1. Under the Influence

    Almanac · mistmurk · 25 characters

    Notes

    WIP Script based around the potential for a Poppy Grower. Decent information roles for town, but with the worry of drunkenness through a few sources. Evil Twin and Goblin give the opportunity for evils to discover eachother, or for the good team to bluff and get evils to reveal. Snitch and Pixie give the minions a reasonable chance of blending in during a Poppy Grower game.

  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

    Clockmaker

    You start knowing how many steps from the Demon to its nearest Minion.


    Do not disturb me. The tick must continue, for the circle is a symbol of life and contains all things - all answers - in its divine machinery. I must work.

    "You start knowing how many steps from the Demon to its nearest Minion." The Clockmaker learns the distance from the Demon to their nearest Minion. The Clockmaker only learns this on the first night. The distance is the number of seated players, starting from the player next to the Demon and ending at the nearest Minion, either clockwise or counterclockwise.

    How to Run

    1. During the first night, wake the Clockmaker. Show fingers (1, 2, etc.) equaling the distance in players from the Demon to the nearest Minion, starting with the player neighboring the Demon closer to that Minion. Put the Clockmaker to sleep.
  4. 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.
  5. Townsfolk

    Empath

    Each night, you learn how many of your 2 alive neighbors are evil.


    My skin prickles. Something is not right here. I can feel it.

    "Each night, you learn how many of your 2 alive neighbors are evil." The Empath keeps learning if their living neighbours are good or evil. The Empath only learns how many of their neighbours are evil, not which one is evil. The Empath does not detect dead players. So, if the Empath is sitting next to a dead player, they do not get info about that dead player. Instead, they get info about the closest alive player in that direction. The Empath acts after the Demon, so if the Demon kills one of the Empath's alive neighbours, the Empath does not learn about the now-dead player. The Empath's information is accurate at dawn, not at dusk.

    How to Run

    1. Each night, wake the Empath. Show them fingers (0, 1, or 2) equaling the number of evil players neighbouring the Empath. Put the Empath to sleep.
  6. Townsfolk

    Sailor

    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.

    How to Run

    1. Each night, wake the Sailor. They point at any player. Put the Sailor to sleep. Either the Sailor or this chosen player becomes drunk—mark them with the DRUNK reminder.
    2. If the sober Sailor would die, the Sailor remains alive. If the sober Sailor is executed, declare that this player is executed but remains alive. (Do not say why.)
  7. Townsfolk

    Dreamer

    Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.


    I remember the Clockmaker. The sky was red and it was raining fractal triangles. There was a smell of violets and a bubbling sound. A woman with glowing eyes and a scraggly beard was hissing at the sky. Then, I awoke.

    "Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct." The Dreamer learns players' characters, but is not sure if their information is entirely correct. Each night, the Dreamer chooses a player and learns two characters—one that the player is, and one that the player isn’t. The false character token depends on the chosen player’s true character type. If the Dreamer chooses a player who is a Townsfolk or Outsider, the false character token is any Minion or Demon. If they choose a player who is a Minion or Demon, the false character token is a Townsfolk or Outsider. The Dreamer may not choose themself, and may not choose a Traveller.

    How to Run

    1. Each night, wake the Dreamer. They point at any player. If the chosen player’s character is a Townsfolk or Outsider, show their character token and any Minion or Demon token to the Dreamer. If the chosen player’s character is a Minion or Demon, show their character token and any Townsfolk or Outsider token to the Dreamer. Then, put the Dreamer to sleep.

    Examples & Notes

    • If the Dreamer chooses an evil player, you can help the evil team if you show the Dreamer the good character that this evil player is bluffing as, or if you show a more secretive character such as the Snake Charmer, Sage, Mutant, or Klutz.
  8. 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.
  9. Townsfolk

    Fisherman

    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.

    How to Run

    1. Once per game, the Fisherman will ask to use their ability. In private, give them once piece of advice to help them win. Then, put the No ability reminder by the Fisherman token.

    Examples & Notes

    • It is best to give the Fisherman advice on what to DO, not just information about what IS. This makes the Fisherman more fun and unique.
    • Eg. Saying “You should execute that player” or “Keep this player alive” or “find out who is drunk” or “change your thinking entirely” or “ignore the Minions” or “trust this player” are much more interesting than saying “this player is evil” or “the Demon is a No Dashii”.
  10. Townsfolk

    Seamstress

    Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.


    Did you hear that stranger in the cashmere coat put the word on our young Belle? And she said yes? Well, that's nothing compared to what Harry and that juggler got up to at the fair! The things I could say if I was a tattletale... my, yes.

    "Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment." The Seamstress learns whether 2 players are on the same team as each other. They only get this information once per game, so they had best choose wisely when and who. They may choose alive or dead players or even Travellers.

    How to Run

    1. Each night, wake the Seamstress. They either shake their head no or point at any two players except themself.
    2. If they shake their head no, nothing happens. Put the Seamstress to sleep.
    3. If they point at two players, either nod your head yes (to indicate these players have the same alignment) or shake your head no (to indicate these players do not have the same alignment). Put the Seamstress to sleep. The Seamstress loses their ability - mark them with the NO ABILITY reminder and remove their night token from the night sheet.
  11. Townsfolk

    Philosopher

    Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.


    If anything is real, beer is real. Drink, for tomorrow we may die.

    "Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk." The Philosopher has no ability until they decide which character they want to emulate. They can do this once per game. When they do so, they gain that character’s ability. They do not become that character. They may want to wait a while to choose. If the Philosopher chooses a character that is already in play, the player of that character becomes drunk. If the Philosopher then dies or becomes drunk or poisoned, the player they are making drunk becomes sober again. If the Philosopher chose a character that was not in play at the time but is in play now, that character is drunk. If the Philosopher gains an ability that works at night, they wake when that character would wake. If this ability is used on the first night only, they use it tonight. If the Philosopher regains their ability via the Bone Collector, or uses their ability twice via the Barista, the Philosopher may choose a new ability, or the same ability as before. If the Philosopher’s ability works while dead, such as the Klutz’s, it works if the Philosopher is dead.

    How to Run

    1. Each night, wake the Philosopher. They either shake their head no or point at any Townsfolk icon or any Outsider icon on their character sheet. Put the Philosopher to sleep.
    2. If they pointed to an icon of a character not in play, swap the Philosopher token with the chosen character token and mark them with the IS THE PHILOSOPHER reminder.
    3. If they pointed to an icon of a character in play, the player of the chosen character becomes drunk - mark them with the DRUNK reminder. (You can now use the duplicated character’s reminders for the Philosopher). If the Philosopher dies, the player made drunk by the Philosopher becomes sober - remove the DRUNK reminder.
  12. Townsfolk

    Ravenkeeper

    If you die at night, you are woken to choose a player: you learn their character.


    My birds will avenge me! Fly! Fly, my sweet and dutiful pets! To the manor and to the river! To the alleys and to the salons! Fly!

    "If you die at night, you are woken to choose a player: you learn their character." If the Ravenkeeper dies at night, they get to learn one player's character. The Ravenkeeper is woken on the night that they die, and chooses a player immediately. The Ravenkeeper may choose a dead player if they wish.

    How to Run

    1. If the Ravenkeeper died tonight, wake them. They point at any player. Show the chosen player's character token to the Ravenkeeper. Put the Ravenkeeper to sleep.
    2. We advise you to discourage or even ban players from talking about what they are doing at night as they are doing it.
  13. Townsfolk

    Poppy Grower

    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.

    How to Run

    1. During the first night, wake the Demon. Show the THESE CHARACTERS ARE NOT IN PLAY info token, then any three good character tokens that are not in play. Then, put the Demon to sleep. Do not do the Minion Info and Demon Info steps.
    2. If the Poppy Grower dies, mark them with the EVIL WAKES reminder. That night, wake the Minions and let them make eye contact. Show the THIS IS THE DEMON info token, then point to the Demon. Put the Minions to sleep. Wake the Demon. Show the THESE ARE YOUR MINIONS info token, then point to the Minions. Put the Demon to sleep.
  14. Townsfolk

    Minstrel

    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.

    How to Run

    1. During the day, if a Minion dies by execution, all other players except Travellers become drunk—put the Minstrel’s EVERYONE IS DRUNK reminder in the center of the left side of the Grimoire.
    2. At dusk tomorrow, all players made drunk by the Minstrel become sober—remove the EVERYONE IS DRUNK reminder.
  15. Outsider

    Saint

    If you die by execution, your team loses.


    Wisdom begets peace. Patience begets wisdom. Fear not, for the time shall come when fear too shall pass. Let us pray, and may the unity of our vision make saints of us all.

    "If you die by execution, your team loses." The Saint ends the game if they are executed. If the Saint dies by execution, the game ends. Good loses and evil wins. If the Saint dies in any way other than execution—such as the Demon killing them—then the game continues.

    How to Run

    1. If the Saint dies by execution, declare that the game ends and evil wins.
    2. The Saint's ability has the strange phrase "your team loses." In Trouble Brewing, this will always mean "evil wins" because the Saint is always good. In other editions, it is possible for characters to change alignment. If the evil Saint is executed, good wins.
  16. Outsider

    Snitch

    Each Minion gets 3 bluffs.


    It was John.

    "Each Minion gets 3 bluffs." The Snitch accidentally gives information to the evil team. The Minions learn three not-in-play characters at the start of the game, just like the Demon does. These characters may be the same three that the Demon learns, or different characters. Each Minion may learn different characters to each other. Or they may all learn the same three characters.

    How to Run

    1. During the first night, wake a Minion. Show the THESE CHARACTERS ARE NOT IN PLAY info token, then show three not-in-play character tokens. Put the Minion to sleep. Repeat this process until all Minions have learnt three not-in-play characters.
  17. 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.)
  18. Outsider

    Goon

    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.

    How to Run

    1. At night, if a player chooses to use their ability on the Goon and nobody is marked with the Goon’s DRUNK reminder, this player immediately becomes drunk—mark them with the DRUNK reminder. Finish resolving this player’s ability and put them to sleep. If this player’s alignment is different from the Goon’s alignment, rotate the Goon’s character token—right side up for good, upside-down for evil—to match this player’s alignment, then wake the Goon, give them a thumbs-up or a thumbs-down (indicating their new alignment), then put the Goon to sleep.
    2. The next dusk, the player that the Goon made drunk becomes sober—remove the Goon’s DRUNK reminder.
  19. Minion

    Mezepheles

    You start knowing a secret word. The 1st good player to say this word becomes evil that night.


    That which issues from the heart alone, will bend the hearts of others to your own.

    "You start knowing a secret word. The 1st good player to say this word becomes evil that night." The Mezepheles offers good players a choice: to turn evil or not. On the first night, the Mezepheles learns a secret word from the Storyteller. If a good player says this word, either publicly or privately, they turn evil that night. The Storyteller needs to hear this player actually say the word before turning them evil. The Mezepheles does not learn if a player turns evil. The good player learns if they turn evil, but not until that night. If the Mezepheles is sober and healthy at night, the good player turns evil even if the Mezepheles was drunk or poisoned when the good player spoke the secret word. If the Mezepheles is drunk or poisoned at night when a player would turn evil, the player stays good—the Mezepheles has “used their ability” and may not turn a player evil later on.

    How to Run

    1. While setting up the game, write a single word on a piece of paper or on a phone or other device. During the first night, wake the Mezepheles, show the written word, then put them to sleep.
    2. The first time you hear a good player say the secret word, mark them with the TURNS EVIL reminder.
    3. Each night, if a player is marked with the TURNS EVIL reminder, wake them. Show the YOU ARE info token then give a thumbs down. Put them to sleep. Turn their character token upside down. (This shows they are now evil.) The Mezepheles loses their ability—mark them with the NO ABILITY reminder and remove their night token from the night sheet.

    Examples & Notes

    • Choose an unusual word that would never be spoken accidentally. You can even make one up. The fun lies in the Mezepheles taking a risk to secretly convince a good player to turn evil, not in a good player unexpectedly changing teams.
  20. Minion

    Evil Twin

    You & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.


    I'm not Sara! I'm Clara! SHE is Sara! Sara is the evil one! Not me!

    "You & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live." The Evil Twin mirrors a good character, so that the players don't know which twin is good and which twin is evil. The Evil Twin is paired with a good player, chosen by the Storyteller, called the Good Twin. On the first night, the Evil Twin and Good Twin both wake, make eye contact, and learn each other’s character. If the Good Twin is executed, evil wins. If the Evil Twin is executed, the game continues. A dead Evil Twin has no ability, so evil doesn’t win if the Good Twin is later executed. Good cannot win while both twins are alive. Even if the Demon is killed, the game continues. Good will need to kill the Evil Twin as well as the Demon to win. If a good player is turned into an Evil Twin, they are still a good player, with an evil player becoming their twin. It doesn’t matter which twin is which character, what matters is their alignment—the good team can execute the evil player safely, but if they execute the good player, evil wins. If both Twins are the same alignment, the Storyteller chooses a new Twin.

    How to Run

    1. While setting up the game, choose a Good Twin by marking any good character with the TWIN reminder. During the first night, wake both Twins. Let them make eye contact. Point at the Evil Twin, then show the Evil Twin token to the Good Twin. Point at the Good Twin, then show the Good Twin’s character token to the Evil Twin. Put them both to sleep.
    2. While both Twins are alive, the good team cannot win. If a good- aligned Twin is executed, the evil team wins.

    Examples & Notes

    • If a Pit-Hag creates an Evil Twin during the final night, either make the other Twin the Demon player or a dead player, so that the good team is still able to win.
    • It is rarely a good idea to choose a Traveller to be a Twin.
  21. Minion

    Pit-Hag

    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.

    How to Run

    1. Each night except the first, wake the Pit-Hag. They point at any player and any character icon on their character sheet. Put the Pit-Hag to sleep.
    2. If the chosen character is in play, nothing happens.
    3. If the chosen character is not in play, wake the chosen player. Show them the YOU ARE info token, then their new character token, then put them to sleep. Replace their old character token with the new character token. (You may need to turn character tokens upside-down to remind you that a player’s alignment is opposite to the color of the token. You may need to remind the player that their alignment is unchanged, by giving a thumbs-up or thumbs-down.)
    4. If a Demon is created, you may choose any players to kill or to protect throughout the night to balance the game. Additional deaths are considered attacks from the Pit-Hag.

    Examples & Notes

    • If the Pit-Hag changes a Demon into a new Demon, it is best to make no death occur tonight, so the good team gets a clue that the Demon has changed. You can even wake the Demon, see who they choose to attack, and decide that no one dies. If the Pit-Hag creates a new evil Demon, it is best to kill the old Demon and some other player, to signal to the good team that the Demon has changed. If the Pit-Hag creates a good Demon, it is best to kill either Demon (if it is the final night), or to just let two Demons run amok (if it is not the final night)—but since all Demons must die for good to win, use caution.
  22. Minion

    Goblin

    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.

    How to Run

    1. If the Goblin claims to be the Goblin when nominated (and before voting begins), declare that this player has claimed to be the Goblin, so that all the group hears. Put the CLAIMED reminder by the Goblin token.
    2. If the Goblin is executed, and they are marked CLAIMED, then declare that evil wins.

    Examples & Notes

    • If a non-Goblin player claims to be the Goblin when nominated, act as if they are the Goblin. Declare to the group that they have claimed to be the Goblin and pretend to move a reminder token in the Grimoire.
  23. Demon

    Lil' Monsta

    Each night, Minions choose who babysits Lil' Monsta & "is the Demon". Each night*, a player might die. [+1 Minion]


    Step 1: Be cute. Step 2: World domination. Step 3: Bweakfast.

    "Each night, Minions choose who babysits Lil' Monsta & "is the Demon". Each night*, a player might die. [+1 Minion]" Lil’ Monsta isn’t a player, and is instead babysat by a Minion. Each night, all Minions wake together and decide amongst themselves who babysits the Lil’ Monsta. The Minions decide by pointing to a player, or otherwise make it obvious they have reached a decision. If they can not reach a unanimous decision, the Storyteller decides. If the Storyteller thinks it is funny, they may give this player the Lil’ Monsta token, which they will need to hide in a pocket, under their hat, or somewhere appropriate. Players may not request that others empty their pockets. The player with the Lil’ Monsta token “is the Demon”. Good wins if they die. They register as a Demon for characters like the Fortune Teller etc. If a good player babysits Lil’ Monsta, they “are the Demon” but they remain good. A dead player babysitting Lil’ Monsta ends the game because the Demon “is dead”. Minions babysitting Lil’ Monsta keep their Minion ability. Lil’ Monsta isn’t a player, so can’t be drunk or poisoned.

    How to Run

    1. During setup, remove Lil’ Monsta and add a Minion token. On the first night, skip the MINION INFO and DEMON INFO steps.
    2. Each night, wake all Minions. The majority will (eventually) point to one player. If they can’t decide, choose a player. (Give this player the Lil’ Monsta token and wait for them to hide it, if you want!) Mark them with the IS THE DEMON reminder token. Put all Minions to sleep. Then, if it is not the first night, a player might die – mark them with a DEAD reminder and a shroud.
    3. The player marked IS THE DEMON registers as the Demon. If they die, declare that the game is over and good has won.

    Examples & Notes

    • You may need to kill a Minion or two at night using the Lil’ Monsta’s ability. On the final day, it would be unfair for the good team to have 2 or more Minions alive, since either Minions could have been chosen to babysit Lil’ Monsta without any way for the good team to know which. Avoid this, and make the game fairer for the good team by killing Minions so that only 1 remains on the final day.
  24. Demon

    Imp

    Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.


    We must keep our wits sharp and our sword sharper. Evil walks among us, and will stop at nothing to destroy us good, simple folk, bringing our fine town to ruin. Trust no-one. But, if you must trust someone, trust me.

    "Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp." The Imp kills a player each night, and can make copies of itself... for a terrible price. On each night except the first, the Imp chooses a player to kill. Because most characters act after the Demon, that player will probably not get to use their ability tonight. The Imp, because they're a Demon, knows which players are their Minions, and knows three not-in-play good characters that they can safely bluff as. If the Imp dies, the game ends and good wins. However, if the Imp kills themself at night, they die and an alive Minion becomes an Imp. This new Imp does not act that same night, but is now the Imp in every other way—they kill each night, and lose if they die.

    How to Run

    1. Each night except the first, wake the Imp. The Imp points at any player. Put the Imp to sleep. The chosen player dies—put the Imp's DEAD reminder by the chosen player's character token in the Grimoire and put a shroud on it.
    2. If the Imp killed themself at night, choose an alive Minion and replace their character token with a spare Imp token, changing their character to the Imp. Wake the new Imp, show them the YOU ARE info token, then show them the Imp token. Put the new Imp to sleep.
    3. At dawn, declare which player died at night. (Do not say how they died.)
    4. If the Imp attacks a dead player at night, let them do so. Whenever a character's ability says "choose a player," that means that any player—alive or dead—can be chosen. The Imp may be planning on bluffing as the Soldier, and this kind of thing helps their bluff look stronger.
  25. Demon

    Fang Gu

    Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]


    Your walls and your weapons are but smoke in dreams.

    "Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]" The Fang Gu possesses Outsiders. The first time a Fang Gu attacks and kills an Outsider, the Fang Gu dies, and the Outsider becomes a Fang Gu and turns evil. This can only happen once per game. If the new Fang Gu attacks an Outsider, the Outsider dies as normal. The new Fang Gu counts as the Demon, and good wins if they die. They do not learn which players are Minions. There is an extra Outsider in play. If the Fang Gu attacks an Outsider but that Outsider does not die, that Outsider does not become an evil Fang Gu and the Fang Gu does not die.

    How to Run

    1. While setting up the game, before putting character tokens in the bag, add one extra Outsider character token and remove one Townsfolk character token.
    2. Each night except the first, wake the Fang Gu. They point at any player. Put the Fang Gu to sleep.
    3. If the chosen player is not an Outsider, that player dies—mark them with the DEAD reminder.
    4. If the chosen player is an Outsider and the ONCE reminder is in the center of the Grimoire, that player dies—mark them with the DEAD reminder.
    5. If the chosen player is an Outsider and the ONCE reminder is not in the centre of the Grimoire, the Fang Gu dies—mark them with the DEAD reminder. Wake the chosen Outsider. Show them the YOU ARE info token, then the Fang Gu token, then the YOU ARE info token, then a thumbs-down. Change their character to a Fang Gu—swap their character token with the spare Fang Gu token. They become evil. Put the new Fang Gu to sleep. Put the ONCE reminder in the center of the Grimoire. (Unlike “Once per game” abilities, this reminder stays there for the rest of the game. Don’t remove it, even if the Fang Gu dies or changes character.)
  26. Demon

    Vigormortis

    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.

    How to Run

    1. While setting up the game, before putting the character tokens in the bag, remove one Outsider character token and add one Townsfolk character token. (If there are no Outsider tokens to remove, do not add a Townsfolk token.)
    2. Each night except the first, wake the Vigormortis. They point at any player. Put the Vigormortis to sleep. If the chosen player isn’t a Minion, that player dies - mark them with a DEAD reminder.
    3. If the chosen player is a Minion, that player dies - mark them with a DEAD reminder and a HAS ABILITY reminder. The closest clockwise or closest counterclockwise Townsfolk to the Minion becomes poisoned - mark them with a POISONED reminder.
Back to script