1. Welcome to the Show!

    Almanac · Callie Wakefield · 38 characters

    Notes

    Extra ticket = that day whoever holds the ticket has a not in play townsfolk ability for the day

  2. 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.
  3. Townsfolk

    Pixie

    You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.


    Round and round the garden, go. Little girls run to and fro. Little boys climb up the tree. Which of these should Pixie be? Ladies smile and go to town. Lords with axe chop forest down. What’s yours is mine. What’s mine, divine. Silly little Pixie, me.

    "You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die." The Pixie pretends to be the same character as someone else. On the first night, the Pixie learns an in-play Townsfolk. The Storyteller chooses which Townsfolk this is. The Pixie does not learn which player is this character. If the Pixie player pretends that they are this Townsfolk, they gain the ability of this Townsfolk when the Townsfolk dies. They could have spoken loudly about being the character for one day, or pretended to be the character each day this game, or accused the Townsfolk of being a liar—the Storyteller is the judge of whether or not the player was convincing, by “being mad that they are this character”. When the Townsfolk player dies, the Pixie does not learn this, and is not told that they have gained a new ability. They may learn this has happened if they wake at night and start gaining information, or are prompted to choose players. If the player the Pixie learns about changes character then dies, the Pixie gains the ability of the Townsfolk the Pixie learnt about, not the new character.

    How to Run

    1. During the first night, mark a Townsfolk character token with the Pixie’s MAD reminder. Wake the Pixie. Show the Pixie this Townsfolk character token. Put the Pixie to sleep.
    2. If the Townsfolk marked MAD dies, and you feel that the Pixie player has been sufficiently mad that they were this character, replace the MAD reminder with the HAS ABILITY reminder. The Pixie now has this Townsfolk’s ability, and will wake at night when this Townsfolk would normally wake.
  4. Townsfolk

    Balloonist

    Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]


    More heat! Higher! Higher! Più alto! Ahhh... it is so beautiful from up here, don't you agree? Can you see the children fishing by the river, under the willow? Can you see the glint of the sun on the circus tent-poles? What's this? An old man, alone, passed out in the vineyard? Less heat! Lower! Lower! Vai più in basso!

    "Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]" The Balloonist learns players of different character types. Each time the Balloonist learns a player, the player must have a different character type to the previously shown player. The Balloonist does not learn the character type of the player they learn. The shown player can be alive or dead. The shown player can be good or evil. If the Balloonist is drunk or poisoned, they may learn a character of the same type as the previously shown player. When the Balloonist becomes sober and healthy, they must learn a player of a different character type to the previously shown player. During setup, the Storyteller may choose to add an Outsider due to the Balloonist’s ability.

    How to Run

    1. During setup, you may add an Outsider.
    2. When preparing the first night, mark any player with the KNOW reminder. When preparing each night afterwards, mark a character of a different type than the current with the KNOW reminder.
    3. Each night, wake the Balloonist. Point to the player marked KNOW. Put the Balloonist to sleep.
  5. Townsfolk

    Village Idiot

    Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]


    Roses are blue, and violets are red, Please reverse what I just said.

    "Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]" The Village Idiots are a group that learn players’ alignments. The Village Idiot that is drunk is chosen by the Storyteller during the game setup. There may be one, two, or three Village Idiots in play, irrespective of the number of players. If there is only one Village Idiot in play, they are sober. The drunk Village Idiot may get true information. When Village Idiots are added to the game during setup, they replace other Townsfolk. If a Village Idiot is created mid-game, only one is created. Village Idiots act one at a time, not all together. If all sober Village Idiots exit play, the remaining drunk Village Idiot remains drunk. If a sober Village Idiot becomes drunk or poisoned by other means, the drunk Village Idiot remains drunk.

    How to Run

    1. While setting up the game, before putting the character tokens in the bag, replace zero, one or two Townsfolk tokens with Village Idiot tokens. While preparing the first night, mark one Village Idiot with the DRUNK reminder.
    2. During each night, wake any Village Idiot. They point to a player. Give a thumbs up or a thumbs down. Put that Village Idiot to sleep. Repeat until all Village Idiots have acted.
  6. 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.
  7. Townsfolk

    King

    Each night, if the dead equal or outnumber the living, you learn 1 alive character. The Demon knows you are the King.


    Betwixt the unknown strains of mortal strife / And morbid night, sweet with mystery and woe / Lies unfettered joys of fate’s long and colored life / Who’s garden blooms with each painted Face to Show.

    "Each night, if the dead equal or outnumber the living, you learn 1 alive character. The Demon knows you are the King." The King learns which characters are still alive. The King gains this ability after a few nights have passed — once the dead players equal or outnumber the living. At the start of the game, the Demon learns who the King is. If a King is created mid-game, the Demon learns who the King is that night. The King may not survive long enough to use their ability. Once the number of dead players is equal to or greater than the number of alive players, the King learns one alive character each night. The King may learn good or evil characters, and may even learn the same character more than once. There may not be a Choirboy in play. But if there is, and they are still alive when the Demon kills the King, the Choirboy learns who the Demon is.

    How to Run

    1. During the first night, wake the Demon. Show them the THIS PLAYER IS info token, then the King token, then point at the King player. Put the Demon to sleep.
    2. When the number of dead players equals or exceeds the number of alive players, add a night token to the King’s entry on the night sheet.
    3. Each night, if the King has a night token on the night sheet, wake the King. Show one alive character token. Put the King to sleep.

    Examples & Notes

    • Think carefully about what character tokens to show the King. Don’t be afraid to give great information. Most Kings will die before the final day. A King that lives to the final day will usually win, and that’s ok.
  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

    Acrobat

    Each night*, choose a player: if they are or become drunk or poisoned tonight, you die.


    Welcome, one and all, to the greatest show on earth.

    "Each night*, choose a player: if they are or become drunk or poisoned tonight, you die." The Acrobat dies when they find a drunk or poisoned player. Each night except the first, the Acrobat chooses a player. If the chosen player is sober and healthy, nothing happens. If the player is drunk or poisoned, the Acrobat dies. If the Acrobat is drunk or poisoned, they cannot die to their own ability. The Acrobat may choose any player, dead or alive, even themself. If the chosen player is sober and healthy at the time the Acrobat picks, but becomes drunk or poisoned later in the night, the Acrobat dies. The Acrobat does not learn if the player they selected was drunk, or poisoned, or both. The Drunk registers as drunk to the Acrobat.

    How to Run

    1. Each night except the first, wake the Acrobat. They point to a player. Put the Acrobat to sleep.
    2. If the player the Acrobat pointed to is drunk or poisoned, or becomes drunk or poisoned at any time tonight, the Acrobat dies.
  10. Townsfolk

    Juggler

    On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.


    For my next trick, as per request, I will need a flower, a bag of beans, a toy snake, a paintbrush, and a motorized gasoline-powered hedge trimming device. I warn you, this trick may be my last. Oh dear.

    "On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct." The Juggler takes the risk of convincing people to reveal their characters on the 1st day, in the hope of guessing as many as possible that are telling the truth. On the first day, they may guess which players are which characters. That night, the Juggler learns how many guesses they got right...if they are not killed beforehand. They must make their guesses publicly, so everyone hears what is guessed. They may guess zero characters, or up to five characters, and these characters and players may be different or the same. If the Juggler made their guesses while drunk or poisoned, but is sober and healthy when their ability triggers that night, then the Storyteller still gives them true information.

    How to Run

    1. During the first day, if the Juggler declares that they are using their ability, then you enter the circle, holding the Grimoire. The Juggler can make up to five guesses, each of any one player and any one character. For each correct guess, mark the Juggler with a CORRECT reminder. (Make sure the players don’t see how many reminders you’re placing.)
    2. That night, wake the Juggler. Show them fingers (0, 1, 2, etc.) equaling the number of CORRECT reminders. Put the Juggler to sleep. Remove the CORRECT reminders and the Juggler’s night token when convenient.

    Examples & Notes

    • If the Juggler is guessing too fast, prompt them to slow down.
    • If an evil player is bluffing as the Juggler, it can help their bluff if you pretend to move tokens around the Grimoire as they make their fake guesses.
  11. Townsfolk

    Choirboy

    If the Demon kills the King, you learn which player is the Demon. [+the King]


    I saw it, I did. I was in the pews, tidying the hymn books, when a dreadful tune started from the pipe organ. The organist had a long cloak, and long fingers on the keys. And a hat that looked… just like… yours.

    "If the Demon kills the King, you learn which player is the Demon. [+the King]" The Choirboy learns who the Demon is when the King is slain. The King can be in play without the Choirboy. During the setup phase, if the Choirboy is in play and the King isn’t, the King is added. If a King is already in play, the Choirboy doesn’t add a second King. If the Demon kills the King using their ability, the Choirboy learns which player is the Demon. The Demon nominating and executing the King doesn’t count. Minions that kill the King, such as the Assassin, don’t count either. If the Demon attacks the King but doesn’t kill the King, the Choirboy doesn’t learn who the Demon is. The Choirboy learns which player the Demon is, but does not learn which character.

    How to Run

    1. While setting up the game, before putting character tokens in the bag, if the King is not already in play, remove a Townsfolk character token and add the King character token.
    2. Each night except the first, if the Demon kills the King, put the Demon to sleep then wake the Choirboy. Point to the Demon player then put the Choirboy to sleep.
  12. Townsfolk

    Fool

    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.

    How to Run

    1. If the Fool would die, they remain alive. (But they die if they are drunk or poisoned.) If the Fool was executed, declare that the player was executed but remains alive. (Do not say why.)
    2. Either way, the Fool loses their ability—mark them with the NO ABILITY reminder.
  13. Townsfolk

    Magician

    The Demon thinks you are a Minion. Minions think you are a Demon.


    1... 2... Abra... 3... 4... Cadabra... poof! And, as you can see, ladies and gentlemen, Captain Farnsworth’s bag of gold has disappeared! Gone! Without a trace! Thank you, and goodnight!

    "The Demon thinks you are a Minion. Minions think you are a Demon." The Magician confuses the evil players about who is evil and who isn’t. On the first night, instead of learning which player is the Demon, the Minions are told that both players—the Demon and the Magician—are the Demon. On the first night, the Demon learns that the Magician player is one of its Minions. The Magician does not wake to learn anything. The Storyteller can point to the Magician and the evil players in any order, so that the evil players won’t know which player is the Magician. If the Poppy Grower dies and the Demon and Minions learn who each other are mid-game, the Magician ability has an effect that night, just as if it was the first night.

    How to Run

    1. During the first night, wake the Minions. Show them the THIS IS THE DEMON info token, then point to the Demon and the Magician. Put the Minions to sleep.
    2. During the first night, wake the Demon. Show the THESE ARE YOUR MINIONS info token, then point to all Minions and the Magician. Show the THESE CHARACTERS ARE NOT IN PLAY info token and three character tokens. Put the Demon to sleep.
    3. Do this instead of the normal Minion Info and Demon Info steps.
  14. Townsfolk

    Swordswallower-275

    Once per game during the day publicly perform your act. You are now safe from Executions, Death, Drunk and Poisoning for 2 days and 2 nights.


    Not written yet.

  15. Townsfolk

    Carnie-275

    Each night* Choose whether to attend the circus. If you do then choose a player and they get immunity from poisoning. If not, then you can't die at night.


    Not written yet.

  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

    Tinker

    You might die at any time.


    I think I see the problem. Luckily, I have an idea! This catapult will shoot twice as far with just a minor adjustment...

    "You might die at any time." The Tinker can die at any time, for no reason. The Storyteller may kill the Tinker at any time. The Tinker cannot die from their ability while protected from death, as normal.

    How to Run

    1. At any time, you may decide that the Tinker dies. If this is during the day, immediately declare that the Tinker has died. If this is during the night, mark the Tinker with the DEAD reminder and wait until dawn to declare which players died during the night. (Do not say how.)

    Examples & Notes

    • While you may kill the Tinker out of the blue during the day, it is most interesting if the Tinker dies at night, because the players will be wondering whether the Tinker died due to their ability or for some other reason.
    • You can choose to never kill the Tinker. This makes the Tinker look really suspicious.
    • We recommend that you never kill the Tinker when it would end the game. Players should win or lose by their own efforts, not Storyteller fiat.
  18. 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.
  19. 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.
  20. Outsider

    Mutant

    If you are “mad” about being an Outsider, you might be executed.


    I am not a freak! I am a human being! Have mercy!

    "If you are "mad" about being an Outsider, you might be executed." The Mutant is killed if they try to reveal who they are. “Madness” is a term that means “you are trying to convince the group of something.” So, if the Mutant player is mad about being the Mutant, this means they are trying to convince people that they are the Mutant. If they are mad about being an Outsider, this means they are trying to convince people that they are an Outsider. This can be by verbally hinting who they are, or by their silence when questioned. It is always up to the Storyteller to decide what the Mutant is doing. If you think they are trying to convince the group they are an Outsider in any way, you can execute them—even outside the nomination phase, or at night. If you do, no other executions may happen today by normal means, since there is only one execution per day. If the Mutant hints that they are the Mutant at night, you may execute them that night, even if an execution happened today. Declare they have died, and continue the night phase as normal. An execution may still happen the next day.

    How to Run

    1. At any time (even at night), if you believe that the Mutant is mad about being an Outsider, then you can decide to execute the Mutant. Declare this to the group. They die - mark them with a shroud.
    2. If you execute them during the day before the normal execution happens, go to the night phase. (There is a maximum of one execution per day.)
  21. Outsider

    Heckler-275

    Once per game publicly accuse 2 players of being evil, if either is correct good players get a bonus action. If guessed wrong all good players lose ability till dawn.


    Not written yet.

  22. Minion

    Wizard

    Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.


    Every man and every woman is a star. Love is the law, love under will.

    "Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature." The Wizard makes a wish. This wish is limited only by the player’s imagination. It can be anything at all. The Wizard can write their wish on their phone and wake at night to show the Storyteller, or talk with the Storyteller in private during the day. The Wizard could even make a wish publicly if they are feeling foolish. If the Storyteller tells the group that the Wizard has made a wish, they need not do so immediately, and can do so at any point later on. Many wishes have a price. The price changes the game in some way, or changes the wish in some way. It can be anything at all, and is decided by the Storyteller. The Storyteller may or may not tell the Wizard what the price is. The purpose of the price is to rebalance a wish that is unfair for the good team on a mechanical level. Many wishes leave a clue. The clue can be anything at all, is decided by the Storyteller, and is declared publicly. The purpose of a clue is to rebalance a wish that is unfair to the good team on an informational level. When the Wizard dies, the wish may or may not still be in effect, depending on the nature of the wish and the nature of the price. If the Wizard makes a wish that the Storyteller doesn’t understand, or feels like it would be impossible to implement, the Storyteller may ask the Wizard to wish again, or cancel the wish.

    How to Run

    1. When the Wizard makes a wish, either verbally or via text, decide whether to accept or decline the wish. If the wish is declined, prompt the Wizard to wish again, or tell them that they have no more wishes.
    2. If the wish is granted, say “Your wish is granted.” or “Your wish is my command”, or nod, or otherwise signal that their wish is accepted. Now or later, you may make a price: make whatever mechanical adjustments to the game you feel are necessary for the wish to be balanced. Now or later, you may declare publicly that the Wizard has made a wish, then give the good team a clue about what was wished.

    Examples & Notes

    • Storytelling the Wizard can be tricky. The Wizard is the most fun for everybody when all wishes are granted, all wishes leave a clue, and all wishes have a price. However...
    • If you feel that by granting a wish, the evil team has benefitted a small amount but the good team still has all they need to figure out who the Demon is and to win the game, you may apply no clue and no price. You may even skip telling the good team that the Wizard has made a wish, or tell them but give no clue.
    • If you feel that by granting the wish, the good team is at a severe disadvantage in terms of balance - the game rules have changed so that it is impossible for the good team to win even if they learn who the Demon is - then change the game rules or change the wish so that it is still fair for the good team.
    • If you feel that by granting the wish, the good team is at a severe disadvantage in terms of knowledge - they lack the needed information to reasonably win the game - then give them a helpful clue to find out what the wish was.
    • If you feel that the wish is so extreme and convoluted that you can think of no clue or price to balance it, or that it would just make the game unfun, then decline the wish completely.
    • Overall, the wish should tip the scales in favour of the Wizard, but still allow the good team a reasonable chance of winning. Take your time in deciding how to do this.
  23. 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.
  24. Minion

    Organ Grinder

    All players keep their eyes closed when voting and the vote tally is secret. Each night, choose if you are drunk until dusk.


    Round and round the handles go. The more you dance the less you know.

    "All players keep their eyes closed when voting and the vote tally is secret. Each night, choose if you are drunk until dusk." The Organ Grinder makes voting secret. When a player is nominated, players vote with eyes closed. The Storyteller does not count the votes out loud, and does not reveal how many players voted once voting is complete. The Storyteller doesn’t reveal which player is “about to die”. After nominations have closed, the Storyteller reveals which player is executed, as normal. Dead players may vote once if they have a vote token. Their vote token is removed at the end of the day instead of after the vote. If the Organ Grinder is drunk, the vote happens with eyes open, as normal. The Storyteller makes no comment as to whether the Organ Grinder is dead or alive. That night, the Organ Grinder chooses to become sober or drunk again.

    How to Run

    1. Each night, wake the Organ Grinder. The Organ Grinder either nods or shakes their head. If they nod their head, mark them with the DRUNK reminder. Put the Organ Grinder to sleep.
    2. When a player has been nominated and a vote is just about to begin, and the Organ Grinder is sober, ask all players to close their eyes. If they ask why, tell them that an Organ Grinder is in play. When counting votes, do so silently. Afterwards, do not reveal how many players voted, nor if the nominee is “about to die”. If there were enough votes to execute the nominee, mark them with the ABOUT TO DIE reminder. Ask players to open their eyes, and if there are any more nominations.
    3. When nominations are closed, declare that the player marked ABOUT TO DIE, is executed.
    4. Each dusk, remove the DRUNK reminder.

    Examples & Notes

    • Players are not allowed to use other methods to determine who is voting, such as touch or sound. It is a secret.
  25. Minion

    Jester01-275

    Good players you make laugh throughout the day may be poisoned at night


    Not written yet.

  26. Demon

    Yaggababble

    You start knowing a secret phrase. For each time you said it publicly today, a player might die.


    Murders inside the Rue Morgue? Фальшивые новости! Hounds on the Baskerville moor? Фальшивые новости! Death while sailing the Nile? Фальшивые новости!

    "You start knowing a secret phrase. For each time you said it publicly today, a player might die." The Yaggababble kills by talking. The phrase that the Yaggababble says can be any length, but is usually 2 to 5 words long. If the Yaggababble says this phrase, the Storyteller may kill a player any time afterwards, until dawn. The Yaggababble may say this phrase as a standalone sentence, or part of another sentence. The Yaggababble may say this phrase multiple times per day. If so, the Storyteller may kill multiple players. The Storyteller chooses which players die. The Storyteller may choose to kill fewer players than the number of times the phrase was said. If the Yaggababble is drunk or poisoned, players cannot die, even if the Yaggababble was sober and healthy when they said their phrase. If the Yaggababble is sober and healthy, players might die, even if the Yaggababble was drunk or poisoned when they said their phrase. It is rare for the Yaggababble to kill during the day.

    How to Run

    1. During setup, write a phrase on a piece of paper, or on a phone.
    2. During the first night, wake the Demon. Show this phrase, then put them to sleep.
    3. Each time Demon says the secret phrase, put a DEAD reminder in the centre of the left side of the Grimoire, as a reminder to yourself to place it tonight.
    4. Each night, you may mark players with these DEAD reminders, and add a shroud to each marked player. These players die.

    Examples & Notes

    • Choose a phrase that is fairly plain. If the Demon has an unusual phrase each day, they will likely die or say it rarely. If the Demon has a common, believable phrase, they will likely say it each day, perhaps more than once each day.
  27. Demon

    No Dashii

    Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.


    By the sins of Arnoch, I feel thy laden stench. By the curs-ed sun and her foul legion of tiny grinning gods, I corrupt thee. By the blessed night and the hidden depths of the horrid and unholy sea, I end thy squalid life upon this plane.

    "Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned." The No Dashii poisons their neighboring Townsfolk. The No Dashii’s closest clockwise and counterclockwise Townsfolk neighbors are poisoned, regardless of whether they are alive or dead. If a No Dashii dies or otherwise loses their ability, then those two players become healthy. Two Townsfolk players will always be poisoned this way, as neighboring Outsiders, Minions, or Travellers are skipped. If a new player becomes the No Dashii, or a poisoned Townsfolk changes into a non-Townsfolk character, the players who are poisoned may change immediately based on who the neighbors of the No Dashii are.

    How to Run

    1. While preparing the first night, the two Townsfolk neighboring the No Dashii become poisoned - mark them with POISONED reminders.
    2. If a Townsfolk poisoned by the No Dashii becomes a non-Townsfolk character, or the No Dashii turns into a different character, or if a new player becomes the No Dashii, the new neighbors of the No Dashii become poisoned, and the old neighbors become healthy - move the No Dashii’s POISONED reminders immediately if needed.
    3. Each night except the first, wake the No Dashii. They point at any player. That player dies - mark them with the DEAD reminder. Put the No Dashii to sleep.
  28. 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.
  29. Demon

    Ringmaster-275

    Each night* Choose a player that night they die (The storyteller will keep track of those underperforming if you choose one of them you receive an extra ticket to the next show)


    Not written yet.

  30. 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.)
  31. 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.
  32. Traveller

    Matron

    Each day, you may choose up to 3 sets of 2 players to swap seats. Players may not leave their seats to talk in private.


    Miss Featherbottom, be quiet. Master Rutherford, a teacup needs just the four fingers, please. I know you are a father of nine, but age, or lack there-of as the case may be, is never an excuse for poor manners.

    "Each day, you may choose up to 3 sets of 2 players to swap seats. Players may not leave their seats to talk in private." The Matron chooses which players sit where. The Matron may swap two players’ seating positions, up to three times per day. The new seating order is permanent, unless changed again by the Matron. The same player may be moved multiple times. Some players may find moving difficult due to a physical disability or impediment. In these cases, they are immune to the Matron’s ability and can stay put. With the Matron in play, players may not talk privately except with their immediate neighbors while sitting down. Players may not leave their seat to whisper something to any player, and may not even talk about the game to each other when going to the bathroom, and so on. Players should self-police this. If the Matron swaps just one or two sets of players, they may not swap another set of players later that day.

    How to Run

    1. Players who leave their seats cannot talk about the game to other players until they return.
    2. Each day, the Matron may choose two players and declare that they swap seating positions. Ask them to do so. Swap their character tokens and any reminders they have in the Grimoire. The Matron may do this up to three times, but all swaps happen one after the other.
  33. Traveller

    Beggar

    You must use a vote token to vote. If a dead player gives you theirs, you learn their alignment. You are sober & healthy.


    Alms for the poor, good Sir? Spare a coin, Madam? Thank you. God bless! You're a right kind soul and no mistake! I'll have some swanky nosh tonight, I will!

    "You must use a vote token to vote. If a dead player gives you theirs, you learn their alignment. You are sober and healthy." The Beggar can not vote unless someone gives them a token to use, but they learn if the player that does so is good or evil. The Beggar cannot raise their hand to vote at all unless they have a vote token. When they do vote, they lose one vote token. If they have more than one, they may only use one at a time. Only a dead player may give their vote token to the Beggar, after which that dead player cannot vote. Each dead player decides for themself whether to give the Beggar their vote token. No one, including the Beggar, may move a player’s vote token on their behalf. When a player gives their vote token to the Beggar, the Beggar learns whether that player is good or evil. The Beggar can still nominate freely, and can still vote for an exile freely, because exiles are not affected by abilities. If the Beggar dies, they gain one vote token to use while dead, just like any other character would. However, the Beggar loses all their previously acquired vote tokens. If the Beggar would become drunk or poisoned, they do not. The ability to donate vote tokens is unique to the Beggar ability. Players may not give their vote token to a player that is not the Beggar, whether or not a Beggar is in play.

    How to Run

    1. The Beggar cannot vote unless they have a vote token. They lose one vote token each time they vote.
    2. During the day, a dead player can declare that they give their vote token to the Beggar. Transfer the vote token to the Beggar and privately tell the Beggar the alignment of that player.
  34. Traveller

    Deviant

    If you were funny today, you cannot die by exile.


    Twas the lady's quip, forsooth.

    "If you were funny today, you cannot die by exile." The Deviant can avoid being Exiled - as long as the Deviant player has been amusing today. The Deviant can amuse the group in any way they choose. Generally, verbal means such as jokes, funny stories, or witty remarks will suffice. The Storyteller is the judge of whether the Deviant was funny or not.

    How to Run

    1. If the Deviant would be exiled, you may declare that the Deviant remains alive.

    Examples & Notes

    • It is best to be forgiving and treat even a slightly funny Deviant as funny. It can be tough to be funny when one is expected to be, after all.
    • If the player would prefer, you may determine different criteria for whether the Deviant is exiled. If being “funny” is difficult, you may reward the Deviant who “creates a positive mood” or “is helpful to others” instead. The Deviant is not a serious character, and it is meant to encourage laughter, lightheartedness, and fun, so adjust the Deviant rules to your players’ needs and talents.
  35. Traveller

    Bishop

    Only the Storyteller can nominate. At least 1 opposing player must be nominated each day.


    In nomine Patris, et Filii, et Spiritus Sancti… Nos mos Dei. Deus vult de nobis.

    "Only the Storyteller can nominate. At least 1 opposing player must be nominated each day." The Bishop prevents players from nominating at all. Instead, the Storyteller does all nominating. The Storyteller makes nominations during the nomination process instead of the players, and the Storyteller may nominate as few or as many players as they wish. To make things fair, they must nominate at least one player whose alignment is opposite the Bishop’s alignment each day. The Bishop does not alter who can and cannot vote. Each player may do so normally. Since Travellers are exiled, not executed, any player may call for the Bishop or another Traveller to be exiled.

    How to Run

    1. Each dawn, mark the good Bishop with their NOMINATE EVIL reminder, or mark the evil Bishop with their NOMINATE GOOD reminder.
    2. During the nomination process for execution, the players cannot make nominations, but you can. (Voting happens as normal.) When you nominate a player whose alignment is opposite the alignment of the Bishop, remove the Bishop’s reminder. You cannot end the nomination process if the Bishop is marked with their reminder.

    Examples & Notes

    • Usually, you’ll want to nominate about three to five players each day, with at least one of them being evil. You do not have to nominate the Demon each day, but you should nominate all alive players on the final day. Which players you nominate is up to you, but it’s best to nominate more evil players if the Bishop is good, and to nominate fewer evil players if the Bishop is evil.
  36. Loric

    Ventriloquist

    If a player is mad as a fresh character during their nomination, they might not die if executed today.


    Well, folks, gather ‘round! This here’s my pal Charlie, and he’s got a mouth on him that’d make a mule blush. But don’t worry folks, I do all the talkin’... or do I?

    "If a player is mad as a fresh character during their nomination, they might not die if executed today." The Ventriloquist rewards players for lying about who they are. Being "mad as a fresh character" means to claim to be a character that is different to a character that you have previously claimed to be. A player benefits from the Ventriloquist only if they are mad as a fresh character during the time that they are nominated. It doesn't matter what their real character is. Players may be mad as a fake character then later mad as their real character, mad as their real character then later mad as a fake character, or mad as two fake characters. If the player does not die, they learn this after the execution happens. They don't learn whether it was due to the Ventriloquist or not. The Storyteller judges whether the player is mad or not, and might let them die even if they were convincingly mad. This can protect the Demon, but the Storyteller will not protect the Demon if that means that evil wins. A player is only protected from dying on the same day that they were mad as a fresh character.

    How to Run

    1. When a player is nominated, before the vote is completed, if they are mad as a character that is different from a character they have been mad as previously, even if either character is their true character, and that player becomes about to die, mark them with the MAD reminder.
    2. If an execution occurs, and the executee is marked MAD due to the Ventriloquist, declare that they are executed and you may declare that they do not die.
  37. Loric

    Pope

    There are duplicate good characters in play. They might also be bluffs.


    ...Pulcherrimae.

    "There are duplicate good characters in play. They might also be bluffs." The Pope creates duplicate character claims. A Townsfolk or an Outsider, or both, have multiple copies in play. There may be one character that has multiple copies in play, or multiple characters that have multiple copies in play. There may be 2 characters that are the same, or as many as the Storyteller has tokens to accommodate. These characters might be a part of the 3 bluffs given to the Demon. The Storyteller will need multiple copies of the game, or at least some way to access identical character tokens, in order to run this character... for now. Duplicate Outsider characters may cause an unusual number of Outsiders. Duplicate Townsfolk characters may not.

    How to Run

    1. During setup, swap any Townsfolk tokens for duplicates of an in-play Townsfolk or Outsider character token. You may do this more than once.
    2. During the DEMON INFO step, you may give the Demon one, two, or three of these duplicate character tokens as bluffs.

    Examples & Notes

    • Think carefully about giving in-play characters as bluffs to the Demon. Some characters may make the game too difficult for the evil team.
  38. Loric

    Hindu

    The first 4 players to die are immediately reincarnated as Travellers of the same alignment.


    चत्वारो मृत्युमध्ये पतन्ति, चत्वारो यात्री पुनरुद्गताः। चत्वारो धर्मे स्थितचित्तवृत्तेः, चत्वार एषां न पुनः क्षयः॥

    "The first 4 players to die are immediately reincarnated as Travellers of the same alignment." The Hindu gives players that die early a new life. The first four players to die become Travellers. It doesn’t matter how the players died. The Storyteller chooses which Traveller the player becomes. This is different to the normal rule that players choose their Traveller. The players’ alignment stays the same as it was before death. If the script has five recommended Travellers, the Storyteller chooses from those. Death is never simultaneous. For example, if the Shabaloth kills two players at night, it kills one, then the other. If the Demon is one of the first four players to die, the game ends and good wins.

    How to Run

    1. If a player dies, they become a Traveller character of your choice. Declare which Traveller they are.
    2. When four players have died and become Travellers, players die as normal.

    Examples & Notes

    • Optional rule: If the Demon becomes a Traveller, a Minion becomes the Demon.
  39. Loric

    Bootlegger

    This script has homebrew characters or rules.


    When I was born, I was named ‘Homebrewy McHomebrewface’, like my father before me. A respectable name, for a dignified age.

    "This script has homebrew characters or rules." Add the Bootlegger to include homebrew characters or rules. The Bootlegger allows Storytellers to use characters they, or others, have created that are not official characters or allows them to use non-standard rules in the game. If there are homebrew characters on the character sheet, or homebrew rules in effect, the Storyteller tells all players what they are before play begins. The Bootlegger allows for multiple characters or rules to be in effect at once. As long as there is at least one homebrew character on the current script, this Loric will be in play and can only be removed by switching to a script that does not contain any homebrew characters. The Bootlegger is designed for use in the official app only. Bootlegger, despite many claims to the contrary, defeated Homebrewy McHomebrewface, “the people’s choice”, in a hotly contested poll to decide the Loric's name.

    How to Run

    1. At the start of the game, if there are homebrew characters on the character sheet or you are running homebrew rules, declare that the Bootlegger is in play and inform the group of all the homebrew characters and/or rules you are using in this game.
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