Townsfolk
Each day privately tell the storyteller 3 in game statements, that night learn how many were correct
Not written yet.
Townsfolk
Each night* choose a player, they are poisoned, but safe from the demon (yourself if chosen is poisoned tomorrow night)
Not written yet.
Townsfolk
Each night* wake up, choose a player, if minion chose the same player: learn which one of two players.
Not written yet.
Townsfolk
Each night* choose a player. If they are a Minion or Demon, They are drunk until dusk. If they are Townsfolk, they are mad that they are an Outsider tomorrow, or they die.
Not written yet.
Townsfolk
Each night choose a player, they can not be poisoned or turned mad tonight.
Not written yet.
Townsfolk
You start knowing 3 players, one is a townsfolk, one is an outsider, and one is a minion.
Not written yet.
Townsfolk
Each night* choose a dead player: you learn one alive player who has the same alignment as them.
Not written yet.
Townsfolk
Each night* choose two players, the first learns what alignment the second is, but doesn't learn of its origin.
Not written yet.
Townsfolk
Any player who uses their ability to learn your alignment, character, madness, etc. is poisoned, or may be asked to go to sleep without learning anything.
Not written yet.
Townsfolk
Anyone you can convert might be able to come back to life if they were to die as long as both your two neighbors are of good alignment; if either of them are evil they might be poisoned, become mad, or even die instead.
Not written yet.
Townsfolk
Each night, choose two players if either of them are to be selected by a demon or minion it affects you instead.
Not written yet.
Townsfolk
You start knowing which players are outsiders; one of the players might be a minion or townsfolk.
Not written yet.
Townsfolk
Each night, choose a player: you learn if they were poisoned, drunk, or mad, but don't know which
Not written yet.
Outsider
Lowkey lay back, you can’t die by execution until only 5 players live. If you want a favor from someone just ask them, they have to do it (within reason dictated by storyteller)
Not written yet.
Outsider
You may die at any point, when you do the demon either gets a townsfolk or minion (based on a coin flip) gets a not in play traveler ability.
Not written yet.
Outsider
When someone chooses you; switch to their alignment and gain a new traveler ability. Each time a new person chooses you you lose last night's traveler ability.
Not written yet.
Outsider
You can’t talk in public. Not at night, not at day. You may only talk to one person at a time.
Not written yet.
Minion
Each person you touch might be mad about being a specific townsfolk.
Not written yet.
Minion
Once per game chooses a player, they are quarantined. They can't talk to anyone, no one can talk to them, and they can't die. Everyone may be rearranged to be seated as far away from them as possible.
Not written yet.
Minion
You choose which player is which demon. The first townsfolk to your left is poisoned until you die. [-1 Demon]
Not written yet.
Minion
If you are executed your team wins. Everyone knows you’re in play.
Not written yet.
Minion
Each night* choose a character, their ability yields false info
Not written yet.
Demon
Each night, choose a player. 1-2 players they talk to in the morning die.
Not written yet.
Demon
Each night* choose a player, they die. An outsider if chosen also mutes both of its townsfolk neighbors until dusk.
Not written yet.
Demon
Each night* choose a player, they die. An outsider if chosen also poisons one of its two townsfolk neighbors.
Not written yet.
Demon
Each Night* choose a player they register as dead and change alignments and is now mute. Patient zero can’t bluff as mute, and has to say at least one thing publicly each day
Not written yet.