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
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.
Townsfolk
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.
Townsfolk
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?”
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
Once per game, during the day, publicly choose a player: if they are the Demon, they die.
Die.
"Once per game, during the day, publicly choose a player: if they are the Demon, they die." The Slayer can kill the Demon by guessing who they are. The Slayer can choose to use their ability at any time during the day, and must declare to everyone when they're using it. If the Slayer chooses the Demon, the Demon dies immediately. Otherwise, nothing happens. The players do not learn the identity of the dead player. After all, it may have been the Recluse! A Slayer that uses their ability while poisoned or drunk may not use it again. The Slayer will want to choose an alive player. Even if the Slayer chooses a dead Imp, nothing happens, because a dead player can't die again. Players may say whatever they want at any time, so a player who's pretending to be the Slayer may pretend to use the Slayer ability.
Townsfolk
Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
My cabin is warm and sturdy. My axe by the door, my boots drying by the fire, and elk stew a-simmering… Hark! A scream echoes through the valley! The rain and the mud and the cold, cold wind mask the scent of the wolves, but I know the path and my pace is steady. I am coming.
"Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]" The Huntsman saves the Damsel before the Minions find her... hopefully. The Damsel can be in play without the Huntsman. During the setup phase, if the Huntsman is in play and the Damsel isn’t, the Damsel is added. If a Damsel is already in play, the Huntsman doesn’t add a second Damsel. If the Huntsman correctly chooses the Damsel at night, the Damsel becomes a not-in-play Townsfolk immediately. The Storyteller chooses which Townsfolk character, and the Damsel learns which one. When the Damsel becomes a Townsfolk, they gain that Townsfolk ability and lose the Damsel ability. The Huntsman gets one guess, and makes it at night. The Minions get one guess in total, and make it publicly during the day. If a Minion guesses who the Damsel is, evil wins. If a Minion incorrectly guesses who the Damsel is, the guess is used, and other Minions cannot win by correctly guessing the Damsel. If the Damsel is drunk or poisoned but the Huntsman is sober and healthy, the Damsel can still become a Townsfolk.
Townsfolk
You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.
Visit the interior of the Earth. By rectification thou shalt find the hidden stone. Above the gold, lieth the red. Kether in Malkuth.
"You have a Minion ability. When using this, the Storyteller may prompt you to choose differently." The Alchemist has a Minion ability. The Alchemist’s ability is usually that of a not-in-play Minion, but can duplicate an in-play Minion ability. The Alchemist learns which ability this is on the first night. They are still a good Townsfolk. They win when good wins, and lose when good loses. They register as good and as the Alchemist. The Alchemist does not wake to learn who the other Minions are or who the Demon is, like Minions do. If the Alchemist’s Minion ability adds or removes characters during setup, this still occurs during setup. If the Alchemist has an ability where the player chooses something, like the Poisoner or the Vizier, the Storyteller may ask the Alchemist to choose differently. The Alchemist must do so.
Townsfolk
If both your alive neighbors are good, they can't die.
If you are cold, tea will warm you. If you are too heated, tea will cool you. If you are depressed, tea will cheer you. If you are excited, tea will calm you.
"If both your alive neighbors are good, they can't die." The Tea Lady protects her neighbours from death... as long as they are good. If both alive neighbours of the Tea Lady are currently good, those neighbours cannot die. The Demon cannot kill them, nor the Godfather, nor the Gossip. If they are executed, they do not die. The only exception is the Assassin, who can kill someone protected from death. The Tea Lady’s alive neighbours are the two alive players closest to the Tea Lady—one clockwise and one counterclockwise. Skip past any dead neighbours. However, if either alive neighbours is evil, or both are, then the Tea Lady does not protect her alive neighbours . If an evil player dies and the Tea Lady is now neighbouring two good players, then neither can die.
Townsfolk
When you die at night, an alive good player becomes a Farmer.
Even the high and mighty need food on the table. Without us, the city starves.
"When you die at night, an alive good player becomes a Farmer." The Farmer creates more farmers. If a Farmer dies at night, another player becomes a Farmer too. Only players that are good can become Farmers this way. If this new Farmer also dies at night, another Farmer is created. Farmers that die during the day, such as by execution, do not create more Farmers. Farmers that have turned evil, such as from the Mezepheles’ ability, can create more Farmers. But Townsfolk and Outsiders that have turned evil cannot become a Farmer. Farmers do not learn who each other are, but each player that becomes a Farmer learns that they are now a Farmer. When a player becomes a Farmer, they are no longer their old character, and do not have that ability. Any ongoing effects of their old ability immediately end.
Townsfolk
Minions & Demons do not know each other. If you die, they learn who each other are that night.
In the hidden groves of the deep forest, the black poppy dwells. To see its revelry is to be enchanted. To smell its thick aroma is to be lost forever, a slave to the gods of light and dark.
"Minions & Demons do not know each other. If you die, they learn who each other are that night." The Poppy Grower prevents the evil players from learning who each other are. The Demon still learns three not-in-play characters that are safe to bluff as. If the Poppy Grower dies, the Demon and Minions learn who each other are, as though it were the first night again. If the Poppy Grower becomes drunk or poisoned, Demons and Minions do not suddenly learn who each other are. If the Poppy Grower is drunk or poisoned when they die, Demons and Minions do not learn who each other are, since the Poppy Grower has no ability that night. An evil Traveller still learns which player is the Demon when that Traveller enters play.
Townsfolk
When a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.
And I shall hear, tho' soft you tread above me... And all my dreams will warm and sweeter be... If you'll not fail to tell me that you love me... I simply sleep in peace until you come to me.
"When a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow." The Minstrel makes everybody drunk if a Minion dies. If a Minion is executed and dies, all players (except the Minstrel) become drunk immediately and stay drunk all through the night and all the following day. Townsfolk, Outsiders, Minions, and even Demons become drunk, but not Travellers. This doesn’t happen if a Minion died at night. If a dead Minion is executed, the Minstrel ability does not trigger—a dead character cannot die again! If a Minion is executed but does not die, the Minstrel’s ability does not trigger. If the Minstrel is drunk or poisoned when a Minion dies by execution, the Minstrel ability does not trigger.
Townsfolk
You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
I don’t like clowns. They taste funny.
"You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution." The Cannibal eats executed characters, gaining their ability. If a good player dies by execution, the Cannibal gains that player’s ability. If an evil player dies by execution, the Cannibal only thinks that they gain an ability, since the Cannibal is poisoned. The Storyteller may be lying to them. Each time a player dies by execution, the Cannibal loses the ability of the previous player. Executing a dead player won’t grant the Cannibal an ability. Executing a living player who doesn’t die won’t grant the Cannibal an ability. A player must be executed and die for the Cannibal to gain their ability. The Cannibal is not told which ability they have gained. They must figure that out for themselves. If the Cannibal has an “even if dead” ability, such as the Recluse, or an ability that implies it works while dead, such as the Ravenkeeper or Sweetheart, the Cannibal keeps that ability when they die, but loses their Cannibal ability.
Outsider
Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.
Yes, sir... No, sir... Certainly, sir.
"Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too." The Butler may only vote when their Master (another player) votes. Each night, the Butler chooses a player to be their Master. This may be the same player as last night or a different one. If the Master has their hand raised to vote, or if the Master's vote has already been counted, the Butler may raise their hand to vote. If the Master has their hand down, signaling that they are not voting, or if the Master lowers their hand before their vote is tallied, the Butler must lower their hand too. It is not the Storyteller's responsibility to monitor the Butler. They're responsible for their own voting. Deliberately voting when they shouldn't is considered cheating. Because exiles are never affected by abilities, the Butler can vote freely for an exile. Dead players may only raise their hand to vote if they have a vote token. If the Butler chooses a dead player as their Master, this still applies. The Butler is never forced to vote. The Butler's vote may be tallied by the Storyteller before or after their Master's. Seating position is not important.
Outsider
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.
Outsider
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Don't touch the hair, honey.
"All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses." The Damsel needs to avoid being found by the Minions. If a Minion guesses that you are the Damsel, and does so publicly (so that all players know that they are a Minion), evil wins. No matter how many Minions are in play, they only get one guess, total. If a Minion makes a guess and is wrong, future guesses by this Minion or by other Minions don’t count. If the Demon pretends to be a Minion making a guess, that doesn’t count as a guess. Minions may still make a guess and win. Minions may make a guess at any time. If the Damsel dies, they are no longer at risk of being guessed by a Minion, since the Damsel loses their ability when dead. There may not be a Huntsman in play. But if there is, and the Huntsman chooses the Damsel at night, the Damsel becomes a not-in-play Townsfolk, and is no longer the Damsel. The Damsel learns which Townsfolk and has that Townsfolk ability from then on.
Outsider
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.
Minion
You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
Normally, it's just business. But when you insult my daughter, you insult me. And when you insult me, you insult my family. You really should be more careful - it would be a shame if you had an unfortunate accident.
"You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]" The Godfather takes revenge when the town kills Outsiders. Whenever an Outsider is executed and dies, the Godfather chooses one player to die that night. The Godfather only kills if an Outsider dies during the day. Outsiders that die at night don’t count. If the Godfather is in play, this adds or removes one Outsider from play. At the start of the game, the Godfather learns which Outsiders are in play. If two Outsiders died today, the Godfather still only kills one player tonight.
Minion
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.
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
Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
Three drops of goat's blood. A lock of hair, torn in anger. The name is spoken, the shadow cast. Walk left foot first down that brambled path, and don't look back.
"Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability." The Witch curses players, so that they die if they nominate. Each night, the Witch chooses a player to curse. That player dies if they nominate any player on the next day, although their nomination still counts. The Witch’s curse lasts only for one day, but the Witch may curse the same player again and again each night. As soon as just three players are left alive, the Witch’s curse is immediately removed, and the Witch acts no more.
Minion
Each night*, choose a player & a character they become (if not in play). If a Demon is made, deaths tonight are arbitrary.
Round about the cauldron go; In the poison'd entrails throw; Toad, that under cold stone; Days and nights has thirty-one; Sweated venom sleeping got; Boil thou first in the charmed pot.
"Each night*, choose a player & a character they become (if not in play). If a Demon is made, deaths tonight are arbitrary." The Pit-Hag changes players into different characters. Each night, the Pit-Hag chooses a player and a character to turn that player into. They can’t create duplicate characters. If the character is already in play, nothing happens.
Minion
If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.
You don’t want to insult the goblins. You really, really don’t. On a completely different note… can I have another piece of cake?
"If you publicly claim to be the Goblin when nominated & are executed that day, your team wins." The Goblin takes revenge if the town knowingly executes them. If the Goblin is executed, evil wins. ...but for this to happen the Goblin needs to tell the group that they are the Goblin when they are nominated, but before votes happen, and to do so in a way that everyone hears. The good players need to know the risk. If the Goblin is executed without telling the group that they are the Goblin when nominated, the Goblin dies and the game continues as normal. The Goblin must have claimed to be the Goblin today for their ability to work. Telling the group yesterday, or even every previous day, doesn't count. Any player may claim to be the Goblin when nominated.
Demon
Each night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead.
I do not. Understand. Your ways. Fellow human. Show me. The dirt. Where the holy. Lay. Sleeping. I too. Must sleep. Soon.
"Each night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead." The Zombuul secretly remains alive while in the grave. When the Zombuul would die for any reason, they actually don’t die, but the Storyteller acts as if they died. The second time the Zombuul dies, they die for real and good wins. The seemingly dead Zombuul counts as a dead player in almost every way. The player’s life token on the Town Square flips to indicate their death. The next time they vote, they lose their vote token. They cannot nominate, they may vote with the Voudon, they’re not an alive neighbor for the Tea Lady, and so on. The only differences are that the game continues, the Zombuul still attacks, and the game continues if just two other players are alive. The Zombuul only wakes at night to attack if nobody died that day. If a dead player is executed, the player can’t die again, so the Zombuul would still wake. If a drunk or poisoned Zombuul dies, good wins. If a “dead” Zombuul becomes drunk or poisoned, do not announce that the player is alive.
Demon
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
All doors are one door. All keys are one key. All cups are one cup, but whosoever drinketh of the water that I give shall never thirst, but the water shall be in him a well springing up into everlasting life.
"Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]" The Vigormortis kills their own Minions, but those Minions keep their ability. Every time the Vigormortis kills a Minion, they die but keep their ability for as long as the Vigormortis remains alive. The Witch, Cerenovus, and Pit-Hag still act each night. Somewhat like the No Dashii, the dead Minion’s closest clockwise or closest counterclockwise Townsfolk becomes poisoned, even if they are dead. If the Vigormortis dies or otherwise loses their ability, then those players become healthy again. One Townsfolk per Minion will always be poisoned this way, as neighboring Outsiders, Minions, or Travellers are skipped. The Storyteller chooses which of the two Townsfolk is poisoned. All Minions killed by the Vigormortis keep their ability and poison a Townsfolk, not just the most recent. If a dead Minion becomes a non-Minion character, they no longer poison a Townsfolk and have no ability. If a dead Minion becomes drunk or poisoned, they lose their ability until they become sober and healthy again.