1. Pyrrhic Victory

    Almanac · Maxford · 29 characters
  2. Townsfolk

    Philosopher

    Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.


    If anything is real, beer is real. Drink, for tomorrow we may die.

    "Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk." The Philosopher has no ability until they decide which character they want to emulate. They can do this once per game. When they do so, they gain that character’s ability. They do not become that character. They may want to wait a while to choose. If the Philosopher chooses a character that is already in play, the player of that character becomes drunk. If the Philosopher then dies or becomes drunk or poisoned, the player they are making drunk becomes sober again. If the Philosopher chose a character that was not in play at the time but is in play now, that character is drunk. If the Philosopher gains an ability that works at night, they wake when that character would wake. If this ability is used on the first night only, they use it tonight. If the Philosopher regains their ability via the Bone Collector, or uses their ability twice via the Barista, the Philosopher may choose a new ability, or the same ability as before. If the Philosopher’s ability works while dead, such as the Klutz’s, it works if the Philosopher is dead.

    How to Run

    1. Each night, wake the Philosopher. They either shake their head no or point at any Townsfolk icon or any Outsider icon on their character sheet. Put the Philosopher to sleep.
    2. If they pointed to an icon of a character not in play, swap the Philosopher token with the chosen character token and mark them with the IS THE PHILOSOPHER reminder.
    3. If they pointed to an icon of a character in play, the player of the chosen character becomes drunk - mark them with the DRUNK reminder. (You can now use the duplicated character’s reminders for the Philosopher). If the Philosopher dies, the player made drunk by the Philosopher becomes sober - remove the DRUNK reminder.
  3. Townsfolk

    Alchemist

    You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.


    Visit the interior of the Earth. By rectification thou shalt find the hidden stone. Above the gold, lieth the red. Kether in Malkuth.

    "You have a Minion ability. When using this, the Storyteller may prompt you to choose differently." The Alchemist has a Minion ability. The Alchemist’s ability is usually that of a not-in-play Minion, but can duplicate an in-play Minion ability. The Alchemist learns which ability this is on the first night. They are still a good Townsfolk. They win when good wins, and lose when good loses. They register as good and as the Alchemist. The Alchemist does not wake to learn who the other Minions are or who the Demon is, like Minions do. If the Alchemist’s Minion ability adds or removes characters during setup, this still occurs during setup. If the Alchemist has an ability where the player chooses something, like the Poisoner or the Vizier, the Storyteller may ask the Alchemist to choose differently. The Alchemist must do so.

    How to Run

    1. During the first night, wake the Alchemist. Show the YOU ARE info token then the character token of a Minion. Put the Alchemist to sleep. If the Alchemist has a not-in-play Minion ability, mark the Alchemist with the IS THE ALCHEMIST reminder and swap the Alchemist token with this Minion token and turn it upside down. (This shows they are still good.)
    2. The Alchemist has this Minion ability. They use it as if they were a Minion, and wake at night when that Minion would normally wake to use their ability.
    3. If the Alchemist makes a choice using their ability, you may ask them to choose differently. If this is during the day, ask verbally. If this is during the night, shake your head, point at the Alchemist ability text on the character sheet, and wait for the Alchemist to choose again.
  4. Townsfolk

    Alsaahir

    Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.


    I am here because of you, and you are here because of me.

    "Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins." The Alsaahir guesses the entire evil team. The Alsaahir’s guesses need to be public, and they need to be during the day. They don’t have to guess every day. Other players may pretend to be the Alsaahir and make a guess. Like the Juggler or the Gossip, the Storyteller will briefly pretend that player is the Alsaahir. If the Alsaahir guesses the Demon player as the Demon, and the Minion players as Minions, the game ends immediately. The Alsaahir must guess all Demon and Minion players. The Alsaahir doesn’t need to guess specific minion characters, nor specific Demon characters. If there is more than one Demon in play, all Demons must be guessed, including dead Demons. If a player is a Minion and Demon, such as Legion, the Alsaahir must guess this player as a Demon. Once a guess is made, the Alsaahir cannot change their mind later that day and guess again. The Alsaahir needs to guess Minions and Demons, even if they are good, but need not guess which Travellers are evil. If the evil team has changed during the game, the Alsaahir must guess the current evil team, not the starting evil team.

    How to Run

    1. Each day, once only, if the Alsaahir declares that they wish to use their ability, prompt them to guess which player is the Demon, and which player(s) are Minions. If incorrect, nothing happens and the game continues. If correct, declare that good wins.

    Examples & Notes

    • Optional rule: like the Juggler and the Gossip, the Storyteller may limit the number of players that make an Alsaahir guess to three players per day. Only use this optional rule if so many players are bluffing as the Alsaahir that the game slows down and ceases to be fun.
  5. Townsfolk

    General

    Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.


    I don’t have time for quotes.

    "Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither." The General knows who is winning. If the good team is winning, the Storyteller gives a thumbs up. If the evil team is winning, the Storyteller gives a thumbs down. If neither team is winning, or the Storyteller isn’t sure, the Storyteller gives a thumbs to the side. The Storyteller is the judge on which team is winning. Many factors may be included, such as how many players of each team are still alive, how much information the good team has, how successful the evil team’s bluffs seem to be, which players the group wants to execute next, or how experienced the Demon player is. All of these, and more, will inform the Storyteller’s judgment. The Storyteller decides who is winning at the point that the General wakes. Previous events in the night may affect their decision.

    How to Run

    1. Each night, wake the General. If you believe that the good team is winning, give a thumbs up. If you believe that the evil team is winning, give a thumbs down. If you don’t know which team is winning, give a thumbs to the side. Put the General to sleep.
  6. Townsfolk

    Highpriestess1 75 2-75

    매일 밤, 이야기꾼이 당신이 가장 대화를 나눠야 한다고 생각하는 참가자가 누구인지 알게 됩니다.


    Not written yet.

  7. Townsfolk

    Balloonist

    Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]


    More heat! Higher! Higher! Più alto! Ahhh... it is so beautiful from up here, don't you agree? Can you see the children fishing by the river, under the willow? Can you see the glint of the sun on the circus tent-poles? What's this? An old man, alone, passed out in the vineyard? Less heat! Lower! Lower! Vai più in basso!

    "Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]" The Balloonist learns players of different character types. Each time the Balloonist learns a player, the player must have a different character type to the previously shown player. The Balloonist does not learn the character type of the player they learn. The shown player can be alive or dead. The shown player can be good or evil. If the Balloonist is drunk or poisoned, they may learn a character of the same type as the previously shown player. When the Balloonist becomes sober and healthy, they must learn a player of a different character type to the previously shown player. During setup, the Storyteller may choose to add an Outsider due to the Balloonist’s ability.

    How to Run

    1. During setup, you may add an Outsider.
    2. When preparing the first night, mark any player with the KNOW reminder. When preparing each night afterwards, mark a character of a different type than the current with the KNOW reminder.
    3. Each night, wake the Balloonist. Point to the player marked KNOW. Put the Balloonist to sleep.
  8. Townsfolk

    Snake Charmer

    Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.


    Effendi... I am but a humble man, but my pipe is golden and a single tune will tame the wildest djinn, Inshallah. They say that greed hangs more men than rope. But not I, Effendi... not I.

    "Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned." The Snake Charmer learns player after player that is not the Demon... but becomes the Demon if they get either too greedy or too bold. Each night, they choose a player. If that player is not the Demon, nothing happens. If they are the Demon, the Snake Charmer becomes that Demon and turns evil, and the Demon becomes good and poisoned permanently. If the Philosopher has the Snake Charmer ability and becomes the Demon, the Demon becomes a poisoned Philosopher.

    How to Run

    1. Each night, wake the Snake Charmer. They point at any player.
    2. If that player is not the Demon, nothing happens. Put the Snake Charmer to sleep.
    3. If that player is the Demon, the old Snake Charmer changes into the new (evil) Demon, and the old Demon changes into the new (good) Snake Charmer—swap the Snake Charmer token and the Demon’s token. The new Snake Charmer is poisoned - mark them with the POISONED reminder. Wake the new Demon and show them the YOU ARE info token, a thumbs-down, the YOU ARE token, then the Demon’s token. (This shows they are now evil and the Demon.) Put the new Demon to sleep. Wake the new Snake Charmer and show them the YOU ARE info token, a thumbs-up, the YOU ARE info token, then the Snake Charmer token. (This shows they are now good and the Snake Charmer.) Put the new Snake Charmer to sleep.

    Examples & Notes

    • In the strange situation that the Snake Charmer is evil, or the Demon good, swap their alignments as appropriate.
  9. Townsfolk

    Artist

    Once per game, during the day, privately ask the Storyteller any yes/no question.


    Mon Dieu! C'est lumineux! My work, she is... how you say... Magnifique! Dieu est révélé! Oui.

    "Once per game, during the day, privately ask the Storyteller any yes/no question." The Artist may ask any 1 question, and get an honest answer. The question may deal with anything at all, phrased in any way they want. The Storyteller honestly answers “yes,” “no,” or “I don’t know.” It is up to the Artist to talk with the Storyteller, not the other way around. This isn’t a public conversation, and the group can’t listen in. It’s private.

    How to Run

    1. During any day, the Artist can request a private chat with you. Take them away from the circle so you cannot be overheard. They will ask you a question. Whisper “Yes,” “No,” or “I don’t know,” to them, or if you cannot answer in one of these ways, prompt the Artist to ask again in a different way. The Artist loses their ability - mark them with the NO ABILITY reminder.

    Examples & Notes

    • Like the Savant, evil players bluffing as the Artist may request a private chat with you and pretend to ask a question. To help them bluff, you can pretend to give an answer by nodding or shaking your head.
  10. Townsfolk

    Courtier

    Once per game, at night, choose a character: they are drunk for 3 nights & 3 days.


    I am more afraid of an army of one hundred sheep led by a lion than an army of one hundred lions led by a sheep.

    "Once per game, at night, choose a character: they are drunk for 3 nights & 3 days." The Courtier gets a character drunk, without knowing which player it is. Once per game, the Courtier chooses a character to be drunk for three nights and three days, starting immediately. The Courtier does not learn if they were successful or not, so they might choose a character that is not in play. The Courtier chooses a character, not a player. The Courtier player may need to be reminded of this. Evil players bluffing as the Courtier may also need to be reminded. If the drunk or poisoned Courtier chooses a character, that character is not drunk, even if the Courtier later becomes sober and healthy. If the Courtier made a character drunk, but the Courtier becomes drunk or poisoned, the player they made drunk becomes sober again. If the Courtier becomes sober and healthy again before the three nights and three days have ended, that player becomes drunk yet again.

    How to Run

    1. Each night, wake the Courtier. They either shake their head no or point at any character icon on their character sheet. Put the Courtier to sleep.
    2. If the Courtier chose a character icon and that character is in play, the player of the chosen character becomes drunk for three nights and three days. Tonight, mark them with the Courtier’s DRUNK 1 reminder. The next night, replace the DRUNK 1 reminder with the DRUNK 2 reminder. The next night, replace the DRUNK 2 reminder with the DRUNK 3 reminder. At dusk on the next night, remove the DRUNK 3 reminder, and the Courtier loses their ability—mark them with the NO ABILITY reminder and remove their night token from the night sheet.
    3. After the Courtier chooses a character to make drunk, do not wake the Courtier for the rest of the game.

    Examples & Notes

    • In other editions, there can be multiple copies of the same character in play. The Courtier only makes one of them drunk.
  11. Townsfolk

    Huntsman1-75

    게임당 한 번, 밤에 살아있는 플레이어를 1명 선택합니다. 아가씨를 선택하면 아가씨는 참가하지 않은 주민 캐릭터가 됩니다. [+ 아가씨]


    Not written yet.

  12. Townsfolk

    Slayer

    Once per game, during the day, publicly choose a player: if they are the Demon, they die.


    Die.

    "Once per game, during the day, publicly choose a player: if they are the Demon, they die." The Slayer can kill the Demon by guessing who they are. The Slayer can choose to use their ability at any time during the day, and must declare to everyone when they're using it. If the Slayer chooses the Demon, the Demon dies immediately. Otherwise, nothing happens. The players do not learn the identity of the dead player. After all, it may have been the Recluse! A Slayer that uses their ability while poisoned or drunk may not use it again. The Slayer will want to choose an alive player. Even if the Slayer chooses a dead Imp, nothing happens, because a dead player can't die again. Players may say whatever they want at any time, so a player who's pretending to be the Slayer may pretend to use the Slayer ability.

    How to Run

    1. During the day, the Slayer can declare that they wish to use their ability. If so, the Slayer points at any player. If the chosen player is an alive Demon, declare that the chosen player dies—put a shroud on their character token in the Grimoire. If the chosen player is not an alive Demon, say "Nothing happens." Either way, the Slayer loses their ability—put the Slayer's NO ABILITY reminder token by the Slayer token.
    2. If a player is bluffing as the Slayer and declares they wish to use their ability, act as if they were indeed the Slayer—allow time for discussion, let them make the decision, and act like you're fiddling with tokens in your Grimoire, then say "Nothing happens."
    3. When the Slayer declares that they wish to use their ability, give the group a minute or two to discuss who the Slayer should choose. This allows the group to feel responsible for the win (or the loss!), but the Slayer always makes the final choice.
  13. Townsfolk

    Cult Leader

    Each night, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins.


    Thinking themselves wise, they became fools.

    "Each night, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins." The Cult Leader wins if everyone joins their cult. At the end of each night, the Cult Leader becomes the alignment of a living neighbor. Once per day, the Cult Leader may publicly choose to form a cult. If all good players vote to join the cult, the game ends immediately and the Cult Leader’s team wins. The Cult Leader may form a cult at any point in the day. Voting to join a cult does not require a vote token. Players may say whatever they want at any time, so a player bluffing as the Cult Leader may pretend to form a cult.

    How to Run

    1. Each night, turn the Cult Leader character token right side up (if both alive neighbors are good) or upside down (if both alive neighbors are evil) or either (if one alive neighbor is good and the other alive neighbor is evil). If the Cult Leader's alignment changes, wake the Cult Leader and give a thumbs up or a thumbs down, then put the Cult Leader to sleep. If the Cult Leader’s alignment doesn’t change, do not wake them.
    2. During the day, the Cult Leader may declare that they wish to use their ability. If so, enter the circle and run a vote in the same way that you would for an Exile. If all good players raise their hand, declare which team has won. If not all good players raise their hand, nothing happens.
  14. Townsfolk

    Mayor

    If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.


    We must put our differences aside, and cease this senseless killing. We are all taxpayers after all. Well, most of us.

    "If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead." The Mayor can win by peaceful means on the final day. To survive, the Mayor sometimes "accidentally" gets someone else killed. If the Mayor is attacked and would die, the Storyteller may choose that a different player dies. Nobody learns how they died at night, just that they died. If there are just three players alive at the end of the day, and no execution occurred that day, then the game ends and good wins. Travellers count as players for the Mayor's victory, so must be exiled first. Remember that exiles are not executions. Fabled don't count as players for the Mayor's victory, as the Storyteller isn't a player. If the Demon attacks the Mayor, and the Storyteller instead chooses a dead player, the Soldier, or a player protected by the Monk, that player does not die tonight.

    How to Run

    1. During the night, if the Mayor would die, you choose if the Mayor actually dies, or if the Mayor remains alive and another character dies instead—put the Demon's DEAD reminder token by that character token instead of the Mayor, and put a shroud on that character token instead of the Mayor.
    2. At dawn, declare that the player marked DEAD died at night. (Do not say how they died.)
    3. At dusk, if exactly three players are alive and no player was executed today, declare that the game ends and good wins.

    Examples & Notes

    • We recommend you keep the Mayor alive until the final day, since it is most fun for the players that way. On rare occasions, if the group is overwhelmingly convinced early in the game that the Mayor is the Mayor, let the Mayor die so that evil has a chance to win.
    • In TROUBLE BREWING, the Mayor’s phrase “your team wins” will always mean “good wins” because the Mayor is always good. In other editions, an evil Mayor means “evil wins” instead.
  15. Outsider

    Heretic

    Whoever wins, loses & whoever loses, wins, even if you are dead.


    After the hail has smashed the roof and splintered the glass of the Cathedral windows, it melts again into the earth, like a dying lamb in the desert sun. Such is the parable of the madman.

    "Whoever wins, loses & whoever loses, wins, even if you are dead." The Heretic turns a win into a loss, and a loss into a win. If the game ends due to the good team winning, then all good players lose, and all evil players win. If the game ends due to the evil team winning, then all evil players lose, and all good players win. The Heretic’s ability applies to all victory conditions, including the game ending due to just two players being alive, the Demon dying, or an ability ending the game. The Heretic’s ability functions even when the Heretic is dead, but not when the Heretic is drunk or poisoned.

    How to Run

    1. If the game ends and the evil team would have won, declare that the good team wins and the evil team loses.
    2. If the game ends and the good team would have won, declare that the evil team wins and the good team loses.
  16. Outsider

    Klutz

    When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.


    Oops.

    "When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses." The Klutz might accidentally lose the game for their team, unless they are clever. When the Klutz dies, they must declare a player. They may take a few minutes to do so—after all, it’s a big decision, and other players may give advice on who to choose, but it is always the Klutz’s decision. If they choose an evil player, the game ends immediately and the good team loses. If they choose a good player, nothing happens and the game continues. It is not the Storyteller’s responsibility to prompt the Klutz to declare they are the Klutz and choose a player. The Klutz must do this shortly after they learn that they are dead. Deliberately not doing so is considered cheating.

    How to Run

    1. When the Klutz player is declared dead, they must declare that they are the Klutz and then point at any player. (Give them time.) If they choose an evil player, the game ends and the evil team wins. If they choose a good player, the game continues.
    2. In the strange situation where the Klutz is evil and chooses an evil player, then the game ends and the good team wins instead.

    Examples & Notes

    • If the Klutz player doesn’t realize that they must choose a player when they die, privately remind them. New players may not understand how their character works.
  17. Outsider

    Politician

    If you were the player most responsible for your team losing, you change alignment & win, even if dead.


    I'm glad you asked that question. Truly, I am. But I think the REAL question here is...

    "If you were the player most responsible for your team losing, you change alignment & win, even if dead." The Politician changes teams if they are losing. When the game ends, if the Politician was responsible for good losing, then the Politician turns evil and wins too. The player needs to be very influential when determining who wins. Simply spreading false information or voting for good players is usually not enough – they need to be the player that was more responsible for the good team losing than any other good player, and preferably more responsible than any one evil player too. The Storyteller is the judge of whether the Politician’s actions qualify. The Politician may still win with the good team, as normal. A drunk or poisoned Politician can not change teams.

    How to Run

    1. When the game ends, if good lost and you feel that this was significantly due to the words and actions of the Politician player, declare that the Politician turns evil and wins too.
    2. In the rare instance that the Politician is evil, and plays a big part in losing the game for evil, declare that the Politician turns good and wins with the good team.
  18. Outsider

    Saint

    If you die by execution, your team loses.


    Wisdom begets peace. Patience begets wisdom. Fear not, for the time shall come when fear too shall pass. Let us pray, and may the unity of our vision make saints of us all.

    "If you die by execution, your team loses." The Saint ends the game if they are executed. If the Saint dies by execution, the game ends. Good loses and evil wins. If the Saint dies in any way other than execution—such as the Demon killing them—then the game continues.

    How to Run

    1. If the Saint dies by execution, declare that the game ends and evil wins.
    2. The Saint's ability has the strange phrase "your team loses." In Trouble Brewing, this will always mean "evil wins" because the Saint is always good. In other editions, it is possible for characters to change alignment. If the evil Saint is executed, good wins.
  19. Outsider

    Damsel

    All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.


    Don't touch the hair, honey.

    "All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses." The Damsel needs to avoid being found by the Minions. If a Minion guesses that you are the Damsel, and does so publicly (so that all players know that they are a Minion), evil wins. No matter how many Minions are in play, they only get one guess, total. If a Minion makes a guess and is wrong, future guesses by this Minion or by other Minions don’t count. If the Demon pretends to be a Minion making a guess, that doesn’t count as a guess. Minions may still make a guess and win. Minions may make a guess at any time. If the Damsel dies, they are no longer at risk of being guessed by a Minion, since the Damsel loses their ability when dead. There may not be a Huntsman in play. But if there is, and the Huntsman chooses the Damsel at night, the Damsel becomes a not-in-play Townsfolk, and is no longer the Damsel. The Damsel learns which Townsfolk and has that Townsfolk ability from then on.

    How to Run

    1. During the first night, wake each Minion. Show the Damsel token. Put each Minion to sleep.
    2. At any time during the game, if a Minion publicly guesses which player is the Damsel and is incorrect, mark the Damsel with the GUESS USED reminder. Future guesses by Minion players have no effect.
    3. At any time during the game, if a Minion publicly guesses which player is the Damsel and is correct, the game ends. Declare that the evil team wins.
  20. Minion

    Fearmonger

    Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player.


    Beware of gazing long into the Abyss, lest the Abyss also gaze into you.

    "Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player." The Fearmonger creates paranoia about who nominates whom. During the first night, when the Fearmonger selects a player, all players learn this. During other nights, each time the Fearmonger selects a new player, all players learn this. If the Fearmonger selects the same player as previously, the players learn nothing. The players only learn that the Fearmonger has acted, not which player was selected. If the Fearmonger nominates their chosen player, and that nomination results in their execution, the chosen player loses, their team loses, and the game ends. Only the currently chosen player is susceptible to the Fearmonger’s ability. Previously chosen players don’t count. If the chosen player is executed but does not die, the chosen player’s team still loses.

    How to Run

    1. Each night, wake the Fearmonger. They point at any player. Put the Fearmonger to sleep. Mark the chosen player with the FEAR reminder. If the Fearmonger chose a player who wasn’t already marked with the FEAR reminder, declare that “The Fearmonger has chosen a player.” (This informs the group that the Fearmonger is alive and has chosen a new player.)
    2. If the Fearmonger nominates the player marked FEAR, and that nomination results in their execution, declare that the game is over and which team has won.
  21. Minion

    Evil Twin

    You & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.


    I'm not Sara! I'm Clara! SHE is Sara! Sara is the evil one! Not me!

    "You & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live." The Evil Twin mirrors a good character, so that the players don't know which twin is good and which twin is evil. The Evil Twin is paired with a good player, chosen by the Storyteller, called the Good Twin. On the first night, the Evil Twin and Good Twin both wake, make eye contact, and learn each other’s character. If the Good Twin is executed, evil wins. If the Evil Twin is executed, the game continues. A dead Evil Twin has no ability, so evil doesn’t win if the Good Twin is later executed. Good cannot win while both twins are alive. Even if the Demon is killed, the game continues. Good will need to kill the Evil Twin as well as the Demon to win. If a good player is turned into an Evil Twin, they are still a good player, with an evil player becoming their twin. It doesn’t matter which twin is which character, what matters is their alignment—the good team can execute the evil player safely, but if they execute the good player, evil wins. If both Twins are the same alignment, the Storyteller chooses a new Twin.

    How to Run

    1. While setting up the game, choose a Good Twin by marking any good character with the TWIN reminder. During the first night, wake both Twins. Let them make eye contact. Point at the Evil Twin, then show the Evil Twin token to the Good Twin. Point at the Good Twin, then show the Good Twin’s character token to the Evil Twin. Put them both to sleep.
    2. While both Twins are alive, the good team cannot win. If a good- aligned Twin is executed, the evil team wins.

    Examples & Notes

    • If a Pit-Hag creates an Evil Twin during the final night, either make the other Twin the Demon player or a dead player, so that the good team is still able to win.
    • It is rarely a good idea to choose a Traveller to be a Twin.
  22. Minion

    Goblin1 75 2-75

    만약 당신이 지명될 때 공개적으로 고블린이라고 주장한 뒤 처형되면, 당신의 진영이 승리합니다.


    Not written yet.

  23. Minion

    Poisoner

    Each night, choose a player: they are poisoned tonight and tomorrow day.


    Add compound Alpha to compound Beta... NOT TOO MUCH!

    "Each night, choose a player: they are poisoned tonight and tomorrow day." The Poisoner secretly disrupts character abilities. Each night, the Poisoner chooses someone to poison for that night and the entire next day. A poisoned player has no ability, but the Storyteller pretends they do. They do not affect the game in any real way. However, to keep up the illusion that the poisoned player is not poisoned, the Storyteller wakes them at the appropriate time and goes through the motions as if they were not poisoned. If their ability gives them information, the Storyteller may give them false information. If a poisoned player uses a "once per game" ability while poisoned, they cannot use their ability again.

    How to Run

    1. Each night, wake the Poisoner. They point at any player. The chosen player becomes poisoned—put the POISONED reminder token by the chosen player's character token. Put the Poisoner to sleep. (This poisoned player wakes and acts normally. They have no ability, but they think they do. If their ability would give them information, you can give false information to them if you wish. See “Drunkenness and Poisoning” in the rulebook.)
    2. Each dusk, the poisoned player becomes healthy—remove their POISONED reminder.
  24. Demon

    Kazali

    Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]


    Gon(z)a7les6. Take cau8tun. The mech4an4ion is iNvert10d. E99ors insy6tum. Reco{7}fig.

    "Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]" The Kazali chooses their own Minions. If a Kazali is created mid game, the Kazali does not choose new Minion players. The Storyteller can give the Minions’ original good characters as bluffs to the Demon, since they are not in play. The Kazali acts at a time that is technically both during setup and during the first night. The Storyteller may keep the Kazali awake, or put the Kazali to sleep, when waking the Minions to tell them which Minion that they are. Only Minions that are on the script may be chosen. Duplicate Minion characters are not allowed.

    How to Run

    1. While setting up the game, remove all Minion tokens and add Townsfolk or Outsider tokens.
    2. During the first night, wake the Kazali. The Kazali points at a player and a Minion on the character sheet. Replace their old character token with the Minion token, show them the “You Are” info token then the Minion character token, and give a thumbs down. Repeat until the normal number of Minions exist. Put the Kazali to sleep.
    3. Each night except the first, wake the Kazali. They point at any player. That player dies.

    Examples & Notes

    • Depending on the script, adding more than one Outsider can put the good team at a significant disadvantage.
  25. Demon

    Fanggu1 75 3-75

    매일 밤*, 플레이어 1명을 선택합니다: 그는 사망합니다. 이 능력으로 사망한 첫 외지인만이 악한 팡 구가 되고 당신이 대신 사망합니다. [외지인 +1명]


    그대들이 쌓아 올린 벽도 무기도, 그저 꿈속에서 피어오른 연기일 뿐이니라.

    Not written yet.

  26. Demon

    Imp

    Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.


    We must keep our wits sharp and our sword sharper. Evil walks among us, and will stop at nothing to destroy us good, simple folk, bringing our fine town to ruin. Trust no-one. But, if you must trust someone, trust me.

    "Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp." The Imp kills a player each night, and can make copies of itself... for a terrible price. On each night except the first, the Imp chooses a player to kill. Because most characters act after the Demon, that player will probably not get to use their ability tonight. The Imp, because they're a Demon, knows which players are their Minions, and knows three not-in-play good characters that they can safely bluff as. If the Imp dies, the game ends and good wins. However, if the Imp kills themself at night, they die and an alive Minion becomes an Imp. This new Imp does not act that same night, but is now the Imp in every other way—they kill each night, and lose if they die.

    How to Run

    1. Each night except the first, wake the Imp. The Imp points at any player. Put the Imp to sleep. The chosen player dies—put the Imp's DEAD reminder by the chosen player's character token in the Grimoire and put a shroud on it.
    2. If the Imp killed themself at night, choose an alive Minion and replace their character token with a spare Imp token, changing their character to the Imp. Wake the new Imp, show them the YOU ARE info token, then show them the Imp token. Put the new Imp to sleep.
    3. At dawn, declare which player died at night. (Do not say how they died.)
    4. If the Imp attacks a dead player at night, let them do so. Whenever a character's ability says "choose a player," that means that any player—alive or dead—can be chosen. The Imp may be planning on bluffing as the Soldier, and this kind of thing helps their bluff look stronger.
  27. Traveller

    Harlot

    Each night*, choose a living player: if they agree, you learn their character, but you both might die.


    Enchanté, Sailor. You look like you need someone to really listen to your troubles. I'm a good listener. Very, very good.

    "Each night*, choose a living player: if they agree, you learn their character, but you both might die." The Harlot learns the character of whoever agrees to reveal it, but at great risk for them both. Each night, the Harlot chooses a player. That player has a decision to make: do they reveal their character to the Harlot? If they do, the Storyteller may decide that both this player and the Harlot die tonight. The Harlot only learns the character of the chosen player, not that player’s alignment. The Harlot may discuss during the day which character they would like to pick at night, and other players may offer to be picked, but they may go back on their word and choose differently when night comes.

    How to Run

    1. Each night, wake the Harlot. The Harlot points at any player. Put the Harlot to sleep. Wake the chosen player, show them the THIS CHARACTER SELECTED YOU' info token, then the Harlot token. That player either nods their head yes or shakes their head no. Put that player to sleep.
    2. If they shook their head no, then nothing happens. Continue with the night phase.
    3. If they nodded their head yes, wake the Harlot and show them the chosen player’s character token. Put the Harlot to sleep. You may decide that both players die—mark them with DEAD reminders.

    Examples & Notes

    • When choosing whether to kill players, do what you feel is the most interesting and balanced. If the Demon reveals to the Harlot, you should not end the game by killing them.
  28. Traveller

    Gangster

    Once per day, you may choose to kill an alive neighbor, if your other alive neighbor agrees.


    I like your shoes. It would be such a shame if you had a little accident, and they got ruined. Now that you mention it, I like your cufflinks too.

    "Once per day, you may choose to kill an alive neighbor, if your other alive neighbor agrees." The Gangster encourages their neighbors to kill each other. The Gangster may kill one of their two living neighbors. Their dead neighbors are skipped over, and do not count. To use their ability, the Gangster and one of their living neighbors must agree to kill the other living neighbor. The Storyteller must hear and confirm this agreement. The Gangster cannot kill without the Storyteller present. Each day, the Gangster may say whatever they want, and offer any encouraging words they want to either player. Once an agreement has been reached, then the Gangster may not use their ability again today, even if that player didn’t die due to an ability protecting them. The Gangster’s two living neighbors are always one clockwise, and one counter-clockwise. If both living neighbors want to kill the other, the Gangster decides who dies.

    How to Run

    1. Once per day, the Gangster can declare that they wish to use their ability. If so, ask if an alive neighbor agrees. If an alive neighbor agrees, the other alive neighbor dies. If both alive neighbors agree, the Gangster chooses which alive neighbor dies. If neither alive neighbor agrees, the Gangster may not use their ability today.
  29. Traveller

    Scapegoat1 75 3-75

    당신의 팀 소속 플레이어 1명이 처형당하면, 당신이 대신 처형당할 수도 있습니다.


    좋은 저녁입니다! 연회에 초대해 주셔서 정말 감사합니다. 이 마을 사람이 아닌데도, 이렇게 친절하게 맞아주시다니요. 금방 친해질 수 있을 것만 같은걸요. 잠깐! 그 밧줄은 뭐죠?

    Not written yet.

  30. Traveller

    Voudon

    Only you & the dead can vote. They don't need a vote token to do so. A 50% majority isn't required.


    Bien venu. Sit down. Breathe deep. Enter the land of the dead. See with their eyes. Speak with their voice. Yon sel lang se janm ase.

    "Only you & the dead can vote. They don't need a vote token to do so. A 50% majority isn't required." The Voudon gives the voting power to the dead instead of the living. The dead and the Voudon may vote as many times per day as they wish. They do not need a vote token to vote, and do not lose their vote token when they do so. Alive players cannot vote. It is not the case that they may put their hand up but the votes don’t count—their hands must stay down during voting. The number of votes required to execute a player is no longer half or more of the alive players. The player with the most votes is executed each day, but even a single vote is enough to execute a player if no other player gets more votes. The Voudon does not alter who can make nominations. As normal, alive players may make nominations, and dead players may not. Since Travellers are exiled, not executed, all players, alive or dead, may support exiling the Voudon or other Travellers. If a player is about to die and then the Voudon is exiled, that player is still about to die and nominations continue, but alive players vote as normal. If a later nomination gets more votes and it tallies to half or more of the alive players, this new player is about to die instead.

    How to Run

    1. During votes for execution, only dead players and the Voudon may raise their hand to vote. The dead may vote even if they have no vote token, and voting does not use a vote token. If a nominee gets at least one vote, they are about to die by execution until a different player gets more votes.
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