1. Master of Puppets

    Almanac · Kinky Joe · 25 characters

    Notes

    The fear of the Po triple kill combined with the tension of a potential Mastermind and the anxiety of the possible Legion playing you. Who needs to solve the grim when you can be an Ojo that kills as it pleases. Based on kill patterns, you might be able to decipher which demon it is, but it's not certain. The good team will have to be very careful chasing after info, as legion might be controlling the town discussion. Change Log: V1.3: Removed night watchmen and replaced with empath. Gives more solvability to the good team, another target for the Ojo to chase after and removes the overly strong effect of cannibal eating the the night watchmen. Importantly, empath gives both teams tools for bluffing and solving legion games.

  2. Townsfolk

    Steward

    You start knowing 1 good player.


    How DARE you accuse Her Ladyship of wrongdoing? I’ve known her my entire life! All nine years!

    "You start knowing 1 good player." The Steward knows 1 good player. The Steward learns a player, but not their character. The Steward learns their information on the first night of the game. If created mid-game, then the Steward learns their information that night instead.

    How to Run

    1. While preparing the first night, put the KNOW reminder by any good character token. During the first night, wake the Steward. Point to the player marked KNOW. Put the Steward to sleep.
  3. 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.
  4. Townsfolk

    General

    Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.


    I don’t have time for quotes.

    "Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither." The General knows who is winning. If the good team is winning, the Storyteller gives a thumbs up. If the evil team is winning, the Storyteller gives a thumbs down. If neither team is winning, or the Storyteller isn’t sure, the Storyteller gives a thumbs to the side. The Storyteller is the judge on which team is winning. Many factors may be included, such as how many players of each team are still alive, how much information the good team has, how successful the evil team’s bluffs seem to be, which players the group wants to execute next, or how experienced the Demon player is. All of these, and more, will inform the Storyteller’s judgment. The Storyteller decides who is winning at the point that the General wakes. Previous events in the night may affect their decision.

    How to Run

    1. Each night, wake the General. If you believe that the good team is winning, give a thumbs up. If you believe that the evil team is winning, give a thumbs down. If you don’t know which team is winning, give a thumbs to the side. Put the General to sleep.
  5. Townsfolk

    Chambermaid

    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.

    How to Run

    1. Each night, wake the Chambermaid. They point at any two alive players except themself. Show the Chambermaid fingers (0, 1, or 2) equaling the number of chosen characters who woke tonight. Put the Chambermaid to sleep.
    2. Do not wake the Chambermaid if there are not two players alive to be chosen (due to the Mastermind, Zombuul, etc.).
  6. Townsfolk

    Innkeeper

    Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.


    Come inside, fair traveller, and rest your weary bones. Drink and be merry, for the legions of the Dark One shall not harass thee tonight.

    "Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk." The Innkeeper protects people from death at night, but somebody gets drunk in the process. The Innkeeper, like the Monk, makes players safe from being killed by the Demon. They are also safe from death caused by Outsiders, Minions, Townsfolk, and Travellers. The Innkeeper only protects players at night, not the day. One of the two players that the Innkeeper chooses becomes drunk for tonight and the next day. This player may be good or evil, but will almost always be good, depending how your game is going. An Innkeeper that chooses themself might become drunk, which means they have no ability and may die tonight—and the other player they chose to protect isn’t safe either.

    How to Run

    1. Each night except the first, wake the Innkeeper. They point at any two players. Put the Innkeeper to sleep. Mark the two chosen players with SAFE reminders. One of the chosen players becomes drunk—mark them with the DRUNK reminder. The players marked SAFE cannot die tonight.
    2. At dawn, remove the SAFE reminders.
    3. At dusk, remove the DRUNK reminder.
  7. Townsfolk

    Gambler

    Each night*, choose a player & guess their character: if you guess wrong, you die.


    Heads, I win. Tails, you lose.

    "Each night*, choose a player & guess their character: if you guess wrong, you die." The Gambler can guess who is who... but pays the ultimate price if they guess wrong. Each night except the first, the Gambler chooses a player and guesses their character by pointing to its icon on the character sheet. If the guess is correct, nothing happens. If the guess is incorrect, the Gambler dies. The Gambler does not learn from the Storyteller whether their guess is correct or incorrect. The Gambler may choose any player, dead or alive, even themself.

    How to Run

    1. Each night except the first, wake the Gambler. They point at any player, then point at any character icon on their character sheet. Put the Gambler to sleep. If the chosen player is a different character from the chosen character icon, the Gambler dies—mark them with the DEAD reminder.
  8. Townsfolk

    Exorcist

    Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.


    We cast you out, every unclean spirit, every satanic power, every onslaught of the infernal adversary, every legion, every diabolical group and sect, in the name and by the power of Our Lord Jesus Christ. We command you, begone and fly far from the Church of God, from the souls made by God in His image and redeemed by the precious blood of the divine Lamb.

    "Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight." The Exorcist prevents the Demon from waking to attack. Each night, the Exorcist chooses a player. If they choose a player who is not the Demon, the Demon may still attack. If they choose the Demon, the Demon does not wake tonight, so does not choose players to attack tonight. The Demon learns that they cannot attack and who the Exorcist is. Any other Demon abilities still function—such as the Zombuul staying alive if killed, the Pukka killing a player they attacked on a previous night, or the Shabaloth regurgitating a player. The Exorcist may not choose the same player two nights in a row.

    How to Run

    1. Each night except the first, wake the Exorcist. They point at any player. Mark the chosen player’s character token with the CHOSEN reminder. Put the Exorcist to sleep.
    2. If the Exorcist chose the Demon, wake the Demon. Show them the THIS CHARACTER SELECTED YOU info token and the Exorcist token, then point at the Exorcist player. Put the Demon to sleep. Later tonight, do not wake the Demon.

    Examples & Notes

    • A Demon chosen by the Exorcist will not wake to use their Demon ability, but will still wake if they need to due to other characters’ abilities. This may be relevant if using the Exorcist with characters from other editions.
  9. Townsfolk

    Gossip

    Each day, you may make a public statement. Tonight, if it was true, a player dies.


    Blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah. Blah.

    "Each day, you may make a public statement. Tonight, if it was true, a player dies." The Gossip deliberately speaks lies, in the hope of uncovering the truth. Each day, the Gossip may make a public statement. If this statement is true, the Storyteller kills a player that night. If it is false, then no players die due to the Gossip. Mumbled words, whispers, statements the Storyteller doesn’t know are true or false, or statements that someone cannot hear don’t count. Like the Slayer’s ability, the Storyteller and every player must be able to hear and understand the Gossip and be aware that the Gossip is using their ability in order for the Storyteller to judge what happens next. If the Gossip made a true statement during the day while drunk or poisoned, but is sober and healthy when their ability triggers that night, the Storyteller still kills a player.

    How to Run

    1. Each day, if the Gossip makes a definite, true public statement, put the Gossip’s DEAD reminder in the center of the left side of the Grimoire as a reminder to yourself to place it tonight.
    2. Each night except the first, if the Gossip made a definite, true public statement today, you choose any player. The chosen player dies—mark them with the DEAD reminder.

    Examples & Notes

    • When choosing a player to die due to the Gossip ability, we recommend that you choose a character that will actually die, not one protected from death by an ability (like the Fool or Tea Lady). The Gossip gains knowledge when their statement caused a death. This is more helpful to the good team, and more fun for everyone.
  10. Townsfolk

    Savant

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


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

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

    How to Run

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

    Examples & Notes

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

    Seamstress

    Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.


    Did you hear that stranger in the cashmere coat put the word on our young Belle? And she said yes? Well, that's nothing compared to what Harry and that juggler got up to at the fair! The things I could say if I was a tattletale... my, yes.

    "Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment." The Seamstress learns whether 2 players are on the same team as each other. They only get this information once per game, so they had best choose wisely when and who. They may choose alive or dead players or even Travellers.

    How to Run

    1. Each night, wake the Seamstress. They either shake their head no or point at any two players except themself.
    2. If they shake their head no, nothing happens. Put the Seamstress to sleep.
    3. If they point at two players, either nod your head yes (to indicate these players have the same alignment) or shake your head no (to indicate these players do not have the same alignment). Put the Seamstress to sleep. The Seamstress loses their ability - mark them with the NO ABILITY reminder and remove their night token from the night sheet.
  12. Townsfolk

    Soldier

    You are safe from the Demon.


    As David said to Goliath, as Theseus said to the Minotaur, as Arjuna said to Bhagadatta... No.

    "You are safe from the Demon." The Soldier can not be killed by the Demon. The Soldier cannot die from the Demon's ability. So, if the Imp attacks the Soldier at night, nothing happens. Nobody dies. The Imp does not get to choose another player to attack instead. The Soldier can still die by execution, even if the nominator was the Demon. The Soldier is protected from the Demon's ability to kill, not the actions of the Demon player.

    How to Run

    1. During the night, if the Demon attacks the Soldier, the Soldier remains alive. (At dawn, declare that no one died at night.)
    2. In other editions, Demons may have abilities other than killing. The Soldier is also protected from all other harmful effects of the Demon's ability, such as poisoning or turning the Soldier evil.
  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

    Cannibal

    You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.


    I don’t like clowns. They taste funny.

    "You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution." The Cannibal eats executed characters, gaining their ability. If a good player dies by execution, the Cannibal gains that player’s ability. If an evil player dies by execution, the Cannibal only thinks that they gain an ability, since the Cannibal is poisoned. The Storyteller may be lying to them. Each time a player dies by execution, the Cannibal loses the ability of the previous player. Executing a dead player won’t grant the Cannibal an ability. Executing a living player who doesn’t die won’t grant the Cannibal an ability. A player must be executed and die for the Cannibal to gain their ability. The Cannibal is not told which ability they have gained. They must figure that out for themselves. If the Cannibal has an “even if dead” ability, such as the Recluse, or an ability that implies it works while dead, such as the Ravenkeeper or Sweetheart, the Cannibal keeps that ability when they die, but loses their Cannibal ability.

    How to Run

    1. If a good player dies by execution, mark them with the LUNCH reminder, and remove the Cannibal’s POISONED reminder if necessary. The Cannibal now has this good player’s ability (do not say which), and will wake at night when this good character would normally wake.
    2. If an evil player dies by execution, mark them with the LUNCH reminder and mark the Cannibal with the POISONED reminder. The Cannibal is poisoned. You may wake them when this evil character would normally wake, and pretend that they have a new ability.

    Examples & Notes

    • Pay attention to which character each evil player is bluffing as. If they are executed, then their bluffed ability is the best one to pretend that the Cannibal has gained.
  15. Outsider

    Goon

    Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.


    Yes boss. I explained fings real good to dat geezer. He don't want me explain it again. Nah boss, I don't need no doctor - it's only a knife wound. Be right come mornin'

    "Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment." The Goon is immune to other characters at night, but keeps changing allegiances. Each night, the first time a player wakes to use their ability and chooses the Goon, that player becomes drunk immediately. Their ability does not work tonight, nor the next day. Later on the same night, if another player wakes to use their ability and chooses the Goon, their ability works as normal. The Goon cannot make a player drunk unless the player chose the Goon. The Storyteller choosing the Goon due to an ability, such as the Grandmother’s, doesn’t count. As soon as the Goon makes a player drunk, the Goon changes alignment to match theirs. The Goon still changes alignment, and makes the player drunk, if the player choosing the Goon was already drunk or poisoned. If chosen by the Assassin, the Goon dies but still turns evil.

    How to Run

    1. At night, if a player chooses to use their ability on the Goon and nobody is marked with the Goon’s DRUNK reminder, this player immediately becomes drunk—mark them with the DRUNK reminder. Finish resolving this player’s ability and put them to sleep. If this player’s alignment is different from the Goon’s alignment, rotate the Goon’s character token—right side up for good, upside-down for evil—to match this player’s alignment, then wake the Goon, give them a thumbs-up or a thumbs-down (indicating their new alignment), then put the Goon to sleep.
    2. The next dusk, the player that the Goon made drunk becomes sober—remove the Goon’s DRUNK reminder.
  16. Outsider

    Tinker

    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.

    How to Run

    1. At any time, you may decide that the Tinker dies. If this is during the day, immediately declare that the Tinker has died. If this is during the night, mark the Tinker with the DEAD reminder and wait until dawn to declare which players died during the night. (Do not say how.)

    Examples & Notes

    • While you may kill the Tinker out of the blue during the day, it is most interesting if the Tinker dies at night, because the players will be wondering whether the Tinker died due to their ability or for some other reason.
    • You can choose to never kill the Tinker. This makes the Tinker look really suspicious.
    • We recommend that you never kill the Tinker when it would end the game. Players should win or lose by their own efforts, not Storyteller fiat.
  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

    Barber

    If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.


    Did you know that barbery and surgery were once the same profession? No? Well, now you do.

    "If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters." The Barber allows the Demon to swap any 2 player's characters. The players’ alignments stay the same when they swap characters. Each player learns which character they become. The Demon may choose not to swap players. 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 the original character already used. If there is more than one living Demon, the Storyteller chooses which Demon makes the swap. The Demon may choose themself to swap. The Demon may not choose another Demon player to swap. If a player dies then becomes the Barber, the Demon may not swap two players’ characters tonight.

    How to Run

    1. If the Barber dies, mark them with the HAIRCUTS TONIGHT reminder.
    2. During that night, wake the Demon. Show them the THIS CHARACTER SELECTED YOU info token, then the Barber token. The Demon either shakes their head no or points to two players. Put the Demon to sleep. Remove the HAIRCUTS TONIGHT reminder.
    3. If the Demon pointed to two players, swap the character tokens of the chosen players. One at a time, wake each swapped player, show them the YOU ARE info token and their new character token, then put them to sleep. If a player’s alignment does not match the color of their character token, turn it upside-down.

    Examples & Notes

    • If a good player becomes a Minion or Demon, or an evil player becomes a Townsfolk or Outsider, you may wish to remind them that their alignment has not changed.
  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

    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.)
  21. 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.
  22. Minion

    Mastermind

    If the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.


    The tentacles of that monster are nailed to the doors of the church. Mothers and children are dancing in the street. Excellent. Everything is proceeding exactly as I have planned.

    "If the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses." The Mastermind can still win after the Demon is dead. If the Demon dies by execution, the game continues. The players do not learn that the Demon died. The following day, if a good player is executed—whether or not they die from it—then evil wins. If an evil player is executed or nobody is executed, then the good team wins. A dead Demon does not get to attack. They lose their ability, as normal. During this extra night and day, other characters’ abilities function as normal. If the Demon dies and just two players are left alive, the game still continues for another day—evil does not win from two players being alive, and good did not win by killing the Demon. The Mastermind ability says “play for one more day,” and abilities override standard game rules.

    How to Run

    1. If the Demon is executed and dies, and the game would end, continue playing the game. (Add a shroud as normal. Do not say that the Demon has died.)
    2. Tomorrow, if a good player is executed, declare that the game ends and evil wins, but if an evil player or no player is executed, declare that the game ends and good wins.
  23. Demon

    Ojo

    Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.


    Like a bonfire on a moonless night… I see you, mortal.

    "Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies." The Ojo chooses specifically which character dies. Unlike other Demons, the Ojo must choose a character, not a player. The Storyteller may need to remind the player of this. We recommend that all players have their character sheet handy during the night phase. The Ojo can kill evil characters, if they wish. If there are multiple copies of a particular character in play, and the Ojo chooses that character to die, only one of those characters dies. If the Ojo chooses a character that is not in play, the Storyteller will almost always kill a living good player. It is possible, but uncommon, for the Storyteller to choose a dead player or an evil player to die.

    How to Run

    1. Each night except the first, wake the Ojo. The Ojo player points to a character icon on their character sheet. If that character is in play, that player dies—mark them with the “Dead” reminder. If that character is not in play, choose any player. That player dies—mark them with the “Dead” reminder. Put the Ojo to sleep.

    Examples & Notes

    • If the Ojo is on a script with a Demon that kills multiple times per night, such as the Shabaloth, and the Ojo chooses a not-in-play character, you may choose more than one player to kill that night. This helps the Ojo player pretend that a different Demon is in play.
  24. Demon

    Po

    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.

    How to Run

    1. Each night except the first, wake the Po. They either shake their head no or point at any player. Put the Po to sleep. If they shook their head no, mark the Po with the 3 ATTACKS reminder. If they chose a player, that player dies—mark them with a DEAD reminder.
    2. If the Po wakes to act while marked 3 ATTACKS, they point at any three players, one at a time. In the order chosen, each chosen player dies—mark them with DEAD reminders. Remove the 3 ATTACKS reminder.
  25. 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.
  26. Fabled

    Spirit of Ivory

    There can't be more than 1 extra evil player.


    The Wasteland calls. Bones rise to flesh, then fall to dust. The great spirit grows. The great spirit watches. The great spirit guides. The human listens, or the human is no more.

    "There can't be more than 1 extra evil player." Add the Spirit of Ivory to your script to keep the number of evil players fair and balanced. When creating character lists using the Script Tool, it is a good idea to include no more than one character that adds evil characters. If two or more players turn evil, then the evil team can win simply by revealing who they are and winning due to their voting majority. Adding the Spirit of Ivory prevents too many players turning evil, creating a more fun and fair game for the good players. With a Spirit of Ivory in play, only one more player than normal can ever be evil. If a second player would become evil, they stay good instead. The normal number of evil players is printed on the Traveller sheet and on the Setup sheet.

    How to Run

    1. At the start of the game, declare that the Spirit of Ivory is in play. Add the Spirit of Ivory token and their reminder token to the Grimoire.
    2. At all times, if there is an extra evil character in play, mark the Spirit of Ivory with the NO MORE EVIL reminder. (If any character becomes good, remove the reminder.)
    3. If a player would become evil and the Spirit of Ivory is marked NO MORE EVIL, that player stays good.
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