Summoner
Summoner
Minion
Hail the guardians of the north; by my intellect, thou art cut. Hail the guardians of the east; by my will, thou art dominated. Hail the guardians of the south; by that which lies beyond, the mystery is revealed. Hail the guardians of the west; a shield in the darkness.
First Night 23
Other Nights 34
First Night Reminder Show the *THESE CHARACTERS ARE NOT IN PLAY* token. Show 3 not-in-play good character tokens.
Other Night Reminder Change the Summoner reminder token to the relevant night. :reminder: If it is night 3, the Summoner chooses a player & a Demon character. Put the Summoner to sleep. Wake the target. Show the *YOU ARE* and Demon tokens & give a thumbs-down.
Ability
You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
Details
"You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]" The Summoner creates a Demon. The Summoner may choose any player to become the Demon, even themselves. The new Demon does not learn which players are Minions, or vice versa. The evil players will need to talk amongst themselves to figure this out. Even though there is no Demon in play for two days, the game does not end. However, if the Summoner becomes unable to create a Demon (due to dying, becoming drunk on night 3 etc.) good wins. The newly created Demon acts on the same night that it is created.
How to Run
  1. During the setup phase, remove the Demon and add a Townsfolk.
  2. When preparing the first night, put the Summoner’s NIGHT 1 reminder by the Summoner. When preparing the second night, put the Summoner’s NIGHT 2 reminder by the Summoner. When preparing the third night, put the Summoner’s NIGHT 3 reminder by the Summoner.
  3. During the first night, show the Summoner 3 not-in-play characters as bluffs.
  4. During the night, if the Summoner has a NIGHT 3 reminder, wake the Summoner. They point at a player, and to a Demon icon on the character sheet. Put the Summoner to sleep. Wake the chosen player. Show the YOU ARE info token, then the Demon token. Show the YOU ARE info token, then give a thumbs down. Replace their character token with the Demon token and put the new Demon to sleep.
Jinxes
  • Clockmaker : The Summoner registers as the Demon to the Clockmaker.
  • Courtier : If the living Summoner has no ability, the Storyteller has the Summoner ability.
  • Engineer : If the living Summoner is removed from play, the Storyteller has the Summoner ability.
  • Hatter : If the Summoner creates a second living Demon, deaths tonight are arbitrary.
  • Kazali : If the Summoner creates a second living Demon, deaths tonight are arbitrary.
  • Lord of Typhon : If a Lord of Typhon is summoned, they must neighbor a Minion & their other neighbor becomes an evil Minion.
  • Pit-Hag : If the Summoner creates a second living Demon, deaths tonight are arbitrary.
  • Poppy Grower : If the Poppy Grower is alive on the 3rd night, the Summoner chooses which Demon but not which player.
  • Preacher : If the living Summoner has no ability, the Storyteller has the Summoner ability.
  • Pukka : The Summoner may summon a Pukka on the 2nd night instead of the 3rd.
  • Zombuul : If the Summoner summons a dead player into the Zombuul, the Zombuul has already "died once".
  • Alchemist : The Alchemist-Summoner does not get bluffs, and chooses which Demon but not which player. If they die before this happens, evil wins. [No Demon]
  • Marionette : If there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.
  • Legion : If Legion is summoned, all evil players become Legion.
Reminders
  • Night 1
  • Night 2
  • Night 3