Townsfolk
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.
Townsfolk
Each night, choose an alive player: either you or they are drunk until dusk. You can't die.
I'll drink any one of yer under the table! You! The chatterbox! Reckon you can take me? No? Howza 'bout you, Grandma? You ever tried Old McKillys Extra Spiced Rum before? Guaranteed to put hairs on yer chest! Step aboard, aye!
"Each night, choose an alive player: either you or they are drunk until dusk. You can't die." The Sailor is either drunk or getting somebody else drunk. While the Sailor is sober, they can't die. Each night, the Sailor chooses a player, who will probably get drunk. If they choose themself, they lose their “cannot die” ability until they become sober. If the Sailor chooses a dead player accidentally, the Storyteller prompts them to choose again. If the Sailor chooses another player, the Storyteller chooses which player is drunk. If they choose a Townsfolk, the Storyteller will usually make the Townsfolk drunk, but if an Outsider, a Minion, or the Demon is chosen, then the Storyteller will usually make the Sailor the drunk one. While sober, the Sailor cannot die, even if they have not yet woken at night to go drinking.
Townsfolk
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.
Townsfolk
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.
Townsfolk
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.
Townsfolk
The 1st time you die, you don't.
...and the King said 'What?! I've never even owned a pair of rubber pantaloons, let alone a custard cannon!' Ho-ho! Jolly day!
"The 1st time you die, you don't." The Fool escapes death... once. The first time the Fool dies for any reason, the Fool remains alive. They don’t learn that their ability saved their life. If another character’s ability protects the Fool from death, the Fool does not use their ability. Only the time that the Fool would actually for realsy bona fide be dead does the Fool’s ability trigger.
Outsider
When you die, 1 player is drunk from now on.
I will never forget her. Never.
"When you die, 1 player is drunk from now on." The Sweetheart, when they die, causes someone to be drunk for the rest of the game. The Storyteller chooses which player becomes drunk. This ability works while the Sweetheart is dead.
Outsider
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.
Minion
Each night, choose a living player (different to last night): if executed tomorrow, they don't die.
My client, should the objection be overruled, pleads innocent by virtue of the prosecution's non-observance of statute 27.B - incorrect or misleading conjugation of a verb. The fact that nine of the jury died last night is simply prima facie, which is, as Wills vs Thule set precedent for, further reason to acquit.
"Each night, choose a living player (different to last night): if executed tomorrow, they don't die." The Devil's Advocate saves players from execution. Each night, the Devil’s Advocate chooses a player to protect from death by execution. The next day, if that player is executed, the execution succeeds but the player remains alive. The Devil’s Advocate cannot choose the same player two nights in a row, whether or not that player was saved from execution today, and they cannot choose a Zombuul that registers as dead.
Minion
If the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.
The tentacles of that monster are nailed to the doors of the church. Mothers and children are dancing in the street. Excellent. Everything is proceeding exactly as I have planned.
"If the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses." The Mastermind can still win after the Demon is dead. If the Demon dies by execution, the game continues. The players do not learn that the Demon died. The following day, if a good player is executed—whether or not they die from it—then evil wins. If an evil player is executed or nobody is executed, then the good team wins. A dead Demon does not get to attack. They lose their ability, as normal. During this extra night and day, other characters’ abilities function as normal. If the Demon dies and just two players are left alive, the game still continues for another day—evil does not win from two players being alive, and good did not win by killing the Demon. The Mastermind ability says “play for one more day,” and abilities override standard game rules.
Demon
Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead.
Tasty, tasty, tasty, tasty, tasty, tasty, tasty, tasty brai- I mean pie! Yes. Tasty pie. That’s what I meant to say.
"Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead." The Lleech lives if their host lives, and dies if their host dies. On the first night, the Lleech chooses a player, who is poisoned for the rest of the game. If this player is alive, the Lleech cannot die. If the Lleech is executed, the Storyteller tells the group that the player lives, but not why. If the player that the Lleech chose dies, the Lleech dies as well. If this means that only one or two players are left alive, good still wins, because the Demon is dead. From the second night onwards, players that the Lleech attacks die but are not poisoned. If a Lleech is created mid-game, they poison a player that night. They must choose an alive player.