1. My Best Friend Is Trying To Kill Me

    Almanac · ennie · 26 characters

    Notes

    My Best Friend Is Trying To Kill Me is the full size version of my teensy script, Your Worst Best Friend! If you want information, you need to trust the storyteller, but that's the thing... usually you cant! If the Vortox is in play the storyteller will be lying right to your face, the Atheist makes the storyteller gaslight you into worlds that don't exist, and the Wizard is a character that exists :) The Summoner can create Leviathan possibilities without early notifications of its presence, or mess with info if a Vortox is created. The Hatter can completely flip the game on its head by changing the Demon, and thus the win condition as well. Not to mention that the Wizard has the ability to mess with Leviathan pings in the first place. Of course this script also has an Atheist! While the town does have some strong information roles, the storyteller has the ability to tailor it to fit whichever world they think the players will believe the most. Additionally, the Boffin has one of my favorite interactions with the Atheist, where the storyteller can break game rules with an evil team, but in return the town gets another win condition. This can also lead town down Wizard world rabbit holes, while the Wizard can do a great job at bluffing Atheist worlds! The goal of this script is to capture the same energy as the Teensy version: plenty of chaos and lots of fun! Some changes may be made as I get around to testing it more. Just make sure to keep a healthy distance from your best friend, they're trying to kill you after all <3

  2. Townsfolk

    Highpriestess1 75 2-75

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


    Not written yet.

  3. 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.
  4. 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.
  5. Townsfolk

    Gossip

    Each day, you may make a public statement. Tonight, if it was true, a player dies.


    Blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah. Blah.

    "Each day, you may make a public statement. Tonight, if it was true, a player dies." The Gossip deliberately speaks lies, in the hope of uncovering the truth. Each day, the Gossip may make a public statement. If this statement is true, the Storyteller kills a player that night. If it is false, then no players die due to the Gossip. Mumbled words, whispers, statements the Storyteller doesn’t know are true or false, or statements that someone cannot hear don’t count. Like the Slayer’s ability, the Storyteller and every player must be able to hear and understand the Gossip and be aware that the Gossip is using their ability in order for the Storyteller to judge what happens next. If the Gossip made a true statement during the day while drunk or poisoned, but is sober and healthy when their ability triggers that night, the Storyteller still kills a player.

    How to Run

    1. Each day, if the Gossip makes a definite, true public statement, put the Gossip’s DEAD reminder in the center of the left side of the Grimoire as a reminder to yourself to place it tonight.
    2. Each night except the first, if the Gossip made a definite, true public statement today, you choose any player. The chosen player dies—mark them with the DEAD reminder.

    Examples & Notes

    • When choosing a player to die due to the Gossip ability, we recommend that you choose a character that will actually die, not one protected from death by an ability (like the Fool or Tea Lady). The Gossip gains knowledge when their statement caused a death. This is more helpful to the good team, and more fun for everyone.
  6. Townsfolk

    Savant

    Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.


    Seventy-two matchsticks on the floor... the sun sets early but the moon is unchanged... a torn piece of cloth... evil in the manor house... three by three... the one we trusted is not what he seems... green light means magnesium... residue, but the pattern is wrong... Seventy-two matchsticks on the floor...

    "Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false." The Savant gets crazy, amazing information that is different every day and every game, but exactly half of it is completely false. Each day, the Storyteller chooses two pieces of information to give the Savant... so get creative! One must be true, and one must be false, and the Savant won’t know which is which. It is up to the Savant 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. The Savant can choose to not visit the Storyteller if they wish. A drunk or poisoned Savant might get two pieces of true information or two pieces of false information.

    How to Run

    1. Once per day, if the Savant requests a private chat with you, take them away from the circle so you cannot be overheard. Whisper two pieces of information, one true and one false, to the Savant. (If you cannot think of two straight away, either take your time or ask them to come back in a few minutes.)

    Examples & Notes

    • Keep the information you give helpful and related to the game. Avoid saying who exactly the Demon is, or it could be a very short game. If you need help on choosing what to say, give information similar to what Townsfolk abilities would provide.
  7. 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.
  8. Townsfolk

    Fisherman1 75 4-75

    게임당 한 번, 낮에 이야기꾼을 방문해 당신의 진영의 승리에 도움이 되는 조언을 들을 수 있습니다.


    Not written yet.

  9. Townsfolk

    Cannibal

    You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.


    I don’t like clowns. They taste funny.

    "You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution." The Cannibal eats executed characters, gaining their ability. If a good player dies by execution, the Cannibal gains that player’s ability. If an evil player dies by execution, the Cannibal only thinks that they gain an ability, since the Cannibal is poisoned. The Storyteller may be lying to them. Each time a player dies by execution, the Cannibal loses the ability of the previous player. Executing a dead player won’t grant the Cannibal an ability. Executing a living player who doesn’t die won’t grant the Cannibal an ability. A player must be executed and die for the Cannibal to gain their ability. The Cannibal is not told which ability they have gained. They must figure that out for themselves. If the Cannibal has an “even if dead” ability, such as the Recluse, or an ability that implies it works while dead, such as the Ravenkeeper or Sweetheart, the Cannibal keeps that ability when they die, but loses their Cannibal ability.

    How to Run

    1. If a good player dies by execution, mark them with the LUNCH reminder, and remove the Cannibal’s POISONED reminder if necessary. The Cannibal now has this good player’s ability (do not say which), and will wake at night when this good character would normally wake.
    2. If an evil player dies by execution, mark them with the LUNCH reminder and mark the Cannibal with the POISONED reminder. The Cannibal is poisoned. You may wake them when this evil character would normally wake, and pretend that they have a new ability.

    Examples & Notes

    • Pay attention to which character each evil player is bluffing as. If they are executed, then their bluffed ability is the best one to pretend that the Cannibal has gained.
  10. Townsfolk

    Amnesiac

    You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.


    Wait. What. Who? Oh, ok. Wait. What?

    "You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are." The Amnesiac doesn’t know their own ability. The Storyteller decides what the Amnesiac’s ability is. It may be the same ability as another character in Blood On The Clocktower, something similar, or something original. The Amnesiac may wake at any time during the night to learn information or to choose a player, or their ability may be passive—not requiring action from the Amnesiac player. Each day, the Amnesiac talks to the Storyteller in private, and makes a guess as to what their ability is. The Storyteller answers “cold” if the guess is very wrong, “warm” if the guess is on the right track, “hot” if the guess is very close, and “bingo” if the guess is spot on. Their guess may be specific, such as “Am I learning two players each night that are the same alignment?”, or vague, such as “Is my ability something to do with dead players?”

    How to Run

    1. During setup, decide what ability the Amnesiac player has. During the game, treat that player as if they had that ability, waking them when needed, prompting them to choose players when needed, or whatever else is appropriate. Use the Amnesiac’s ? reminders if you need to.
    2. Each day, the Amnesiac makes a guess about their ability in private. Answer “Cold”, “Warm”, “Hot", or “Bingo”.

    Examples & Notes

    • Make the Amnesiac’s ability guessable, so that the Amnesiac can figure out what their ability is over time. Learning a piece of information each night, or a power that affects the game in a way that the Amnesiac notices, are both good ideas.
    • If the Amnesiac guesses their ability, but the wording is different, still tell them they guessed correctly.
    • You can make the Amnesiac’s ability slightly better than a normal Townsfolk’s ability. Not knowing what it is, the player will need to work harder to receive its full benefit.
  11. Townsfolk

    Minstrel

    When a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.


    And I shall hear, tho' soft you tread above me... And all my dreams will warm and sweeter be... If you'll not fail to tell me that you love me... I simply sleep in peace until you come to me.

    "When a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow." The Minstrel makes everybody drunk if a Minion dies. If a Minion is executed and dies, all players (except the Minstrel) become drunk immediately and stay drunk all through the night and all the following day. Townsfolk, Outsiders, Minions, and even Demons become drunk, but not Travellers. This doesn’t happen if a Minion died at night. If a dead Minion is executed, the Minstrel ability does not trigger—a dead character cannot die again! If a Minion is executed but does not die, the Minstrel’s ability does not trigger. If the Minstrel is drunk or poisoned when a Minion dies by execution, the Minstrel ability does not trigger.

    How to Run

    1. During the day, if a Minion dies by execution, all other players except Travellers become drunk—put the Minstrel’s EVERYONE IS DRUNK reminder in the center of the left side of the Grimoire.
    2. At dusk tomorrow, all players made drunk by the Minstrel become sober—remove the EVERYONE IS DRUNK reminder.
  12. 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.
  13. Townsfolk

    Poppy Grower

    Minions & Demons do not know each other. If you die, they learn who each other are that night.


    In the hidden groves of the deep forest, the black poppy dwells. To see its revelry is to be enchanted. To smell its thick aroma is to be lost forever, a slave to the gods of light and dark.

    "Minions & Demons do not know each other. If you die, they learn who each other are that night." The Poppy Grower prevents the evil players from learning who each other are. The Demon still learns three not-in-play characters that are safe to bluff as. If the Poppy Grower dies, the Demon and Minions learn who each other are, as though it were the first night again. If the Poppy Grower becomes drunk or poisoned, Demons and Minions do not suddenly learn who each other are. If the Poppy Grower is drunk or poisoned when they die, Demons and Minions do not learn who each other are, since the Poppy Grower has no ability that night. An evil Traveller still learns which player is the Demon when that Traveller enters play.

    How to Run

    1. During the first night, wake the Demon. Show the THESE CHARACTERS ARE NOT IN PLAY info token, then any three good character tokens that are not in play. Then, put the Demon to sleep. Do not do the Minion Info and Demon Info steps.
    2. If the Poppy Grower dies, mark them with the EVIL WAKES reminder. That night, wake the Minions and let them make eye contact. Show the THIS IS THE DEMON info token, then point to the Demon. Put the Minions to sleep. Wake the Demon. Show the THESE ARE YOUR MINIONS info token, then point to the Minions. Put the Demon to sleep.
  14. Townsfolk

    Atheist1 75 2-75

    이야기꾼은 게임 규칙을 깰 수 있고, 만약 이야기꾼을 처형하면 선한 진영이 승리합니다. 이 능력은 당신이 죽어도 유지됩니다. [악한 캐릭터 없음]


    Not written yet.

  15. Outsider

    Lunatic

    You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.


    I am the night... I think.

    "You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night." The Lunatic thinks that they are the Demon. Much like the Drunk, the Lunatic does not know their real character or real alignment. They are woken each night to attack as if they were the Demon that is in play, but their choices have no effect because they have no Demon ability. The Lunatic wakes during the first night to learn three bluffs and the appropriate number of Minions, but this information may be wrong. The real Demon knows which players the Lunatic chose to attack each night.

    How to Run

    1. While setting up the game, put the Lunatic and Demon tokens in the bag. Once all tokens have been returned to you, swap the positions of the Lunatic and Demon tokens in the Grimoire.
    2. During the first night, wake the Lunatic and act as if they are the Demon. Show them the THESE ARE YOUR MINIONS info token and point to a number of players equaling the number of Minions in play. (These can be any players, whether or not they are Minions.) Show any three good character tokens as bluffs. (These can even be characters that are in play.)
    3. During the first night, wake the Demon. Show them the YOU ARE info token, then their Demon token. (This tells them they are the real Demon.) Show them the THIS PLAYER IS info token, then the Lunatic token, then point at the Lunatic player.
    4. Each night, before the Demon wakes to attack, wake the Lunatic to act as if they were that Demon. Put a CHOSEN reminder on each player they chose, then put them to sleep. Wake the real Demon, point at the Lunatic, show the Lunatic token to the real Demon, and point at the players that the Lunatic chose. Then the Demon acts as normal.

    Examples & Notes

    • You can make the Lunatic think they are a different Demon than the in-play Demon by instead putting two Demon tokens in the bag, then replacing one of them with the Lunatic token once they are in the Grimoire.
  16. Outsider

    Drunk

    You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.


    I’m only a hic social drinker, my dear. Admittedly, I am a heavy burp socializer.

    "You do not know you are the Drunk. You think you are a Townsfolk character, but you are not." The Drunk player thinks that they are a Townsfolk, and has no idea that they are actually the Drunk. During setup, the Drunk's token does not go in the bag. Instead, a Townsfolk character token goes in the bag, and the player who draws that token is secretly the Drunk for the whole game. The Storyteller knows. The player does not. The Drunk has no ability. Whenever their Townsfolk ability would affect the game in some way, it doesn't. However, the Storyteller pretends that the player is the Townsfolk they think they are. If that character would wake at night, the Drunk wakes to act as if they are that Townsfolk. If that Townsfolk would gain information, the Storyteller may give them false information instead—and the Storyteller is encouraged to do so.

    How to Run

    1. While setting up the game, before putting character tokens in the bag, remove the Drunk token and add a Townsfolk character token. Add the Drunk's IS THE DRUNK reminder token to the Grimoire. Put the swapped Townsfolk character token in the bag, not the Drunk character token.
    2. While preparing the first night, put the Drunk's IS THE DRUNK reminder token by any Townsfolk character token, changing that player's character to the Drunk. They are now an Outsider, and do not have the ability of this Townsfolk character. (But they think they do.)
    3. During the game, act as if the Drunk is actually this Townsfolk character. (If that character would wake to act at night, the Drunk wakes to act. If their ability would give them information, you can give false information to them if you wish. See "Drunkenness and Poisoning" in the rulebook.)
  17. Outsider

    Plague Doctor

    When you die, the Storyteller gains a Minion ability.


    Pleauze shtay shtill. Thinks nid tiime for hillink. Myrhh-myrhh.

    "When you die, the Storyteller gains a Minion ability." The Plague Doctor brings an extra Minion ability into play. The Storyteller chooses which Minion ability is gained. This ability is in effect for the rest of the game. Nothing else changes for the Storyteller – they don’t become evil, they don’t become a player, they are not a legitimate player to be targeted by other abilities, and they cannot vote or nominate. If the Plague Doctor is drunk or poisoned when they die, the Storyteller doesn’t gain a Minion ability, even when the Plague Doctor becomes sober and healthy.

    How to Run

    1. When the Plague Doctor dies, place a Minion character token in the centre of the left side of the Grimoire and mark this with the Plague Doctor’s STORYTELLER ABILITY reminder. Or, mark an in-play Minion with the STORYTELLER ABILITY reminder. If applicable, add a night token to the night sheet.
    2. When this Minion would normally act, the relevant choices are made by the Storyteller.
  18. Outsider

    Hatter

    If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.


    One Hat. Too Hat. Three Hat. Tea Hat. Fore Hat. Thrive Hat. Six Hat. Sticks Hat.

    "If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be." The Hatter allows the evil players to change characters. Each player with a Minion or Demon character may choose to become any character of the same type as their current character. They may choose not to change characters. If a player becomes a new character, they gain the new ability, even if it was a "you start knowing" ability or a once per game ability that had already been used. Once a player has changed character, their previous character ability has no further effect on the game. If a player dies then becomes the Hatter, the evil players do not change characters tonight. Once a character has been chosen, a second player cannot choose the same character. If it is already in play, the player with that character must choose a new character.

    How to Run

    1. If the Hatter dies, mark them with the TEA PARTY TONIGHT reminder.
    2. During that night, wake the Minions and Demon. Show them the THIS CHARACTER SELECTED YOU info token, then the Hatter token. Each player either shakes their head no or points to another character of the same type as their current character. If a second player would end up with the same character as another player, shake your head no and gesture for them to choose again. Put them to sleep. Remove the TEA PARTY TONIGHT reminder. Change each player to the character they chose.

    Examples & Notes

    • Optional rule: if the Hatter dies, allow the Demon to become a Minion, and a Minion to become a Demon. This may cause some chaos among the evil team as they try to communicate silently at night about who wants to be the Demon.
  19. Minion

    Wizard

    Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.


    Every man and every woman is a star. Love is the law, love under will.

    "Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature." The Wizard makes a wish. This wish is limited only by the player’s imagination. It can be anything at all. The Wizard can write their wish on their phone and wake at night to show the Storyteller, or talk with the Storyteller in private during the day. The Wizard could even make a wish publicly if they are feeling foolish. If the Storyteller tells the group that the Wizard has made a wish, they need not do so immediately, and can do so at any point later on. Many wishes have a price. The price changes the game in some way, or changes the wish in some way. It can be anything at all, and is decided by the Storyteller. The Storyteller may or may not tell the Wizard what the price is. The purpose of the price is to rebalance a wish that is unfair for the good team on a mechanical level. Many wishes leave a clue. The clue can be anything at all, is decided by the Storyteller, and is declared publicly. The purpose of a clue is to rebalance a wish that is unfair to the good team on an informational level. When the Wizard dies, the wish may or may not still be in effect, depending on the nature of the wish and the nature of the price. If the Wizard makes a wish that the Storyteller doesn’t understand, or feels like it would be impossible to implement, the Storyteller may ask the Wizard to wish again, or cancel the wish.

    How to Run

    1. When the Wizard makes a wish, either verbally or via text, decide whether to accept or decline the wish. If the wish is declined, prompt the Wizard to wish again, or tell them that they have no more wishes.
    2. If the wish is granted, say “Your wish is granted.” or “Your wish is my command”, or nod, or otherwise signal that their wish is accepted. Now or later, you may make a price: make whatever mechanical adjustments to the game you feel are necessary for the wish to be balanced. Now or later, you may declare publicly that the Wizard has made a wish, then give the good team a clue about what was wished.

    Examples & Notes

    • Storytelling the Wizard can be tricky. The Wizard is the most fun for everybody when all wishes are granted, all wishes leave a clue, and all wishes have a price. However...
    • If you feel that by granting a wish, the evil team has benefitted a small amount but the good team still has all they need to figure out who the Demon is and to win the game, you may apply no clue and no price. You may even skip telling the good team that the Wizard has made a wish, or tell them but give no clue.
    • If you feel that by granting the wish, the good team is at a severe disadvantage in terms of balance - the game rules have changed so that it is impossible for the good team to win even if they learn who the Demon is - then change the game rules or change the wish so that it is still fair for the good team.
    • If you feel that by granting the wish, the good team is at a severe disadvantage in terms of knowledge - they lack the needed information to reasonably win the game - then give them a helpful clue to find out what the wish was.
    • If you feel that the wish is so extreme and convoluted that you can think of no clue or price to balance it, or that it would just make the game unfun, then decline the wish completely.
    • Overall, the wish should tip the scales in favour of the Wizard, but still allow the good team a reasonable chance of winning. Take your time in deciding how to do this.
  20. Minion

    Summoner

    You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]


    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.

    "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.
  21. Minion

    Boffin

    The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.


    Stellar hydrogen, vast, inert; carbon, oxygen, neon gases, all ruined. Molecular chaos, entropy, yields new cosmic phenomena, rebirth from atomic chaos, dense matter collapsing. All in a teeny little bottle.

    "The Demon (even if drunk or poisoned) has a not-in-play good character's ability. You both know which." The Boffin replicates a good ability. While the Boffin is alive, the Demon has a single Townsfolk ability or Outsider ability. If the Demon is drunk or poisoned, the Demon keeps this good ability. If the Boffin is drunk or poisoned, the Demon temporarily loses this good ability. If the Demon dies and has an ability that functions while dead, such as the Sweetheart, the Demon keeps this ability. If a new Demon is created, such as via a Scarlet Woman or a Barber, this new Demon has an ability from the Boffin. This ability may be different to the previous Demon's ability. If there are multiple Demons alive, only one alive Demon has an ability from the Boffin. If the Demon has an ability that modifies the setup, such as a Choirboy, these changes are made during setup, as normal. Both the Demon and the Boffin learn which good ability the Demon has. The Storyteller may wake these players independently, or together. The not-in-play character may be 1 of the Demon's 3 bluffs. The Demon also wakes at night at the time that the good character would normally wake.

    How to Run

    1. While setting up the game, before putting character tokens in the bag, make any changes that are indicated in brackets on the Demon's two character abilities. Afterwards, place this second character token by the Demon character token.
    2. During the 1st night, wake the Boffin and the Demon. Show the THIS CHARACTER SELECTED YOU info token, then the Boffin token, then the good character token. Place this second character token by the Demon character token.
    3. Treat the Demon player as if they had this character ability, as well as their own Demon ability.

    Examples & Notes

    • Good abilities that would drunk/poison themselves, such as the Sailor, only drunk/poison the Demon's good ability.
  22. Minion

    Xaan

    On night X, all Townsfolk are poisoned until dusk. [X Outsiders]


    Down they fall. One by one. By two, by three, by five.

    "On night X, all Townsfolk are poisoned until dusk. [X Outsiders]" The Xaan poisons all Townsfolk. The Xaan poisons all Townsfolk players for one night then one day. The night that this happens equals the number of Outsiders in play. For example, if there are 2 Outsiders, the Xaan poisons on night 2. There can be any number of Outsiders in play, but usually 1 to 4. This can be the normal number of Outsiders if the Xaan was not in play, or something different. This overrides other characters that add or remove Outsiders, such as the Baron. If the number of Outsiders changes during the game, the Xaan poisons on the night corresponding to the number of Outsiders during setup. The Xaan needs to be alive in order to poison.

    How to Run

    1. While setting up the game, before putting character tokens in the bag, add or remove any number of Outsider tokens, including zero. Remove any unnecessary Xaan reminders.
    2. On the 1st night, add the NIGHT 1 Xaan reminder to the Grimoire. On the 2nd night, add the NIGHT 2 Xaan reminder to the Grimoire. On the 3rd night, add the NIGHT 3 Xaan reminder to the Grimoire. On the night that equals the number of Outsiders in play when the game began, add the X reminder to the Grimoire, and remove it the following dusk.
    3. When the X reminder is in the Grimoire, all Townsfolk players are poisoned.
  23. Demon

    Vortox

    Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.


    Black is White. Right is Wrong. Left is Right. Up is Long. Down is Sight. Short is Blind. Follow me. Answers find.

    "Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins." The Vortox makes all information false. Anytime a Townsfolk player gets information from their ability, they get false information. Even if they are drunk or poisoned, it must be false. The Vortox does not affect information gained by other means, such as when the Storyteller explains the rules, or when a player’s character or alignment changes. When night falls, if nobody was executed today, evil wins. Exiling a Traveller does not count.

    How to Run

    1. While the Vortox is alive, you must give false information whenever a Townsfolk ability prompts you to give information.
    2. Each night except the first, wake the Vortox. They point at any player. That player dies - mark them with the DEAD reminder. Put the Vortox to sleep.
    3. Each dusk, if no player was executed today, the game ends and the evil team wins.
  24. Demon

    Leviathan

    If more than 1 good player is executed, evil wins. All players know you are in play. After day 5, evil wins.


    To the last, I grapple with thee. From Hell’s heart, I stab at thee. For hate’s sake, I spit my last breath at thee.

    "If more than 1 good player is executed, evil wins. All players know you are in play. After day 5, evil wins." The Leviathan doesn't kill. All players know the Leviathan is in play, even if the Leviathan is created mid-game. Any number of evil players may be executed, but if more than one good player is executed, evil wins. It doesn’t matter which characters were executed, only the alignment of the player at the time they were executed. When the fifth day ends and night begins, if the Leviathan is still alive, evil wins. All types of execution count, even if the player doesn’t die. A player executed due to the Virgin, or due to revealing that they are the Mutant, is still executed. An executed player who lives due to the Pacifist is still executed.

    How to Run

    1. Immediately after dawn on the first day, declare that the Leviathan is in play. Mark the Leviathan with the DAY 1 reminder. At the beginning of each following day, mark the Leviathan with DAY 2, then DAY 3, then DAY 4, then DAY 5 reminders. If a day ends and the Leviathan is marked with the DAY 5 reminder, declare that evil wins.
    2. If a good player is executed, mark them with the GOOD PLAYER EXECUTED reminder.
    3. If a good player is executed and a player is already marked with the GOOD PLAYER EXECUTED reminder, declare that evil wins.

    Examples & Notes

    • For new players, it is helpful to declare that the Leviathan is in play each day, and to say what day it is. On the first day, say “The Leviathan is in play. It is day one.” On the second day, say “The Leviathan is in play. It is day two.” etc. This helps your players remember what Demon they are facing and avoid accidentally losing by forgetting to count the days.
  25. Traveller

    Apprentice

    On your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil).


    For years have I traveled, studying the ways of The Craft. Which craft, you ask? Simply that of the simple folk. Nothing to worry about. Not yet.

    "On your 1st night, you gain a Townsfolk ability (if good) or a Minion ability (if evil)." The Apprentice has either a Townsfolk or a Minion ability. A good Apprentice gains a Townsfolk ability. An evil Apprentice gains a Minion ability. They have this ability until they die. The Apprentice learns their ability on their first night, and they may act that night if the character whose ability they gain would do so. Only abilities listed on the character sheet may be gained. If the Apprentice gains an ability that normally only functions on the first night of the game, such as the Grandmother’s, it functions on the Apprentice’s first night instead. The Apprentice does not literally become the character whose ability they gain. They are the Apprentice, a Traveller, so they may be exiled but not executed, and they do not count toward the number of alive players to see if evil wins due to just two players being alive. Also, other characters’ abilities that detect characters would detect the Apprentice as the Apprentice.

    How to Run

    1. During the first night after the Apprentice enters play, wake the Apprentice. Show them the YOU ARE info token, then a Townsfolk or Minion token. In the Grimoire, replace the Apprentice token with that character token, and mark them with the IS THE APPRENTICE reminder. That player remains the Apprentice but gains the ability of their character token.

    Examples & Notes

    • You will almost certainly want to choose a not-in-play character ability, because there is only one of each character token and the Apprentice needs to use that token.
  26. Traveller

    Deviant1 75 3-75

    오늘 웃음을 선사했다면, 추방으로 사망할 수 없습니다.


    숙녀의 한마디 재담이었소, 참으로 말이지.

    Not written yet.

  27. Traveller

    Bishop

    Only the Storyteller can nominate. At least 1 opposing player must be nominated each day.


    In nomine Patris, et Filii, et Spiritus Sancti… Nos mos Dei. Deus vult de nobis.

    "Only the Storyteller can nominate. At least 1 opposing player must be nominated each day." The Bishop prevents players from nominating at all. Instead, the Storyteller does all nominating. The Storyteller makes nominations during the nomination process instead of the players, and the Storyteller may nominate as few or as many players as they wish. To make things fair, they must nominate at least one player whose alignment is opposite the Bishop’s alignment each day. The Bishop does not alter who can and cannot vote. Each player may do so normally. Since Travellers are exiled, not executed, any player may call for the Bishop or another Traveller to be exiled.

    How to Run

    1. Each dawn, mark the good Bishop with their NOMINATE EVIL reminder, or mark the evil Bishop with their NOMINATE GOOD reminder.
    2. During the nomination process for execution, the players cannot make nominations, but you can. (Voting happens as normal.) When you nominate a player whose alignment is opposite the alignment of the Bishop, remove the Bishop’s reminder. You cannot end the nomination process if the Bishop is marked with their reminder.

    Examples & Notes

    • Usually, you’ll want to nominate about three to five players each day, with at least one of them being evil. You do not have to nominate the Demon each day, but you should nominate all alive players on the final day. Which players you nominate is up to you, but it’s best to nominate more evil players if the Bishop is good, and to nominate fewer evil players if the Bishop is evil.
Back to script