1. With Friends Like These?

    Almanac · Patters · 25 characters
  2. Townsfolk

    Knight

    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.

    How to Run

    1. During setup, mark two non-Demon players with the Knight’s KNOW reminders. During the first night, wake the Knight. Point to the two players marked KNOW.
  3. Townsfolk

    Chef

    You start knowing how many pairs of evil players there are.


    This evening's reservations seem odd. Never before has Mrs. Mayweather kept company with that scamp from Hudson Lane. Yet, tonight, they have a table for two. Strange.

    "You start knowing how many pairs of evil players there are." The Chef knows if evil players are sitting next to each other. On the first night, the Chef learns exactly how many pairs of evil players there are in total. A pair is two players, but one player may be a part of two pairs. So, two players sitting next to each other is one pair. Three players sitting next to each other is two pairs. Four players sitting next to each other is three pairs. And so on. The Chef detects evil Travellers just like other character types, but only if those Travellers joined the game before the Chef acts.

    How to Run

    1. During the first night, wake the Chef. Show the Chef fingers (0, 1, 2, etc.) equaling the number of pairs of neighboring evil players. Put the Chef to sleep.
  4. Townsfolk

    Investigator

    You start knowing that 1 of 2 players is a particular Minion.


    It is a fine night for a stroll, wouldn't you say, Mister Morozov? Or should I say... BARON Morozov?

    "You start knowing that 1 of 2 players is a particular Minion." The Investigator learns that a particular Minion character is in play, but not exactly which player it is. During the first night, the Investigator learns that one of two players is a specific Minion. They learn this only once and then learn nothing more.

    How to Run

    1. While preparing the first night, put the Investigator's MINION reminder token by any Minion character token, and put the Investigator's WRONG reminder token by any other character token.
    2. During the first night, wake the Investigator and point to the players marked MINION and WRONG. Show the character token marked MINION to the Investigator. Put the Investigator to sleep. Remove the Investigator's reminder tokens when convenient.
  5. Townsfolk

    Empath

    Each night, you learn how many of your 2 alive neighbors are evil.


    My skin prickles. Something is not right here. I can feel it.

    "Each night, you learn how many of your 2 alive neighbors are evil." The Empath keeps learning if their living neighbours are good or evil. The Empath only learns how many of their neighbours are evil, not which one is evil. The Empath does not detect dead players. So, if the Empath is sitting next to a dead player, they do not get info about that dead player. Instead, they get info about the closest alive player in that direction. The Empath acts after the Demon, so if the Demon kills one of the Empath's alive neighbours, the Empath does not learn about the now-dead player. The Empath's information is accurate at dawn, not at dusk.

    How to Run

    1. Each night, wake the Empath. Show them fingers (0, 1, or 2) equaling the number of evil players neighbouring the Empath. Put the Empath to sleep.
  6. 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.
  7. Townsfolk

    Fortune Teller

    Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.


    I sense great evil in your soul! But... that could just be your perfume. I am allergic to Elderberry.

    "Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you." The Fortune Teller detects who the Demon is, but sometimes thinks good players are Demons. Each night, the Fortune Teller chooses two players and learns if at least one of them is a Demon. They do not learn which of them is a Demon, just that one of them is. If neither is the Demon, they learn this instead. Unfortunately, one player, called the Red Herring, will register as a Demon to the Fortune Teller if chosen. The Red Herring is the same player throughout the entire game. This player may be any good player, even the Fortune Teller themself, and the Fortune Teller does not know which player it is. The Fortune Teller may choose any two players—alive or dead, or even themself. If they choose a dead Demon, then the Fortune Teller still receives a nod.

    How to Run

    1. While preparing the first night, put the Fortune Teller's RED HERRING reminder token by any good character token, marking that player as the Red Herring.
    2. Each night, wake the Fortune Teller. The Fortune Teller points at any two players. If either chosen player is a Demon or the Red Herring, nod your head yes. Otherwise, shake your head no. Put the Fortune Teller to sleep.
    3. In smaller games, making the Fortune Teller their own Red Herring is sometimes advised, as the Fortune Teller gets more information that way.
  8. Townsfolk

    Oracle

    Each night*, you learn how many dead players are evil.


    Only the chosen may gaze beyond the veil. The dead are restless, and they point in silence toward the icy north.

    "Each night*, you learn how many dead players are evil." The Oracle knows how many dead players are evil. Because the Oracle acts after the Demon attacks each night, the Oracle’s info refers to the players that are dead when dawn breaks and all players open their eyes. The Oracle detects dead Minions and Demons, but also any other players that are evil, such as evil Travellers, or Townsfolk and Outsiders that have been turned evil. When counting the number of dead players, remember to count Townsfolk and Outsider tokens that are upside-down, which means their alignment is the opposite of what is printed.

    How to Run

    1. Each night except the first, wake the Oracle. Show fingers (0, 1, 2, etc.) equaling the number of dead evil players. Then, put the Oracle to sleep.
  9. Townsfolk

    Monk

    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.

    How to Run

    1. Each night except the first, wake the Monk. The Monk points at any player except themself. (If the Monk points at themself, shake your head no and prompt them to point at another player.) Put the Monk to sleep. Put the Monk's SAFE reminder token by the chosen player's character token.
    2. If the Demon attacks the player marked SAFE, the player remains alive. (Do not mark them with the Demon's DEAD reminder token or add a shroud as you normally would.) At dawn, declare that no one died at night. (Do not say why.)
    3. At dawn, remove the SAFE reminder token.
    4. In other editions, Demons may have abilities other than killing. The Monk's protection also prevents all other harmful effects of the Demon's ability, such as poisoning or turning the protected player evil.
  10. 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.
  11. Townsfolk

    Nightwatchman

    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.

    How to Run

    1. Each night, wake the Nightwatchman. The Nightwatchman either shakes their head or points at any player. Put the Nightwatchman to sleep.
    2. If the Nightwatchman pointed at a player, wake them and show them the Nightwatchman token, then point to the Nightwatchman player. Put the chosen player to sleep. The Nightwatchman loses their ability – mark them with a NO ABILITY reminder and remove their night token from the night sheet.
  12. Townsfolk

    Fisherman

    Once per game, during the day, visit the Storyteller for some advice to help your team win.


    This was my favourite part of the river... see how the sunlight makes a rainbow from the monastery to the market? This was the best place for big fish. And the older I get, the bigger they were.

    "Once per game, during the day, visit the Storyteller for some advice to help your team win." The Fisherman knows something that nobody else can know: what should be done. The Fisherman player chooses when to use their ability. When they visit the Storyteller, the Storyteller chooses what piece of advice to give the Fisherman. The Storyteller’s pieces of advice are not necessarily “facts”. They are strategy tips that the Storyteller believes will help the Fisherman win, if they are followed. If the Fisherman is drunk or poisoned, the Storyteller may give the Fisherman bad advice.

    How to Run

    1. Once per game, the Fisherman will ask to use their ability. In private, give them once piece of advice to help them win. Then, put the No ability reminder by the Fisherman token.

    Examples & Notes

    • It is best to give the Fisherman advice on what to DO, not just information about what IS. This makes the Fisherman more fun and unique.
    • Eg. Saying “You should execute that player” or “Keep this player alive” or “find out who is drunk” or “change your thinking entirely” or “ignore the Minions” or “trust this player” are much more interesting than saying “this player is evil” or “the Demon is a No Dashii”.
  13. Townsfolk

    Farmer

    When you die at night, an alive good player becomes a Farmer.


    Even the high and mighty need food on the table. Without us, the city starves.

    "When you die at night, an alive good player becomes a Farmer." The Farmer creates more farmers. If a Farmer dies at night, another player becomes a Farmer too. Only players that are good can become Farmers this way. If this new Farmer also dies at night, another Farmer is created. Farmers that die during the day, such as by execution, do not create more Farmers. Farmers that have turned evil, such as from the Mezepheles’ ability, can create more Farmers. But Townsfolk and Outsiders that have turned evil cannot become a Farmer. Farmers do not learn who each other are, but each player that becomes a Farmer learns that they are now a Farmer. When a player becomes a Farmer, they are no longer their old character, and do not have that ability. Any ongoing effects of their old ability immediately end.

    How to Run

    1. If the Farmer died tonight, wake an alive good player. Show them the YOU ARE info token and a Farmer character token, then put them to sleep. Replace their previous character token with a Farmer character token.
  14. 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.
  15. Outsider

    Snitch

    Each Minion gets 3 bluffs.


    It was John.

    "Each Minion gets 3 bluffs." The Snitch accidentally gives information to the evil team. The Minions learn three not-in-play characters at the start of the game, just like the Demon does. These characters may be the same three that the Demon learns, or different characters. Each Minion may learn different characters to each other. Or they may all learn the same three characters.

    How to Run

    1. During the first night, wake a Minion. Show the THESE CHARACTERS ARE NOT IN PLAY info token, then show three not-in-play character tokens. Put the Minion to sleep. Repeat this process until all Minions have learnt three not-in-play characters.
  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

    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.)
  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

    Widow

    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.

    How to Run

    1. While preparing the first night, mark a good player with the KNOW reminder.
    2. On the first night, wake the Widow and show them the Grimoire for as long as they need. The Widow points to a character token in the Grimoire. Mark them with a POISONED reminder. They are poisoned. Put the Widow to sleep.
    3. Wake the player marked KNOW. Show them the Widow character token. Put that good player to sleep.
  20. 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.
  21. Minion

    Scarlet Woman

    If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)


    You have shown me the secrets of the Council of the Purple Flame. We have lain together in fire and in lust and in beastly commune, and I am forever your servant. But tonight, my dear, I am your master.

    "If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)" The Scarlet Woman becomes the Demon when the Demon dies. If there are five or more players just before the Demon dies—that is, four or more players left alive after the Demon dies—then the Scarlet Woman immediately becomes the Demon, and the game continues as if nothing happened. Travellers do not count as players when seeing if the Scarlet Woman's ability triggers. If less than five players are alive when the Demon is executed, then the game ends and good wins. If five or more players are alive when the Imp kills themself at night, the Scarlet Woman must become the new Imp. If the Scarlet Woman becomes the Demon, they are that Demon in every way. Good wins if they are executed. They attack each night. They register as the Demon.

    How to Run

    1. If the Demon dies and there were five or more alive players immediately before the Demon died, replace the Scarlet Woman token with a spare Imp token, changing that player's character from the Scarlet Woman into the Imp. (They are now the Demon and have the Imp's ability. If they die, good wins.)
    2. That night, wake the new Imp, show them the YOU ARE info token, then show them the Imp token.
    3. In Trouble Brewing, there is only one Demon—the Imp. In other editions, there are multiple possible Demons. If the Scarlet Woman becomes the Demon, they become the same type of Demon that died, and they gain this Demon's ability. When this happens, mark the Scarlet Woman with the IS THE DEMON reminder and refer to that Demon's "How to Run" instructions.
  22. Minion

    Boomdandy

    If you are executed, all but 3 players die. After a 10 to 1 countdown, the player with the most players pointing at them, dies.


    Tick... Tick... Tick... TOCK.

    "If you are executed, all but 3 players die. After a 10 to 1 countdown, the player with the most players pointing at them, dies." The Boomdandy explodes when executed, killing most other players. If the Boomdandy is executed, the Storyteller kills other players, one at a time, until only three are left alive. The Demon will be one of the remaining three players (otherwise, the game would be over). Afterward, there is no further nomination or execution today. Instead, the Storyteller counts down from ten and all players point at the player they want to die. When the countdown ends, the Storyteller counts the number of fingers pointed at each player. If it is a tie, the day ends (and evil probably wins due to the Demon killing that night). Even dead players who have no vote token may point. Players may change who they are pointing at up until the countdown ends, at which point their decision is final. The Boomdandy only explodes due to an execution. Deaths by other means, such as via a Golem or a Psychopath, don’t count. If the Boomdandy is executed but doesn’t die (due to a Devil’s Advocate etc.), they still explode. If a character can’t die, such as the Fool or the Sailor, the Storyteller may rule that four players remain alive after a Boomdandy explosion.

    How to Run

    1. If the Boomdandy is executed, declare that the Boomdandy has exploded. Enter the circle, put your hand out towards the Boomdandy, and rotate around the circle. (Similar to running a vote.) When your hand reaches a living player, say “You live” or say “You die” as that player dies. When you have completed the circle, three players will be alive, including the Demon. Then, count down from ten. After you say “one”, ask all players to immediately freeze (to stay still) while you count the number of players who are pointing at each player. The player with the most fingers pointed at them, dies. This will end the game, since just two players are alive, so declare which team has won.

    Examples & Notes

    • Your countdown should be longer than ten seconds, and as slow, dramatic, or erratic as you like!
  23. 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.
  24. Demon

    Ojo

    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.

    How to Run

    1. Each night except the first, wake the Ojo. The Ojo player points to a character icon on their character sheet. If that character is in play, that player dies—mark them with the “Dead” reminder. If that character is not in play, choose any player. That player dies—mark them with the “Dead” reminder. Put the Ojo to sleep.

    Examples & Notes

    • If the Ojo is on a script with a Demon that kills multiple times per night, such as the Shabaloth, and the Ojo chooses a not-in-play character, you may choose more than one player to kill that night. This helps the Ojo player pretend that a different Demon is in play.
  25. Demon

    Vigormortis

    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.

    How to Run

    1. While setting up the game, before putting the character tokens in the bag, remove one Outsider character token and add one Townsfolk character token. (If there are no Outsider tokens to remove, do not add a Townsfolk token.)
    2. Each night except the first, wake the Vigormortis. They point at any player. Put the Vigormortis to sleep. If the chosen player isn’t a Minion, that player dies - mark them with a DEAD reminder.
    3. If the chosen player is a Minion, that player dies - mark them with a DEAD reminder and a HAS ABILITY reminder. The closest clockwise or closest counterclockwise Townsfolk to the Minion becomes poisoned - mark them with a POISONED reminder.
  26. Demon

    Fang Gu

    Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]


    Your walls and your weapons are but smoke in dreams.

    "Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]" The Fang Gu possesses Outsiders. The first time a Fang Gu attacks and kills an Outsider, the Fang Gu dies, and the Outsider becomes a Fang Gu and turns evil. This can only happen once per game. If the new Fang Gu attacks an Outsider, the Outsider dies as normal. The new Fang Gu counts as the Demon, and good wins if they die. They do not learn which players are Minions. There is an extra Outsider in play. If the Fang Gu attacks an Outsider but that Outsider does not die, that Outsider does not become an evil Fang Gu and the Fang Gu does not die.

    How to Run

    1. While setting up the game, before putting character tokens in the bag, add one extra Outsider character token and remove one Townsfolk character token.
    2. Each night except the first, wake the Fang Gu. They point at any player. Put the Fang Gu to sleep.
    3. If the chosen player is not an Outsider, that player dies—mark them with the DEAD reminder.
    4. If the chosen player is an Outsider and the ONCE reminder is in the center of the Grimoire, that player dies—mark them with the DEAD reminder.
    5. If the chosen player is an Outsider and the ONCE reminder is not in the centre of the Grimoire, the Fang Gu dies—mark them with the DEAD reminder. Wake the chosen Outsider. Show them the YOU ARE info token, then the Fang Gu token, then the YOU ARE info token, then a thumbs-down. Change their character to a Fang Gu—swap their character token with the spare Fang Gu token. They become evil. Put the new Fang Gu to sleep. Put the ONCE reminder in the center of the Grimoire. (Unlike “Once per game” abilities, this reminder stays there for the rest of the game. Don’t remove it, even if the Fang Gu dies or changes character.)
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