Townsfolk
You start knowing 2 players that are not the Demon.
When a man lies, he murders some part of the world.
"You start knowing 2 players that are not the Demon." The Knight knows players that are not the Demon. On the first night, the Knight learns two players who are not the Demon. On subsequent nights, they learn nothing more. The Knight can learn Townsfolk, Outsiders or even Minions but does not learn which character type they are.
Townsfolk
Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.
It is better to be rich and healthy than poor and sick.
"Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability." The Preacher removes Minion abilities. If the Preacher chooses a Minion, that Minion is woken to learn that they have been preached, and can no longer act while the Preacher is alive, sober, and healthy. If the Preacher chooses a player who is not a Minion, nothing happens. The Preacher may choose dead players. If the Preacher is drunk or poisoned at the time they choose a player, that player is not affected by the Preacher’s ability. If the Preacher becomes drunk or poisoned, preached Minions regain their abilities until the Preacher is sober and healthy.
Townsfolk
Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
I aint seen nothin' untoward, Milady. Begging your pardon, but if I did see somethin', it certainly weren't the master o' the house sneaking into the professor's laboratory 'round eleven o'clock and mixing up fancy potions, just like you said, Miss.
"Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability." The Chambermaid learns who woke up at night. Each night, the Chambermaid chooses two players and learns if they woke tonight. They must choose alive players, and may not choose themself. This does not detect which of those players woke, only how many. This ability only detects characters who woke in order to use their ability. It does not detect characters who woke for any other reason—such as if the Storyteller woke a Minion to let them know who the Demon is, woke the Demon to give them their starting Demon info, woke a player due to the ability of a different character, or woke someone accidentally. If the character woke on a previous night but not this night, they are not detected by the Chambermaid. Players that woke tonight due to their ability but are drunk or poisoned still count as having woke tonight. If the Chambermaid chooses a dead player accidentally, the Storyteller prompts them to choose again.
Townsfolk
매일 밤, 죽은 플레이어 수가 살아있는 플레이어 수 이상이라면, 살아있는 캐릭터 1개를 알게 됩니다. 악마는 당신이 누구인지 알고 있습니다.
Not written yet.
Townsfolk
Each night*, you learn if a Minion nominated today.
Hear ye! Hear ye! Witchcraft in the labyrinth! Genius savant reveals all! Town in danger! Hear Ye!
"Each night*, you learn if a Minion nominated today." The Town Crier knows when Minions nominate. Each night, the Town Crier learns either a “yes” or a “no”. They do not learn which players are Minions or how many Minions made nominations, just whether or not any Minions made nominations today.
Townsfolk
Each night*, choose a player (not yourself): they are safe from the Demon tonight.
'Tis an ill and deathly wind that blows tonight. Come, my brother, take shelter in the abbey while the storm rages. By my word, or by my life, you will be safe.
"Each night*, choose a player (not yourself): they are safe from the Demon tonight." The Monk protects other players from the Demon. Each night except the first, the Monk may choose to protect any player except themself. If the Demon attacks a player who has been protected by the Monk, then that player does not die. The Demon does not get to attack another player—there is simply no death tonight. The Monk does not protect against the Demon nominating and executing someone.
Townsfolk
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.
Townsfolk
Once per game, at night, choose a player: they learn you are the Nightwatchman.
The night is cold and lonely, but I have the moon, the stars, the crisp wind and the soft thud of leather boots on cobbled stone for company. Yonder, candlelight flickers behind a murky window...
"Once per game, at night, choose a player: they learn you are the Nightwatchman." The Nightwatchman is known by one player. At night, the Nightwatchman chooses a player. This player wakes, and learns which player the Nightwatchman is. The Nightwatchman and their chosen player do not make eye contact. They wake separately. The Nightwatchman player chooses which night to act.
Townsfolk
게임당 한 번, 밤*에 죽은 플레이어를 선택할 수 있습니다. 해당 플레이어가 주민이라면 부활합니다.
Not written yet.
Townsfolk
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.
Townsfolk
첫날 낮, 당신이 플레이어를 지명하고 처형했다면, 악마는 오늘 밤 죽이지 않습니다.
Not written yet.
Townsfolk
On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
For my next trick, as per request, I will need a flower, a bag of beans, a toy snake, a paintbrush, and a motorized gasoline-powered hedge trimming device. I warn you, this trick may be my last. Oh dear.
"On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct." The Juggler takes the risk of convincing people to reveal their characters on the 1st day, in the hope of guessing as many as possible that are telling the truth. On the first day, they may guess which players are which characters. That night, the Juggler learns how many guesses they got right...if they are not killed beforehand. They must make their guesses publicly, so everyone hears what is guessed. They may guess zero characters, or up to five characters, and these characters and players may be different or the same. If the Juggler made their guesses while drunk or poisoned, but is sober and healthy when their ability triggers that night, then the Storyteller still gives them true information.
Townsfolk
If the Demon kills the King, you learn which player is the Demon. [+the King]
I saw it, I did. I was in the pews, tidying the hymn books, when a dreadful tune started from the pipe organ. The organist had a long cloak, and long fingers on the keys. And a hat that looked… just like… yours.
"If the Demon kills the King, you learn which player is the Demon. [+the King]" The Choirboy learns who the Demon is when the King is slain. The King can be in play without the Choirboy. During the setup phase, if the Choirboy is in play and the King isn’t, the King is added. If a King is already in play, the Choirboy doesn’t add a second King. If the Demon kills the King using their ability, the Choirboy learns which player is the Demon. The Demon nominating and executing the King doesn’t count. Minions that kill the King, such as the Assassin, don’t count either. If the Demon attacks the King but doesn’t kill the King, the Choirboy doesn’t learn who the Demon is. The Choirboy learns which player the Demon is, but does not learn which character.
Outsider
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.
Outsider
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.
Outsider
When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.
Scorpio looks sideways at the lovers, and you have a choice to make. With silver cross my palm, and your fate shall be revealed. With steel cross my throat, and by the stars you shall regret it.
"When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die." The Moonchild curses someone upon death, killing them too. The Moonchild must choose a player within a minute or two of learning that they are dead, whether by an execution or at dawn when the Storyteller declares who died at night. The Moonchild can take their time and get advice from the group before making this decision. If the Moonchild chooses a good player, that player dies tonight. If they choose an evil player, nothing happens. As always, play along if an evil player is bluffing as the Moonchild and pretends to use their ability. It is not the Storyteller’s responsibility to prompt the Moonchild to choose a player. The Moonchild must do this shortly after they learn that they are dead. Deliberately not doing so is considered cheating. If the Moonchild is sober and healthy at night but was drunk or poisoned when they chose a player today, that player dies. If the Moonchild is drunk or poisoned at night but was sober and healthy when they chose a player today, that player doesn’t die. The Moonchild kills the Goon if the Goon was good when the Moonchild chose them, regardless of the Goon’s alignment at night.
Outsider
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.
Outsider
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.
Minion
Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Reality is merely an opinion. Specifically, my opinion.
"Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed." The Cerenovus encourages players to pretend to be different characters than they actually are. The Cerenovus chooses Townsfolk or Outsiders that players are mad about being. They must try to convince the group that they actually are this character tomorrow, or else die. Simply hinting is not enough to avoid death. The player must make a decent effort to convince the group. Mad players are never literally forced to say things they don’t want to—but if the Storyteller doesn’t hear them make an effort, they pay the price. Mad evil players might be executed this way, but “might” means you can choose not to, to prevent evil from winning by this strategy. Like the Mutant, an execution penalty counts as the one execution allowed per day.
Minion
매일 낮, 지명 전에 공개적으로 참가자를 1명 선택할 수 있습니다. 해당 참가자는 죽습니다. 처형되면, 당신은 지명자와 가위바위보를 해서 졌을 때만 죽습니다.
Not written yet.
Minion
On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play.
More wine? Château d’Ergot ’07 is a very special vintage. My yes, very special indeed.
"On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play." The Widow sees the Grimoire and poisons a character of their choice. The Widow acts on their first night only, poisoning one player. The player that the Widow poisons is poisoned until the Widow dies. On the same night that the Widow acts, one good player learns that the Widow is in play, but not which player is the Widow, and not which player is poisoned.
Minion
만약 살아있는 플레이어가 5명 이상이라면, 악마가 죽으면 당신은 악마가 됩니다. 여행자는 세지 않습니다.
Not written yet.
Minion
All players keep their eyes closed when voting and the vote tally is secret. Each night, choose if you are drunk until dusk.
Round and round the handles go. The more you dance the less you know.
"All players keep their eyes closed when voting and the vote tally is secret. Each night, choose if you are drunk until dusk." The Organ Grinder makes voting secret. When a player is nominated, players vote with eyes closed. The Storyteller does not count the votes out loud, and does not reveal how many players voted once voting is complete. The Storyteller doesn’t reveal which player is “about to die”. After nominations have closed, the Storyteller reveals which player is executed, as normal. Dead players may vote once if they have a vote token. Their vote token is removed at the end of the day instead of after the vote. If the Organ Grinder is drunk, the vote happens with eyes open, as normal. The Storyteller makes no comment as to whether the Organ Grinder is dead or alive. That night, the Organ Grinder chooses to become sober or drunk again.
Demon
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.
Demon
Each night*, choose 2 players: they die. A dead player you chose last night might be regurgitated.
Blarg f'taag nm mataan! No sho gumtha m'sik na yuuu. Fluuuuuuuuurg h-sikkkh.
"Each night*, choose 2 players: they die. A dead player you chose last night might be regurgitated." The Shabaloth eats two players per night, but may vomit one of them back up the following night. Unlike most Demons, the Shabaloth attacks twice per night. The night after the attack, the Storyteller may decide that one of the players attacked by the Shabaloth comes back to life. This can be an alive player that was killed, or a dead player that was attacked. The regurgitated player regains their ability, even a “once per game” ability already used. If they had a “first night only” or “start knowing” ability, they may use it again.
Demon
Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
Like a bonfire on a moonless night… I see you, mortal.
"Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies." The Ojo chooses specifically which character dies. Unlike other Demons, the Ojo must choose a character, not a player. The Storyteller may need to remind the player of this. We recommend that all players have their character sheet handy during the night phase. The Ojo can kill evil characters, if they wish. If there are multiple copies of a particular character in play, and the Ojo chooses that character to die, only one of those characters dies. If the Ojo chooses a character that is not in play, the Storyteller will almost always kill a living good player. It is possible, but uncommon, for the Storyteller to choose a dead player or an evil player to die.
Demon
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
All doors are one door. All keys are one key. All cups are one cup, but whosoever drinketh of the water that I give shall never thirst, but the water shall be in him a well springing up into everlasting life.
"Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]" The Vigormortis kills their own Minions, but those Minions keep their ability. Every time the Vigormortis kills a Minion, they die but keep their ability for as long as the Vigormortis remains alive. The Witch, Cerenovus, and Pit-Hag still act each night. Somewhat like the No Dashii, the dead Minion’s closest clockwise or closest counterclockwise Townsfolk becomes poisoned, even if they are dead. If the Vigormortis dies or otherwise loses their ability, then those players become healthy again. One Townsfolk per Minion will always be poisoned this way, as neighboring Outsiders, Minions, or Travellers are skipped. The Storyteller chooses which of the two Townsfolk is poisoned. All Minions killed by the Vigormortis keep their ability and poison a Townsfolk, not just the most recent. If a dead Minion becomes a non-Minion character, they no longer poison a Townsfolk and have no ability. If a dead Minion becomes drunk or poisoned, they lose their ability until they become sober and healthy again.
Loric
The Storyteller assigns all players' characters.
When sophistry becomes stupidity and hypocrisy cruelty, retreat to the garden. The final love of old men is flowers and stones.
"The Storyteller assigns 1 or more players' characters." Use the Gardener to assign characters to particular players. After the Storyteller has put the Gardener into play, they can manually assign and edit which characters are going to be given to which seated players before sending them out. If a player has an issue with a particular character, you may use the Gardener to affect setup so that player doesn’t draw the relevant token. The Gardener can also be useful if a particular player has drawn evil many times over a single session. The Gardener is designed for use in the official app only.