Hasbro Presents: Guess Who
Full Script
3
Notes
"Does my ability have anything to do with glasses?"
"Does the Damsel have brown hair?"
"Is your person the Demon, and these two are the Minions?"
These questions and more can be found in Hasbro Presents: Guess Who. With every character to do with guessing included (except for Gambler, got done in for debt sorry), this script will sure require some luck (but all skill actually).
The Alsaahir takes centre stage:
Know your friends! Is it a Kazali game? Well, time to base your guessing off cliques and friendships, and who might pick who!
Know your enemies! I mean that's the point, you're supposed to figure out who your enemies are and guess them and win.
Why are you trying to get executed so bad? Boomdandy? Is that you? Should I guess you as a Minion?
Why are you Harpy mad? Who would make you Harpy mad at that player specifically? Time to guess them!
Widow ping you say? Okay so you're either good or I should really be including you in every guess ever.
This, and more, in Hasbro Presents: Guess Who.
Characters
Total 25
Townsfolk
13
Noble
You start knowing 3 players, 1 and only 1 of which is evil.
Pixie
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
Dreamer
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Villageidiot3
Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Balloonist
Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
Oracle
Each night*, you learn how many dead players are evil.
Savant
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Amnesiac
You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Juggler
On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
Alsaahir
Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.
Huntsman
Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
Ravenkeeper
If you die at night, you are woken to choose a player: you learn their character.
Cannibal
You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Outsider
4
Puzzlemaster
1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.
Damsel
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Klutz
When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Politician
If you were the player most responsible for your team losing, you change alignment & win, even if dead.
Minion
4
Widow
On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play.
Harpy
Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Cerenovus
Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Boomdandy
If you are executed, all but 3 players die. After a 10 to 1 countdown, the player with the most players pointing at them, dies.
Demon
4
Kazali
Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]
No Dashii
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
Imp
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Vigormortis
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]