1. Backup's Confirmation Chain

    Almanac · Backup · 24 characters
  2. Townsfolk

    Chef

    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.

    How to Run

    1. During the first night, wake the Chef. Show the Chef fingers (0, 1, 2, etc.) equaling the number of pairs of neighboring evil players. Put the Chef to sleep.
  3. Townsfolk

    Investigator

    You start knowing that 1 of 2 players is a particular Minion.


    It is a fine night for a stroll, wouldn't you say, Mister Morozov? Or should I say... BARON Morozov?

    "You start knowing that 1 of 2 players is a particular Minion." The Investigator learns that a particular Minion character is in play, but not exactly which player it is. During the first night, the Investigator learns that one of two players is a specific Minion. They learn this only once and then learn nothing more.

    How to Run

    1. While preparing the first night, put the Investigator's MINION reminder token by any Minion character token, and put the Investigator's WRONG reminder token by any other character token.
    2. During the first night, wake the Investigator and point to the players marked MINION and WRONG. Show the character token marked MINION to the Investigator. Put the Investigator to sleep. Remove the Investigator's reminder tokens when convenient.
  4. Townsfolk

    Washerwoman

    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.

    How to Run

    1. While preparing the first night, put the Washerwoman's TOWNSFOLK reminder token by any Townsfolk character token, and put the Washerwoman's WRONG reminder token by any other character token.
    2. During the first night, wake the Washerwoman and point to the players marked TOWNSFOLK and WRONG. Show the character token marked TOWNSFOLK to the Washerwoman. Put the Washerwoman to sleep. Remove the Washerwoman's reminder tokens when convenient.
  5. Townsfolk

    Clockmaker

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


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

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

    How to Run

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

    Dreamer

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


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

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

    How to Run

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

    Examples & Notes

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

    Savant

    Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.


    Seventy-two matchsticks on the floor... the sun sets early but the moon is unchanged... a torn piece of cloth... evil in the manor house... three by three... the one we trusted is not what he seems... green light means magnesium... residue, but the pattern is wrong... Seventy-two matchsticks on the floor...

    "Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false." The Savant gets crazy, amazing information that is different every day and every game, but exactly half of it is completely false. Each day, the Storyteller chooses two pieces of information to give the Savant... so get creative! One must be true, and one must be false, and the Savant won’t know which is which. It is up to the Savant to talk with the Storyteller, not the other way around. This isn’t a public conversation, and the group can’t listen in. It’s private. The Savant can choose to not visit the Storyteller if they wish. A drunk or poisoned Savant might get two pieces of true information or two pieces of false information.

    How to Run

    1. Once per day, if the Savant requests a private chat with you, take them away from the circle so you cannot be overheard. Whisper two pieces of information, one true and one false, to the Savant. (If you cannot think of two straight away, either take your time or ask them to come back in a few minutes.)

    Examples & Notes

    • Keep the information you give helpful and related to the game. Avoid saying who exactly the Demon is, or it could be a very short game. If you need help on choosing what to say, give information similar to what Townsfolk abilities would provide.
  8. 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.
  9. Townsfolk

    Philosopher

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


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

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

    How to Run

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

    Professor

    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.

    How to Run

    1. Each night except the first, wake the Professor. The Professor either shakes their head no or points to a dead player. Put the Professor to sleep.
    2. If the Professor chose a dead Townsfolk, the chosen player becomes alive again—mark them with the Professor’s ALIVE reminder and remove their shroud. (They wake later tonight if they normally would. If they wake on the first night only, they wake now to use their ability.) At dawn, after declaring which players died, declare which player is alive again. (Do not say why.) The Professor loses their ability—mark them with the NO ABILITY reminder and remove their night token from the night sheet.
  11. Townsfolk

    Artist

    Once per game, during the day, privately ask the Storyteller any yes/no question.


    Mon Dieu! C'est lumineux! My work, she is... how you say... Magnifique! Dieu est révélé! Oui.

    "Once per game, during the day, privately ask the Storyteller any yes/no question." The Artist may ask any 1 question, and get an honest answer. The question may deal with anything at all, phrased in any way they want. The Storyteller honestly answers “yes,” “no,” or “I don’t know.” It is up to the Artist to talk with the Storyteller, not the other way around. This isn’t a public conversation, and the group can’t listen in. It’s private.

    How to Run

    1. During any day, the Artist can request a private chat with you. Take them away from the circle so you cannot be overheard. They will ask you a question. Whisper “Yes,” “No,” or “I don’t know,” to them, or if you cannot answer in one of these ways, prompt the Artist to ask again in a different way. The Artist loses their ability - mark them with the NO ABILITY reminder.

    Examples & Notes

    • Like the Savant, evil players bluffing as the Artist may request a private chat with you and pretend to ask a question. To help them bluff, you can pretend to give an answer by nodding or shaking your head.
  12. Townsfolk

    Fisherman

    Once per game, during the day, visit the Storyteller for some advice to help your team win.


    This was my favourite part of the river... see how the sunlight makes a rainbow from the monastery to the market? This was the best place for big fish. And the older I get, the bigger they were.

    "Once per game, during the day, visit the Storyteller for some advice to help your team win." The Fisherman knows something that nobody else can know: what should be done. The Fisherman player chooses when to use their ability. When they visit the Storyteller, the Storyteller chooses what piece of advice to give the Fisherman. The Storyteller’s pieces of advice are not necessarily “facts”. They are strategy tips that the Storyteller believes will help the Fisherman win, if they are followed. If the Fisherman is drunk or poisoned, the Storyteller may give the Fisherman bad advice.

    How to Run

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

    Examples & Notes

    • It is best to give the Fisherman advice on what to DO, not just information about what IS. This makes the Fisherman more fun and unique.
    • Eg. Saying “You should execute that player” or “Keep this player alive” or “find out who is drunk” or “change your thinking entirely” or “ignore the Minions” or “trust this player” are much more interesting than saying “this player is evil” or “the Demon is a No Dashii”.
  13. 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.
  14. Townsfolk

    Amnesiac

    You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.


    Wait. What. Who? Oh, ok. Wait. What?

    "You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are." The Amnesiac doesn’t know their own ability. The Storyteller decides what the Amnesiac’s ability is. It may be the same ability as another character in Blood On The Clocktower, something similar, or something original. The Amnesiac may wake at any time during the night to learn information or to choose a player, or their ability may be passive—not requiring action from the Amnesiac player. Each day, the Amnesiac talks to the Storyteller in private, and makes a guess as to what their ability is. The Storyteller answers “cold” if the guess is very wrong, “warm” if the guess is on the right track, “hot” if the guess is very close, and “bingo” if the guess is spot on. Their guess may be specific, such as “Am I learning two players each night that are the same alignment?”, or vague, such as “Is my ability something to do with dead players?”

    How to Run

    1. During setup, decide what ability the Amnesiac player has. During the game, treat that player as if they had that ability, waking them when needed, prompting them to choose players when needed, or whatever else is appropriate. Use the Amnesiac’s ? reminders if you need to.
    2. Each day, the Amnesiac makes a guess about their ability in private. Answer “Cold”, “Warm”, “Hot", or “Bingo”.

    Examples & Notes

    • Make the Amnesiac’s ability guessable, so that the Amnesiac can figure out what their ability is over time. Learning a piece of information each night, or a power that affects the game in a way that the Amnesiac notices, are both good ideas.
    • If the Amnesiac guesses their ability, but the wording is different, still tell them they guessed correctly.
    • You can make the Amnesiac’s ability slightly better than a normal Townsfolk’s ability. Not knowing what it is, the player will need to work harder to receive its full benefit.
  15. 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.
  16. Outsider

    Golem

    You may only nominate once per game. When you do, if the nominee is not the Demon, they die.


    Golem help? Golem smash! Golem help.

    "You may only nominate once per game. When you do, if the nominee is not the Demon, they die." The Golem kills the player they nominate. When the Golem nominates a player, that player immediately dies. The nomination process continues. If the Golem nominates the Demon, nothing happens. The Storyteller doesn’t confirm or deny that the Golem nominated, and continues with the voting process as normal. The Storyteller may say “nothing happens” if clarity is asked for. After the Golem has nominated once, whether or not the nominee dies, the Golem may not nominate again this game. It is the player’s responsibility to refrain from nominating, not the Storyteller’s. Deliberately nominating when they shouldn’t is considered cheating.

    How to Run

    1. If the Golem nominates a non-Demon, that player dies, then the vote continues as normal. Mark the Golem with the MAY NOT NOMINATE reminder.
    2. If the Golem nominates the Demon, the vote continues as normal. (Do not say why.) Mark the Golem with the MAY NOT NOMINATE reminder.

    Examples & Notes

    • If the Golem accidentally nominates when they shouldn’t, you can either accept or not accept the nomination. It is best to not accept the nomination—as long as you think that this won’t confirm that a Golem is in play. To keep things fair, also do this for players bluffing as the Golem, reminding them that the Golem cannot nominate more than once.
  17. Outsider

    Hatter

    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.

    How to Run

    1. If the Hatter dies, mark them with the TEA PARTY TONIGHT reminder.
    2. During that night, wake the Minions and Demon. Show them the THIS CHARACTER SELECTED YOU info token, then the Hatter token. Each player either shakes their head no or points to another character of the same type as their current character. If a second player would end up with the same character as another player, shake your head no and gesture for them to choose again. Put them to sleep. Remove the TEA PARTY TONIGHT reminder. Change each player to the character they chose.

    Examples & Notes

    • Optional rule: if the Hatter dies, allow the Demon to become a Minion, and a Minion to become a Demon. This may cause some chaos among the evil team as they try to communicate silently at night about who wants to be the Demon.
  18. Outsider

    Politician

    If you were the player most responsible for your team losing, you change alignment & win, even if dead.


    I'm glad you asked that question. Truly, I am. But I think the REAL question here is...

    "If you were the player most responsible for your team losing, you change alignment & win, even if dead." The Politician changes teams if they are losing. When the game ends, if the Politician was responsible for good losing, then the Politician turns evil and wins too. The player needs to be very influential when determining who wins. Simply spreading false information or voting for good players is usually not enough – they need to be the player that was more responsible for the good team losing than any other good player, and preferably more responsible than any one evil player too. The Storyteller is the judge of whether the Politician’s actions qualify. The Politician may still win with the good team, as normal. A drunk or poisoned Politician can not change teams.

    How to Run

    1. When the game ends, if good lost and you feel that this was significantly due to the words and actions of the Politician player, declare that the Politician turns evil and wins too.
    2. In the rare instance that the Politician is evil, and plays a big part in losing the game for evil, declare that the Politician turns good and wins with the good team.
  19. Minion

    Harpy

    Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.


    So fair a day I never did see, nor so fowl a presence hanging over me.

    "Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die." The Harpy creates discord and distrust between good players. At night, the Harpy player chooses one player at a time, not two at once. A player chosen by the Harpy is affected by the ability until the next Harpy choice. If the Storyteller decides to kill players with the Harpy ability, they do not need to kill both. The Storyteller can decide to kill only one, or none. The Harpy can choose a dead player. If so, the Storyteller can kill just the living player, since dead players can not die again. The order of deaths due to the Harpy ability can be chosen by the Storyteller, should that be important.

    How to Run

    1. Each night, wake the Harpy. The Harpy points to one player, then another player. Mark the first player with the MAD reminder and the second player with the 2ND reminder. Put the Harpy to sleep. Wake the player marked MAD. Show the THIS CHARACTER SELECTED YOU info token then the Harpy token, then point to the player marked 2ND. Put the player marked “Mad” to sleep.
    2. MAD
    3. 2ND
  20. Minion

    Witch

    Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.


    Three drops of goat's blood. A lock of hair, torn in anger. The name is spoken, the shadow cast. Walk left foot first down that brambled path, and don't look back.

    "Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability." The Witch curses players, so that they die if they nominate. Each night, the Witch chooses a player to curse. That player dies if they nominate any player on the next day, although their nomination still counts. The Witch’s curse lasts only for one day, but the Witch may curse the same player again and again each night. As soon as just three players are left alive, the Witch’s curse is immediately removed, and the Witch acts no more.

    How to Run

    1. Each night, wake the Witch. They point at any player. Put the Witch to sleep. Mark the chosen player with the CURSED reminder.
    2. The next day, if the player marked CURSED makes a nomination, immediately declare that they die. (Nominations continue as normal.)
  21. Minion

    Assassin

    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.

    How to Run

    1. Each night except the first, wake the Assassin. They either shake their head no or point at any player. Put the Assassin to sleep.
    2. If the Assassin chose a player, that player dies— mark them with the DEAD reminder. This cannot be prevented in any way (except if the Assassin doesn’t have their ability, such as if they’re drunk or poisoned). The Assassin loses their ability—mark them with the NO ABILITY reminder and remove their night token from the night sheet. (The Assassin won’t wake again.)
  22. Minion

    Scarlet Woman

    If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)


    You have shown me the secrets of the Council of the Purple Flame. We have lain together in fire and in lust and in beastly commune, and I am forever your servant. But tonight, my dear, I am your master.

    "If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)" The Scarlet Woman becomes the Demon when the Demon dies. If there are five or more players just before the Demon dies—that is, four or more players left alive after the Demon dies—then the Scarlet Woman immediately becomes the Demon, and the game continues as if nothing happened. Travellers do not count as players when seeing if the Scarlet Woman's ability triggers. If less than five players are alive when the Demon is executed, then the game ends and good wins. If five or more players are alive when the Imp kills themself at night, the Scarlet Woman must become the new Imp. If the Scarlet Woman becomes the Demon, they are that Demon in every way. Good wins if they are executed. They attack each night. They register as the Demon.

    How to Run

    1. If the Demon dies and there were five or more alive players immediately before the Demon died, replace the Scarlet Woman token with a spare Imp token, changing that player's character from the Scarlet Woman into the Imp. (They are now the Demon and have the Imp's ability. If they die, good wins.)
    2. That night, wake the new Imp, show them the YOU ARE info token, then show them the Imp token.
    3. In Trouble Brewing, there is only one Demon—the Imp. In other editions, there are multiple possible Demons. If the Scarlet Woman becomes the Demon, they become the same type of Demon that died, and they gain this Demon's ability. When this happens, mark the Scarlet Woman with the IS THE DEMON reminder and refer to that Demon's "How to Run" instructions.
  23. 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.
  24. Demon

    Kazali

    Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]


    Gon(z)a7les6. Take cau8tun. The mech4an4ion is iNvert10d. E99ors insy6tum. Reco{7}fig.

    "Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]" The Kazali chooses their own Minions. If a Kazali is created mid game, the Kazali does not choose new Minion players. The Storyteller can give the Minions’ original good characters as bluffs to the Demon, since they are not in play. The Kazali acts at a time that is technically both during setup and during the first night. The Storyteller may keep the Kazali awake, or put the Kazali to sleep, when waking the Minions to tell them which Minion that they are. Only Minions that are on the script may be chosen. Duplicate Minion characters are not allowed.

    How to Run

    1. While setting up the game, remove all Minion tokens and add Townsfolk or Outsider tokens.
    2. During the first night, wake the Kazali. The Kazali points at a player and a Minion on the character sheet. Replace their old character token with the Minion token, show them the “You Are” info token then the Minion character token, and give a thumbs down. Repeat until the normal number of Minions exist. Put the Kazali to sleep.
    3. Each night except the first, wake the Kazali. They point at any player. That player dies.

    Examples & Notes

    • Depending on the script, adding more than one Outsider can put the good team at a significant disadvantage.
  25. Demon

    Lord of Typhon

    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.

    How to Run

    1. During setup, remove all Minion tokens and add Townsfolk or Outsider tokens.
    2. During the first night, wake the appropriate number of players directly clockwise and counter-clockwise from the Lord of Typhon. Show each of these players a unique Minion token, and give a thumbs down. Replace these players' good character tokens with these Minion tokens and put these players to sleep. Then, do the Minion Info and Demon Info steps as normal.
    3. Each night except the first, wake the Lord of Typhon. They point at any player. That player dies—mark them with the DEAD reminder. Put the Lord of Typhon to sleep.
Back to script