Townsfolk
You start knowing 2 players that are not the Demon.
When a man lies, he murders some part of the world.
"You start knowing 2 players that are not the Demon." The Knight knows players that are not the Demon. On the first night, the Knight learns two players who are not the Demon. On subsequent nights, they learn nothing more. The Knight can learn Townsfolk, Outsiders or even Minions but does not learn which character type they are.
Townsfolk
You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
Alone, I walk these streets, paved with the sick stench of corruption. Its thickness worms its way into my nostrils, unbidden, burning with revulsion. And anticipation. The illness of this wretched place grows each night. And I... I am the cure.
"You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]" The Bounty Hunter tracks down evil players, one at a time. The Bounty Hunter starts knowing one evil player. When that player dies, they learn another evil player. The Bounty Hunter only learns the evil player, not their character. If the Bounty Hunter is drunk or poisoned when they should learn a new player, the Storyteller may show them a good player. When the recently shown player dies, the Bounty Hunter learns a new player that night. The Bounty Hunter cannot learn the same evil player twice. If the Bounty Hunter is in the game at setup, one Townsfolk is evil. The Bounty Hunter may learn the evil Townsfolk.
Townsfolk
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
Round and round the garden, go. Little girls run to and fro. Little boys climb up the tree. Which of these should Pixie be? Ladies smile and go to town. Lords with axe chop forest down. What’s yours is mine. What’s mine, divine. Silly little Pixie, me.
"You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die." The Pixie pretends to be the same character as someone else. On the first night, the Pixie learns an in-play Townsfolk. The Storyteller chooses which Townsfolk this is. The Pixie does not learn which player is this character. If the Pixie player pretends that they are this Townsfolk, they gain the ability of this Townsfolk when the Townsfolk dies. They could have spoken loudly about being the character for one day, or pretended to be the character each day this game, or accused the Townsfolk of being a liar—the Storyteller is the judge of whether or not the player was convincing, by “being mad that they are this character”. When the Townsfolk player dies, the Pixie does not learn this, and is not told that they have gained a new ability. They may learn this has happened if they wake at night and start gaining information, or are prompted to choose players. If the player the Pixie learns about changes character then dies, the Pixie gains the ability of the Townsfolk the Pixie learnt about, not the new character.
Townsfolk
Each night, learn which player the Storyteller believes you should talk to most.
There is life behind the personality that uses personalities as masks. There are times when life puts off the mask and deep answers to deep.
"Each night, learn which player the Storyteller believes you should talk to most." The High Priestess acts on intuition. The High Priestess can be shown the same player multiple times in a row, or a different player every night. The shown player can be alive or dead. The shown player can be good or evil. There are no official criteria that determine which player the Storyteller must show to the High Priestess. It is up to the Storyteller’s judgement as to what they think will most benefit the High Priestess and the good team in general. It could be because the player has important information that has not been revealed yet. Or because the player is evil and has a bluff that doesn’t make sense. Or because the player is trustworthy and needs to be trusted more. Or because the player is good but on the wrong track and needs to be corrected. Or something new.
Townsfolk
Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Roses are blue, and violets are red, Please reverse what I just said.
"Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]" The Village Idiots are a group that learn players’ alignments. The Village Idiot that is drunk is chosen by the Storyteller during the game setup. There may be one, two, or three Village Idiots in play, irrespective of the number of players. If there is only one Village Idiot in play, they are sober. The drunk Village Idiot may get true information. When Village Idiots are added to the game during setup, they replace other Townsfolk. If a Village Idiot is created mid-game, only one is created. Village Idiots act one at a time, not all together. If all sober Village Idiots exit play, the remaining drunk Village Idiot remains drunk. If a sober Village Idiot becomes drunk or poisoned by other means, the drunk Village Idiot remains drunk.
Townsfolk
Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
More heat! Higher! Higher! Più alto! Ahhh... it is so beautiful from up here, don't you agree? Can you see the children fishing by the river, under the willow? Can you see the glint of the sun on the circus tent-poles? What's this? An old man, alone, passed out in the vineyard? Less heat! Lower! Lower! Vai più in basso!
"Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]" The Balloonist learns players of different character types. Each time the Balloonist learns a player, the player must have a different character type to the previously shown player. The Balloonist does not learn the character type of the player they learn. The shown player can be alive or dead. The shown player can be good or evil. If the Balloonist is drunk or poisoned, they may learn a character of the same type as the previously shown player. When the Balloonist becomes sober and healthy, they must learn a player of a different character type to the previously shown player. During setup, the Storyteller may choose to add an Outsider due to the Balloonist’s ability.
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*, 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
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.
Townsfolk
Once per game, during the day, visit the Storyteller for some advice to help your team win.
This was my favourite part of the river... see how the sunlight makes a rainbow from the monastery to the market? This was the best place for big fish. And the older I get, the bigger they were.
"Once per game, during the day, visit the Storyteller for some advice to help your team win." The Fisherman knows something that nobody else can know: what should be done. The Fisherman player chooses when to use their ability. When they visit the Storyteller, the Storyteller chooses what piece of advice to give the Fisherman. The Storyteller’s pieces of advice are not necessarily “facts”. They are strategy tips that the Storyteller believes will help the Fisherman win, if they are followed. If the Fisherman is drunk or poisoned, the Storyteller may give the Fisherman bad advice.
Townsfolk
You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.
Visit the interior of the Earth. By rectification thou shalt find the hidden stone. Above the gold, lieth the red. Kether in Malkuth.
"You have a Minion ability. When using this, the Storyteller may prompt you to choose differently." The Alchemist has a Minion ability. The Alchemist’s ability is usually that of a not-in-play Minion, but can duplicate an in-play Minion ability. The Alchemist learns which ability this is on the first night. They are still a good Townsfolk. They win when good wins, and lose when good loses. They register as good and as the Alchemist. The Alchemist does not wake to learn who the other Minions are or who the Demon is, like Minions do. If the Alchemist’s Minion ability adds or removes characters during setup, this still occurs during setup. If the Alchemist has an ability where the player chooses something, like the Poisoner or the Vizier, the Storyteller may ask the Alchemist to choose differently. The Alchemist must do so.
Townsfolk
Executed good players might not die.
Distrust all in whom the impulse to punish is powerful.
"Executed good players might not die." The Pacifist prevents good players from dying by execution. When a good player is executed, the Storyteller chooses whether they die or live. As always, when abilities like this function in obvious ways, the group is not told why something has happened, only what has happened. The group learns that an execution succeeded, but that the executed player did not die—that is all. If a player is executed and remains alive, that still counts as the execution for today. No other nominations may happen.
Townsfolk
If the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.
Gorm do shúile, dearg do ghruaig, ní bheidh sé i bhfad, is a mbeidh tú san uaigh.
"If the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.” The Banshee becomes more powerful when dead, nominating and voting twice as much. When alive, the Banshee nominates and votes as normal. When dead, they may nominate twice per day, even though dead players may normally not nominate at all. When dead, they may vote for any nomination they wish and do not need a vote token to do so. They may vote twice for the same nomination. The Banshee only gains these powers if they were killed by the Demon. Dying by execution or to a non-Demon ability does not count. To vote twice, the Banshee player raises both hands when votes are counted. If the player is unable to do this due to a disability, the Storyteller can count their normal vote twice.
Outsider
You might die at any time.
I think I see the problem. Luckily, I have an idea! This catapult will shoot twice as far with just a minor adjustment...
"You might die at any time." The Tinker can die at any time, for no reason. The Storyteller may kill the Tinker at any time. The Tinker cannot die from their ability while protected from death, as normal.
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
When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.
Scorpio looks sideways at the lovers, and you have a choice to make. With silver cross my palm, and your fate shall be revealed. With steel cross my throat, and by the stars you shall regret it.
"When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die." The Moonchild curses someone upon death, killing them too. The Moonchild must choose a player within a minute or two of learning that they are dead, whether by an execution or at dawn when the Storyteller declares who died at night. The Moonchild can take their time and get advice from the group before making this decision. If the Moonchild chooses a good player, that player dies tonight. If they choose an evil player, nothing happens. As always, play along if an evil player is bluffing as the Moonchild and pretends to use their ability. It is not the Storyteller’s responsibility to prompt the Moonchild to choose a player. The Moonchild must do this shortly after they learn that they are dead. Deliberately not doing so is considered cheating. If the Moonchild is sober and healthy at night but was drunk or poisoned when they chose a player today, that player dies. If the Moonchild is drunk or poisoned at night but was sober and healthy when they chose a player today, that player doesn’t die. The Moonchild kills the Goon if the Goon was good when the Moonchild chose them, regardless of the Goon’s alignment at night.
Outsider
If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.
One Hat. Too Hat. Three Hat. Tea Hat. Fore Hat. Thrive Hat. Six Hat. Sticks Hat.
"If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be." The Hatter allows the evil players to change characters. Each player with a Minion or Demon character may choose to become any character of the same type as their current character. They may choose not to change characters. If a player becomes a new character, they gain the new ability, even if it was a "you start knowing" ability or a once per game ability that had already been used. Once a player has changed character, their previous character ability has no further effect on the game. If a player dies then becomes the Hatter, the evil players do not change characters tonight. Once a character has been chosen, a second player cannot choose the same character. If it is already in play, the player with that character must choose a new character.
Minion
Each night, choose a living player (different to last night): if executed tomorrow, they don't die.
My client, should the objection be overruled, pleads innocent by virtue of the prosecution's non-observance of statute 27.B - incorrect or misleading conjugation of a verb. The fact that nine of the jury died last night is simply prima facie, which is, as Wills vs Thule set precedent for, further reason to acquit.
"Each night, choose a living player (different to last night): if executed tomorrow, they don't die." The Devil's Advocate saves players from execution. Each night, the Devil’s Advocate chooses a player to protect from death by execution. The next day, if that player is executed, the execution succeeds but the player remains alive. The Devil’s Advocate cannot choose the same player two nights in a row, whether or not that player was saved from execution today, and they cannot choose a Zombuul that registers as dead.
Minion
You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
Hail the guardians of the north; by my intellect, thou art cut. Hail the guardians of the east; by my will, thou art dominated. Hail the guardians of the south; by that which lies beyond, the mystery is revealed. Hail the guardians of the west; a shield in the darkness.
"You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]" The Summoner creates a Demon. The Summoner may choose any player to become the Demon, even themselves. The new Demon does not learn which players are Minions, or vice versa. The evil players will need to talk amongst themselves to figure this out. Even though there is no Demon in play for two days, the game does not end. However, if the Summoner becomes unable to create a Demon (due to dying, becoming drunk on night 3 etc.) good wins. The newly created Demon acts on the same night that it is created.
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
Once per game, at night*, choose a player: they die, even if for some reason they could not.
...
"Once per game, at night*, choose a player: they die, even if for some reason they could not." The Assassin kills who the Demon cannot. Once per game at night, the Assassin can kill a player. This player dies, even if they are protected from death in any way, such as from an ability. The Assassin ability is affected by drunkenness and poisoning, as normal. If the Assassin attacks the Goon, the Goon dies and turns evil.
Minion
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.
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. [Evil characters are in a line. You are in the middle. +1 Minion. -? to +? Outsiders]
In the shadowed and forgotten corners of the cosmos, where the stars whisper secrets to the void, lies a truth so profound that the merest glimpse of it unravels the sanity of mortal minds.
"Each night*, choose a player: they die. [Evil characters are in a line. You are in the middle. +1 Minion. -? to +? Outsiders]" The Lord of Typhon is surrounded by Minions. All evil characters sit next to each other in a continuous line. All evil characters must be in the line at setup. Evil Travellers and Evil Townsfolk may be part of the line, but do not have to be. The Lord of Typhon must have an evil character on both sides. They cannot sit at the end of the line of evil characters. The evil team starts with one additional Minion when the Lord of Typhon is in play. Any number of Outsiders might be in play. Like the Marionette, the Storyteller decides which players are Minions during setup. The Storyteller also decides which player is which Minion. If a Lord of Typhon is created mid game, the Lord of Typhon does not need to sit in a line with the evil characters.
Demon
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
All doors are one door. All keys are one key. All cups are one cup, but whosoever drinketh of the water that I give shall never thirst, but the water shall be in him a well springing up into everlasting life.
"Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]" The Vigormortis kills their own Minions, but those Minions keep their ability. Every time the Vigormortis kills a Minion, they die but keep their ability for as long as the Vigormortis remains alive. The Witch, Cerenovus, and Pit-Hag still act each night. Somewhat like the No Dashii, the dead Minion’s closest clockwise or closest counterclockwise Townsfolk becomes poisoned, even if they are dead. If the Vigormortis dies or otherwise loses their ability, then those players become healthy again. One Townsfolk per Minion will always be poisoned this way, as neighboring Outsiders, Minions, or Travellers are skipped. The Storyteller chooses which of the two Townsfolk is poisoned. All Minions killed by the Vigormortis keep their ability and poison a Townsfolk, not just the most recent. If a dead Minion becomes a non-Minion character, they no longer poison a Townsfolk and have no ability. If a dead Minion becomes drunk or poisoned, they lose their ability until they become sober and healthy again.
Fabled
Use the Djinn's special rule. All players know what it is.
نحن لسنا هنا. انت لست حقيقي. كل شيء هو وهم. أسئلتك هي جبل نار في يوم صافٍ.
"Use the Djinn's special rule. All players know what it is." Add the Djinn to all games with a jinx icon on the script. The Djinn resolves jinxes by creating a unique rule. When creating a character list using the Script Tool, some character combinations will be marked as unusual. These two characters are jinxed—they have abilities that clash or contradict each other in some way. The Djinn creates a special rule that allows these characters to work well together. Some jinxed characters even work better with the Djinn in play! The Djinn’s special rule is described by the Script Tool online, and is printed out automatically when you create a script with a character combination that is jinxed. There are many different Djinn special rules. Each is tailored to a specific pair of jinxed characters. If there are jinxed characters on the character sheet, even if there are no jinxed characters in play, the Storyteller tells all players what the Djinn’s special rule is at the start of the game. The Djinn may have several special rules at once. If there are multiple pairs of jinxed characters on the character sheet, the players learn all the Djinn’s special rules.
Fabled
There can't be more than 1 extra evil player.
The Wasteland calls. Bones rise to flesh, then fall to dust. The great spirit grows. The great spirit watches. The great spirit guides. The human listens, or the human is no more.
"There can't be more than 1 extra evil player." Add the Spirit of Ivory to your script to keep the number of evil players fair and balanced. When creating character lists using the Script Tool, it is a good idea to include no more than one character that adds evil characters. If two or more players turn evil, then the evil team can win simply by revealing who they are and winning due to their voting majority. Adding the Spirit of Ivory prevents too many players turning evil, creating a more fun and fair game for the good players. With a Spirit of Ivory in play, only one more player than normal can ever be evil. If a second player would become evil, they stay good instead. The normal number of evil players is printed on the Traveller sheet and on the Setup sheet.
Loric
The Storyteller assigns all players' characters.
When sophistry becomes stupidity and hypocrisy cruelty, retreat to the garden. The final love of old men is flowers and stones.
"The Storyteller assigns 1 or more players' characters." Use the Gardener to assign characters to particular players. After the Storyteller has put the Gardener into play, they can manually assign and edit which characters are going to be given to which seated players before sending them out. If a player has an issue with a particular character, you may use the Gardener to affect setup so that player doesn’t draw the relevant token. The Gardener can also be useful if a particular player has drawn evil many times over a single session. The Gardener is designed for use in the official app only.