1. Sleepy time Slumber

    Almanac · Craig · 24 characters

    Notes

    For STL BOTCT Group.

  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

    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

    Chambermaid

    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.

    How to Run

    1. Each night, wake the Chambermaid. They point at any two alive players except themself. Show the Chambermaid fingers (0, 1, or 2) equaling the number of chosen characters who woke tonight. Put the Chambermaid to sleep.
    2. Do not wake the Chambermaid if there are not two players alive to be chosen (due to the Mastermind, Zombuul, etc.).
  6. 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).
  7. Townsfolk

    Innkeeper

    Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.


    Come inside, fair traveller, and rest your weary bones. Drink and be merry, for the legions of the Dark One shall not harass thee tonight.

    "Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk." The Innkeeper protects people from death at night, but somebody gets drunk in the process. The Innkeeper, like the Monk, makes players safe from being killed by the Demon. They are also safe from death caused by Outsiders, Minions, Townsfolk, and Travellers. The Innkeeper only protects players at night, not the day. One of the two players that the Innkeeper chooses becomes drunk for tonight and the next day. This player may be good or evil, but will almost always be good, depending how your game is going. An Innkeeper that chooses themself might become drunk, which means they have no ability and may die tonight—and the other player they chose to protect isn’t safe either.

    How to Run

    1. Each night except the first, wake the Innkeeper. They point at any two players. Put the Innkeeper to sleep. Mark the two chosen players with SAFE reminders. One of the chosen players becomes drunk—mark them with the DRUNK reminder. The players marked SAFE cannot die tonight.
    2. At dawn, remove the SAFE reminders.
    3. At dusk, remove the DRUNK reminder.
  8. 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.
  9. Townsfolk

    Alsaahir

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


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

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

    How to Run

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

    Examples & Notes

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

    Philosopher

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


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

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

    How to Run

    1. Each night, wake the Philosopher. They either shake their head no or point at any Townsfolk icon or any Outsider icon on their character sheet. Put the Philosopher to sleep.
    2. If they pointed to an icon of a character not in play, swap the Philosopher token with the chosen character token and mark them with the IS THE PHILOSOPHER reminder.
    3. If they pointed to an icon of a character in play, the player of the chosen character becomes drunk - mark them with the DRUNK reminder. (You can now use the duplicated character’s reminders for the Philosopher). If the Philosopher dies, the player made drunk by the Philosopher becomes sober - remove the DRUNK reminder.
  11. 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.
  12. Townsfolk

    Amnesiac

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


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

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

    How to Run

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

    Examples & Notes

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

    Mayor

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


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

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

    How to Run

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

    Examples & Notes

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

    Fool1-75

    처음으로 죽게 될 때, 죽지 않습니다.


    Not written yet.

  15. Outsider

    Goon

    Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.


    Yes boss. I explained fings real good to dat geezer. He don't want me explain it again. Nah boss, I don't need no doctor - it's only a knife wound. Be right come mornin'

    "Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment." The Goon is immune to other characters at night, but keeps changing allegiances. Each night, the first time a player wakes to use their ability and chooses the Goon, that player becomes drunk immediately. Their ability does not work tonight, nor the next day. Later on the same night, if another player wakes to use their ability and chooses the Goon, their ability works as normal. The Goon cannot make a player drunk unless the player chose the Goon. The Storyteller choosing the Goon due to an ability, such as the Grandmother’s, doesn’t count. As soon as the Goon makes a player drunk, the Goon changes alignment to match theirs. The Goon still changes alignment, and makes the player drunk, if the player choosing the Goon was already drunk or poisoned. If chosen by the Assassin, the Goon dies but still turns evil.

    How to Run

    1. At night, if a player chooses to use their ability on the Goon and nobody is marked with the Goon’s DRUNK reminder, this player immediately becomes drunk—mark them with the DRUNK reminder. Finish resolving this player’s ability and put them to sleep. If this player’s alignment is different from the Goon’s alignment, rotate the Goon’s character token—right side up for good, upside-down for evil—to match this player’s alignment, then wake the Goon, give them a thumbs-up or a thumbs-down (indicating their new alignment), then put the Goon to sleep.
    2. The next dusk, the player that the Goon made drunk becomes sober—remove the Goon’s DRUNK reminder.
  16. Outsider

    Ogre

    On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.


    <grunt><grin></grunt>

    "On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.” The Ogre is someone's best friend. The Ogre's chosen player does not change, even if the Ogre is drunk or poisoned when they chose. The Ogre becomes the same alignment as their chosen player immediately on the first night, even if the Ogre is drunk or poisoned. The Ogre is not told their alignment at the beginning of the game. If the Ogre changes alignment by other means, the Ogre learns their new alignment, as normal. If an Ogre is created mid-game, the Ogre chooses a player that night, and becomes their alignment.

    How to Run

    1. During the first night, wake the Ogre. The Ogre points to a player. Put the Ogre to sleep. If the Ogre pointed to an evil player, flip the Ogre's character token upside down to represent that the Ogre is evil.

    Examples & Notes

    • Optional rule: Mark the Ogre’s chosen player with a FRIEND reminder. The Ogre is always the same alignment as their friend. If the Ogre’s friend changes alignment, the Ogre changes alignment too, but the Ogre does not learn this.
    • This is only recommended for games of 15 players or more, so that there are not too many evil players.
  17. Outsider

    Golem

    You may only nominate once per game. When you do, if the nominee is not the Demon, they die.


    Golem help? Golem smash! Golem help.

    "You may only nominate once per game. When you do, if the nominee is not the Demon, they die." The Golem kills the player they nominate. When the Golem nominates a player, that player immediately dies. The nomination process continues. If the Golem nominates the Demon, nothing happens. The Storyteller doesn’t confirm or deny that the Golem nominated, and continues with the voting process as normal. The Storyteller may say “nothing happens” if clarity is asked for. After the Golem has nominated once, whether or not the nominee dies, the Golem may not nominate again this game. It is the player’s responsibility to refrain from nominating, not the Storyteller’s. Deliberately nominating when they shouldn’t is considered cheating.

    How to Run

    1. If the Golem nominates a non-Demon, that player dies, then the vote continues as normal. Mark the Golem with the MAY NOT NOMINATE reminder.
    2. If the Golem nominates the Demon, the vote continues as normal. (Do not say why.) Mark the Golem with the MAY NOT NOMINATE reminder.

    Examples & Notes

    • If the Golem accidentally nominates when they shouldn’t, you can either accept or not accept the nomination. It is best to not accept the nomination—as long as you think that this won’t confirm that a Golem is in play. To keep things fair, also do this for players bluffing as the Golem, reminding them that the Golem cannot nominate more than once.
  18. Outsider

    Politician

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


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

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

    How to Run

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

    Puzzlemaster

    1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.


    When one begins to think that some thing is merely some other thing, one is usually on the brink of an error. Patience, patience. Don’t confuse just and should with is and isn’t.

    "1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info." The Puzzlemaster tries to figure out who is drunk. A player is drunk for the whole game. It will most often be a Townsfolk, but could be an Outsider. This player does not know that they are drunk. Once per game, the Puzzlemaster may guess which player it is. They may guess publicly, or privately. Whatever their guess, the Storyteller privately tells the Puzzlemaster the name of one player. If the Puzzlemaster guessed correctly, they learn which player the Demon is. If the Puzzlemaster guessed incorrectly, they learn a different player instead. The Puzzlemaster isn’t told if they guessed correctly or not. Only the player made drunk by the Puzzlemaster counts as a successful guess. Players drunk by other means don’t count. If the Puzzlemaster dies, the drunk player is still drunk. A dead Puzzlemaster may not make a guess, as they don’t have that part of their ability.

    How to Run

    1. While preparing the first night, mark any player with the Puzzlemaster’s DRUNK reminder. This player is drunk.
    2. At any time during the game, the Puzzlemaster may guess a player, either publicly or by having a private discussion with you. If their guessed player is marked by the Puzzlemaster’s DRUNK reminder, privately tell the Puzzlemaster which player is the Demon. If their guessed player is not marked by the Puzzlemaster’s DRUNK reminder, privately tell the Puzzlemaster the name of a non-Demon player. (Do not say if they guessed correctly or not.) Either way, mark the Puzzlemaster with the GUESS USED reminder.

    Examples & Notes

    • While you can make a Minion or the Demon drunk with the Puzzlemaster ability, only do this if you have an excellent reason in mind. It is almost always best to select a Townsfolk player.
  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

    Devilsadvocate1 75 3-75

    매일 밤, 어제와 다른 살아있는 플레이어를 1명 선택합니다. 해당 플레이어는 내일 처형되더라도 죽지 않습니다.


    Not written yet.

  22. Minion

    Goblin1 75 2-75

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


    Not written yet.

  23. Minion

    Scarletwoman1-75

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


    Not written yet.

  24. Minion

    Boffin

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


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

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

    How to Run

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

    Examples & Notes

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

    Al-Hadikhia

    Each night*, you may choose 3 players (all players learn who): each silently chooses to live or die, but if all live, all die.


    Alsukut min dhahab.

    "Each night*, you may choose 3 players (all players learn who): each silently chooses to live or die, but if all live, all die." The Al-Hadikhia puts three players in a dilemma — who will choose to die, so that others can live? The Al-Hadikhia may choose three players per night. Everyone learns which three were chosen. Each player makes their choice before the next player is revealed. All players must be silent when the Al-Hadikhia acts at night. This period lasts from when the Storyteller first declares that a player has been chosen, until the Storyteller says that it ends. If the Al-Hadikhia chooses no one, no announcement is made and nobody dies to the Al-Hadikhia tonight. At night, the Storyteller asks players out loud if they choose to live. If they nod their head, they live. If they shake their head, they die. Players may be brought back to life this way. If all players choose to live, then they all die instead. If a player chose to die but did not die, they count as alive for this calculation.

    How to Run

    1. Each night except the first, wake the Al-Hadikhia. They may point at three players. If they do, mark these players with the 1, 2 and 3 reminders, in the order the Al-Hadikhia chose. Put the Al-Hadikhia to sleep. Wake the player marked 1 and say “The Al-Hadikhia has chosen” then the name of the player, then “Do you choose to live?” They either nod or shake their head. Put them to sleep. If they chose to live, remove their shroud (if any), and if they choose to die, add a shroud. Repeat for players marked 2 then 3. If all three players are alive (none of them have a shroud) then add a shroud to all three. They die. Declare that the time of silence has ended.
    2. Each dawn, declare which players marked 1, 2 and 3 are alive and which are dead. Do this even if a player’s alive or dead status did not change during the night.

    Examples & Notes

    • You may need to remind all players to be silent as the Al-Hadikhia acts. This includes non-verbal noise. This prevents players signaling to others about whether they have chosen to live or die.
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