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 that 1 of 2 players is a particular Townsfolk.
Bloodstains on a dinner jacket? No, this is cooking sherry. How careless.
"You start knowing that 1 of 2 players is a particular Townsfolk." The Washerwoman learns that a specific Townsfolk is in play, but not who is playing them. During the first night, the Washerwoman is woken, shown two players, and learns the character of one of them. They learn this only once and then learn nothing more.
Townsfolk
You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Certainly madam, under normal circumstances, you may borrow the Codex Malificarium from the library vaults. However, you do not seem to be a member.
"You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)" The Librarian learns that a particular Outsider character is in play, but not exactly which player it is. During the first night, the Librarian learns that one of two players is a specific Outsider. They learn this only once and then learn nothing more. The Drunk is an Outsider. If the Librarian learns that one of two players is the Drunk, they do not learn the Townsfolk that the Drunk's player thinks they are.
Townsfolk
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.
Townsfolk
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.
Townsfolk
Each night, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins.
Thinking themselves wise, they became fools.
"Each night, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins." The Cult Leader wins if everyone joins their cult. At the end of each night, the Cult Leader becomes the alignment of a living neighbor. Once per day, the Cult Leader may publicly choose to form a cult. If all good players vote to join the cult, the game ends immediately and the Cult Leader’s team wins. The Cult Leader may form a cult at any point in the day. Voting to join a cult does not require a vote token. Players may say whatever they want at any time, so a player bluffing as the Cult Leader may pretend to form a cult.
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
Once per game, at night, choose a player: they learn you are the Nightwatchman.
The night is cold and lonely, but I have the moon, the stars, the crisp wind and the soft thud of leather boots on cobbled stone for company. Yonder, candlelight flickers behind a murky window...
"Once per game, at night, choose a player: they learn you are the Nightwatchman." The Nightwatchman is known by one player. At night, the Nightwatchman chooses a player. This player wakes, and learns which player the Nightwatchman is. The Nightwatchman and their chosen player do not make eye contact. They wake separately. The Nightwatchman player chooses which night to act.
Townsfolk
Once per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected.
The process is simple. Attach the hydraulic confabulator to the modified chi matrix amplifier, add 20 CCs of pseudodorafine, keep his Z levels above 20%, and your husband will be fine. Now, all we need is a lightning strike.
"Once per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected." The Professor can bring someone back from the dead. Once per game, the Professor can choose a dead player. If that player is a Townsfolk, they are resurrected, becoming alive again. If the Professor chooses an Outsider, Minion, or Demon, then nothing happens, and the Professor’s ability is gone. The resurrected player regains their ability, even a “once per game” ability they used already. Resurrected Townsfolk may or may not get to act on the night of their resurrection, depending on whether they would act before or after the Professor. If they had a “first night only” or “you start knowing” ability, they immediately wake to use it again, as soon as the Professor goes to sleep.
Townsfolk
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.
Townsfolk
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.
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
The Storyteller can break the game rules, and if executed, good wins, even if you are dead. [No evil characters]
Let us disperse with unnecessary conjecture and silly paranoia. There is a perfectly rational explanation for everything. Yes, a teacup may indeed be orbiting the planet, too small to see, but I shall drink my tea from the very real china in my very real hands.
"The Storyteller can break the game rules, and if executed, good wins, even if you are dead. [No evil characters]" The Atheist knows that all players are good and there is no such thing as Demons. With the Atheist in play, there are no evil players—no Minions and no Demons. Good wins if the Storyteller is executed. Any living player may nominate the Storyteller, and the Storyteller is executed if 50% or more of the living players vote. If the Atheist is not in play and the Storyteller is executed, evil wins. Good loses if just two players are alive. The Storyteller may break any of the game’s rules. They may kill a player who nominated to simulate a Witch curse, kill players at night to simulate a Demon attacking, give players false information to simulate drunkenness, change characters at night to simulate a Pit-Hag, or even have the wrong number of Outsiders in play.
Townsfolk
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.
Outsider
You might register as evil & as a Minion or Demon, even if dead.
Garn git ya darn grub ya mitts ofma lorn yasee. Grr. Natsy pikkins yonder southwise ye begittin afta ya! Git! Me harvy no so widda licks and demmons no be fightin' hadsup ne'er ma kin. Git, assay!
"You might register as evil & as a Minion or Demon, even if dead." The Recluse might appear to be an evil character, but is actually good. Whenever the Recluse's alignment is detected, the Storyteller chooses whether the Recluse registers as good or evil. Whenever the Recluse is targeted by an ability that affects specific Minions or Demons, the Storyteller chooses whether the Recluse registers as that specific Minion or Demon. The Recluse may register as either good or evil, or as an Outsider, Minion, or Demon, at different parts of the same night. The Storyteller chooses whatever is most interesting. A Recluse that registers as a particular Minion or Demon does not have this character's ability. For example, a Recluse that registers as a Poisoner does not wake at night and cannot poison a player.
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.
Outsider
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
I am the night... I think.
"You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night." The Lunatic thinks that they are the Demon. Much like the Drunk, the Lunatic does not know their real character or real alignment. They are woken each night to attack as if they were the Demon that is in play, but their choices have no effect because they have no Demon ability. The Lunatic wakes during the first night to learn three bluffs and the appropriate number of Minions, but this information may be wrong. The real Demon knows which players the Lunatic chose to attack each night.
Minion
Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player.
Beware of gazing long into the Abyss, lest the Abyss also gaze into you.
"Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player." The Fearmonger creates paranoia about who nominates whom. During the first night, when the Fearmonger selects a player, all players learn this. During other nights, each time the Fearmonger selects a new player, all players learn this. If the Fearmonger selects the same player as previously, the players learn nothing. The players only learn that the Fearmonger has acted, not which player was selected. If the Fearmonger nominates their chosen player, and that nomination results in their execution, the chosen player loses, their team loses, and the game ends. Only the currently chosen player is susceptible to the Fearmonger’s ability. Previously chosen players don’t count. If the chosen player is executed but does not die, the chosen player’s team still loses.
Minion
Each day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo.
Surprise!
"Each day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo." The Psychopath kills in broad daylight. During the day, if the Psychopath declares that they are the Psychopath and publicly chooses a player, that player dies. This can only be done once per day, and only before the Storyteller has called for nominations. The Psychopath does not need to use this ability if they don’t want to. The Psychopath can be nominated and voted for normally. If the Psychopath is executed, they might not die. They play Roshambo (Paper-Rock-Scissors) with the player that nominated them. The nominator needs to win for the Psychopath to die. Drawing or losing means the Psychopath lives. If the Psychopath is executed, this still counts as the one execution for the day. No more players may be nominated or executed today. If the Psychopath dies by other means, such as the Demon attacking them, they do not play Roshambo. They die.
Minion
There are extra Outsiders in play. [+2 Outsiders]
This town has gone to the dogs, what? Cheap foreign labor... that's the ticket. Stuff them in the mine, I say. A bit of hard work never hurt anyone, and a clip'o'the ears to any brigand who says otherwise. It's all about the bottom line, what?
"There are extra Outsiders in play. [+2 Outsiders]" The Baron changes the number of Outsiders present in the game. This change happens during setup, and it does not revert if the Baron dies. A change in characters during setup, regardless of what happens during the game, is shown on character sheets and tokens in square brackets at the end of a character's description—like [this]. The added Outsiders always replace Townsfolk, not other character types.
Minion
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.
Demon
Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
You truly have been kind welcoming me into your beautiful home. I am so sorry I accidentally scratched you. A little thing. No matter. But please, take this golden toothpick as a humble token of my regret.
"Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy." The Pukka poisons its victims, who die at a later time. When the Pukka attacks, their victim is poisoned immediately. The next night, just after the Pukka attacks again, that player dies. Unlike other Demons, the Pukka acts during the first night. The Exorcist prevents the Pukka from waking to poison a player. The Innkeeper prevents the Pukka from killing a poisoned player, then that player is no longer poisoned. If the Pukka is drunk and chooses a player, that player does not become poisoned, so does not die the following night. If the Pukka was sober when they chose a player the previous night, but is drunk at night, that player does not die. But when the Pukka sobers up, the poison resumes and kills the player at night.
Demon
Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead.
Tasty, tasty, tasty, tasty, tasty, tasty, tasty, tasty brai- I mean pie! Yes. Tasty pie. That’s what I meant to say.
"Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead." The Lleech lives if their host lives, and dies if their host dies. On the first night, the Lleech chooses a player, who is poisoned for the rest of the game. If this player is alive, the Lleech cannot die. If the Lleech is executed, the Storyteller tells the group that the player lives, but not why. If the player that the Lleech chose dies, the Lleech dies as well. If this means that only one or two players are left alive, good still wins, because the Demon is dead. From the second night onwards, players that the Lleech attacks die but are not poisoned. If a Lleech is created mid-game, they poison a player that night. They must choose an alive player.
Demon
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.
Demon
Each night*, choose 2 players: they die. A dead player you chose last night might be regurgitated.
Blarg f'taag nm mataan! No sho gumtha m'sik na yuuu. Fluuuuuuuuurg h-sikkkh.
"Each night*, choose 2 players: they die. A dead player you chose last night might be regurgitated." The Shabaloth eats two players per night, but may vomit one of them back up the following night. Unlike most Demons, the Shabaloth attacks twice per night. The night after the attack, the Storyteller may decide that one of the players attacked by the Shabaloth comes back to life. This can be an alive player that was killed, or a dead player that was attacked. The regurgitated player regains their ability, even a “once per game” ability already used. If they had a “first night only” or “start knowing” ability, they may use it again.
Traveller
Once per day, you may choose to kill an alive neighbor, if your other alive neighbor agrees.
I like your shoes. It would be such a shame if you had a little accident, and they got ruined. Now that you mention it, I like your cufflinks too.
"Once per day, you may choose to kill an alive neighbor, if your other alive neighbor agrees." The Gangster encourages their neighbors to kill each other. The Gangster may kill one of their two living neighbors. Their dead neighbors are skipped over, and do not count. To use their ability, the Gangster and one of their living neighbors must agree to kill the other living neighbor. The Storyteller must hear and confirm this agreement. The Gangster cannot kill without the Storyteller present. Each day, the Gangster may say whatever they want, and offer any encouraging words they want to either player. Once an agreement has been reached, then the Gangster may not use their ability again today, even if that player didn’t die due to an ability protecting them. The Gangster’s two living neighbors are always one clockwise, and one counter-clockwise. If both living neighbors want to kill the other, the Gangster decides who dies.
Traveller
On your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil).
For years have I traveled, studying the ways of The Craft. Which craft, you ask? Simply that of the simple folk. Nothing to worry about. Not yet.
"On your 1st night, you gain a Townsfolk ability (if good) or a Minion ability (if evil)." The Apprentice has either a Townsfolk or a Minion ability. A good Apprentice gains a Townsfolk ability. An evil Apprentice gains a Minion ability. They have this ability until they die. The Apprentice learns their ability on their first night, and they may act that night if the character whose ability they gain would do so. Only abilities listed on the character sheet may be gained. If the Apprentice gains an ability that normally only functions on the first night of the game, such as the Grandmother’s, it functions on the Apprentice’s first night instead. The Apprentice does not literally become the character whose ability they gain. They are the Apprentice, a Traveller, so they may be exiled but not executed, and they do not count toward the number of alive players to see if evil wins due to just two players being alive. Also, other characters’ abilities that detect characters would detect the Apprentice as the Apprentice.
Traveller
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.
Traveller
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.
Traveller
Only you & the dead can vote. They don't need a vote token to do so. A 50% majority isn't required.
Bien venu. Sit down. Breathe deep. Enter the land of the dead. See with their eyes. Speak with their voice. Yon sel lang se janm ase.
"Only you & the dead can vote. They don't need a vote token to do so. A 50% majority isn't required." The Voudon gives the voting power to the dead instead of the living. The dead and the Voudon may vote as many times per day as they wish. They do not need a vote token to vote, and do not lose their vote token when they do so. Alive players cannot vote. It is not the case that they may put their hand up but the votes don’t count—their hands must stay down during voting. The number of votes required to execute a player is no longer half or more of the alive players. The player with the most votes is executed each day, but even a single vote is enough to execute a player if no other player gets more votes. The Voudon does not alter who can make nominations. As normal, alive players may make nominations, and dead players may not. Since Travellers are exiled, not executed, all players, alive or dead, may support exiling the Voudon or other Travellers. If a player is about to die and then the Voudon is exiled, that player is still about to die and nominations continue, but alive players vote as normal. If a later nomination gets more votes and it tallies to half or more of the alive players, this new player is about to die instead.