1. Lil Monsta, big city!

    Almanac · staarland · 29 characters
  2. Townsfolk

    Steward

    You start knowing 1 good player.


    How DARE you accuse Her Ladyship of wrongdoing? I’ve known her my entire life! All nine years!

    "You start knowing 1 good player." The Steward knows 1 good player. The Steward learns a player, but not their character. The Steward learns their information on the first night of the game. If created mid-game, then the Steward learns their information that night instead.

    How to Run

    1. While preparing the first night, put the KNOW reminder by any good character token. During the first night, wake the Steward. Point to the player marked KNOW. Put the Steward to sleep.
  3. Townsfolk

    Noble

    You start knowing 3 players, 1 and only 1 of which is evil.


    Sarcasm is indeed the lowest form of wit. But speaking in response to your criticism, Sir, it is, nevertheless, a form of wit.

    "You start knowing 3 players, 1 and only 1 of which is evil." The Noble learns that one of three players is evil. The Noble learns their information on the first night only. If a Noble is created mid-game, the Noble learns their information on their first night. The Noble learns two good players and one evil player. They may not learn one good player and two evil players. They may not learn three evil players.

    How to Run

    1. While preparing the first night, mark two good players' character tokens with Noble KNOW reminders. Mark any evil player's character token with the third KNOW reminder.
    2. During the first night, wake the Noble. Point to all three players marked KNOW. Put the Noble to sleep.
  4. Townsfolk

    Librarian

    You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)


    Certainly madam, under normal circumstances, you may borrow the Codex Malificarium from the library vaults. However, you do not seem to be a member.

    "You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)" The Librarian learns that a particular Outsider character is in play, but not exactly which player it is. During the first night, the Librarian learns that one of two players is a specific Outsider. They learn this only once and then learn nothing more. The Drunk is an Outsider. If the Librarian learns that one of two players is the Drunk, they do not learn the Townsfolk that the Drunk's player thinks they are.

    How to Run

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

    Bounty Hunter

    You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]


    Alone, I walk these streets, paved with the sick stench of corruption. Its thickness worms its way into my nostrils, unbidden, burning with revulsion. And anticipation. The illness of this wretched place grows each night. And I... I am the cure.

    "You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]" The Bounty Hunter tracks down evil players, one at a time. The Bounty Hunter starts knowing one evil player. When that player dies, they learn another evil player. The Bounty Hunter only learns the evil player, not their character. If the Bounty Hunter is drunk or poisoned when they should learn a new player, the Storyteller may show them a good player. When the recently shown player dies, the Bounty Hunter learns a new player that night. The Bounty Hunter cannot learn the same evil player twice. If the Bounty Hunter is in the game at setup, one Townsfolk is evil. The Bounty Hunter may learn the evil Townsfolk.

    How to Run

    1. During setup, turn one Townsfolk character token upside down, to represent that they are evil. Mark one evil player with the KNOW reminder.
    2. During the first night, wake the Bounty Hunter. Point to the player marked KNOW. Put the Bounty Hunter to sleep.
    3. Each time the player marked KNOW dies, mark a new evil player with the KNOW reminder. That night, wake the Bounty Hunter, point to the player marked KNOW, then put the Bounty Hunter to sleep.
  6. 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.
  7. Townsfolk

    Snake Charmer

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


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

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

    How to Run

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

    Examples & Notes

    • In the strange situation that the Snake Charmer is evil, or the Demon good, swap their alignments as appropriate.
  8. 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.
  9. Townsfolk

    Flowergirl

    Each night*, you learn if a Demon voted today.


    Yesterday's violets have withered and died, but today my poppies bloom.

    "Each night*, you learn if a Demon voted today." The Flowergirl knows if the Demon voted or not. A Demon’s vote counts whether or not the nominee was executed. The Flowergirl does not detect if the Demon raised their hand for other reasons, such as when the players “vote” on what to order for dinner, or when the players raise their hand to exile a Traveller. If the Demon changes players after the original Demon voted but before the Flowergirl wakes to learn their information, the Flowergirl detects the original Demon. If there are two (or more!) Demons, even dead Demons, the Flowergirl detects if any of them voted. If even one Demon voted, the Flowergirl learns a “yes”.

    How to Run

    1. Each dawn, mark the Flowergirl with the DEMON NOT VOTED reminder, and remove the DEMON VOTED reminder, if any.
    2. Each day, if the Demon votes for any execution, replace the DEMON NOT VOTED reminder with the DEMON VOTED reminder.
    3. Each night except the first, wake the Flowergirl. If the Flowergirl is marked DEMON NOT VOTED, shake your head no. If the Flowergirl is marked DEMON VOTED, nod your head yes. Then, put the Flowergirl to sleep.

    Examples & Notes

    • If you forget whether the Demon voted or not, wake the Demon at night and ask by showing them the DID YOU VOTE TODAY? info token. They must answer honestly, then go to sleep.
  10. Townsfolk

    Undertaker

    Each night*, you learn which character died by execution today.


    Hmmm....what have we here? The left boot is worn down to the heel, with flint shavings under the tongue. This is the garb of a Military man.

    "Each night*, you learn which character died by execution today." The Undertaker learns which character was executed today. The player must have died from execution for the Undertaker to learn who they are. Deaths during the day for other reasons, such as the Gunslinger choosing a player to kill, or the exile of a Traveller, do not count. The Undertaker wakes each night except the first, as there have been no executions yet. If nobody died today, the Undertaker learns nothing. The Storyteller either does not wake the Undertaker at night, or wakes them but does not show a token. If the Drunk is executed, the Undertaker is shown the Drunk character token, not the token for the Townsfolk that the Drunk player thought they were.

    How to Run

    1. If a player dies by execution, put the Undertaker's DIED TODAY reminder token by the dead player's character token.
    2. Each night except the first, if any player died by execution today, wake the Undertaker. Show the character token marked DIED TODAY to the Undertaker. Put the Undertaker to sleep. Remove the Undertaker's reminder token when convenient.
    3. In Trouble Brewing, there can only be one execution per day, and every execution causes a player to die. In other editions, there may be more than one execution per day (in which case the Storyteller chooses which character to show the Undertaker) or the execution does not cause a death (in which case the Undertaker learns nothing).
  11. 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.
  12. 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.
  13. Townsfolk

    Slayer

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


    Die.

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

    How to Run

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

    Fisherman1 75 4-75

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


    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

    Recluse1-75

    당신은 하수인이나 악마로 보일 수도 있습니다. 이 능력은 당신이 죽어도 유지됩니다.


    Not written yet.

  18. Outsider

    Zealot1-75

    만약 살아있는 플레이어가 5명 이상이라면, 모든 처형 투표에 손을 들어야 합니다.


    Not written yet.

  19. 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.
  20. Minion

    Marionette

    You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]


    Words, words. They're all we have to go on.

    "You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]" The Marionette doesn't know that they are a Minion. The Marionette draws either a Townsfolk or an Outsider token from the bag, but is secretly the Marionette. The Marionette neighbors the Demon. There are no players sitting in between the Marionette and the Demon. The Demon knows which player is the Marionette. On the first night, the Marionette does not wake to learn the other evil players, and the other Minions do not learn the Marionette. The good ability that the Marionette thinks they have doesn’t work, but the Storyteller pretends it does. It is just as if this player is the Drunk. The Marionette registers as evil, and as a Minion.

    How to Run

    1. While setting up the game, before putting tokens in the bag, remove the Marionette token and add any Townsfolk token.
    2. If there are three Minions in play, remove another Minion token and add another Townsfolk token. During the first night, swap a good player’s character token with a not-in-play Minion character token. Wake this player, show them the YOU ARE info token then their Minion character token, then the YOU ARE info token then a thumbs down, then put them to sleep. This player is now an evil Minion. (This ensures that only one Minion token is in the bag, so at least one good player will neighbor the Demon.)
    3. During the first night, mark a good player neighboring the Demon with the IS THE MARIONETTE reminder. Wake the Demon. Point to the player marked IS THE MARIONETTE and show the Marionette character token. Put the Demon to sleep.
    4. Treat the Marionette as if they were drunk. They wake when their good character would wake, may get false information, do not wake during the Minion Info step etc.
  21. Minion

    Scarletwoman1-75

    만약 살아있는 플레이어가 5명 이상이라면, 악마가 죽으면 당신은 악마가 됩니다. 여행자는 세지 않습니다.


    Not written yet.

  22. Minion

    Baron

    There are extra Outsiders in play. [+2 Outsiders]


    This town has gone to the dogs, what? Cheap foreign labor... that's the ticket. Stuff them in the mine, I say. A bit of hard work never hurt anyone, and a clip'o'the ears to any brigand who says otherwise. It's all about the bottom line, what?

    "There are extra Outsiders in play. [+2 Outsiders]" The Baron changes the number of Outsiders present in the game. This change happens during setup, and it does not revert if the Baron dies. A change in characters during setup, regardless of what happens during the game, is shown on character sheets and tokens in square brackets at the end of a character's description—like [this]. The added Outsiders always replace Townsfolk, not other character types.

    How to Run

    1. While setting up the game, remove any two Townsfolk character tokens and add any two Outsider character tokens. (If you add the Drunk, remember to follow its setup instructions as well.) These Outsider tokens go into the bag instead of the Townsfolk tokens.
  23. Demon

    Lil' Monsta

    Each night, Minions choose who babysits Lil' Monsta & "is the Demon". Each night*, a player might die. [+1 Minion]


    Step 1: Be cute. Step 2: World domination. Step 3: Bweakfast.

    "Each night, Minions choose who babysits Lil' Monsta & "is the Demon". Each night*, a player might die. [+1 Minion]" Lil’ Monsta isn’t a player, and is instead babysat by a Minion. Each night, all Minions wake together and decide amongst themselves who babysits the Lil’ Monsta. The Minions decide by pointing to a player, or otherwise make it obvious they have reached a decision. If they can not reach a unanimous decision, the Storyteller decides. If the Storyteller thinks it is funny, they may give this player the Lil’ Monsta token, which they will need to hide in a pocket, under their hat, or somewhere appropriate. Players may not request that others empty their pockets. The player with the Lil’ Monsta token “is the Demon”. Good wins if they die. They register as a Demon for characters like the Fortune Teller etc. If a good player babysits Lil’ Monsta, they “are the Demon” but they remain good. A dead player babysitting Lil’ Monsta ends the game because the Demon “is dead”. Minions babysitting Lil’ Monsta keep their Minion ability. Lil’ Monsta isn’t a player, so can’t be drunk or poisoned.

    How to Run

    1. During setup, remove Lil’ Monsta and add a Minion token. On the first night, skip the MINION INFO and DEMON INFO steps.
    2. Each night, wake all Minions. The majority will (eventually) point to one player. If they can’t decide, choose a player. (Give this player the Lil’ Monsta token and wait for them to hide it, if you want!) Mark them with the IS THE DEMON reminder token. Put all Minions to sleep. Then, if it is not the first night, a player might die – mark them with a DEAD reminder and a shroud.
    3. The player marked IS THE DEMON registers as the Demon. If they die, declare that the game is over and good has won.

    Examples & Notes

    • You may need to kill a Minion or two at night using the Lil’ Monsta’s ability. On the final day, it would be unfair for the good team to have 2 or more Minions alive, since either Minions could have been chosen to babysit Lil’ Monsta without any way for the good team to know which. Avoid this, and make the game fairer for the good team by killing Minions so that only 1 remains on the final day.
  24. Demon

    Imp

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


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

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

    How to Run

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

    Thief

    Each night, choose a player (not yourself): their vote counts negatively tomorrow.


    I ain't done nuffink. I weren't even in dat alley last night! It weren't me what stole Mayor Bruno's briefcase wiv all dem fancy dockoments innit. Besides, it was too 'eavy to carry far.

    "Each night, choose a player (not yourself): their vote counts negatively tomorrow." The Thief steals votes from a player, making their vote count negatively. When a player chosen by the Thief votes, the vote tally goes down by one instead of up by one. This happens every time that player votes that day. The player with the negative vote changes back to having a positive vote immediately if the Thief dies, including if the Thief is exiled, because the Thief loses their ability. Exiles are never affected by abilities, so the player with the negative vote can support exiles unaffected by the Thief’s ability. Since the Storyteller counts the number of votes out loud as they move their hand around the circle, all players will know which player the Thief chose.

    How to Run

    1. Each night, wake the Thief. They point at any player. Mark the chosen player with the Thief’s NEGATIVE VOTE reminder. Put the Thief to sleep.
    2. Each time you tally the vote of a player marked NEGATIVE VOTE, count it as subtracting one vote instead of adding one vote. (Count this out loud, as normal.)
  26. Traveller

    Bureaucrat

    Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow.


    Sign here please. And here. And here. Aaaaaaaaand here. This should all be sorted and tallied by the end of the day, assuming everyone's signatures are legible. We haven't had a mix-up in the paperwork for ages. Yesterday noon, if memory serves...

    "Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow." The Bureaucrat gives extra votes to a player of their choice. When a player chosen by the Bureaucrat votes, that vote counts as three votes. This happens every time that player votes that day. The player with the triple vote loses it immediately if the Bureaucrat dies, including if the Bureaucrat is exiled, because the Bureaucrat loses their ability. Exiles are never affected by abilities, so the player with the triple vote can only support exiles once, not three times. Since the Storyteller counts the number of votes out loud as they move their hand around the circle, all players will know which player the Bureaucrat chose.

    How to Run

    1. Each night, wake the Bureaucrat. They point at any player. Mark the chosen player with the Bureaucrat’s 3 VOTES reminder. Put the Bureaucrat to sleep.
    2. Each time you tally the vote of a player marked 3 VOTES, count it as three votes instead of one. (Count this out loud, as normal.)
  27. Traveller

    Harlot

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


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

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

    How to Run

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

    Examples & Notes

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

    Bone Collector

    Once per game, at night*, choose a dead player: they regain their ability until dusk.


    I collect many things. Hair. Teeth. Clothes. Fragments of poems. The dreams of lost lovers. My secret arts are not for you to know but my fee is a mere pittance. Bring me the blood of a noblewoman who died of heartbreak under a full moon, and you shall have your answers.

    "Once per game, at night*, choose a dead player: they regain their ability until dusk." The Bone Collector temporarily gives dead players their ability back. The Bone Collector must choose a dead player. The chosen player remains dead, but they get their ability to use. If their ability was a “you start knowing” or a “once per game” ability—such as the Virgin, Slayer, Clockmaker, Seamstress, or Juggler—they may use it again, even if it was already used, until dusk falls. When the Bone Collector chooses a player, that player does not learn they were selected by the Bone Collector, although they find out soon enough when they are woken to use their ability. If the Bone Collector dies, that player no longer has the ability they regained due to the Bone Collector.

    How to Run

    1. Each night except the first, wake the Bone Collector. They either shake their head no or point at any dead player. Put the Bone Collector to sleep.
    2. If they pointed at a dead player, the chosen player regains their ability—mark their character token with the Bone Collector’s HAS ABILITY reminder. (They may need to be woken tonight to use their ability.) The Bone Collector loses their ability—mark them with their NO ABILITY reminder. The next dusk, the chosen player loses their ability—remove the HAS ABILITY reminder.
  29. Traveller

    Scapegoat1 75 3-75

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


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

    Not written yet.

  30. Fabled

    Djinn

    Use the Djinn's special rule. All players know what it is.


    نحن لسنا هنا. انت لست حقيقي. كل شيء هو وهم. أسئلتك هي جبل نار في يوم صافٍ.

    "Use the Djinn's special rule. All players know what it is." Add the Djinn to all games with a jinx icon on the script. The Djinn resolves jinxes by creating a unique rule. When creating a character list using the Script Tool, some character combinations will be marked as unusual. These two characters are jinxed—they have abilities that clash or contradict each other in some way. The Djinn creates a special rule that allows these characters to work well together. Some jinxed characters even work better with the Djinn in play! The Djinn’s special rule is described by the Script Tool online, and is printed out automatically when you create a script with a character combination that is jinxed. There are many different Djinn special rules. Each is tailored to a specific pair of jinxed characters. If there are jinxed characters on the character sheet, even if there are no jinxed characters in play, the Storyteller tells all players what the Djinn’s special rule is at the start of the game. The Djinn may have several special rules at once. If there are multiple pairs of jinxed characters on the character sheet, the players learn all the Djinn’s special rules.

    How to Run

    1. At the start of the game, if there are jinxed characters on the character sheet, declare that the Djinn is in play and inform the group of all Djinn special rules for this game. (Do this even if there are no jinxed characters in play.)
    2. Follow the Djinn instructions as listed on the Script Tool printout.
Back to script