During set-up, write a word somewhere secret.

Make the word very unusual, but also easy for any player to comprehend, remember, and repeat correctly.

  • The secret word should be very unusual for any conversation in the game. You may use a real or contrived word. It should be vanishingly unlikely for the word to be said by someone who does not know it is potentially a secret word of this kind. No player should ever be surprised that a word they said is the secret Mezepheles word.
  • The secret word should be distinct, memorable, and easily communicated by any player to each other. You will need the Mezepheles player to understand it well enough that they can then, later in the game, secretly tell any other player, and then that player needs to understand it also so they are capable of, later again, repeating it correctly so you can hear and understand it.

The challenge to the Mezepheles is to somehow convince a player on the good team to say this word where they may be overheard, and in full knowledge of its potential effect.

On the First Night, wake the Mezepheles and show the written secret word to them. Then put the Mezepheles to sleep. You may then destroy the written word if you can remember it during the rest of the game.

Any time during the game, a player may say the secret word. The first time that you hear a good player say this, mark that player's position with the “Turns Evil” reminder token. Mark the Mezepheles player position with the “No Ability” reminder token to remind you that the effect does not happen again.

At night, if a player is marked “Turns Evil”, that player becomes evil: place an “evil” alignment reminder token on that player position. Wake that player, then show the “You are” card, then the thumb-down “evil” signal. Put that player to sleep. Remove the “Turns Evil” reminder token.

Drunk · Poisoned · False · Swapped · Dead

When the Mezepheles is getting false information, show a word that is different from the one written.

When the Mezepheles is drunk or poisoned when they learn the secret word, you may deceive them by falsifying the information, as above.

When the Mezepheles is drunk or poisoned, any player saying the secret word still receives the “Turns Evil” reminder token, and the Mezepheles's ability is used.

When the Mezepheles has used their ability, and is then drunk or poisoned at night when their ability would act, the player marked “Turns Evil” does not change alignment. Remove the “Turns Evil” reminder token, and leave the “No Ability” reminder token in place. The ability has no effect on the marked player; do not wake them.

Organ Grinder Minion
How to Run

With the Organ Grinder in play, all voting is done with eyes closed. When a nomination opens, everyone closes their eyes and only the Storyteller counts the raised hands.

The tally is secret. Do not announce the numbers, and do not say who is currently on the block — only who is executed when the day ends. Track the current leader with the “About To Die” reminder token.

Each night, wake the Organ Grinder. A nod means they are drunk until dusk; a shake means they stay sober. If they nod, place the “Drunk” reminder token on them.

Going drunk switches off the voting rule too, so that day's votes are open and visible as normal. It is the move the evil team makes when they need to read the room.

Remove the “Drunk” token at the next dusk.

Drunk · Poisoned · False · Swapped · Dead

When the Organ Grinder is drunk or poisoned — by their own choice or another ability — voting is open and visible as normal.

Closed-eye voting does not change the rules of voting: dead votes are spent as usual, and characters with voting conditions like the Butler still work.

Since nobody can see anyone else's vote, abilities that read votes — the Flowergirl, for one — become the only window into the room.

When the Organ Grinder is dead, the ability stops and voting returns to normal.

Pit-Hag Minion
How to Run

Each night except the First Night, wake the Pit-Hag. They point to a player and to a character, then go back to sleep.

If that character is already in play, nothing happens. Do not tell the Pit-Hag.

If it is not in play, that player becomes that character. Swap the token, wake the player, show the “You are” card and their new character token, then put them to sleep.

Alignment does not change — except that a player made into a Demon becomes evil.

If a Demon was made, deaths tonight are arbitrary: nobody need die, or several may, and the Demon already in play may be among them.

Set-up effects do not happen, as with any mid-game character change.

Drunk · Poisoned · False · Swapped · Dead

If the Pit-Hag is drunk or poisoned as they choose, nothing happens: no character change, and deaths are not arbitrary.

With two Demons in play, good must kill both to win. Making a Demon makes the game much heavier, so think past the night before you do it.

“Deaths tonight are arbitrary” is read as reaching characters too — a non-player Demon such as Lil' Monsta can be removed this way.

Making a good character gives that player a good ability but leaves their alignment alone; an evil player may be given a good character.

When the Pit-Hag is dead, do not wake them again.

Poisoner Minion
How to Run

Each night, wake the Poisoner. They point to a player; put the Poisoner to sleep and place the “Poisoned” reminder token on that position.

That player is poisoned until dusk — tonight and the following day. Their ability does not work, and information they receive need not be true.

Tell the poisoned player nothing. Wake them and give information as usual; making that false information plausible is the whole craft of running this character.

The Poisoner may choose themself, which effectively poisons nobody that day.

Move the token at the next dusk; they choose again each night.

Drunk · Poisoned · False · Swapped · Dead

When the Poisoner is drunk or poisoned, nobody is poisoned. You may place the token, but it has no effect.

They may choose an already-poisoned player; the poison simply continues rather than stacking.

When the Poisoner is dead, the ability stops and any poison they placed lifts at once. This is where poison differs from drunkenness.

If a poisoned player dies, leave the token until dusk. On scripts with abilities that work after death, this distinction matters.

Psychopath Minion
How to Run

During the day, any player may declare they are the Psychopath; they choose a player by naming and/or pointing to them. If it is the Psychopath who declared this, and it is the first time today they did this, the player they chose, dies immediately.

When the Psychopath is executed, a different player (the nominator, or if that is not a different player, then a player you choose) and the Psychopath play a round of Roshambo.

Roshambo, also known as “Rock, Paper, Scissors”, is a two-person contest. The players face each other with one hand presented in a fist. They each simultaneously “pump” their fist up and down, both counting aloud “three, two, one, go” to synchronise their timing. At “go”, both players simultaneously present (“throw”) a hand symbol: one of fist “rock”, open palm “paper”, first two fingers “scissors”. “Rock” defeats “scissors”; “scissors” defeats “paper”; “paper” defeats “rock”. If both players throw the same symbol, the round is a draw and neither is defeated.

If the Psychopath is defeated in this single round of Roshambo, the execution succeeds as normal; if not defeated, the Psychopath does not die.

Drunk · Poisoned · False · Swapped · Dead

When a player who does not have the Psychopath ability declares they are using that ability, this has no effect. The player they choose does not die, and the Psychopath still may use their ability today.

When the Psychopath is drunk or poisoned when they choose a player with their ability, that player does not die, and any subsequent target of the ability today does not kill anyone.

When the Psychopath is drunk or poisoned when executed, they die as normal.

When the Psychopath is dead, they lose their ability as normal.

When the Psychopath player is dead but has their ability, executing the player will not kill them (because dead players cannot die): if the player is executed, do not invoke Roshambo.

Scarlet Woman Minion
How to Run

If the Demon dies while five or more players are alive, the Scarlet Woman becomes the Demon. Travellers do not count. Swap their character token for that Demon's and place the “Is The Demon” reminder token.

If it happened during the day, wake them at the next opportunity that night, show the “You are” card and the Demon character token, then put them to sleep. If it happened at night, tell them then.

They were already evil, so their alignment does not change. From that night on, they use the Demon's ability.

The cause of the Demon's death does not matter: an execution, a night kill, or another ability.

The game does not end; the good team must find and kill the new Demon.

Drunk · Poisoned · False · Swapped · Dead

If the Scarlet Woman is drunk or poisoned when the Demon dies, they do not become the Demon — and the good team usually wins on the spot.

With four or fewer alive it does not trigger. Miscounting here derails the whole game, so recount right before an execution.

A Scarlet Woman who is already dead does not trigger.

On scripts with several Demons the game does not end when one dies, and the Scarlet Woman still takes over the one that died.

Spy Minion
How to Run

Each night, wake the Spy and show them the Grimoire for as long as they need. They see every character, every reminder token and every alignment token. Put them to sleep once they are done.

Give them real time to look — rushed, only half the information gets through. But do not take so long that the table notices.

Whenever another ability looks at the Spy, the Storyteller chooses whether they register as good, and as a Townsfolk or Outsider. You choose afresh each time.

They may register that way even after death, and they keep seeing the Grimoire after death — wake the Spy every night, dead or alive.

A Spy on the Grimoire opens the whole board to evil. It is powerful, and the evil team gives itself away by using it too openly — that tension is the character.

Drunk · Poisoned · False · Swapped · Dead

When the Spy is drunk or poisoned, do not show them the Grimoire — or show them a false one, with a few character tokens swapped.

Misregistration also stops while they are drunk or poisoned: they appear as the evil Minion they are.

The Spy is on the evil team and wins or loses with it, however they registered.

A Spy who never registers as a Minion wrecks the good team's information. Registering as good every time makes their information characters worthless, so choose by where the game stands.

Summoner Minion
How to Run

During set-up, put no Demon in play; fill the slot with a Minion or a good character. This game begins with no Demon.

On the First Night, wake the Summoner and show the “These characters are not in play” token and three good character tokens that are not in play. The Summoner gets bluffs.

Place the “Night 1” reminder token on the Summoner and advance it to “Night 2” and “Night 3” as the nights pass.

On the third night, wake the Summoner. They point to a player and to a Demon character. Put the Summoner to sleep, then wake that player, show the “You are” card and the Demon character token, then a thumb-down “evil”, and put them to sleep.

That player becomes the Demon and becomes evil. A good player is a valid choice, and so is the Summoner themself.

Until the third night there is no Demon, so nobody dies at night. The good team has to explain the quiet to themselves.

Drunk · Poisoned · False · Swapped · Dead

If the Summoner is drunk or poisoned on the third night, nobody becomes the Demon. The game continues without one, which can go strange — decide in advance how you would end it.

If the Summoner dies before the third night, no Demon is made. The game must end without one, so the good team needs another win condition.

Once the Demon exists, the game is ordinary. The Summoner's ability is spent.

The Demon made this way does not trigger set-up effects.

Vizier Minion
How to Run

On the First Night, announce who the Vizier is. This character is public from the start.

The Vizier cannot die during the day, an execution included — though the execution still happened, so the day ends as normal.

If at least one good player voted on a nomination, the Vizier may declare that the nominee is executed immediately, even without enough votes.

On the declaration, execute them then and there: place a shroud, have them turn their life token, and end the day.

If no good player voted, the ability is not available.

Everybody knows the Vizier is a Minion, so there is nothing to bluff. Steering the day by talking is the whole job.

Drunk · Poisoned · False · Swapped · Dead

When the Vizier is drunk or poisoned, they can die during the day and cannot force an execution. Do not tell them — an execution will.

The Vizier can die at night; only the day is safe.

When the Vizier is dead, the ability stops.

“If good voted” looks at actual alignment. Decide in advance how to count an evil player who registers as good.

Widow Minion
How to Run

On the First Night, wake the Widow. Show them the Grimoire for as long as they need. The Widow points to a player. Put the Widow to sleep. Place the Widow “Poisoned” reminder on that player position; that player is poisoned.

Then, choose any good player. Wake that player. Show the “These characters are in play” card, then the Widow character token. Put that player to sleep.

Drunk · Poisoned · False · Swapped · Dead

When the Widow poisons themself on their first night, this is before a good player would learn a Widow is in play: the “1 good player knows a Widow is in play” effect does not happen.

When the Widow is drunk or poisoned any time after the Widow acts on their first night, a good player has already learned the Widow is in play.

When the Widow is drunk or poisoned, the Widow's poison stops.

When the Widow is again sober and healthy, the Widow's poison effect resumes. If there is now no good player yet informed by the Widow effect “1 good player knows a Widow is in play”, that effect happens at the next opportunity tonight.

When the good player who knows the Widow is in play changes alignment to be evil, another player on the good team immediately learns the Widow is in play.

Witch Minion
How to Run

Each night, wake the Witch. They point to a player; put the Witch to sleep and place the “Cursed” reminder token on that position.

If the cursed player nominates the next day, they die — immediately, at the moment of nominating. Place a shroud and have them turn their life token.

The nomination still stands; it is not cancelled, so carry on counting the votes.

Tell the cursed player nothing. They learn of it only by nominating.

Once only three players are alive, the Witch loses this ability: no new curse takes hold, and any curse already placed does nothing.

Move the token the next night.

Drunk · Poisoned · False · Swapped · Dead

When the Witch is drunk or poisoned, no curse takes hold. You may place the token, but nominating does not kill.

A cursed player who is drunk or poisoned is still cursed — it is the Witch's ability, not theirs.

When the Witch is dead, the ability stops and any curse lifts with it.

The Witch may curse themself, which can be used to cover who they are.

This death is not a Demon kill, so protection against the Demon does not apply.

Wizard Minion
How to Run

⚠ For expert Storytellers only: the Wizard has no fixed rules. What to grant and what it costs is invented by you, at the table.

Once per game, the Wizard makes a wish. Take it at night by waking them, or privately during the day — decide which before the game.

Whether to grant it is your choice. Refuse or heavily trim a wish that would end the game outright.

If you grant it, attach a price in proportion to the wish. A wish for information costs other information; a wish that kills costs the evil team something in return.

Then leave a clue — a trace the good team can pick up on, ideally one that hints at what the wish was.

Track the state with the “?” reminder tokens. The wish differs every game, so they only need to make sense to you.

Before granting anything, look at which way the game is leaning. The Wizard is for pulling a game back, not for handing evil another win.

Drunk · Poisoned · False · Swapped · Dead

If the Wizard is drunk or poisoned when they wish, do not grant it. The ability is spent anyway; you may make it look as though something happened.

When the Wizard is dead, the ability stops. An unspent wish is simply gone.

Effects already granted stay after the Wizard dies — they have happened.

This character invites arguments. Before the game, say plainly that the Storyteller may refuse a wish.

Wraith Minion
How to Run

The Wraith wakes whenever another evil player wakes — Minion Info, Demon Info, and every evil night action. Wake the Wraith at each of those points.

The Wraith then chooses whether to open their eyes. With them open, they see what happens: who woke, what they pointed at, what they were shown.

While awake, the Wraith must not signal anyone. They only watch.

Wake the Wraith just before the other evil player, so they see it from the start, and have them close their eyes when that player goes back to sleep.

The Wraith may decline to open their eyes at all — some players prefer not to know.

Drunk · Poisoned · False · Swapped · Dead

When the Wraith is drunk or poisoned, do not wake them; they see nothing.

When the Wraith is dead, the ability keeps working — keep waking them with the evil team.

The Wraith wakes for evil players. Do not wake them when a good player wakes.

Whether a good player who registers as evil wakes the Wraith is a judgement call; keeping to actual alignment is simpler.

Xaan Minion
How to Run

During set-up, count the Outsiders in play; that number is X. Place a night-counting reminder token on Xaan.

Advance it each night: “Night 1” → “Night 2” → “Night 3”.

On night X, place the “X” reminder token on Xaan and poison every Townsfolk in play for that night. The poison lasts until dusk — that night and the following day.

Wake the Townsfolk as usual and give the usual information, but it need not be true and their abilities do not work. Nobody may learn that they are poisoned.

This happens once. After night X, Xaan has nothing further to do.

If X is zero — no Outsiders in play — there is no night on which it fires, and Xaan does nothing.

Drunk · Poisoned · False · Swapped · Dead

If Xaan is drunk or poisoned on night X, nobody is poisoned. That night passes and does not come again.

X is the number of Outsiders at set-up. Outsiders gained or lost during the game do not change it.

If Xaan dies before night X, the ability never fires.

A poisoned Townsfolk who becomes another character stays poisoned until dusk.

Demon
Al-Hadikhia Demon
How to Run

When tonight is not the First Night, wake al-Hadikhia. Al-Hadikhia points to three players. Put al-Hadikhia to sleep. Mark those players, in the order chosen, with the al-Hadikhia “1”, “2”, “3” reminder tokens.

Announce that you need silence from the players, as you are now going to announce al-Hadikhia's choices. No player may make noise or signal any other player while this happens.

For each player chosen, in order, wake that player. Announce “Al-Hadikhia has chosen name” where name is the player's name. That player responds with a head signal: nod “yes” for life, or shake “no” for death. Put that player to sleep.

If they chose “yes” for life, remove the death shroud, if any, from that player position in the Grimoire. If they chose “no” for death, put a death shroud (if they do not have one already) on that player's position in the Grimoire.

If an alive player chose “no” for death, that player dies. If, after resolving all three players' choices, all three are alive: Place a death shroud on each chosen alive player; they all die.

Any player who had a death shroud but now does not, is now alive.

Announce that players may resume speaking if they wish.

At dawn, announce death and life changes as normal: declare each player who was alive and is now dead, or was dead and is now alive. Ask the players to update the Town Square life tokens and vote tokens to represent this.

Drunk · Poisoned · False · Swapped · Dead

A dead player who chooses “yes” to live will (if at least one chosen player dies) become alive.

The condition “if all three live” ignores what the players chose, and depends only on which players are alive after their choices are resolved. An alive player who chooses “no” for death, but is somehow protected from death, will be alive at this point and thus counts for this condition.

When al-Hadikhia is drunk or poisoned, they use their ability but it has no effect on any other player: the players are not told al-Hadikhia is acting, the choices are not announced, the target players are not woken, no player is killed or resurrected, etc.

When al-Hadikhia dies, they lose their ability as normal. The players that were already killed or returned to life remain as they are; no further effects occur from al-Hadikhia's ability. At dawn, announce any changes of alive or dead state of players, as normal.

Fang Gu Demon
How to Run

During set-up, replace one Townsfolk token in the bag with an Outsider token — one extra Outsider.

Each night except the First Night, wake the Fang Gu. They point to a player; put the Fang Gu to sleep. That player dies: place the “Dead” reminder token and a shroud.

If the chosen player is an Outsider and this is the first Outsider killed this way, something else happens instead: that Outsider does not die but becomes an evil Fang Gu, and the original Fang Gu dies.

Swap that Outsider's character token for a spare Fang Gu token. Put the Fang Gu to sleep, then wake that player, show the “You are” card and the Fang Gu character token, then a thumb-down “evil”, and put them to sleep. Their alignment becomes evil.

Place a shroud on the original Fang Gu, and place the “Once” reminder token to record that this has happened. From then on, killing an Outsider simply kills them.

At dawn, announce only the deaths. Do not announce that the Fang Gu has passed on.

Drunk · Poisoned · False · Swapped · Dead

When the Fang Gu is drunk or poisoned, nobody dies and no jump happens.

Whether killing a player who registers as an Outsider causes the jump is a judgement call. It changes the game a lot, so settle it in advance.

Decide in advance what happens if the chosen Outsider could not die because of some effect. Since they become the Fang Gu instead of dying, treating the jump as happening regardless of protection is closer to the text.

The new Fang Gu becomes evil even though they were good, costing the good team a player.

If the Fang Gu dies by any other means, no jump happens. It only fires off their own kill of an Outsider.

Imp Demon
How to Run

Each night except the First Night, wake the Imp. The Imp points to a player; put the Imp to sleep. That player dies: place the Imp “Dead” reminder token and a death shroud on that player's position.

If the Imp pointed to themself, the Imp dies and a living Minion becomes the Imp. Replace that Minion's character token with a spare Imp token.

Wake the new Imp at the next opportunity tonight. Show the “You are” card, then the Imp character token. Then put them to sleep. They were already evil, so their alignment does not change.

When more than one Minion is alive, the Storyteller chooses which becomes the Imp. As with most Storyteller choices, typically help the currently losing team.

If no Minion is alive, nothing happens. The Imp simply dies, and this normally ends the game with a victory for the good team.

At dawn, announce only who died in the night, as normal. Do not announce that the Imp has passed on.

Drunk · Poisoned · False · Swapped · Dead

When the Imp is drunk or poisoned, the player they chose does not die. Do not tell the Imp. Even if they chose themself, they do not die and no Minion becomes the Imp.

When the chosen player does not die because of some other effect, nothing happens. The Imp does not learn of this.

When the Imp dies by any other means (an execution, say), no Minion becomes the Imp. The star pass happens only when the Imp chooses themself with their ability.

A player who registers as a Minion may become the new Imp. That good player becomes the Imp and changes alignment to evil.

A new Imp who is drunk or poisoned still becomes the Imp; only the ability fails to work.

Kazali Demon
How to Run

During set-up, put no Minion tokens in the bag; fill those slots with Townsfolk and Outsiders. You may add or remove Outsiders.

On the First Night, wake the Kazali. They choose who becomes which Minion: they point to a player, then to a Minion character, once for each Minion the game calls for.

Swap those players' character tokens for the Minion tokens. Wake each in turn, show the “You are” card and the Minion character token, then a thumb-down “evil”, and put them to sleep. Their alignment becomes evil.

Good players can be turned into Minions — that is the point of the character. They lose their good character and become that Minion.

Each night except the First Night, wake the Kazali and let them point to a player, who dies. From here it plays like any Demon.

Minions chosen this way do not trigger their set-up effects; set-up is over.

Drunk · Poisoned · False · Swapped · Dead

Even if the Kazali is drunk or poisoned on the First Night, Minions must still be made — the game does not work without them. Decide in advance whether the Kazali still chooses or you do.

When the Kazali is drunk or poisoned, the night kill does not work and nobody dies.

A player turned into a Minion loses their original ability, and the good team never learns that character has gone.

If the Kazali dies, the Minions stay evil; nothing is undone.

Legion Demon
How to Run

During set-up, disregard the normal distribution of character types for the number of players. Instead, put a number of Legion tokens more than half the number of players into the bag. It is recommended that this be the normal number of the good team; for example, in a 12-player game put 9 Legion into the bag.

The remaining character tokens are good; choose any combination of Townsfolk and Outsiders to put into the bag.

On the First Night, all Legion players wake together for the Demon Info step. Give them time to be sure they all see all the other Legion players, and which players have not woken. Then, present the normal Demon Info information to all Legion players; take care that they all see and understand each piece of information. Typically there will be no Minions to show to the Demon. Every Legion player sees the same three not-in-play characters. Then, put all the Legion players to sleep.

If tonight is not the First Night, choose a player to die, or choose no player. If you chose a player, mark that player with the “Dead” reminder token and a death shroud: that player dies.

Typically you should kill a Legion player each time, unless a single kill would decide the game. As with most Storyteller choices, typically help the currently losing team.

When players vote for an execution, if any good player voted, the nomination passes or fails as normal; if this is now the nomination that is currently leading, place the “About To Die” reminder token on the nominee.

If the nomination completed and no good player voted, the tally for the nomination is changed to zero; this normally makes the nomination fail. Use the Legion “About To Die” reminder token to track the current leading nominee for execution.

As an alternative, you may declare the apparent vote tally (without modification by the Legion ability) after each count of votes, and mentally remember which nominations are truly passed or failed. Then, when nominations are closed for the day, declare who truly has enough votes and is executed. This delayed reveal can avoid perverse pressures on players to vote to test whether a nomination will succeed, and can be more fun as a result. Only choose this option if you are prepared for the extra mental book-keeping required.

After all nominations are concluded, the only nominations that can succeed are those that got a sufficient vote tally. By using the procedure above, the player whose position in the Grimoire is marked with the “About To Die” reminder token, if any, is the one to execute now.

Any ability that tests whether a player is a Minion may see any Legion player as a specific Minion. Each Legion player is also a Demon and may register as a Demon.

Drunk · Poisoned · False · Swapped · Dead

When any Legion player is drunk or poisoned, this does not affect any other Legion player's ability. The effect on execution votes, and the death of a player each night, occurs while any Legion player's ability is working.

When there is no Legion player with a working ability (because all of them are dead, drunk, poisoned, or some other effect stops their ability), the Legion ability has no effect: execution votes proceed as normal, and Legion does not kill any player at night.

A drunk or poisoned Legion player will not register as a Minion.

When any Legion player dies, they lose their ability as normal.

Note that each alive Demon player counts as “the Demon” for the purpose of abilities and the basic rules. The normal victory conditions hence require every Demon player to be dead before the good team wins.

Leviathan Demon
How to Run

Before dawn each night, mark the coming day number for the Leviathan.

At dawn, along with announcements of who died at night, also announce “This is day n. The Leviathan is in play.”, where n is the day number.

When a good player is executed, place the Leviathan “Good Player Executed” reminder token on that player position. If this has already been placed and a second good player is executed, the evil team wins immediately.

When day 5 of the game ends, the evil team wins immediately.

Drunk · Poisoned · False · Swapped · Dead

When the Leviathan is drunk or poisoned, the execution of a good player does not get marked for the Leviathan. When the Leviathan is again sober, healthy, and alive, count subsequent executions for the Leviathan ability as normal.

When the Leviathan is drunk or poisoned, the count of days continues uninterrupted. If day 5 of the game ends while the Leviathan is drunk or poisoned, their ability has no effect; when the Leviathan is sober, healthy, and alive, if day 5 has already ended, the ability works as normal and the evil team wins immediately.

Lil' Monsta Demon
How to Run

Before the game starts, ensure all players understand the Lil' Monsta ability. In particular, be clear that when you give a player the Lil' Monsta character token, that player's alignment and character do not change, but, until another babysitter is chosen, that player is the Demon for all purposes.

(Optional rule: It can be fun to use the character token (or another unique, identifiable object of similar size) as a token representing the Demon baby, and hand the token physically to the chosen babysitter at night for them to care for in secret.

If you use this optional rule, the token should be known to all players: present it and identify it to the players before the game, when explaining the Lil' Monsta ability effects. Make sure to choose a token that any player in the group could be holding; some players might not have pockets or purses for holding small objects easily. Revealing the Lil' Monsta token during the game is a trivially easy way for the babysitter to prove they are the Demon; this will affect the Minion's choice of babysitter each night. Be prepared to advise any player that assaulting someone to “search” them is not allowed, and bullying someone to reveal what they are holding is not allowed. You may also want to be clear whether losing possession of the Lil' Monsta token, representing a failure to care properly for the baby, causes the immediate death of Lil' Monsta.

The optional physical representation of the baby on the player can be a lot of fun, but consider the comfort of all of your players with the implications of these effects.)

During set-up, do not place the Lil' Monsta token in the bag. Instead, place another Minion token in the bag.

On the First Night, skip the Minion Info and Demon Info steps. Because no player is ever Lil' Monsta, typically there is no player on the First Night whose character is a Demon.

When the Lil' Monsta acts, wake all Minion players together. They collectively and silently come to a consensus, by pointing, which player should babysit Lil' Monsta.

(If using the optional rule of a physical token representing Lil' Monsta: If the player is different from the previous night, take the Lil' Monsta token from the previous player. If that player is not a Minion: Put the Minions to sleep, then wake that player, take the token, and put them to sleep.)

If the chosen player is not a Minion, put the Minions to sleep, then wake that player. Show the “This is the Demon” card, then point to the player. (If using the optional rule of a physical token representing Lil' Monsta: Give the chosen player the Lil' Monsta token.) Then put everyone to sleep. Put the “Is the Demon” reminder token on the chosen player's position.

If tonight is not the First Night, choose a player to die; mark that player with the “Dead” reminder token and a death shroud. You should try to choose not as an omniscient Demon; instead, choose to sometimes help the currently losing team, as with most Storyteller choices.

The player babysitting Lil' Monsta is the Demon for the purposes of rules and abilities, including the victory conditions. But that player is not Lil' Monsta, does not have that ability, and does not change character nor alignment when they become babysitter.

Drunk · Poisoned · False · Swapped · Dead

When the babysitter of Lil' Monsta is dead, this means the Demon is dead. (Normally, this ends the game with a victory for the good team.)

When an effect causes the Lil' Monsta character to die (e.g. the Pit-Hag “deaths tonight are arbitrary”), the Lil' Monsta character leaves play; remove the Lil' Monsta character token. (Normally, this ends the game with a victory for the good team.)

When the babysitter is drunk or poisoned or has no ability, this has no effect on the Lil' Monsta ability, because the player does not have that character nor ability.

When an ability causes a specific player to become the Demon, and Lil' Monsta is the Demon in play, that player immediately becomes the babysitter and does not change character. At the next opportunity tonight, give the character token to that player just as if the Minions had chosen that player.

When an ability causes a specific player to become Lil' Monsta, the player's character does not change. Instead, that player becomes the babysitter for Lil' Monsta, as described above.

When the Lil' Monsta enters play during the game, the character acts tonight as normal with all in-game effects: Minions wake together to choose a babysitter; you choose a player, who dies. (As normal for any character, the set-up effects do not occur during the game: no players change character.)

Effects that remove a character from play, can cause Lil' Monsta to be removed. One example is Pit-Hag's “deaths tonight are arbitrary”: the Lil' Monsta is a valid target to die, separate from the babysitter player.

Effects that target a character, can target Lil' Monsta. The player babysitting Lil' Monsta is not the target and is not affected. One example is Courtier “choose a character: they are drunk […]”, which can target the Lil' Monsta: the Lil' Monsta ability stops working while drunk, as normal.

Lleech Demon
How to Run

On the first night the Lleech is in the game, wake the Lleech. They point to an alive player; put the Lleech to sleep. That player is poisoned; place the “Poisoned” reminder token on that player position.

When the Lleech would die, if the poisoned player is alive, the Lleech does not die.

When the poisoned player dies, the Lleech also dies immediately. Normally, this means the Demon is dead, and ends the game with a victory for the Good team.

If tonight is not the First Night, wake the Lleech. The Lleech points to a player; put the Lleech to sleep. That player dies; mark that player position with the “Dead” reminder token and a death shroud.

Drunk · Poisoned · False · Swapped · Dead

The player poisoned by the Lleech does not affect the Lleech ability; it is that player's ability which is affected, not the Lleech's ability.

When the Lleech is drunk or poisoned, the poisoned player they chose is not poisoned. The Lleech “Poisoned” reminder token remains on that player, and the poison will resume when the Lleech is again sober and healthy.

When the poisoned player chosen by the Lleech dies while the Lleech is drunk or poisoned, the Lleech is unaffected. That player remains marked with the Lleech “Poisoned” reminder token, even while dead.

When the Lleech dies while drunk or poisoned, they die as normal, without regard for the poisoned player they chose.

Lord of Typhon Demon
How to Run

During set-up, seat the evil characters in one unbroken line, with the Lord of Typhon in the middle. There is one extra Minion, and you may add or remove Outsiders.

A line means adjacent seats around the circle: with two Minions, one on each side; with four, two on each side.

On the First Night, wake the Lord of Typhon's neighbours. Show each the “You are” card and their Minion character token, then a thumb-down “evil”, and put them to sleep.

Each night except the First Night, wake the Lord of Typhon and let them point to a player, who dies: place the “Dead” reminder token and a shroud.

An evil team sitting together means the good team can narrow it down by seating alone — which is what the extra Minion pays for.

Drunk · Poisoned · False · Swapped · Dead

When the Lord of Typhon is drunk or poisoned, the night kill does not work.

The seating is a set-up effect. If alignments change later and the evil team is no longer contiguous, do not rearrange them.

A player who becomes the Lord of Typhon during the game does not cause any reseating; set-up effects happen only at set-up.

Deaths do not change the line — a dead evil player is still part of it.

No Dashii Demon
How to Run

Find the nearest Townsfolk on each side of the No Dashii and place a “Poisoned” reminder token on each. Those two stay poisoned.

Skip non-Townsfolk as you look: pass over Outsiders, Minions and Travellers and take the first Townsfolk in each direction. Dead players are skipped too.

Re-check whenever the board changes. Deaths and character changes move the targets; move the tokens with them.

Each night except the First Night, wake the No Dashii and let them point to a player, who dies: place the “Dead” reminder token and a shroud.

Tell the poisoned Townsfolk nothing. Wake them as usual and give the usual information; it need not be true.

With two information characters quietly switched off, the good team has to trace where the bad information is coming from — and that trace is what closes in on the No Dashii's seat.

Drunk · Poisoned · False · Swapped · Dead

When the No Dashii is drunk or poisoned, neither the night kill nor the neighbour poison works. Leave the tokens in place, but those two are not poisoned for that time.

Whether a player who registers as a Townsfolk counts as the neighbour is a judgement call; keeping to actual type is simpler.

If a poisoned Townsfolk becomes another type, the poison moves on to the next Townsfolk.

If one direction holds no Townsfolk at all, there is nobody to poison that way.

When the No Dashii is dead, the ability stops and the poison lifts.

Ojo Demon
How to Run

Each night except the First Night, wake the Ojo. The Ojo points to a character, not a player — let them choose from the character sheet, then put them to sleep.

If that character is in play, that player dies: place the “Dead” reminder token and a shroud.

If that character is not in play, the Storyteller chooses who dies. You may not choose nobody — someone dies.

Do not tell the Ojo which happened; they can only infer it from the dawn announcement.

When you choose, as with most Storyteller decisions, help the currently losing team. The more often the Ojo names a character not in play, the more of the game passes to you.

Drunk · Poisoned · False · Swapped · Dead

When the Ojo is drunk or poisoned, nobody dies.

If the named character's player does not die because of some effect, nothing happens — you do not then pick someone else.

You may use a player who registers as that character as the target.

If the Ojo names their own character, the Ojo dies.

Po Demon
How to Run

Each night except the First Night, wake the Po. They either point to a player, or shake their head and choose nobody.

If they chose one, that player dies: place the “Dead” reminder token and a shroud.

If they chose nobody, nobody dies that night. Place the “3 Attacks” reminder token on the Po.

The following night they choose three players, and all three die. Place a “Dead” token and a shroud on each, and remove the “3 Attacks” token.

On the three-kill night they may not decline again — choosing three is that night's ability.

One quiet night to lull the good team, then three at once: that is the Po's rhythm.

Drunk · Poisoned · False · Swapped · Dead

When the Po is drunk or poisoned, nobody dies. If they chose nobody that night, the next night is still a three-kill night.

If some of the three do not die because of some effect, the others still die.

If the Po is drunk or poisoned on the three-kill night, nobody dies and the “3 Attacks” is spent.

When the Po is dead, do not wake them again.

Pukka Demon
How to Run

Each night, wake the Pukka. They point to a player; put the Pukka to sleep and place the “Poisoned” reminder token on that position. That player is poisoned.

On the same night, the player poisoned previously dies. Place the “Dead” reminder token and a shroud there, and remove their “Poisoned” token — they become healthy once dead.

The order matters: poison the new one first, then kill the previous one. So nobody dies on the first night, and one dies every night thereafter.

The new choice may be the same player as the previous one: they die, then are poisoned again while dead.

Tell the poisoned player nothing. Wake them as usual and give the usual information; it need not be true.

Because the death arrives a night late, the good team's work is reconstructing what happened the night before.

Drunk · Poisoned · False · Swapped · Dead

When the Pukka is drunk or poisoned, nobody is poisoned and the previously poisoned player does not die.

When the Pukka is dead, the poison they placed lifts at once and the last target survives.

If a poisoned player dies from another cause first, leave the token in place; when the night comes they are already dead, so nothing happens and you simply remove it.

The Pukka may choose themself, and so kill themself the following night.

Riot Demon
How to Run

During set-up, remove all Minion tokens from the bag. Place that number of Riot tokens into the bag.

On the First Night, skip the Minion Info step because there are no Minion players.

On the First Night, during the Demon Info step, wake all Riot players together and ensure they all see each other. Show the normal Demon Info to all Riot players. All Riot players see the same 3 not-in-play characters. Put the Riot players to sleep.

When a player is nominated, that player dies immediately. (You are not required to explain what caused this; if Riot is not the only ability which can cause this effect, you should leave it to the players to speculate.) Add a death shroud to that player's position, and ask the players to turn that player's life token to the dark side in the Town Square.

Announce that the player who died this way, may nominate now, is the only one who may nominate again today, and must choose within 3 seconds. Count down the seconds “3, 2, 1, 0”. At “0”, if the player has not nominated, no more nominations are allowed. Normally, there are no more procedures for the day, and you may end the day now.

If the player nominated before the countdown ended, that player dies immediately as above, and the process repeats as described.

On the third day, if the player required to nominate does not do so, the Storyteller may nominate a player. That player dies immediately as above, and the process repeats as described.

When nominations open on the third day, announce that at the end of today, if no one has won, the game will end with evil victory.

At the end of the third day, evil wins immediately.

Drunk · Poisoned · False · Swapped · Dead

When any Riot player is drunk or poisoned or dead, this does not affect any other Riot player's ability. The effect on nomination, and the alternative victory condition, occurs while any Riot player's ability is working.

When a nomination is on someone that is not a player, that person does not die; the nomination and vote proceeds as normal. After the nomination, that person may nominate; if they nominate a player, that player dies to the Riot ability as described.

When all Riot players are dead, normally this satisfies the condition that the Demon is dead: if so, the good team wins immediately.

Shabaloth Demon
How to Run

Each night except the First Night, first decide whether to regurgitate one dead player the Shabaloth chose last night. If you do, remove the shroud and place the “Alive” reminder token. You need not do it.

Then wake the Shabaloth. They point to two players; put the Shabaloth to sleep. Both die: place a “Dead” token and a shroud on each.

At dawn, announce both the deaths and the resurrection. Have the life tokens updated, and return the resurrected player's vote token even if the dead vote was spent.

Whether to regurgitate is your choice. As with most Storyteller choices, help the currently losing team.

Two deaths a night burns through the board fast; the resurrection is the brake.

Drunk · Poisoned · False · Swapped · Dead

When the Shabaloth is drunk or poisoned, nobody dies and nobody is regurgitated.

A regurgitated player keeps their original character and ability, which works again from then on.

If last night's target died from another cause, they cannot be regurgitated — only the Shabaloth's own kills qualify.

If one of the two does not die because of some effect, the other still does.

Vigormortis Demon
How to Run

During set-up, remove one Outsider and fill the slot with a Townsfolk.

Each night except the First Night, wake the Vigormortis. They point to a player; put them to sleep. That player dies: place the “Dead” reminder token and a shroud.

If the dead player is a Minion, place the “Has Ability” reminder token there. That Minion keeps their ability while dead — keep waking them at night if their ability wakes.

At the same time, choose one Townsfolk neighbour of that Minion and poison them, placing the “Poisoned” reminder token. The choice is yours, and the poison continues from then on.

If there is no Townsfolk neighbour, nobody is poisoned.

A dead Minion still working, with a Townsfolk quietly broken beside them, means executions buy the good team almost nothing — which is where this character weighs heaviest.

Drunk · Poisoned · False · Swapped · Dead

When the Vigormortis is drunk or poisoned, nobody dies, no ability is kept and nobody is poisoned.

Dead Minions keep their abilities only while the Vigormortis lives. When it dies, those abilities stop and the poison lifts.

Whether killing a player who registers as a Minion keeps their ability is a judgement call; keeping to actual type is simpler.

If a poisoned Townsfolk dies or changes type, the poison does not move on — it is fixed at the moment the Minion was killed.

Vortox Demon
How to Run

Each night except the First Night, wake the Vortox. They point to a player; put them to sleep. That player dies: place the “Dead” reminder token and a shroud.

Every Townsfolk ability yields false information — all game, without exception. Not one true piece of information comes out.

So every piece must be something that cannot be true: a number the Empath's neighbours do not add up to, the opposite answer for the Fortune Teller. Avoiding accidental truth is the hardest part of running this character.

Sometimes the range is too small to lie in. With two targets and an answer of 0, 1 or 2, anything but the real number will do.

Each day, if nobody is executed, the evil team wins. Check at the end of every day.

If an execution happened, it counts even when the executed player did not die — only whether it happened matters.

Drunk · Poisoned · False · Swapped · Dead

When the Vortox is drunk or poisoned, all three clauses stop: the kill, the false information and the execution condition. You may give true information, and a day without an execution does not win for evil.

Only Townsfolk abilities are falsified. Outsiders, Minions, Travellers and Fabled work as normal.

Townsfolk abilities that produce effects rather than information — protection, kills — still work. Only information is falsified.

When the Vortox is dead, information becomes true again. The board looks completely different from that moment, so the good team must read before and after separately.

Yaggababble Demon
How to Run

During set-up, choose a secret phrase: something the Yaggababble can work into the day naturally, but that will not come up by itself.

On the First Night, wake the Yaggababble, show them the phrase, then put them to sleep.

During the day, count each time they say it publicly. There is no limit on how often.

That night, up to that many players may die. How many, and who, is the Storyteller's choice — including nobody. Place a “Dead” reminder token and a shroud on each.

Do not tell the Yaggababble how many died; they learn it at dawn like everyone else.

Pitch the phrase so it is neither too common nor too awkward. Too common and they say it ten times a day and the game collapses; too awkward and they never manage it once.

Drunk · Poisoned · False · Swapped · Dead

When the Yaggababble is drunk or poisoned, nobody dies however many times the phrase was said.

If they were drunk or poisoned as they learned it, you may show a different phrase — they will then spend the game saying something that does nothing.

Saying it privately does not count; it must be said where everyone can hear.

Someone else saying the phrase does not count either. It must be the Yaggababble.

Zombuul Demon
How to Run

When a player dies during the day, place the “Died Today” reminder token on their position.

Each night except the First Night, if nobody died today, wake the Zombuul. They point to a player; put them to sleep. That player dies.

If somebody did die today, do not wake the Zombuul at all, and nobody dies that night.

The first time the Zombuul would die, they do not. Place the shroud anyway — the Zombuul is alive but from now on registers as dead.

To the table they are a dead player: one vote like any dead player, and everyone treats them as gone. But the good team must kill them a second time to win.

The second time they would die, they really do, and the game ends.

Drunk · Poisoned · False · Swapped · Dead

When the Zombuul is drunk or poisoned, the night kill does not work — and neither does surviving the first death, so dying in that state kills them outright.

While the Zombuul registers as dead, the night ability still works: they keep killing whenever the condition is met.

A day death including the Zombuul's own counts as “somebody died today”, so they cannot kill that night.

Since they register as dead, abilities that count the dead count them, and so do rules that count how many are alive.

Traveller
Apprentice Traveller
How to Run

Set the Apprentice's alignment as normal when they join the game.

On the Apprentice's first night, wake them. Choose a Townsfolk ability if they are good, or a Minion ability if evil, show the “You are” card and that character token, then put them to sleep.

Swap the Apprentice's character token for that character's and place the “Is The Apprentice” reminder token beside it, so you do not lose track later.

Which ability is your choice. Taking one not in play keeps the game from wobbling.

From then on, run it as though they had always had it: wake them at that character's place in the night order. Set-up effects do not happen.

The Apprentice is still a Traveller: removed by exile rather than execution, and counted as a Traveller wherever that matters.

Drunk · Poisoned · False · Swapped · Dead

If the Apprentice is drunk or poisoned on their first night, give them the ability anyway; it simply does not work. You may pretend they have a different one.

If the Apprentice later becomes drunk or poisoned, the gained ability stops with them.

If the Apprentice's alignment changes, the ability they already have stays — an evil Apprentice holding a Townsfolk ability is possible.

When the Apprentice is dead, the gained ability stops, unless it says it works after death.

Barista Traveller
How to Run

Each night, choose a player and apply one of the two options.

1) Sober and healthy: until dusk they cannot be drunk or poisoned and all information they receive is true. Place the “Sober & Healthy” reminder token on them.

2) Acts twice: their ability works twice until dusk. For a choosing ability, let them choose twice; for an information ability, give two helpings. Place the “Acts Twice” reminder token on them.

Wake that player, show the “This character selected you” token and the Barista character token, then show 1 or 2 on your fingers. They know which they got.

Settle what “twice” means for that ability before the night, since it differs from character to character and deciding at the table costs time.

Remove the token at the next dusk and choose again.

Drunk · Poisoned · False · Swapped · Dead

When the Barista is drunk or poisoned, neither option works. Show the target as usual, but nothing happens.

“Sober and healthy” beats other sources of drunkenness and poison. Even if the Poisoner chose the same player, they are not poisoned.

Even with a Vortox in play, a Townsfolk given “sober and healthy” receives true information. That combination swings a game hard, so choose carefully.

The Barista may not choose themself; the ability is for other players.

Beggar Traveller
How to Run

The Beggar does not wake at night.

The Beggar needs a vote token to vote. They start with none, so they cannot raise their hand until somebody gives them one.

When a dead player gives the Beggar their vote token, the Beggar may vote once with it and learns that player's alignment. Tell them quietly.

The handover happens publicly during the day: the dead player spends their vote through the Beggar instead of themself.

The Beggar is always sober and healthy and cannot be made drunk or poisoned, so the alignments they learn are always true.

Living players' tokens cannot be given — only dead players' ones.

Drunk · Poisoned · False · Swapped · Dead

The Beggar cannot be made drunk or poisoned by anything.

What they learn is the alignment, never the character.

If the dead player's alignment changes later, the information already given stands.

As a Traveller, the Beggar is removed by exile, not execution.

Bishop Traveller
How to Run

With the Bishop in play, players may not nominate. Only the Storyteller does.

When the day opens, name the nominee yourself, then run the vote and the execution as normal.

Each day, at least one player of the alignment opposing the Bishop must be nominated. With a good Bishop, nominate an evil player; with an evil one, a good player. The “Nominate Evil” and “Nominate Good” reminder tokens are the easy way to track it.

Beyond that requirement the nominations are yours to choose, and so is how many you make each day.

Whom you nominate is itself information. Because you must nominate an evil player, the list reads as a hint — mix your nominations with that in mind.

Drunk · Poisoned · False · Swapped · Dead

When the Bishop is drunk or poisoned, the restriction lifts: players nominate as normal, and there is no required nomination.

When the Bishop is dead, the ability keeps working — a dead Traveller is still in the game.

If the Bishop's alignment changes, the side you must nominate changes with it.

Once the Bishop is exiled, nominations return to normal from that day on.

Bone Collector Traveller
How to Run

Each night except the First Night, if the Bone Collector has not used their ability, wake them. They shake their head “no”, or point to a dead player. Then, put them to sleep.

If they chose, place the “No Ability” reminder token on the Bone Collector. This ability works once per game.

Place the “Has Ability” reminder token on the chosen player: they regain their own ability until dusk.

If that ability acts at night, wake them at its place in the order tonight. If it acts during the day, they may use it the following day.

A dead player with their ability back means a dead information character gets to speak once more. Which character you revive is the whole ability, so choose by where the game is stuck.

Remove the “Has Ability” token at the next dusk.

Drunk · Poisoned · False · Swapped · Dead

If the Bone Collector is drunk or poisoned as they choose, nothing happens. The ability is spent anyway.

If the chosen player is drunk or poisoned, the returned ability does not work.

You may choose someone whose ability already works after death, in which case nothing much changes.

A dead Bone Collector may still use this ability — a dead Traveller is still in the game.

Bureaucrat Traveller
How to Run

Each night, wake the Bureaucrat. They point to a player other than themself; put them to sleep and place the “3 Votes” reminder token on that position.

The next day, that player's raised hand counts as three votes, on every nomination.

Counting aloud in threes reveals who is marked. Add it silently and announce only the total — or do not, depending on the table you want.

A dead player is a valid choice: their single dead vote then counts as three.

Move the token the next night.

Drunk · Poisoned · False · Swapped · Dead

When the Bureaucrat is drunk or poisoned, the vote counts as one as normal.

Tell the marked player nothing, though they may work it out from the totals.

When the Bureaucrat is dead, the ability keeps working — a dead Traveller is still in the game.

If you mark a player whose vote has conditions, like the Butler, settle the condition first and then count three.

Butcher Traveller
How to Run

The Butcher does not wake at night.

After the day's first execution, the Butcher may nominate once more. Normally the day would end at the execution; the Butcher's nomination keeps it going.

Run that nomination as normal: count the votes, and if there are enough, the execution happens — the day's second execution.

The Butcher may use it even if they already nominated today; it is a separate nomination.

The day ends after that second execution. There is no third.

Drunk · Poisoned · False · Swapped · Dead

When the Butcher is drunk or poisoned, they cannot make the extra nomination.

When the Butcher is dead, the ability keeps working — a dead Traveller is still in the game.

An execution that killed nobody still happened, so the extra nomination is available.

Two executions a day burns through the board fast. In a small game, think twice about including this Traveller.

Cacklejack Traveller
How to Run

Each day, the Cacklejack chooses a player. Place the “Not Me” reminder token on that position.

That night, before dawn, the Storyteller picks someone other than the player marked “Not Me” and changes their character. Which character is your choice.

Wake that player, show the “You are” card and the new character token, then put them to sleep. Their alignment does not change.

Set-up effects do not happen, as with any mid-game character change.

Note that the Cacklejack picks who is safe, not who changes. Choosing themself protects their own character.

Remove the token once the night is over; they choose again each day.

Drunk · Poisoned · False · Swapped · Dead

When the Cacklejack is drunk or poisoned, nobody changes.

If the Cacklejack chose nobody, the Storyteller may pick anyone.

When the Cacklejack is dead, the ability keeps working — a dead Traveller is still in the game.

You may change the Demon, which rewrites how the rest of the game kills — check where the new Demon sits in the night order.

Deviant Traveller
How to Run

The Deviant does not wake at night.

If the Storyteller judges that the Deviant was funny today, they cannot die by exile that day: even a passing exile leaves them in the game.

The judgement is entirely yours. You need not define what counts as funny, but do not change your standard mid-game.

If an exile passes and they do not die, say so on the spot. The exile still happened.

This character is for the mood of the table rather than the rules. It plays well when a game has turned heavy.

Drunk · Poisoned · False · Swapped · Dead

When the Deviant is drunk or poisoned, they die to exile however funny they were.

Deaths other than exile are not prevented: night kills and other abilities still work.

Travellers cannot be executed, so exile is the only way to remove the Deviant — and this ability closes it.

Gangster Traveller
How to Run

Each day, the Gangster may declare they kill an alive neighbour by publicly pointing and naming that player.

If that player is not one of the Gangster's alive neighbours, reject the choice. This does not prevent the Gangster using their ability later today.

If this is the first time the Gangster chose an alive neighbour today, publicly ask the other alive neighbour if they agree to kill the chosen player. The Gangster may not use their ability again today.

If they agree, the chosen player dies. Mark that player's position with a death shroud as normal, and ask the players to flip the player's life token to its dark side in the Town Square.

Drunk · Poisoned · False · Swapped · Dead

When the Gangster is drunk or poisoned when they choose a player, ask whether the other alive neighbour agrees, as normal. Regardless of the answer, the chosen player does not die.

Gnome Traveller
How to Run

When the Gnome joins the game, choose a player of the Gnome's alignment and place the “Amigo” reminder token on that position.

Then announce publicly who that player is. Everyone knows who the Gnome's amigo is — though not their alignment, unless they know the Gnome's.

The Gnome may kill anyone who nominates the amigo, immediately, at the moment of nominating: place a shroud and have them turn their life token. Whether to kill is the Gnome's choice.

The nomination still stands; it is not cancelled, so carry on counting the votes.

The amigo does not change for the rest of the game.

Drunk · Poisoned · False · Swapped · Dead

When the Gnome is drunk or poisoned, they cannot kill.

A Gnome kill is not a Demon kill.

When the Gnome is dead, the ability keeps working — a dead Traveller is still in the game.

If the amigo's alignment changes later, they remain the amigo.

Since everyone knows who the amigo is, games often settle into nobody nominating them at all, which effectively puts them beyond execution.

Gunslinger Traveller
How to Run

The Gunslinger does not wake at night.

After the day's first vote has been tallied, the Gunslinger may choose one player who voted on it. That player dies: place a shroud and have them turn their life token.

Only players who raised their hand may be chosen — those who voted on that nomination.

If the Gunslinger voted, they may choose themself.

They need not choose. It is available once a day, immediately after that first vote.

It is the day's first vote, whether or not it led to an execution.

Drunk · Poisoned · False · Swapped · Dead

When the Gunslinger is drunk or poisoned, nobody dies.

A Gunslinger kill is not a Demon kill.

When the Gunslinger is dead, the ability keeps working — a dead Traveller is still in the game.

A dead player who spent their dead vote may be chosen, but nothing happens since they are already dead.

With a Gunslinger in play, voting on the first nomination is itself risky, and the whole day turns cautious. That is the effect this Traveller brings.

Harlot Traveller
How to Run

Each night except the First Night, wake the Harlot. They point to a living player; put the Harlot to sleep.

Wake that player and show the “This character selected you” token and the Harlot character token. A nod means they agree; a shake means nothing happens.

If they agreed, wake the Harlot again and show that player's character token. Then put both to sleep.

Then the Storyteller decides whether both die. Either both do or neither does. If they die, place a “Dead” reminder token and a shroud on each.

Killing only one does not fit the text: it is both or neither.

As with most Storyteller choices, help the currently losing team. Letting a Harlot who visited the Demon live is a large gift to good; sparing them every time removes the risk and hollows out the ability.

Drunk · Poisoned · False · Swapped · Dead

When the Harlot is drunk or poisoned, the character you show need not be true, and no deaths occur.

If the visited player registers as another character, you may show that character.

If they do not agree, nothing is learned and nobody dies.

When the Harlot is dead, the ability keeps working — a dead Traveller is still in the game. Being already dead, “both die” then costs only the other player.

Judge Traveller
How to Run

The Judge does not wake at night.

After another player nominates, the Judge may force that execution to pass or to fail, whatever the votes are. They must declare it publicly.

Forced to pass, the execution happens even without enough votes. Forced to fail, it does not happen even with enough.

Either way, place the “No Ability” reminder token on the Judge. This ability works once per game.

It cannot be used on the Judge's own nomination — someone else must have nominated.

They may declare before the count or after it; settle which for your table in advance.

Drunk · Poisoned · False · Swapped · Dead

When the Judge is drunk or poisoned, the declaration does nothing and the execution resolves on the votes. The ability is spent anyway.

When the Judge is dead, the ability keeps working — a dead Traveller is still in the game.

A forced execution may still fail to kill: the Judge settles whether the execution happens, not whether the player dies.

Matron Traveller
How to Run

The Matron does not wake at night.

With the Matron in play, nobody may leave their seat to talk privately. All conversation happens in the circle, where everyone can hear.

Each day, the Matron may swap the seats of up to three pairs of players.

Swapping seats changes neighbours, and every ability that reads neighbours changes with it — re-check the Empath, the Tea Lady, the No Dashii and anything else seating-based after a swap.

Cutting off private conversation changes the game a great deal: bluffs cannot be quietly aligned and information cannot be slipped across. It hurts the evil team most.

Drunk · Poisoned · False · Swapped · Dead

When the Matron is drunk or poisoned, they cannot swap seats and the ban on private conversation lifts.

When the Matron is dead, the ability keeps working — a dead Traveller is still in the game.

Dead players' seats may be swapped too.

Swapping seats does not re-trigger set-up effects: a character whose seating was fixed at set-up, like the Lord of Typhon, stays as it was.

Scapegoat Traveller
How to Run

The Scapegoat does not wake at night.

When a player of the Scapegoat's alignment is executed, you may execute the Scapegoat instead. Whether to do so is your choice.

If you do, the original player does not die and the Scapegoat does: place a shroud and have them turn their life token.

The day's execution has happened, and the day ends as normal.

Choose with a purpose. Substituting a good Scapegoat saves a key good player and can pull the game back; substituting an evil one buys the Demon another day.

Drunk · Poisoned · False · Swapped · Dead

When the Scapegoat is drunk or poisoned, you cannot substitute them.

A Scapegoat who is already dead cannot be substituted.

Whether a player who registers as the other alignment triggers it is a judgement call; keeping to actual alignment is simpler.

Travellers cannot normally be executed at all; this ability is the only thing that puts the Scapegoat on the block.

Thief Traveller
How to Run

Each night, wake the Thief. They point to a player other than themself; put them to sleep and place the “Negative Vote” reminder token on that position.

The next day, that player's raised hand subtracts one from the tally, on every nomination.

Singling them out as you count reveals who is marked. Do the arithmetic silently and announce only the total.

A total may go below zero; leave it as it is and compare against the threshold.

Move the token the next night.

Drunk · Poisoned · False · Swapped · Dead

When the Thief is drunk or poisoned, the vote counts as one as normal.

Tell the marked player nothing.

When the Thief is dead, the ability keeps working — a dead Traveller is still in the game.

With a Bureaucrat in play, one player may carry both marks: three votes minus one, counted as two.

Voudon Traveller
How to Run

The Voudon does not wake at night.

With the Voudon in play, only dead players and the Voudon may vote. No other living player may raise their hand.

Dead players vote without needing a vote token, and as often as they like — the single dead vote no longer applies.

No majority is required. Whoever has the most votes goes on the block and is executed when the day ends, even on a single vote.

On a tie, nobody is executed, as normal.

Living players may still nominate but not vote, so the day becomes an argument aimed at the dead.

Drunk · Poisoned · False · Swapped · Dead

When the Voudon is drunk or poisoned, voting returns to normal: the living vote and a majority is required.

When the Voudon is dead, the ability keeps working — a dead Traveller is still in the game.

With nobody dead, the Voudon is the only one who can vote, and effectively decides the execution alone.

Characters with voting conditions, like the Butler, cannot vote at all, so their conditions stop mattering.

Fabled
Angel Fabled
How to Run

During set-up, place the Angel token on the Town Square and explain its ability. Then announce publicly who the Angel is watching over — usually someone playing for the first time.

Place the “Protected” reminder token on that player. You may protect more than one.

If a protected player dies or is badly hurt, decide who is most responsible and place the “Something Bad” reminder token on them.

From then on, something bad may happen to that player. What, is up to you: losing their ability, receiving false information, dying at night. You may also do nothing.

This character is a promise, not a rule: it exists so that a first-time player does not die on day one having done nothing. The point is not the punishment but the warning.

So the announcement at set-up is the part that matters. Once it is made, usually nothing else needs to happen.

Drunk · Poisoned · False · Swapped · Dead

The Angel is a Fabled the Storyteller runs, so it cannot be made drunk or poisoned, and cannot die.

Who is “most responsible” is your judgement. The usual case is the player who pushed to execute the newcomer on day one with nothing behind it.

Before you actually do anything bad, a quiet word with that player is usually better. The point of this character is prevention, not punishment.

Buddhist Fabled
How to Run

During set-up, place the Buddhist token on the Town Square and explain its ability, then announce publicly who counts as a veteran player.

For the first two minutes of each day, those players may not talk. Keep a visible timer, or call time when the two minutes are up.

Everyone else speaks first. Buying new players the time to read the board and say something is the whole of this character.

After two minutes the day is normal and anyone may speak.

Who counts as a veteran is your call. When in doubt, the two or three most experienced people at the table is enough.

Drunk · Poisoned · False · Swapped · Dead

The Buddhist is a Fabled the Storyteller runs, so it cannot be made drunk or poisoned, and cannot die.

Veterans may not talk, but they may listen and watch, and may nominate and vote as normal.

Two minutes is longer than it sounds. The silence is awkward at first, and sitting through that awkwardness is what this character costs.

Deus ex Fiasco Fabled
How to Run

During set-up, announce that you will make at least one mistake when running the game. Place the Deus ex Fiasco token on the Town Square and explain its ability. Show players where they can refer to the ability on the Fabled reference card during the game.

At some point during the game, if you realise you have made a mistake in the rules or ability effects, place the “Whoopsie” reminder token in the Grimoire. During the day, announce that you make a mistake; you may state in general terms what the mistake relates to, or not.

You might make additional mistakes during the game; these may go unannounced or you may announce them also.

If you are confident toward the end of the game that you have made no mistake and will not make any more, choose an opportunity to get a rule or ability effect deliberately “wrong”. Place the reminder token, and announce the “mistake” as usual.

After the game, during the curtain call, describe what mistakes you made and how they affected the game.

Djinn Fabled
How to Run

During set-up, place the Djinn token on the Town Square and tell everyone this script's special rule. The Djinn exists to resolve, with one rule, the problem two particular characters create together.

What the rule is differs by script. Use the one the script's author set; if there is none, decide it yourself.

The rule must be public. The Djinn's value is not the rule itself but that everyone knows it. Kept secret, there is no point using the Djinn at all.

When the situation arises, resolve it exactly as announced. Do not change the rule mid-game.

On a script with several jinxes, one Djinn may publish them all.

Drunk · Poisoned · False · Swapped · Dead

The Djinn is a Fabled the Storyteller runs, so it cannot be made drunk or poisoned, and cannot die.

The Djinn's special rule takes precedence over other abilities. Where rules collide, resolve as the Djinn says.

You may include the Djinn even when the two characters in question are not in play — which itself signals that they might be.

Doomsayer Fabled
How to Run

During set-up, place the Doomsayer token on the Town Square and explain its ability.

While four or more players are alive, each living player may, once per game, publicly declare during the day that a player of their own alignment dies. That player dies immediately.

Place a shroud and have them turn their life token. It is not a nomination or a vote, so it is separate from the day's execution.

They may not choose a player of the other alignment. If someone who does not know their own alignment tries, rule on it: choosing the other alignment does nothing, and their one use is spent.

One use per player for the whole game. Keep track of who has spent theirs.

This is the character for a game that has stalled: when days drag on and nobody can decide, one use clears the board fast.

Drunk · Poisoned · False · Swapped · Dead

The Doomsayer is a Fabled the Storyteller runs, so it cannot be made drunk or poisoned, and cannot die.

This death is not a Demon kill, so protection against the Demon does not apply.

Once three or fewer players are alive, it can no longer be used.

Dead players cannot use it; only the living may declare.

Duchess Fabled
How to Run

During set-up, place the Duchess token on the Town Square and explain its ability.

Each day, three players volunteer to visit the Duchess. Pick three from those who offer and place the “Visitor”, “Visitor” and “False Info” reminder tokens on them, one each. Who gets “False Info” is your choice.

Each night except the First Night, wake the three one at a time. Show each the “This character selected you” token and the Duchess token, then show on your fingers how many of the three visitors are evil.

Two of them get the true number; the one marked “False Info” gets a wrong one.

Remove the tokens once the night is over; the visitors are chosen again each day.

Compared the next day, one of the three numbers will not fit. Finding which one is wrong is the game this character makes — pick your visitors with that in mind.

Drunk · Poisoned · False · Swapped · Dead

The Duchess is a Fabled the Storyteller runs, so it cannot be made drunk or poisoned, and cannot die.

A visitor who is drunk or poisoned still gets their number — this is the Duchess's ability, not theirs.

A visitor who registers as evil may be counted as evil.

Decide in advance whether dead players may visit; limiting it to the living is simpler.

With fewer than three volunteers, run it with however many there are. The number then means something different, so it is better to tell the visitors how many came.

Ferryman Fabled
How to Run

During set-up, place the Ferryman token on the Town Square and explain its ability.

On the final day, every dead player gets their vote token back, including those who already spent it.

The “final day” is the day whose execution could end the game — usually when three players are alive. Announce it as that day begins.

A returned token works like any dead vote: once spent, it is handed in again.

The point is to let the dead take part in the last decision. Players who have been sitting a long time get one more move.

Drunk · Poisoned · False · Swapped · Dead

The Ferryman is a Fabled the Storyteller runs, so it cannot be made drunk or poisoned, and cannot die.

Characters with voting conditions, like the Butler, keep those conditions after death; a returned token does not lift them.

Calling the final day wrongly cannot be undone. When unsure, it is safer to call it a day late.

Fibbin Fabled
How to Run

During set-up, place the Fibbin token on the Town Square and explain its ability.

Once per game, you may give one good player incorrect information, even if they are neither drunk nor poisoned.

Once used, place the “No Ability” reminder token on the Fibbin. It works only once.

The value of this Fabled is for the Storyteller, not the board: when you realise you gave the wrong information by mistake, you can let the Fibbin own it instead of rewinding the game.

So rather than planning to use it, keep it in reserve. Ending the game without using it is fine.

The players start knowing that one piece of information may simply be wrong, and that alone takes some of the edge off.

Drunk · Poisoned · False · Swapped · Dead

The Fibbin is a Fabled the Storyteller runs, so it cannot be made drunk or poisoned, and cannot die.

It works on good players only; you cannot use it to shake an evil player's information.

Do not announce that you used it. The curtain call is the place for that.

Fiddler Fabled
How to Run

During set-up, place the Fiddler token on the Town Square and explain its ability.

Once per game, the Demon secretly chooses a player of the opposing alignment. Take the choice by waking them at night.

The next day, reveal who the two are and have every player choose which of them wins. Go once around the circle as you would for a vote.

Whichever gets more choices wins the game for their team, and the game ends. On a tie, the Storyteller decides.

Dead players take part too. It is not a vote, so no dead votes are spent.

This is a device for ending a game that has dragged. The Demon picks the moment, so it comes out when evil thinks it is ahead.

Drunk · Poisoned · False · Swapped · Dead

The Fiddler is a Fabled the Storyteller runs, so it cannot be made drunk or poisoned, and cannot die.

A drunk or poisoned Demon may still choose: this Fabled is the Storyteller's rule, not the Demon's ability.

The choice must be a player of the opposing alignment — usually a good player.

The result ends the game, so it takes precedence over other win conditions.

Hell's Librarian Fabled
How to Run

During set-up, place the Hell's Librarian token on the Town Square and explain its ability. Make it clear that there is no talking at night.

If somebody talks after you have asked for silence, place the “Something Bad” reminder token on them.

From then on, something bad may happen to that player. What, is up to you: losing their ability, receiving false information, dying at night. You may also do nothing.

A voice at night tells everyone else where its owner is sitting. This is not a matter of manners but of breaking the game, and this Fabled says so up front.

A quiet warning on the first offence is usually better. Prevention, not punishment.

Drunk · Poisoned · False · Swapped · Dead

The Hell's Librarian is a Fabled the Storyteller runs, so it cannot be made drunk or poisoned, and cannot die.

The “something bad” should stay inside the game. Do not use it to punish anyone outside it.

An evil player may talk deliberately to muddy the board. Aim the consequence at that player alone.

Revolutionary Fabled
How to Run

During set-up, place the Revolutionary token on the Town Square and explain its ability.

Choose two neighbouring players and place an “Aligned” reminder token on each. They must be of the same alignment.

Then announce publicly who those two are. Everyone starts knowing that the pair share an alignment, though not which one.

Once during the game, one of the two may register as the opposite alignment. If you use it, place the “Register Falsely?” reminder token.

So the “these two match” information may be wrong exactly once — and that possibility is what keeps it from deciding the game outright.

Whether to use it is your choice; you may leave it unused.

Drunk · Poisoned · False · Swapped · Dead

The Revolutionary is a Fabled the Storyteller runs, so it cannot be made drunk or poisoned, and cannot die.

If the pair's alignments change later, what you announced may no longer hold. That is not a problem — you announced the truth as of set-up.

If one of them dies, leave the marks in place.

The two must be seat neighbours, taken from the seating at set-up without skipping the dead.

Sentinel Fabled
How to Run

During set-up, place the Sentinel token on the Town Square and explain its ability.

At set-up you may add one Outsider, remove one, or change nothing. If you add one, remove a Townsfolk; if you remove one, add a Townsfolk.

Do not say which you did. Only the Sentinel's presence is public.

The value of this Fabled is that it makes the Outsider count unreliable: the whole line of reasoning that deduces a Baron from the number of Outsiders falls apart.

Changing nothing is a valid choice — and the players will still suspect that you did.

Drunk · Poisoned · False · Swapped · Dead

The Sentinel is a Fabled the Storyteller runs, so it cannot be made drunk or poisoned, and cannot die.

It stacks with characters that change the Outsider count, such as the Baron or the Godfather: apply those first, then the Sentinel's ±1.

It does nothing during the game — one decision at set-up and that is all.

Spirit of Ivory Fabled
How to Run

During set-up, place the Spirit of Ivory token on the Town Square and explain its ability.

During the game, at most one extra evil player may appear beyond the starting number. When that one appears, place the “No More Evil” reminder token.

From then on, no ability adds another evil player. If an effect would turn someone evil, only that part fails — a character change that comes with it still happens.

Evil players dying does not free up room again: one extra for the whole game.

Use it on scripts with several ways to pull good players over — the Mezepheles, the Goon, the Ogre. Those scripts can snowball into an early finish, and this Fabled stops it there.

Drunk · Poisoned · False · Swapped · Dead

The Spirit of Ivory is a Fabled the Storyteller runs, so it cannot be made drunk or poisoned, and cannot die.

The baseline is the number of evil players at set-up; note it as the game begins.

Decide in advance how to count a player who turns good and then evil again. Counting how many are evil right now is the simpler ruling.

Toymaker Fabled
How to Run

During set-up, place the Toymaker token on the Town Square and explain its ability.

On the First Night, run the Minion Info and Demon Info steps regardless, even with fewer than seven players. It stops the evil team beginning a small game without knowing each other.

During the game the Demon may choose not to attack, and must do so at least once per game.

If the Demon has not yet skipped a night and this attack would end the game, place the “Final Night: No Attack” reminder token and do not wake the Demon that night. That becomes their forced skip.

If the Demon skips a night early of their own accord, the restriction is gone and they may attack on the final night as normal.

This Fabled is for small games: good gets one more day, and evil starts out knowing each other.

Drunk · Poisoned · False · Swapped · Dead

The Toymaker is a Fabled the Storyteller runs, so it cannot be made drunk or poisoned, and cannot die.

Decide in advance whether a night where the Demon was drunk or poisoned counts as a skip. Counting only their own choice is closer to the text.

On scripts with several Demons, settle whether each counts separately or one skip covers the team.

Loric
Bigwig Loric
How to Run

During set-up, place the Bigwig token on the Town Square and explain its ability.

When a player is nominated, that nominee chooses another player. Until voting begins, only that chosen player may speak — not the nominee, and not the nominator.

That player is mad that the nominee is good: they must keep trying to convince the group of it.

If you judge that they have stopped trying, you may kill them. Whether to is your choice.

When the defence is over, count the votes and resolve the execution as normal.

The point is that the nominee cannot speak for themself. Whom they hand their defence to becomes the day's biggest decision.

Drunk · Poisoned · False · Swapped · Dead

The Bigwig is a Loric the Storyteller runs, so it cannot be made drunk or poisoned, and cannot die.

A chosen player who is drunk or poisoned is still made mad.

It does not matter whether the nominee is actually evil; the chosen player must argue that they are good.

Decide in advance whether a dead player may be chosen; limiting it to the living is simpler.

A death from breaking madness is separate from the day's execution.

Bootlegger Loric
How to Run

During set-up, place the Bootlegger token on the Town Square and say that this script contains unofficial characters or rules.

You need not say which. The fact that there are some is enough, and it already stops the players from reasoning as though only official rules applied.

Explain a homebrew rule when it comes up. Explaining everything in advance is the same as showing the whole script.

If your script includes characters you wrote, including the Bootlegger is the courteous thing to do. The game is only fair if players can suspect there is a character they do not know.

Drunk · Poisoned · False · Swapped · Dead

The Bootlegger is a Loric the Storyteller runs, so it cannot be made drunk or poisoned, and cannot die.

It does nothing during the game; the one sentence at set-up is all of it.

Include it on a script of official characters that changes a rule, too. Characters or rules — anything unofficial counts.

Gardener Loric
How to Run

During set-up, place the Gardener token on the Town Square and explain its ability.

Instead of drawing from the bag, the Storyteller assigns characters to one or more players. Assign everyone, or assign a few and let the rest draw as normal.

Wake each assigned player, show the “You are” card and their character token, and add a thumb-down “evil” if the character is evil.

Decide what kind of game you want before you place anybody. The most common use is a simple character for a first-timer and a hard one for a veteran.

Do not say whom you assigned; only the Gardener's presence is public.

Being able to build the board means being able to ruin it. Stack the evil team too high, or favour one player, and the resentment comes back to you. Look at balance first.

Drunk · Poisoned · False · Swapped · Dead

The Gardener is a Loric the Storyteller runs, so it cannot be made drunk or poisoned, and cannot die.

If you assign a character with set-up effects, apply them as normal — assigning the Baron still adds two Outsiders.

It does nothing during the game; it is finished at set-up.

God of Ug Loric
How to Run

During set-up, place the God of Ug token on the Town Square and explain its ability. Then bring an actual hat and put it on somebody. Place the “Hat” reminder token on that player.

Whoever wears the hat may speak only one sound at a time, but their vote counts twice.

One sound at a time means there must be a break between them; running words together is a failure. Set the standard yourself, and do not change it mid-game.

When they fail, have them pass the hat to someone else — the failing player chooses who. Move the reminder token with it.

This Loric began as a joke. Judge it too strictly and the fun goes; too loosely and all that is left is a double vote. Aim for the hat changing hands a couple of times.

Drunk · Poisoned · False · Swapped · Dead

The God of Ug is a Loric the Storyteller runs, so it cannot be made drunk or poisoned, and cannot die.

If the hat-wearer dies, the hat stays with them, and their dead vote counts twice.

Settle voting conditions like the Butler's first, then count two.

Wearing the hat makes a real defence impossible, which makes it a terrible seat to be nominated in — and players start passing it with that in mind.

Hindu Loric
How to Run

During set-up, place the Hindu token on the Town Square and explain its ability.

The first four players to die are immediately reincarnated as Travellers. Swap their character token for a Traveller token on the spot and remove the shroud; they are alive again.

Which Traveller is your choice. Their alignment is unchanged — good players come back as good Travellers, evil ones as evil Travellers.

Wake them (or take them aside if it is daytime) and show the “You are” card and the Traveller character token. Travellers have public alignments, so announce who is what.

Travellers are removed by exile, not execution, so those four cannot be executed to death.

From the fifth death onward, players simply die as normal.

The board never shrinks, so expect a very long game. Only include it when you have the time.

Drunk · Poisoned · False · Swapped · Dead

The Hindu is a Loric the Storyteller runs, so it cannot be made drunk or poisoned, and cannot die.

A reincarnated player loses their original character and ability, keeping only the Traveller's.

If the Demon reincarnates, the Demon is gone from the game. Think through how that ends before it happens; excluding the Demon from reincarnation is the safer call.

A reincarnated Traveller who dies again dies as normal. Reincarnation is once per player.

Knaves Loric
How to Run

⚠ This needs two Storytellers. One tells only the truth, the other only lies. Which is which is known to the two of them alone.

During set-up, place the Knaves token on the Town Square and announce that there are two Storytellers and one of them lies.

Decide which of you delivers each piece of night information in advance and stick to it. Everything the lying Storyteller gives is false; everything the truthful one gives is true.

Once per game, at dusk, the two may switch roles. Whether to switch is for the two of you to agree. Do not tell the players.

Drunkenness and poison apply separately as normal: information from the truthful Storyteller may still be false because that player is drunk. Keep the two layers straight before you start.

The two of you must stay in step on the night order and the board. Done unprepared it will come apart, so divide the work clearly before the game.

Drunk · Poisoned · False · Swapped · Dead

The Knaves is a Loric the Storyteller runs, so it cannot be made drunk or poisoned, and cannot die.

Everything the lying Storyteller says is false, without exception. Choose values that cannot come out true by accident.

Adjudicating drunkenness and poison and keeping the reminder tokens is best handled by one of you, which keeps you in step.

After a switch, information already given keeps its truth value; only what comes after changes.

Pope Loric
How to Run

During set-up, place the Pope token on the Town Square and explain its ability.

Put two or more copies of the same good character into the game. Both players have that character and both use the ability. How many duplicates is your choice.

A duplicated character may also be one of the Demon's bluffs, so the reasoning “someone already claimed that, therefore this one is lying” no longer holds.

Both players use their abilities as normal: wake both at night and give each their own information.

Two players claiming the same character meeting during the day is the picture this Loric paints. Breaking the assumption that one of them must be lying is the whole point.

Choose what to duplicate carefully: duplicating an information character doubles the information and swings things hard towards good.

Drunk · Poisoned · False · Swapped · Dead

The Pope is a Loric the Storyteller runs, so it cannot be made drunk or poisoned, and cannot die.

Making only one of the pair drunk or poisoned produces conflicting information from two genuine claimants — the strongest play this Loric offers.

If you duplicate a character with set-up effects, decide in advance whether they apply twice.

It does nothing during the game; it is finished at set-up.

Storm Catcher Loric
How to Run

During set-up, choose a good character on the script. Declare that “The Storm Catcher favours the character”, where character is the character name. Place the Storm Catcher token on the Town Square and explain its ability. Show players where they can refer to the ability on the Fabled reference card during the game.

If this character is in play, place the Storm Catcher “Stormcaught” reminder token on that player position.

On the First Night, during the Minion Info and Demon Info steps, if that character is in play, show the “These characters are in play” card, then the chosen character, then point to that player. Otherwise, show the “These characters are not in play” card, then the chosen character.

When the player with the chosen character would die by some effect other than execution, the player does not die.

Tor Loric
How to Run

During set-up, place the Tor token on the Town Square and explain its ability.

Tell nobody their character or alignment. Do not use the bag; place everyone in the Grimoire yourself. Players begin not knowing what they are.

Wake them at night and run their abilities as usual, but do not show them their character token. Give information abilities their information, and let choosing abilities choose without knowing what they are choosing for.

The evil team does not know each other either: skip the Minion Info and Demon Info steps.

When a player dies, they learn their character and alignment then. If they died at night, wake them that night and show the “You are” card, their character token and the alignment signal; if during the day, take them aside.

The living know nothing and only the dead know anything. What the dead say becomes the information, and the weight of the day shifts to them.

Drunk · Poisoned · False · Swapped · Dead

The Tor is a Loric the Storyteller runs, so it cannot be made drunk or poisoned, and cannot die.

False information is far easier to give, since nobody knows what they should have received. That hands you a great deal of the game, so watch the balance yourself.

Madness and bluffing largely stop existing — nobody knows what they are, so every claim is a guess.

The Demon does not know they are the Demon. Let them choose someone at night without telling them what they are doing.

Ventriloquist Loric
How to Run

During set-up, place the Ventriloquist token on the Town Square and explain its ability.

When a player is nominated, they may spend their defence mad that they are a character different from the one they have claimed so far. If they do, place the “Mad” reminder token on them.

“A fresh character” means one different from what they have been claiming that game. A player who has claimed nothing yet may take any character.

They must spend the defence trying to convince the group of it. If you judge that they did, they might not die even if executed today. Whether they die is your choice.

If they do not die, the day's execution still happened and the day ends as normal.

Remove the token once the night is over. Nominated again, they must claim yet another character; the same one cannot be reused.

Drunk · Poisoned · False · Swapped · Dead

The Ventriloquist is a Loric the Storyteller runs, so it cannot be made drunk or poisoned, and cannot die.

A player may decline to go mad, defend normally, and die normally.

It favours the evil team, since swapping bluffs is a gain for them. A good player must abandon their real claim to use it, which is a much higher cost.

Whether to save them is your choice each time. Saving every time makes executions meaningless, so help the currently losing team.

Zenomancer Loric
How to Run

During set-up, place the Zenomancer token on the Town Square and explain its ability.

Give one or more players a goal each, placing a “Goal” reminder token on them. The goal is theirs alone, so tell them at night or take them aside during the day.

Goals must be decidable: “nobody is nominated today”, “make sure Dana is executed”, “do not claim your character all day”. Vague goals only produce arguments.

When a goal is achieved, give that player one true piece of information. What it is, is your choice. Remove the “Goal” token afterwards.

Goals need not follow alignment. Giving an evil player a goal that helps the good team is itself a knot to play with.

Goals are separate from winning. Failing one carries no penalty.

Drunk · Poisoned · False · Swapped · Dead

The Zenomancer is a Loric the Storyteller runs, so it cannot be made drunk or poisoned, and cannot die.

A player who is drunk or poisoned still gets true information — this is the Zenomancer's ability, not theirs.

With several goals out, you may set them against each other. A pair where only one can be achieved makes good material.

Dead players may have goals too; set ones a dead player can actually pursue.

Nothing matches that search.