1. Götterdämmerung

    Almanac · SeaBound · 31 characters

    Notes

    Custom Jinx: Vortox/Alchemist - A sober & healthy Alchemist will learn which Minion ability they have, even if a Vortox is in play. Custom Jinx: Vortox/Poppy Grower - If a sober & healthy Poppy Grower dies, the evil team learns their correct team members, even if a Vortox is in play.

  2. 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.
  3. 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.
  4. Townsfolk

    Empath

    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.

    How to Run

    1. Each night, wake the Empath. Show them fingers (0, 1, or 2) equaling the number of evil players neighbouring the Empath. Put the Empath to sleep.
  5. 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.
  6. 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.
  7. Townsfolk

    Town Crier

    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.

    How to Run

    1. Each dawn, mark the Town Crier with the MINIONS NOT NOMINATED reminder, and remove the MINION NOMINATED reminder, if any.
    2. Each day, if any Minion makes a nomination, replace the MINIONS NOT NOMINATED reminder with the MINION NOMINATED reminder.
    3. Each night except the first, wake the Town Crier. If the Town Crier is marked MINIONS NOT NOMINATED, shake your head no. If the Town Crier is marked MINION NOMINATED, nod your head yes. Then, put the Town Crier to sleep. Remove the MINION NOMINATED reminder, if any.

    Examples & Notes

    • If you forget whether a Minion made a nomination or not, wake each Minion at night and ask by showing them the DID YOU NOMINATE TODAY? info token. They must answer honestly, then go to sleep.
  8. Townsfolk

    Oracle

    Each night*, you learn how many dead players are evil.


    Only the chosen may gaze beyond the veil. The dead are restless, and they point in silence toward the icy north.

    "Each night*, you learn how many dead players are evil." The Oracle knows how many dead players are evil. Because the Oracle acts after the Demon attacks each night, the Oracle’s info refers to the players that are dead when dawn breaks and all players open their eyes. The Oracle detects dead Minions and Demons, but also any other players that are evil, such as evil Travellers, or Townsfolk and Outsiders that have been turned evil. When counting the number of dead players, remember to count Townsfolk and Outsider tokens that are upside-down, which means their alignment is the opposite of what is printed.

    How to Run

    1. Each night except the first, wake the Oracle. Show fingers (0, 1, 2, etc.) equaling the number of dead evil players. Then, put the Oracle to sleep.
  9. Townsfolk

    Undertaker

    Each night*, you learn which character died by execution today.


    Hmmm....what have we here? The left boot is worn down to the heel, with flint shavings under the tongue. This is the garb of a Military man.

    "Each night*, you learn which character died by execution today." The Undertaker learns which character was executed today. The player must have died from execution for the Undertaker to learn who they are. Deaths during the day for other reasons, such as the Gunslinger choosing a player to kill, or the exile of a Traveller, do not count. The Undertaker wakes each night except the first, as there have been no executions yet. If nobody died today, the Undertaker learns nothing. The Storyteller either does not wake the Undertaker at night, or wakes them but does not show a token. If the Drunk is executed, the Undertaker is shown the Drunk character token, not the token for the Townsfolk that the Drunk player thought they were.

    How to Run

    1. If a player dies by execution, put the Undertaker's DIED TODAY reminder token by the dead player's character token.
    2. Each night except the first, if any player died by execution today, wake the Undertaker. Show the character token marked DIED TODAY to the Undertaker. Put the Undertaker to sleep. Remove the Undertaker's reminder token when convenient.
    3. In Trouble Brewing, there can only be one execution per day, and every execution causes a player to die. In other editions, there may be more than one execution per day (in which case the Storyteller chooses which character to show the Undertaker) or the execution does not cause a death (in which case the Undertaker learns nothing).
  10. 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.
  11. Townsfolk

    Pacifist

    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.

    How to Run

    1. If a good character is executed, declare either that they die or they remain alive. (Do not say why.) Then, begin the night phase. (Whether the player lived or died, this was the one execution for the day.)

    Examples & Notes

    • Triggering the Pacifist ability once per game is usually about right. You can trigger it more if you feel it is appropriate. On rare occasions, to make the Pacifist look suspicious, you can never trigger it.
  12. 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.
  13. Townsfolk

    Farmer

    When you die at night, an alive good player becomes a Farmer.


    Even the high and mighty need food on the table. Without us, the city starves.

    "When you die at night, an alive good player becomes a Farmer." The Farmer creates more farmers. If a Farmer dies at night, another player becomes a Farmer too. Only players that are good can become Farmers this way. If this new Farmer also dies at night, another Farmer is created. Farmers that die during the day, such as by execution, do not create more Farmers. Farmers that have turned evil, such as from the Mezepheles’ ability, can create more Farmers. But Townsfolk and Outsiders that have turned evil cannot become a Farmer. Farmers do not learn who each other are, but each player that becomes a Farmer learns that they are now a Farmer. When a player becomes a Farmer, they are no longer their old character, and do not have that ability. Any ongoing effects of their old ability immediately end.

    How to Run

    1. If the Farmer died tonight, wake an alive good player. Show them the YOU ARE info token and a Farmer character token, then put them to sleep. Replace their previous character token with a Farmer character token.
  14. Townsfolk

    Poppy Grower

    Minions & Demons do not know each other. If you die, they learn who each other are that night.


    In the hidden groves of the deep forest, the black poppy dwells. To see its revelry is to be enchanted. To smell its thick aroma is to be lost forever, a slave to the gods of light and dark.

    "Minions & Demons do not know each other. If you die, they learn who each other are that night." The Poppy Grower prevents the evil players from learning who each other are. The Demon still learns three not-in-play characters that are safe to bluff as. If the Poppy Grower dies, the Demon and Minions learn who each other are, as though it were the first night again. If the Poppy Grower becomes drunk or poisoned, Demons and Minions do not suddenly learn who each other are. If the Poppy Grower is drunk or poisoned when they die, Demons and Minions do not learn who each other are, since the Poppy Grower has no ability that night. An evil Traveller still learns which player is the Demon when that Traveller enters play.

    How to Run

    1. During the first night, wake the Demon. Show the THESE CHARACTERS ARE NOT IN PLAY info token, then any three good character tokens that are not in play. Then, put the Demon to sleep. Do not do the Minion Info and Demon Info steps.
    2. If the Poppy Grower dies, mark them with the EVIL WAKES reminder. That night, wake the Minions and let them make eye contact. Show the THIS IS THE DEMON info token, then point to the Demon. Put the Minions to sleep. Wake the Demon. Show the THESE ARE YOUR MINIONS info token, then point to the Minions. Put the Demon to sleep.
  15. Outsider

    Snitch

    Each Minion gets 3 bluffs.


    It was John.

    "Each Minion gets 3 bluffs." The Snitch accidentally gives information to the evil team. The Minions learn three not-in-play characters at the start of the game, just like the Demon does. These characters may be the same three that the Demon learns, or different characters. Each Minion may learn different characters to each other. Or they may all learn the same three characters.

    How to Run

    1. During the first night, wake a Minion. Show the THESE CHARACTERS ARE NOT IN PLAY info token, then show three not-in-play character tokens. Put the Minion to sleep. Repeat this process until all Minions have learnt three not-in-play characters.
  16. Outsider

    Drunk

    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.

    How to Run

    1. While setting up the game, before putting character tokens in the bag, remove the Drunk token and add a Townsfolk character token. Add the Drunk's IS THE DRUNK reminder token to the Grimoire. Put the swapped Townsfolk character token in the bag, not the Drunk character token.
    2. While preparing the first night, put the Drunk's IS THE DRUNK reminder token by any Townsfolk character token, changing that player's character to the Drunk. They are now an Outsider, and do not have the ability of this Townsfolk character. (But they think they do.)
    3. During the game, act as if the Drunk is actually this Townsfolk character. (If that character would wake to act at night, the Drunk wakes to act. If their ability would give them information, you can give false information to them if you wish. See "Drunkenness and Poisoning" in the rulebook.)
  17. 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.
  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

    Devil's Advocate

    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.

    How to Run

    1. Each night, wake the Devil’s Advocate. They point at any player. Put the Devil’s Advocate to sleep. Mark the chosen player with the SURVIVES EXECUTION reminder.
    2. If a player marked SURVIVES EXECUTION is executed, declare that the player was executed but remains alive. (Do not say why.)
  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

    Baron

    There are extra Outsiders in play. [+2 Outsiders]


    This town has gone to the dogs, what? Cheap foreign labor... that's the ticket. Stuff them in the mine, I say. A bit of hard work never hurt anyone, and a clip'o'the ears to any brigand who says otherwise. It's all about the bottom line, what?

    "There are extra Outsiders in play. [+2 Outsiders]" The Baron changes the number of Outsiders present in the game. This change happens during setup, and it does not revert if the Baron dies. A change in characters during setup, regardless of what happens during the game, is shown on character sheets and tokens in square brackets at the end of a character's description—like [this]. The added Outsiders always replace Townsfolk, not other character types.

    How to Run

    1. While setting up the game, remove any two Townsfolk character tokens and add any two Outsider character tokens. (If you add the Drunk, remember to follow its setup instructions as well.) These Outsider tokens go into the bag instead of the Townsfolk tokens.
  23. Minion

    Boomdandy

    If you are executed, all but 3 players die. After a 10 to 1 countdown, the player with the most players pointing at them, dies.


    Tick... Tick... Tick... TOCK.

    "If you are executed, all but 3 players die. After a 10 to 1 countdown, the player with the most players pointing at them, dies." The Boomdandy explodes when executed, killing most other players. If the Boomdandy is executed, the Storyteller kills other players, one at a time, until only three are left alive. The Demon will be one of the remaining three players (otherwise, the game would be over). Afterward, there is no further nomination or execution today. Instead, the Storyteller counts down from ten and all players point at the player they want to die. When the countdown ends, the Storyteller counts the number of fingers pointed at each player. If it is a tie, the day ends (and evil probably wins due to the Demon killing that night). Even dead players who have no vote token may point. Players may change who they are pointing at up until the countdown ends, at which point their decision is final. The Boomdandy only explodes due to an execution. Deaths by other means, such as via a Golem or a Psychopath, don’t count. If the Boomdandy is executed but doesn’t die (due to a Devil’s Advocate etc.), they still explode. If a character can’t die, such as the Fool or the Sailor, the Storyteller may rule that four players remain alive after a Boomdandy explosion.

    How to Run

    1. If the Boomdandy is executed, declare that the Boomdandy has exploded. Enter the circle, put your hand out towards the Boomdandy, and rotate around the circle. (Similar to running a vote.) When your hand reaches a living player, say “You live” or say “You die” as that player dies. When you have completed the circle, three players will be alive, including the Demon. Then, count down from ten. After you say “one”, ask all players to immediately freeze (to stay still) while you count the number of players who are pointing at each player. The player with the most fingers pointed at them, dies. This will end the game, since just two players are alive, so declare which team has won.

    Examples & Notes

    • Your countdown should be longer than ten seconds, and as slow, dramatic, or erratic as you like!
  24. 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.
  25. Demon

    Vortox

    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.

    How to Run

    1. While the Vortox is alive, you must give false information whenever a Townsfolk ability prompts you to give information.
    2. Each night except the first, wake the Vortox. They point at any player. That player dies - mark them with the DEAD reminder. Put the Vortox to sleep.
    3. Each dusk, if no player was executed today, the game ends and the evil team wins.
  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.
  27. Traveller

    Barista

    Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.


    A cup of coffee with no cream, Monsieur? I’m terribly sorry, but we’re fresh out of cream — how about with no milk?

    "Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which." The Barista either makes people sober & healthy, or allows them to act twice as much as normal. The Storyteller chooses which player the Barista affects each night, and which one of the two Barista abilities is in effect. The Barista does not know who or what the Storyteller chooses, but the affected player does. If the affected player is acting twice, then they do so at the normal time. If they would normally wake at night, they act, go to sleep, then wake to act again. If they have already used a “once per game” ability, they may use that ability again. If they have a “once per game” ability but have not used it yet, they may use it twice before dusk. If the Barista makes a player sober and healthy, their drunkenness and poisoning, if any, is removed, and they may not become drunk or poisoned until dusk. This player must get true information, even if a Vortox is in play.

    How to Run

    1. Each night, remove previous reminders then put the Barista’s SOBER AND HEALTHY reminder or their ACTS TWICE reminder by any character token. Wake that character’s player and show them the THIS CHARACTER SELECTED YOU info token, the Barista token, then one finger (to show they are sober and healthy) or two fingers (to show they act twice). Put that player to sleep.
    2. A player marked SOBER AND HEALTHY is sober and healthy (even if they’re also marked DRUNK or POISONED) and always gets true information (even if an ability would make them drunk or poisoned).
    3. A player marked ACTS TWICE acts twice at the appropriate time. (If the ability is optional, they may use it twice. If it is mandatory, they must use it twice.) Use the Barista’s ? reminders if needed, to substitute for the character’s own reminders.

    Examples & Notes

    • Some characters are better off knowing they are sober and healthy, as they gain no benefit from acting twice, such as the Flowergirl, Town Crier, or Oracle.
    • The Barista ensures players get true information even if an ability causes false information, such as a Fortune Teller, Spy, or Recluse.
  28. Traveller

    Harlot

    Each night*, choose a living player: if they agree, you learn their character, but you both might die.


    Enchanté, Sailor. You look like you need someone to really listen to your troubles. I'm a good listener. Very, very good.

    "Each night*, choose a living player: if they agree, you learn their character, but you both might die." The Harlot learns the character of whoever agrees to reveal it, but at great risk for them both. Each night, the Harlot chooses a player. That player has a decision to make: do they reveal their character to the Harlot? If they do, the Storyteller may decide that both this player and the Harlot die tonight. The Harlot only learns the character of the chosen player, not that player’s alignment. The Harlot may discuss during the day which character they would like to pick at night, and other players may offer to be picked, but they may go back on their word and choose differently when night comes.

    How to Run

    1. Each night, wake the Harlot. The Harlot points at any player. Put the Harlot to sleep. Wake the chosen player, show them the THIS CHARACTER SELECTED YOU' info token, then the Harlot token. That player either nods their head yes or shakes their head no. Put that player to sleep.
    2. If they shook their head no, then nothing happens. Continue with the night phase.
    3. If they nodded their head yes, wake the Harlot and show them the chosen player’s character token. Put the Harlot to sleep. You may decide that both players die—mark them with DEAD reminders.

    Examples & Notes

    • When choosing whether to kill players, do what you feel is the most interesting and balanced. If the Demon reveals to the Harlot, you should not end the game by killing them.
  29. Traveller

    Butcher

    Each day, after the 1st execution, you may nominate again.


    It tastes like chicken. More please.

    "Each day, after the 1st execution, you may nominate again." The Butcher allows a second execution to occur per day. After the first executed player has died, the Butcher may nominate a second player for execution. The Butcher may nominate a player that has already been nominated today, and the Butcher may make a nomination even if the Butcher already made a nomination earlier today. If a player is executed, even if they do not die, then the Butcher may use their ability. The players may choose to vote or not to vote, so there is no guarantee that this extra nomination will cause an execution—it still needs to get enough votes—but this second nomination does not need to exceed the vote tally of the previous nominations. If no execution occurs today, then the Butcher may not use their ability at all today.

    How to Run

    1. Each day, immediately after a player is executed, the Butcher may nominate a player for execution. (Remind them if needed.) To succeed, this nomination must tally votes of at least half the alive players, as normal, but does not have to exceed the votes of the execution that prompted the Butcher ability. If this second execution succeeds, it does not allow the Butcher to nominate a third player.
  30. Traveller

    Bone Collector

    Once per game, at night*, choose a dead player: they regain their ability until dusk.


    I collect many things. Hair. Teeth. Clothes. Fragments of poems. The dreams of lost lovers. My secret arts are not for you to know but my fee is a mere pittance. Bring me the blood of a noblewoman who died of heartbreak under a full moon, and you shall have your answers.

    "Once per game, at night*, choose a dead player: they regain their ability until dusk." The Bone Collector temporarily gives dead players their ability back. The Bone Collector must choose a dead player. The chosen player remains dead, but they get their ability to use. If their ability was a “you start knowing” or a “once per game” ability—such as the Virgin, Slayer, Clockmaker, Seamstress, or Juggler—they may use it again, even if it was already used, until dusk falls. When the Bone Collector chooses a player, that player does not learn they were selected by the Bone Collector, although they find out soon enough when they are woken to use their ability. If the Bone Collector dies, that player no longer has the ability they regained due to the Bone Collector.

    How to Run

    1. Each night except the first, wake the Bone Collector. They either shake their head no or point at any dead player. Put the Bone Collector to sleep.
    2. If they pointed at a dead player, the chosen player regains their ability—mark their character token with the Bone Collector’s HAS ABILITY reminder. (They may need to be woken tonight to use their ability.) The Bone Collector loses their ability—mark them with their NO ABILITY reminder. The next dusk, the chosen player loses their ability—remove the HAS ABILITY reminder.
  31. Traveller

    Scapegoat

    If a player of your alignment is executed, you might be executed instead.


    Good evening! Thank you for inviting me to the ball. I'm not from around here, but you sure seem like a friendly bunch, by golly. I'm sure we'll get along just dandy. What's all that rope for?

    "If a player of your alignment is executed, you might be executed instead." The Scapegoat is executed instead of an ally. If the Scapegoat is evil, they might die instead of an evil player dying. If the Scapegoat is good, they might die instead of a good player dying. When exactly this happens is up to the Storyteller. This can only happen due to an execution, not death by other means such as a Demon or Slayer. The Scapegoat being killed still counts as an execution, so no more nominations occur today. As always, players do not learn the alignment of the Scapegoat when they die.

    How to Run

    1. If a player of the same alignment as the Scapegoat would be executed, you may choose that the Scapegoat is executed instead. The Scapegoat dies.

    Examples & Notes

    • It is best to use the Scapegoat’s ability before the final day, because a Scapegoat that remains alive on the final day will almost certainly be exiled. You should always use an evil Scapegoat’s ability to prevent evil from losing the game.
  32. Fabled

    Djinn

    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.

    How to Run

    1. At the start of the game, if there are jinxed characters on the character sheet, declare that the Djinn is in play and inform the group of all Djinn special rules for this game. (Do this even if there are no jinxed characters in play.)
    2. Follow the Djinn instructions as listed on the Script Tool printout.
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