1. I Choose...Defiant Jazz

    Almanac · elzbth · 25 characters

    Notes

    I thought Kazali fit really well with a lot of Trouble Brewing and Sects and Violets roles, and threw in a handful of experimental roles to balance it all out. My favorite part of the Kazali's ability is that it obscures the outsider count, so I added the Fang Gu and Vigormortis to aid in that.

  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

    Librarian

    You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)


    Certainly madam, under normal circumstances, you may borrow the Codex Malificarium from the library vaults. However, you do not seem to be a member.

    "You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)" The Librarian learns that a particular Outsider character is in play, but not exactly which player it is. During the first night, the Librarian learns that one of two players is a specific Outsider. They learn this only once and then learn nothing more. The Drunk is an Outsider. If the Librarian learns that one of two players is the Drunk, they do not learn the Townsfolk that the Drunk's player thinks they are.

    How to Run

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

    Mathematician

    Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.


    Any consistent formal system x, within which a certain amount of elementary arithmetic can be carried out is incomplete; that is, there are statements of the language of x which can neither be proved nor disproved in x. Ergo, you are drunk.

    "Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability." The Mathematician knows how many things have gone wrong since dawn today. When an ability does not work in the intended way due to another character's interference, the Mathematician will learn that it happened. They'll learn that something went wrong if a piece of information was false but was supposed to be true, or if an ability should have worked but didn't, due to another character. The Mathematician does not learn which players this happened to, only how many times it happened. The Mathematician does not detect their own ability failing. The Mathematician does not detect drunkenness or poisoning itself, but does detect when drunk or poisoned players' abilities did not work as intended. The Recluse registering as evil to the Chef, and the poisoned Soldier dying from the Imp's attack, would each be detected. The poisoned Empath getting true information would not.

    How to Run

    1. Each time a character's ability works abnormally due to another character's ability, mark them with an ABNORMAL reminder.
    2. Each night, wake the Mathematician. Show fingers (0, 1, 2, etc.) equaling the number of characters with ABNORMAL reminders. Put the Mathematician to sleep. Remove all ABNORMAL reminders.
  7. Townsfolk

    Flowergirl

    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”.

    How to Run

    1. Each dawn, mark the Flowergirl with the DEMON NOT VOTED reminder, and remove the DEMON VOTED reminder, if any.
    2. Each day, if the Demon votes for any execution, replace the DEMON NOT VOTED reminder with the DEMON VOTED reminder.
    3. Each night except the first, wake the Flowergirl. If the Flowergirl is marked DEMON NOT VOTED, shake your head no. If the Flowergirl is marked DEMON VOTED, nod your head yes. Then, put the Flowergirl to sleep.

    Examples & Notes

    • If you forget whether the Demon voted or not, wake the Demon at night and ask by showing them the DID YOU VOTE 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

    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.
  10. Townsfolk

    Juggler

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


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

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

    How to Run

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

    Examples & Notes

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

    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.
  13. Townsfolk

    Ravenkeeper

    If you die at night, you are woken to choose a player: you learn their character.


    My birds will avenge me! Fly! Fly, my sweet and dutiful pets! To the manor and to the river! To the alleys and to the salons! Fly!

    "If you die at night, you are woken to choose a player: you learn their character." If the Ravenkeeper dies at night, they get to learn one player's character. The Ravenkeeper is woken on the night that they die, and chooses a player immediately. The Ravenkeeper may choose a dead player if they wish.

    How to Run

    1. If the Ravenkeeper died tonight, wake them. They point at any player. Show the chosen player's character token to the Ravenkeeper. Put the Ravenkeeper to sleep.
    2. We advise you to discourage or even ban players from talking about what they are doing at night as they are doing it.
  14. Townsfolk

    Mayor

    If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.


    We must put our differences aside, and cease this senseless killing. We are all taxpayers after all. Well, most of us.

    "If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead." The Mayor can win by peaceful means on the final day. To survive, the Mayor sometimes "accidentally" gets someone else killed. If the Mayor is attacked and would die, the Storyteller may choose that a different player dies. Nobody learns how they died at night, just that they died. If there are just three players alive at the end of the day, and no execution occurred that day, then the game ends and good wins. Travellers count as players for the Mayor's victory, so must be exiled first. Remember that exiles are not executions. Fabled don't count as players for the Mayor's victory, as the Storyteller isn't a player. If the Demon attacks the Mayor, and the Storyteller instead chooses a dead player, the Soldier, or a player protected by the Monk, that player does not die tonight.

    How to Run

    1. During the night, if the Mayor would die, you choose if the Mayor actually dies, or if the Mayor remains alive and another character dies instead—put the Demon's DEAD reminder token by that character token instead of the Mayor, and put a shroud on that character token instead of the Mayor.
    2. At dawn, declare that the player marked DEAD died at night. (Do not say how they died.)
    3. At dusk, if exactly three players are alive and no player was executed today, declare that the game ends and good wins.

    Examples & Notes

    • We recommend you keep the Mayor alive until the final day, since it is most fun for the players that way. On rare occasions, if the group is overwhelmingly convinced early in the game that the Mayor is the Mayor, let the Mayor die so that evil has a chance to win.
    • In TROUBLE BREWING, the Mayor’s phrase “your team wins” will always mean “good wins” because the Mayor is always good. In other editions, an evil Mayor means “evil wins” instead.
  15. Outsider

    Sweetheart

    When you die, 1 player is drunk from now on.


    I will never forget her. Never.

    "When you die, 1 player is drunk from now on." The Sweetheart, when they die, causes someone to be drunk for the rest of the game. The Storyteller chooses which player becomes drunk. This ability works while the Sweetheart is dead.

    How to Run

    1. If the Sweetheart dies, you choose any one player to become drunk - mark this player with the DRUNK reminder. The Sweetheart does not lose this ability when dead.

    Examples & Notes

    • You will almost always want to make a Townsfolk drunk, which will hurt the good team, but if evil is winning quite convincingly, you can make an Outsider, Minion, or even the Demon drunk.
  16. Outsider

    Mutant

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


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

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

    How to Run

    1. At any time (even at night), if you believe that the Mutant is mad about being an Outsider, then you can decide to execute the Mutant. Declare this to the group. They die - mark them with a shroud.
    2. If you execute them during the day before the normal execution happens, go to the night phase. (There is a maximum of one execution per day.)
  17. 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.)
  18. 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.
  19. Minion

    Poisoner

    Each night, choose a player: they are poisoned tonight and tomorrow day.


    Add compound Alpha to compound Beta... NOT TOO MUCH!

    "Each night, choose a player: they are poisoned tonight and tomorrow day." The Poisoner secretly disrupts character abilities. Each night, the Poisoner chooses someone to poison for that night and the entire next day. A poisoned player has no ability, but the Storyteller pretends they do. They do not affect the game in any real way. However, to keep up the illusion that the poisoned player is not poisoned, the Storyteller wakes them at the appropriate time and goes through the motions as if they were not poisoned. If their ability gives them information, the Storyteller may give them false information. If a poisoned player uses a "once per game" ability while poisoned, they cannot use their ability again.

    How to Run

    1. Each night, wake the Poisoner. They point at any player. The chosen player becomes poisoned—put the POISONED reminder token by the chosen player's character token. Put the Poisoner to sleep. (This poisoned player wakes and acts normally. They have no ability, but they think they do. If their ability would give them information, you can give false information to them if you wish. See “Drunkenness and Poisoning” in the rulebook.)
    2. Each dusk, the poisoned player becomes healthy—remove their POISONED reminder.
  20. 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
  21. Minion

    Goblin

    If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.


    You don’t want to insult the goblins. You really, really don’t. On a completely different note… can I have another piece of cake?

    "If you publicly claim to be the Goblin when nominated & are executed that day, your team wins." The Goblin takes revenge if the town knowingly executes them. If the Goblin is executed, evil wins. ...but for this to happen the Goblin needs to tell the group that they are the Goblin when they are nominated, but before votes happen, and to do so in a way that everyone hears. The good players need to know the risk. If the Goblin is executed without telling the group that they are the Goblin when nominated, the Goblin dies and the game continues as normal. The Goblin must have claimed to be the Goblin today for their ability to work. Telling the group yesterday, or even every previous day, doesn't count. Any player may claim to be the Goblin when nominated.

    How to Run

    1. If the Goblin claims to be the Goblin when nominated (and before voting begins), declare that this player has claimed to be the Goblin, so that all the group hears. Put the CLAIMED reminder by the Goblin token.
    2. If the Goblin is executed, and they are marked CLAIMED, then declare that evil wins.

    Examples & Notes

    • If a non-Goblin player claims to be the Goblin when nominated, act as if they are the Goblin. Declare to the group that they have claimed to be the Goblin and pretend to move a reminder token in the Grimoire.
  22. Minion

    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

    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.
  24. Demon

    Imp

    Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.


    We must keep our wits sharp and our sword sharper. Evil walks among us, and will stop at nothing to destroy us good, simple folk, bringing our fine town to ruin. Trust no-one. But, if you must trust someone, trust me.

    "Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp." The Imp kills a player each night, and can make copies of itself... for a terrible price. On each night except the first, the Imp chooses a player to kill. Because most characters act after the Demon, that player will probably not get to use their ability tonight. The Imp, because they're a Demon, knows which players are their Minions, and knows three not-in-play good characters that they can safely bluff as. If the Imp dies, the game ends and good wins. However, if the Imp kills themself at night, they die and an alive Minion becomes an Imp. This new Imp does not act that same night, but is now the Imp in every other way—they kill each night, and lose if they die.

    How to Run

    1. Each night except the first, wake the Imp. The Imp points at any player. Put the Imp to sleep. The chosen player dies—put the Imp's DEAD reminder by the chosen player's character token in the Grimoire and put a shroud on it.
    2. If the Imp killed themself at night, choose an alive Minion and replace their character token with a spare Imp token, changing their character to the Imp. Wake the new Imp, show them the YOU ARE info token, then show them the Imp token. Put the new Imp to sleep.
    3. At dawn, declare which player died at night. (Do not say how they died.)
    4. If the Imp attacks a dead player at night, let them do so. Whenever a character's ability says "choose a player," that means that any player—alive or dead—can be chosen. The Imp may be planning on bluffing as the Soldier, and this kind of thing helps their bluff look stronger.
  25. Demon

    Vigormortis

    Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]


    All doors are one door. All keys are one key. All cups are one cup, but whosoever drinketh of the water that I give shall never thirst, but the water shall be in him a well springing up into everlasting life.

    "Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]" The Vigormortis kills their own Minions, but those Minions keep their ability. Every time the Vigormortis kills a Minion, they die but keep their ability for as long as the Vigormortis remains alive. The Witch, Cerenovus, and Pit-Hag still act each night. Somewhat like the No Dashii, the dead Minion’s closest clockwise or closest counterclockwise Townsfolk becomes poisoned, even if they are dead. If the Vigormortis dies or otherwise loses their ability, then those players become healthy again. One Townsfolk per Minion will always be poisoned this way, as neighboring Outsiders, Minions, or Travellers are skipped. The Storyteller chooses which of the two Townsfolk is poisoned. All Minions killed by the Vigormortis keep their ability and poison a Townsfolk, not just the most recent. If a dead Minion becomes a non-Minion character, they no longer poison a Townsfolk and have no ability. If a dead Minion becomes drunk or poisoned, they lose their ability until they become sober and healthy again.

    How to Run

    1. While setting up the game, before putting the character tokens in the bag, remove one Outsider character token and add one Townsfolk character token. (If there are no Outsider tokens to remove, do not add a Townsfolk token.)
    2. Each night except the first, wake the Vigormortis. They point at any player. Put the Vigormortis to sleep. If the chosen player isn’t a Minion, that player dies - mark them with a DEAD reminder.
    3. If the chosen player is a Minion, that player dies - mark them with a DEAD reminder and a HAS ABILITY reminder. The closest clockwise or closest counterclockwise Townsfolk to the Minion becomes poisoned - mark them with a POISONED reminder.
  26. Demon

    Fang Gu

    Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]


    Your walls and your weapons are but smoke in dreams.

    "Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]" The Fang Gu possesses Outsiders. The first time a Fang Gu attacks and kills an Outsider, the Fang Gu dies, and the Outsider becomes a Fang Gu and turns evil. This can only happen once per game. If the new Fang Gu attacks an Outsider, the Outsider dies as normal. The new Fang Gu counts as the Demon, and good wins if they die. They do not learn which players are Minions. There is an extra Outsider in play. If the Fang Gu attacks an Outsider but that Outsider does not die, that Outsider does not become an evil Fang Gu and the Fang Gu does not die.

    How to Run

    1. While setting up the game, before putting character tokens in the bag, add one extra Outsider character token and remove one Townsfolk character token.
    2. Each night except the first, wake the Fang Gu. They point at any player. Put the Fang Gu to sleep.
    3. If the chosen player is not an Outsider, that player dies—mark them with the DEAD reminder.
    4. If the chosen player is an Outsider and the ONCE reminder is in the center of the Grimoire, that player dies—mark them with the DEAD reminder.
    5. If the chosen player is an Outsider and the ONCE reminder is not in the centre of the Grimoire, the Fang Gu dies—mark them with the DEAD reminder. Wake the chosen Outsider. Show them the YOU ARE info token, then the Fang Gu token, then the YOU ARE info token, then a thumbs-down. Change their character to a Fang Gu—swap their character token with the spare Fang Gu token. They become evil. Put the new Fang Gu to sleep. Put the ONCE reminder in the center of the Grimoire. (Unlike “Once per game” abilities, this reminder stays there for the rest of the game. Don’t remove it, even if the Fang Gu dies or changes character.)
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