1. Do You Trust Me?

    Almanac · Tycho · 25 characters

    Notes

    I wanted to focus on the idea of the Nightwatchman being confirmed to one player, so I used mostly roles that have singular confirmation chains and need to rely on forming social trust. Some of the other roles that I think exemplify that are: - Grandmother and Pixie both 'confirm' a single good player in their own way but could be the Widow - Gambler requires someone to trust them with their role - Hunstman/Damsel has both players trying to locate someone, but with no way to confirm anyone for themselves - Saint and Goblin are self explanatory - Legion will cause concern around nominations and voting, as well as the standard Legion paranoia - Vigormortis and Imp means that people who die in the night could very likely be evil Throw in the Alchemist, Marionette, and Snake Charmer and everyone will be trying to get a social read on each other and those confirmations from abilities like the Nightwatchman's will be essential for good to solve.

  2. Townsfolk

    Nightwatchman

    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.

    How to Run

    1. Each night, wake the Nightwatchman. The Nightwatchman either shakes their head or points at any player. Put the Nightwatchman to sleep.
    2. If the Nightwatchman pointed at a player, wake them and show them the Nightwatchman token, then point to the Nightwatchman player. Put the chosen player to sleep. The Nightwatchman loses their ability – mark them with a NO ABILITY reminder and remove their night token from the night sheet.
  3. Townsfolk

    Grandmother

    You start knowing a good player & their character. If the Demon kills them, you die too.


    Take a jacket if you go outside, dearie. And your thermos. And your scarf. I have a weak heart, you know. Whatever would I do if you caught cold...or worse?

    "You start knowing a good player & their character. If the Demon kills them, you die too." The Grandmother knows who their grandchild is, but if they are killed by the Demon, the Grandmother dies too. During the first night, the Grandmother learns their Grandchild—a good player who is a Townsfolk or Outsider. The Grandchild does not learn that they have a Grandmother. If the Demon kills the Grandchild, the Grandmother dies too. If the Grandchild dies by any other means—such as execution, or another type of death at night—the Grandmother does not also die.

    How to Run

    1. When preparing the first night, choose a Grandchild by marking any good character with the GRANDCHILD reminder.
    2. During the first night, wake the Grandmother and show them the character token marked GRANDCHILD, then point at the Grandchild player, then put the Grandmother to sleep.
    3. If the Demon kills the Grandchild, the Grandmother dies - mark them with the DEAD reminder.
  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

    Gossip

    Each day, you may make a public statement. Tonight, if it was true, a player dies.


    Blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah. Blah.

    "Each day, you may make a public statement. Tonight, if it was true, a player dies." The Gossip deliberately speaks lies, in the hope of uncovering the truth. Each day, the Gossip may make a public statement. If this statement is true, the Storyteller kills a player that night. If it is false, then no players die due to the Gossip. Mumbled words, whispers, statements the Storyteller doesn’t know are true or false, or statements that someone cannot hear don’t count. Like the Slayer’s ability, the Storyteller and every player must be able to hear and understand the Gossip and be aware that the Gossip is using their ability in order for the Storyteller to judge what happens next. If the Gossip made a true statement during the day while drunk or poisoned, but is sober and healthy when their ability triggers that night, the Storyteller still kills a player.

    How to Run

    1. Each day, if the Gossip makes a definite, true public statement, put the Gossip’s DEAD reminder in the center of the left side of the Grimoire as a reminder to yourself to place it tonight.
    2. Each night except the first, if the Gossip made a definite, true public statement today, you choose any player. The chosen player dies—mark them with the DEAD reminder.

    Examples & Notes

    • When choosing a player to die due to the Gossip ability, we recommend that you choose a character that will actually die, not one protected from death by an ability (like the Fool or Tea Lady). The Gossip gains knowledge when their statement caused a death. This is more helpful to the good team, and more fun for everyone.
  6. 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.
  7. Townsfolk

    Fortune Teller

    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.

    How to Run

    1. While preparing the first night, put the Fortune Teller's RED HERRING reminder token by any good character token, marking that player as the Red Herring.
    2. Each night, wake the Fortune Teller. The Fortune Teller points at any two players. If either chosen player is a Demon or the Red Herring, nod your head yes. Otherwise, shake your head no. Put the Fortune Teller to sleep.
    3. In smaller games, making the Fortune Teller their own Red Herring is sometimes advised, as the Fortune Teller gets more information that way.
  8. Townsfolk

    Gambler

    Each night*, choose a player & guess their character: if you guess wrong, you die.


    Heads, I win. Tails, you lose.

    "Each night*, choose a player & guess their character: if you guess wrong, you die." The Gambler can guess who is who... but pays the ultimate price if they guess wrong. Each night except the first, the Gambler chooses a player and guesses their character by pointing to its icon on the character sheet. If the guess is correct, nothing happens. If the guess is incorrect, the Gambler dies. The Gambler does not learn from the Storyteller whether their guess is correct or incorrect. The Gambler may choose any player, dead or alive, even themself.

    How to Run

    1. Each night except the first, wake the Gambler. They point at any player, then point at any character icon on their character sheet. Put the Gambler to sleep. If the chosen player is a different character from the chosen character icon, the Gambler dies—mark them with the DEAD reminder.
  9. 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.
  10. Townsfolk

    Huntsman

    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.

    How to Run

    1. While setting up the game, before putting character tokens in the bag, if the Damsel is not already in play, remove a Townsfolk character token and add the Damsel character token.
    2. Each night, wake the Huntsman.
    3. If they shake their head no, put the Huntsman to sleep.
    4. If they point to a player, put the Huntsman to sleep. The Huntsman loses their ability—mark them with the NO ABILITY reminder and remove their night token from the night sheet. If they chose the Damsel, wake the Damsel, show the YOU ARE info token, then a not-in-play Townsfolk token, then put the Damsel to sleep. The Damsel now has this Townsfolk ability, so replace the Damsel character token with this Townsfolk character token.
  11. Townsfolk

    Juggler

    On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.


    For my next trick, as per request, I will need a flower, a bag of beans, a toy snake, a paintbrush, and a motorized gasoline-powered hedge trimming device. I warn you, this trick may be my last. Oh dear.

    "On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct." The Juggler takes the risk of convincing people to reveal their characters on the 1st day, in the hope of guessing as many as possible that are telling the truth. On the first day, they may guess which players are which characters. That night, the Juggler learns how many guesses they got right...if they are not killed beforehand. They must make their guesses publicly, so everyone hears what is guessed. They may guess zero characters, or up to five characters, and these characters and players may be different or the same. If the Juggler made their guesses while drunk or poisoned, but is sober and healthy when their ability triggers that night, then the Storyteller still gives them true information.

    How to Run

    1. During the first day, if the Juggler declares that they are using their ability, then you enter the circle, holding the Grimoire. The Juggler can make up to five guesses, each of any one player and any one character. For each correct guess, mark the Juggler with a CORRECT reminder. (Make sure the players don’t see how many reminders you’re placing.)
    2. That night, wake the Juggler. Show them fingers (0, 1, 2, etc.) equaling the number of CORRECT reminders. Put the Juggler to sleep. Remove the CORRECT reminders and the Juggler’s night token when convenient.

    Examples & Notes

    • If the Juggler is guessing too fast, prompt them to slow down.
    • If an evil player is bluffing as the Juggler, it can help their bluff if you pretend to move tokens around the Grimoire as they make their fake guesses.
  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

    Alchemist

    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.

    How to Run

    1. During the first night, wake the Alchemist. Show the YOU ARE info token then the character token of a Minion. Put the Alchemist to sleep. If the Alchemist has a not-in-play Minion ability, mark the Alchemist with the IS THE ALCHEMIST reminder and swap the Alchemist token with this Minion token and turn it upside down. (This shows they are still good.)
    2. The Alchemist has this Minion ability. They use it as if they were a Minion, and wake at night when that Minion would normally wake to use their ability.
    3. If the Alchemist makes a choice using their ability, you may ask them to choose differently. If this is during the day, ask verbally. If this is during the night, shake your head, point at the Alchemist ability text on the character sheet, and wait for the Alchemist to choose again.
  14. Townsfolk

    Cannibal

    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.

    How to Run

    1. If a good player dies by execution, mark them with the LUNCH reminder, and remove the Cannibal’s POISONED reminder if necessary. The Cannibal now has this good player’s ability (do not say which), and will wake at night when this good character would normally wake.
    2. If an evil player dies by execution, mark them with the LUNCH reminder and mark the Cannibal with the POISONED reminder. The Cannibal is poisoned. You may wake them when this evil character would normally wake, and pretend that they have a new ability.

    Examples & Notes

    • Pay attention to which character each evil player is bluffing as. If they are executed, then their bluffed ability is the best one to pretend that the Cannibal has gained.
  15. Outsider

    Damsel

    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.

    How to Run

    1. During the first night, wake each Minion. Show the Damsel token. Put each Minion to sleep.
    2. At any time during the game, if a Minion publicly guesses which player is the Damsel and is incorrect, mark the Damsel with the GUESS USED reminder. Future guesses by Minion players have no effect.
    3. At any time during the game, if a Minion publicly guesses which player is the Damsel and is correct, the game ends. Declare that the evil team wins.
  16. 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.
  17. Outsider

    Mutant

    If you are “mad” about being an Outsider, you might be executed.


    I am not a freak! I am a human being! Have mercy!

    "If you are "mad" about being an Outsider, you might be executed." The Mutant is killed if they try to reveal who they are. “Madness” is a term that means “you are trying to convince the group of something.” So, if the Mutant player is mad about being the Mutant, this means they are trying to convince people that they are the Mutant. If they are mad about being an Outsider, this means they are trying to convince people that they are an Outsider. This can be by verbally hinting who they are, or by their silence when questioned. It is always up to the Storyteller to decide what the Mutant is doing. If you think they are trying to convince the group they are an Outsider in any way, you can execute them—even outside the nomination phase, or at night. If you do, no other executions may happen today by normal means, since there is only one execution per day. If the Mutant hints that they are the Mutant at night, you may execute them that night, even if an execution happened today. Declare they have died, and continue the night phase as normal. An execution may still happen the next day.

    How to Run

    1. At any time (even at night), if you believe that the Mutant is mad about being an Outsider, then you can decide to execute the Mutant. Declare this to the group. They die - mark them with a shroud.
    2. If you execute them during the day before the normal execution happens, go to the night phase. (There is a maximum of one execution per day.)
  18. Outsider

    Lunatic

    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.

    How to Run

    1. While setting up the game, put the Lunatic and Demon tokens in the bag. Once all tokens have been returned to you, swap the positions of the Lunatic and Demon tokens in the Grimoire.
    2. During the first night, wake the Lunatic and act as if they are the Demon. Show them the THESE ARE YOUR MINIONS info token and point to a number of players equaling the number of Minions in play. (These can be any players, whether or not they are Minions.) Show any three good character tokens as bluffs. (These can even be characters that are in play.)
    3. During the first night, wake the Demon. Show them the YOU ARE info token, then their Demon token. (This tells them they are the real Demon.) Show them the THIS PLAYER IS info token, then the Lunatic token, then point at the Lunatic player.
    4. Each night, before the Demon wakes to attack, wake the Lunatic to act as if they were that Demon. Put a CHOSEN reminder on each player they chose, then put them to sleep. Wake the real Demon, point at the Lunatic, show the Lunatic token to the real Demon, and point at the players that the Lunatic chose. Then the Demon acts as normal.

    Examples & Notes

    • You can make the Lunatic think they are a different Demon than the in-play Demon by instead putting two Demon tokens in the bag, then replacing one of them with the Lunatic token once they are in the Grimoire.
  19. Minion

    Godfather

    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.

    How to Run

    1. While setting up the game, before putting the character tokens in the bag, either remove one Townsfolk and add one Outsider or remove one Outsider and add one Townsfolk.
    2. During the first night, wake the Godfather. Show them the character tokens of all Outsiders in play. Put the Godfather to sleep.
    3. If an Outsider dies during the day, mark them with the DIED TODAY reminder. That night, wake the Godfather. They point at any player. Put the Godfather to sleep. The chosen player dies—mark them with the DEAD reminder.
  20. Minion

    Poisoner

    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.

    How to Run

    1. Each night, wake the Poisoner. They point at any player. The chosen player becomes poisoned—put the POISONED reminder token by the chosen player's character token. Put the Poisoner to sleep. (This poisoned player wakes and acts normally. They have no ability, but they think they do. If their ability would give them information, you can give false information to them if you wish. See “Drunkenness and Poisoning” in the rulebook.)
    2. Each dusk, the poisoned player becomes healthy—remove their POISONED reminder.
  21. 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.
  22. Minion

    Widow

    On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play.


    More wine? Château d’Ergot ’07 is a very special vintage. My yes, very special indeed.

    "On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play." The Widow sees the Grimoire and poisons a character of their choice. The Widow acts on their first night only, poisoning one player. The player that the Widow poisons is poisoned until the Widow dies. On the same night that the Widow acts, one good player learns that the Widow is in play, but not which player is the Widow, and not which player is poisoned.

    How to Run

    1. While preparing the first night, mark a good player with the KNOW reminder.
    2. On the first night, wake the Widow and show them the Grimoire for as long as they need. The Widow points to a character token in the Grimoire. Mark them with a POISONED reminder. They are poisoned. Put the Widow to sleep.
    3. Wake the player marked KNOW. Show them the Widow character token. Put that good player to sleep.
  23. Minion

    Marionette

    You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]


    Words, words. They're all we have to go on.

    "You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]" The Marionette doesn't know that they are a Minion. The Marionette draws either a Townsfolk or an Outsider token from the bag, but is secretly the Marionette. The Marionette neighbors the Demon. There are no players sitting in between the Marionette and the Demon. The Demon knows which player is the Marionette. On the first night, the Marionette does not wake to learn the other evil players, and the other Minions do not learn the Marionette. The good ability that the Marionette thinks they have doesn’t work, but the Storyteller pretends it does. It is just as if this player is the Drunk. The Marionette registers as evil, and as a Minion.

    How to Run

    1. While setting up the game, before putting tokens in the bag, remove the Marionette token and add any Townsfolk token.
    2. If there are three Minions in play, remove another Minion token and add another Townsfolk token. During the first night, swap a good player’s character token with a not-in-play Minion character token. Wake this player, show them the YOU ARE info token then their Minion character token, then the YOU ARE info token then a thumbs down, then put them to sleep. This player is now an evil Minion. (This ensures that only one Minion token is in the bag, so at least one good player will neighbor the Demon.)
    3. During the first night, mark a good player neighboring the Demon with the IS THE MARIONETTE reminder. Wake the Demon. Point to the player marked IS THE MARIONETTE and show the Marionette character token. Put the Demon to sleep.
    4. Treat the Marionette as if they were drunk. They wake when their good character would wake, may get false information, do not wake during the Minion Info step etc.
  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

    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.
  26. Demon

    Legion12

    Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]


    우리는 겨울날의 차가운 바람이다. 우리는 달 없는 밤의 그림자다. 우리는 네 찻잔 속 독이며, 네 귓가의 속삭임이다. 우리는 어디에나 있다.

    "매일 밤*, 플레이어 1명이 죽을 수도 있습니다. 악 플레이어만 투표했다면 처형은 실패합니다. 당신은 하수인으로도 판정됩니다. [대부분의 플레이어는 군단입니다]" 군단은 여러 명의 악마입니다. 권장되는 선과 악의 인원 수는 보통과 정반대입니다. 예를 들어 10인 게임이라면, 대략 군단 7명과 선 플레이어 3명 정도로 구성됩니다. 군단이 아닌 플레이어들은 마을주민과 외지인이 어떤 비율이든 섞여 있을 수 있습니다. 지명에 적어도 선 플레이어 1명이 투표했고, 그 결과 누군가가 죽기 직전이 되었다면 처형은 평소처럼 진행됩니다. 반대로 악 플레이어만 투표했다면, 그 지명의 투표 수는 0표로 취급됩니다. 각 군단 플레이어는 악마이면서 동시에 하수인으로도 판정됩니다. 밤마다 누가 죽을지는 이야기꾼이 정합니다. 살아 있는 선 플레이어가 단 한 명만 남았다면, 선은 더 이상 이길 수 없으므로 이야기꾼은 악의 승리를 선언할 수 있습니다. 이야기꾼은 군단 플레이어들에게 허풍용 캐릭터를 주지 않기로 결정할 수도 있습니다.

    How to Run

    1. 첫날 밤 악마 정보 단계에서, 모든 군단 플레이어가 서로 눈을 마주치게 하세요. 필요하다면 군단이 아닌 플레이어들을 손으로 가리켜 군단이 누가 선인지 알 수 있게 해도 됩니다.
    2. 첫날 밤을 제외한 매일 밤, 플레이어 1명이 죽도록 정할 수 있습니다.
    3. 투표를 셀 때는 평소처럼 큰 소리로 수를 세세요. 누군가가 죽기 직전이 될 만큼 표가 나왔더라도 악 플레이어만 투표했다면, 그 지명의 투표 수는 0표라고 선언하세요.

    Examples & Notes

    • 대부분의 밤에는 선 플레이어보다 군단 플레이어를 죽이는 편이 좋습니다. 선 플레이어를 죽이면 보통 악 팀에 너무 유리해집니다. 목표는 생존자가 3명 남는 상황, 즉 선 2명과 군단 1명이 남는 구도를 만드는 것입니다. 마지막 날에 플레이어들이 처형하지 않았다면, 그날 밤 선 플레이어 1명을 죽여 악이 승리하게 하세요.
    • 플레이어들이 "정말 0표가 되는지 시험해 보겠다"며 서로에게 투표를 강요한다면, 0표 지명도 성공한 것처럼 선언하되 실제로는 누가 진짜 죽기 직전인지 비밀리에 기록해 둘 수도 있습니다. 군단의 곧 죽음 알림을 표시해 두었다가 지명 단계가 끝난 뒤 그 플레이어를 처형하면, 군단 게임 특유의 미스터리와 긴장감을 더 잘 살릴 수 있습니다.
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