Townsfolk
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.
Townsfolk
You start knowing that 1 of 2 players is a particular Townsfolk.
Bloodstains on a dinner jacket? No, this is cooking sherry. How careless.
"You start knowing that 1 of 2 players is a particular Townsfolk." The Washerwoman learns that a specific Townsfolk is in play, but not who is playing them. During the first night, the Washerwoman is woken, shown two players, and learns the character of one of them. They learn this only once and then learn nothing more.
Townsfolk
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.
Townsfolk
Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.
It is better to be rich and healthy than poor and sick.
"Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability." The Preacher removes Minion abilities. If the Preacher chooses a Minion, that Minion is woken to learn that they have been preached, and can no longer act while the Preacher is alive, sober, and healthy. If the Preacher chooses a player who is not a Minion, nothing happens. The Preacher may choose dead players. If the Preacher is drunk or poisoned at the time they choose a player, that player is not affected by the Preacher’s ability. If the Preacher becomes drunk or poisoned, preached Minions regain their abilities until the Preacher is sober and healthy.
Townsfolk
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Effendi... I am but a humble man, but my pipe is golden and a single tune will tame the wildest djinn, Inshallah. They say that greed hangs more men than rope. But not I, Effendi... not I.
"Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned." The Snake Charmer learns player after player that is not the Demon... but becomes the Demon if they get either too greedy or too bold. Each night, they choose a player. If that player is not the Demon, nothing happens. If they are the Demon, the Snake Charmer becomes that Demon and turns evil, and the Demon becomes good and poisoned permanently. If the Philosopher has the Snake Charmer ability and becomes the Demon, the Demon becomes a poisoned Philosopher.
Townsfolk
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.
Townsfolk
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.
Townsfolk
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.
Townsfolk
Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.
I am here because of you, and you are here because of me.
"Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins." The Alsaahir guesses the entire evil team. The Alsaahir’s guesses need to be public, and they need to be during the day. They don’t have to guess every day. Other players may pretend to be the Alsaahir and make a guess. Like the Juggler or the Gossip, the Storyteller will briefly pretend that player is the Alsaahir. If the Alsaahir guesses the Demon player as the Demon, and the Minion players as Minions, the game ends immediately. The Alsaahir must guess all Demon and Minion players. The Alsaahir doesn’t need to guess specific minion characters, nor specific Demon characters. If there is more than one Demon in play, all Demons must be guessed, including dead Demons. If a player is a Minion and Demon, such as Legion, the Alsaahir must guess this player as a Demon. Once a guess is made, the Alsaahir cannot change their mind later that day and guess again. The Alsaahir needs to guess Minions and Demons, even if they are good, but need not guess which Travellers are evil. If the evil team has changed during the game, the Alsaahir must guess the current evil team, not the starting evil team.
Townsfolk
게임당 한 번, 밤에 살아있는 플레이어를 1명 선택합니다. 아가씨를 선택하면 아가씨는 참가하지 않은 주민 캐릭터가 됩니다. [+ 아가씨]
Not written yet.
Townsfolk
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.
Townsfolk
The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
I am pure. Let those who are without sin cast themselves down and suffer in my stead. My reputation shall not be stained with your venomous accusations.
"The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately." The Virgin may inadvertently execute their accuser, confirming which players are Townsfolk in the process. If a Townsfolk nominates the Virgin, then that Townsfolk is executed immediately. Because there can only be one execution per day, the nomination process immediately ends, even if a player was about to die. Only Townsfolk are executed due to the Virgin's ability. If an Outsider, Minion, or Demon nominates the Virgin, nothing happens, and voting continues. The Virgin's ability is powerful because if a Townsfolk nominates them and dies, then both characters are almost certainly Townsfolk. After being nominated for the first time, the Virgin loses their ability, even if the nominator did not die, and even if the Virgin was poisoned or drunk.
Townsfolk
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.
Outsider
When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Oops.
"When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses." The Klutz might accidentally lose the game for their team, unless they are clever. When the Klutz dies, they must declare a player. They may take a few minutes to do so—after all, it’s a big decision, and other players may give advice on who to choose, but it is always the Klutz’s decision. If they choose an evil player, the game ends immediately and the good team loses. If they choose a good player, nothing happens and the game continues. It is not the Storyteller’s responsibility to prompt the Klutz to declare they are the Klutz and choose a player. The Klutz must do this shortly after they learn that they are dead. Deliberately not doing so is considered cheating.
Outsider
When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.
Scorpio looks sideways at the lovers, and you have a choice to make. With silver cross my palm, and your fate shall be revealed. With steel cross my throat, and by the stars you shall regret it.
"When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die." The Moonchild curses someone upon death, killing them too. The Moonchild must choose a player within a minute or two of learning that they are dead, whether by an execution or at dawn when the Storyteller declares who died at night. The Moonchild can take their time and get advice from the group before making this decision. If the Moonchild chooses a good player, that player dies tonight. If they choose an evil player, nothing happens. As always, play along if an evil player is bluffing as the Moonchild and pretends to use their ability. It is not the Storyteller’s responsibility to prompt the Moonchild to choose a player. The Moonchild must do this shortly after they learn that they are dead. Deliberately not doing so is considered cheating. If the Moonchild is sober and healthy at night but was drunk or poisoned when they chose a player today, that player dies. If the Moonchild is drunk or poisoned at night but was sober and healthy when they chose a player today, that player doesn’t die. The Moonchild kills the Goon if the Goon was good when the Moonchild chose them, regardless of the Goon’s alignment at night.
Outsider
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Don't touch the hair, honey.
"All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses." The Damsel needs to avoid being found by the Minions. If a Minion guesses that you are the Damsel, and does so publicly (so that all players know that they are a Minion), evil wins. No matter how many Minions are in play, they only get one guess, total. If a Minion makes a guess and is wrong, future guesses by this Minion or by other Minions don’t count. If the Demon pretends to be a Minion making a guess, that doesn’t count as a guess. Minions may still make a guess and win. Minions may make a guess at any time. If the Damsel dies, they are no longer at risk of being guessed by a Minion, since the Damsel loses their ability when dead. There may not be a Huntsman in play. But if there is, and the Huntsman chooses the Damsel at night, the Damsel becomes a not-in-play Townsfolk, and is no longer the Damsel. The Damsel learns which Townsfolk and has that Townsfolk ability from then on.
Outsider
1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.
When one begins to think that some thing is merely some other thing, one is usually on the brink of an error. Patience, patience. Don’t confuse just and should with is and isn’t.
"1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info." The Puzzlemaster tries to figure out who is drunk. A player is drunk for the whole game. It will most often be a Townsfolk, but could be an Outsider. This player does not know that they are drunk. Once per game, the Puzzlemaster may guess which player it is. They may guess publicly, or privately. Whatever their guess, the Storyteller privately tells the Puzzlemaster the name of one player. If the Puzzlemaster guessed correctly, they learn which player the Demon is. If the Puzzlemaster guessed incorrectly, they learn a different player instead. The Puzzlemaster isn’t told if they guessed correctly or not. Only the player made drunk by the Puzzlemaster counts as a successful guess. Players drunk by other means don’t count. If the Puzzlemaster dies, the drunk player is still drunk. A dead Puzzlemaster may not make a guess, as they don’t have that part of their ability.
Minion
You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
Normally, it's just business. But when you insult my daughter, you insult me. And when you insult me, you insult my family. You really should be more careful - it would be a shame if you had an unfortunate accident.
"You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]" The Godfather takes revenge when the town kills Outsiders. Whenever an Outsider is executed and dies, the Godfather chooses one player to die that night. The Godfather only kills if an Outsider dies during the day. Outsiders that die at night don’t count. If the Godfather is in play, this adds or removes one Outsider from play. At the start of the game, the Godfather learns which Outsiders are in play. If two Outsiders died today, the Godfather still only kills one player tonight.
Minion
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.
Minion
Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
So fair a day I never did see, nor so fowl a presence hanging over me.
"Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die." The Harpy creates discord and distrust between good players. At night, the Harpy player chooses one player at a time, not two at once. A player chosen by the Harpy is affected by the ability until the next Harpy choice. If the Storyteller decides to kill players with the Harpy ability, they do not need to kill both. The Storyteller can decide to kill only one, or none. The Harpy can choose a dead player. If so, the Storyteller can kill just the living player, since dead players can not die again. The order of deaths due to the Harpy ability can be chosen by the Storyteller, should that be important.
Minion
You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Words, words. They're all we have to go on.
"You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]" The Marionette doesn't know that they are a Minion. The Marionette draws either a Townsfolk or an Outsider token from the bag, but is secretly the Marionette. The Marionette neighbors the Demon. There are no players sitting in between the Marionette and the Demon. The Demon knows which player is the Marionette. On the first night, the Marionette does not wake to learn the other evil players, and the other Minions do not learn the Marionette. The good ability that the Marionette thinks they have doesn’t work, but the Storyteller pretends it does. It is just as if this player is the Drunk. The Marionette registers as evil, and as a Minion.
Minion
You & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.
I'm not Sara! I'm Clara! SHE is Sara! Sara is the evil one! Not me!
"You & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live." The Evil Twin mirrors a good character, so that the players don't know which twin is good and which twin is evil. The Evil Twin is paired with a good player, chosen by the Storyteller, called the Good Twin. On the first night, the Evil Twin and Good Twin both wake, make eye contact, and learn each other’s character. If the Good Twin is executed, evil wins. If the Evil Twin is executed, the game continues. A dead Evil Twin has no ability, so evil doesn’t win if the Good Twin is later executed. Good cannot win while both twins are alive. Even if the Demon is killed, the game continues. Good will need to kill the Evil Twin as well as the Demon to win. If a good player is turned into an Evil Twin, they are still a good player, with an evil player becoming their twin. It doesn’t matter which twin is which character, what matters is their alignment—the good team can execute the evil player safely, but if they execute the good player, evil wins. If both Twins are the same alignment, the Storyteller chooses a new Twin.
Demon
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
By the sins of Arnoch, I feel thy laden stench. By the curs-ed sun and her foul legion of tiny grinning gods, I corrupt thee. By the blessed night and the hidden depths of the horrid and unholy sea, I end thy squalid life upon this plane.
"Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned." The No Dashii poisons their neighboring Townsfolk. The No Dashii’s closest clockwise and counterclockwise Townsfolk neighbors are poisoned, regardless of whether they are alive or dead. If a No Dashii dies or otherwise loses their ability, then those two players become healthy. Two Townsfolk players will always be poisoned this way, as neighboring Outsiders, Minions, or Travellers are skipped. If a new player becomes the No Dashii, or a poisoned Townsfolk changes into a non-Townsfolk character, the players who are poisoned may change immediately based on who the neighbors of the No Dashii are.
Demon
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.
Demon
매일 밤*, 플레이어 1명을 선택합니다: 그는 사망합니다. 이 능력으로 사망한 첫 외지인만이 악한 팡 구가 되고 당신이 대신 사망합니다. [외지인 +1명]
그대들이 쌓아 올린 벽도 무기도, 그저 꿈속에서 피어오른 연기일 뿐이니라.
Not written yet.