Townsfolk
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.
Townsfolk
Each night, you learn how many of your 2 alive neighbors are evil.
My skin prickles. Something is not right here. I can feel it.
"Each night, you learn how many of your 2 alive neighbors are evil." The Empath keeps learning if their living neighbours are good or evil. The Empath only learns how many of their neighbours are evil, not which one is evil. The Empath does not detect dead players. So, if the Empath is sitting next to a dead player, they do not get info about that dead player. Instead, they get info about the closest alive player in that direction. The Empath acts after the Demon, so if the Demon kills one of the Empath's alive neighbours, the Empath does not learn about the now-dead player. The Empath's information is accurate at dawn, not at dusk.
Townsfolk
Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.
It is better to be rich and healthy than poor and sick.
"Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability." The Preacher removes Minion abilities. If the Preacher chooses a Minion, that Minion is woken to learn that they have been preached, and can no longer act while the Preacher is alive, sober, and healthy. If the Preacher chooses a player who is not a Minion, nothing happens. The Preacher may choose dead players. If the Preacher is drunk or poisoned at the time they choose a player, that player is not affected by the Preacher’s ability. If the Preacher becomes drunk or poisoned, preached Minions regain their abilities until the Preacher is sober and healthy.
Townsfolk
Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
I aint seen nothin' untoward, Milady. Begging your pardon, but if I did see somethin', it certainly weren't the master o' the house sneaking into the professor's laboratory 'round eleven o'clock and mixing up fancy potions, just like you said, Miss.
"Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability." The Chambermaid learns who woke up at night. Each night, the Chambermaid chooses two players and learns if they woke tonight. They must choose alive players, and may not choose themself. This does not detect which of those players woke, only how many. This ability only detects characters who woke in order to use their ability. It does not detect characters who woke for any other reason—such as if the Storyteller woke a Minion to let them know who the Demon is, woke the Demon to give them their starting Demon info, woke a player due to the ability of a different character, or woke someone accidentally. If the character woke on a previous night but not this night, they are not detected by the Chambermaid. Players that woke tonight due to their ability but are drunk or poisoned still count as having woke tonight. If the Chambermaid chooses a dead player accidentally, the Storyteller prompts them to choose again.
Townsfolk
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.
Townsfolk
Each night*, you learn if a Demon voted today.
Yesterday's violets have withered and died, but today my poppies bloom.
"Each night*, you learn if a Demon voted today." The Flowergirl knows if the Demon voted or not. A Demon’s vote counts whether or not the nominee was executed. The Flowergirl does not detect if the Demon raised their hand for other reasons, such as when the players “vote” on what to order for dinner, or when the players raise their hand to exile a Traveller. If the Demon changes players after the original Demon voted but before the Flowergirl wakes to learn their information, the Flowergirl detects the original Demon. If there are two (or more!) Demons, even dead Demons, the Flowergirl detects if any of them voted. If even one Demon voted, the Flowergirl learns a “yes”.
Townsfolk
Each night*, you learn if a Minion nominated today.
Hear ye! Hear ye! Witchcraft in the labyrinth! Genius savant reveals all! Town in danger! Hear Ye!
"Each night*, you learn if a Minion nominated today." The Town Crier knows when Minions nominate. Each night, the Town Crier learns either a “yes” or a “no”. They do not learn which players are Minions or how many Minions made nominations, just whether or not any Minions made nominations today.
Townsfolk
Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.
I am here because of you, and you are here because of me.
"Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins." The Alsaahir guesses the entire evil team. The Alsaahir’s guesses need to be public, and they need to be during the day. They don’t have to guess every day. Other players may pretend to be the Alsaahir and make a guess. Like the Juggler or the Gossip, the Storyteller will briefly pretend that player is the Alsaahir. If the Alsaahir guesses the Demon player as the Demon, and the Minion players as Minions, the game ends immediately. The Alsaahir must guess all Demon and Minion players. The Alsaahir doesn’t need to guess specific minion characters, nor specific Demon characters. If there is more than one Demon in play, all Demons must be guessed, including dead Demons. If a player is a Minion and Demon, such as Legion, the Alsaahir must guess this player as a Demon. Once a guess is made, the Alsaahir cannot change their mind later that day and guess again. The Alsaahir needs to guess Minions and Demons, even if they are good, but need not guess which Travellers are evil. If the evil team has changed during the game, the Alsaahir must guess the current evil team, not the starting evil team.
Townsfolk
Once per game, at night, choose which Minions or which Demon is in play.
If it bends, great. If it breaks, well, it probably needed fixing anyway.
"Once per game, at night, choose which Minions or which Demon is in play." The Engineer manufactures the threat that the town faces. The Engineer can choose which Minion characters are in play, or which Demon is in play, but not both. When the Engineer creates new in-play characters, the Demon player remains the Demon, and the Minion players remain Minions. The number of evil players stays the same. If the Engineer tries to create an in-play character, that character stays as the same player. The Engineer doesn’t learn this, and may not use their ability again. If creating Minions, the Engineer chooses the same number of Minions that should be in play for the number of players (see the Traveller sheet or the setup sheet). If the Engineer accidentally chooses too many or too few characters, the Storyteller changes as many evil players’ characters as is fair and feasible. Only characters from the current script may be chosen.
Townsfolk
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Did you hear that stranger in the cashmere coat put the word on our young Belle? And she said yes? Well, that's nothing compared to what Harry and that juggler got up to at the fair! The things I could say if I was a tattletale... my, yes.
"Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment." The Seamstress learns whether 2 players are on the same team as each other. They only get this information once per game, so they had best choose wisely when and who. They may choose alive or dead players or even Travellers.
Townsfolk
Once per game, 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.
Townsfolk
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.
Townsfolk
The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
I am pure. Let those who are without sin cast themselves down and suffer in my stead. My reputation shall not be stained with your venomous accusations.
"The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately." The Virgin may inadvertently execute their accuser, confirming which players are Townsfolk in the process. If a Townsfolk nominates the Virgin, then that Townsfolk is executed immediately. Because there can only be one execution per day, the nomination process immediately ends, even if a player was about to die. Only Townsfolk are executed due to the Virgin's ability. If an Outsider, Minion, or Demon nominates the Virgin, nothing happens, and voting continues. The Virgin's ability is powerful because if a Townsfolk nominates them and dies, then both characters are almost certainly Townsfolk. After being nominated for the first time, the Virgin loses their ability, even if the nominator did not die, and even if the Virgin was poisoned or drunk.
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 might register as evil & as a Minion or Demon, even if dead.
Garn git ya darn grub ya mitts ofma lorn yasee. Grr. Natsy pikkins yonder southwise ye begittin afta ya! Git! Me harvy no so widda licks and demmons no be fightin' hadsup ne'er ma kin. Git, assay!
"You might register as evil & as a Minion or Demon, even if dead." The Recluse might appear to be an evil character, but is actually good. Whenever the Recluse's alignment is detected, the Storyteller chooses whether the Recluse registers as good or evil. Whenever the Recluse is targeted by an ability that affects specific Minions or Demons, the Storyteller chooses whether the Recluse registers as that specific Minion or Demon. The Recluse may register as either good or evil, or as an Outsider, Minion, or Demon, at different parts of the same night. The Storyteller chooses whatever is most interesting. A Recluse that registers as a particular Minion or Demon does not have this character's ability. For example, a Recluse that registers as a Poisoner does not wake at night and cannot poison a player.
Outsider
When you die, the Storyteller gains a Minion ability.
Pleauze shtay shtill. Thinks nid tiime for hillink. Myrhh-myrhh.
"When you die, the Storyteller gains a Minion ability." The Plague Doctor brings an extra Minion ability into play. The Storyteller chooses which Minion ability is gained. This ability is in effect for the rest of the game. Nothing else changes for the Storyteller – they don’t become evil, they don’t become a player, they are not a legitimate player to be targeted by other abilities, and they cannot vote or nominate. If the Plague Doctor is drunk or poisoned when they die, the Storyteller doesn’t gain a Minion ability, even when the Plague Doctor becomes sober and healthy.
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.
Minion
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.
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
On night X, all Townsfolk are poisoned until dusk. [X Outsiders]
Down they fall. One by one. By two, by three, by five.
"On night X, all Townsfolk are poisoned until dusk. [X Outsiders]" The Xaan poisons all Townsfolk. The Xaan poisons all Townsfolk players for one night then one day. The night that this happens equals the number of Outsiders in play. For example, if there are 2 Outsiders, the Xaan poisons on night 2. There can be any number of Outsiders in play, but usually 1 to 4. This can be the normal number of Outsiders if the Xaan was not in play, or something different. This overrides other characters that add or remove Outsiders, such as the Baron. If the number of Outsiders changes during the game, the Xaan poisons on the night corresponding to the number of Outsiders during setup. The Xaan needs to be alive in order to poison.
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.
Demon
Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.
Would you like a flower? I'm so lonely.
"Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight." The Po can choose to attack nobody at night, but goes on a rampage the following night. The Po attacks one player per night, like many other Demons. However, if the Po chooses to attack nobody, then they may attack three players the following night. If the Po was drunk or poisoned when they chose nobody last night, they still choose three players tonight. A Po must choose three players when prompted to do so. They cannot choose no one again. The Po only gets three attacks if they chose nobody. The Po does not get three attacks if they chose to attack someone the previous night, but that player did not die. The Po doesn’t act on the first night, but this night does not count as a night where the Po “chose no one.” If the Exorcist selects the Po, the Po does not act, but this night does not count as a night where the Po “chose no one.” However, if the Po chose no one the night before the Exorcist chose the Po, the Po chooses three players the night after the Exorcist chose the Po, because their last choice was no one.
Demon
Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Black is White. Right is Wrong. Left is Right. Up is Long. Down is Sight. Short is Blind. Follow me. Answers find.
"Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins." The Vortox makes all information false. Anytime a Townsfolk player gets information from their ability, they get false information. Even if they are drunk or poisoned, it must be false. The Vortox does not affect information gained by other means, such as when the Storyteller explains the rules, or when a player’s character or alignment changes. When night falls, if nobody was executed today, evil wins. Exiling a Traveller does not count.
Demon
On day 3, Minions become Riot & nominees die but nominate an alive player immediately. This must happen.
Larga vida a la revolución! Mi revolucion!
"On day 3, Minions become Riot & nominees die but nominate an alive player immediately. This must happen." Riot kills everybody in a panic. On the 3rd day, each player that is nominated dies immediately. Even though they are dead, they nominate again. The player that was nominated must nominate again immediately or lose their chance to do so. The Storyteller counts down “3... 2... 1...” to let the player know how long they have to nominate, should they wish to. If they don’t, the Storyteller nominates instead. The good team wins if all Riot players are dead. If the last Riot dies and only two players are alive, they do not nominate, and the good team wins. If nobody nominates on the 3rd day, the Storyteller makes the 1st nomination instead. Minions may change into Riot as the nomination phase begins on the 3rd day.
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.