1. Welcome to the Town!

    Almanac · Unemployed Turtle · 23 characters
  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

    Grandmother

    You start knowing a good player & their character. If the Demon kills them, you die too.


    Take a jacket if you go outside, dearie. And your thermos. And your scarf. I have a weak heart, you know. Whatever would I do if you caught cold...or worse?

    "You start knowing a good player & their character. If the Demon kills them, you die too." The Grandmother knows who their grandchild is, but if they are killed by the Demon, the Grandmother dies too. During the first night, the Grandmother learns their Grandchild—a good player who is a Townsfolk or Outsider. The Grandchild does not learn that they have a Grandmother. If the Demon kills the Grandchild, the Grandmother dies too. If the Grandchild dies by any other means—such as execution, or another type of death at night—the Grandmother does not also die.

    How to Run

    1. When preparing the first night, choose a Grandchild by marking any good character with the GRANDCHILD reminder.
    2. During the first night, wake the Grandmother and show them the character token marked GRANDCHILD, then point at the Grandchild player, then put the Grandmother to sleep.
    3. If the Demon kills the Grandchild, the Grandmother dies - mark them with the DEAD reminder.
  4. Townsfolk

    Shugenja

    You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.


    これは夢。それも夢。すべ て夢です。

    "You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary." The Shugenja trusts players to their left, or to their right. The closest evil player is the player with the smallest number of steps from the Shugenja to the evil player. If the evil players are ‘equidistant’, that means that the closest evil player clockwise is the same number of steps away from the Shugenja as the closest evil player anti-clockwise. If the evil players are equidistant, the storyteller gives ‘arbitrary’ information to the Shugenja. This means that the Storyteller chooses whether to tell the Shugenja that the closest evil player is clockwise or anti-clockwise. The Shugenja doesn’t know whether their information is arbitrary or not. The Shugenja does not learn how many steps away the evil player is. If a Shugenja is created mid-game, the Shugenja wakes that night to receive their information. The Storyteller communicates with the Shugenja by pointing a finger in the appropriate direction, but may use other methods if they wish.

    How to Run

    1. During the first night, wake the Shugenja. If the closest evil player is in a clockwise direction, point your finger horizontally in that direction. If the closest evil player is in an anti-clockwise direction, point your finger horizontally in that direction. If the two closest evil players are equidistant, point your finger horizontally in either direction. Put the Shugenja to sleep.
  5. 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.
  6. Townsfolk

    Fortune Teller

    Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.


    I sense great evil in your soul! But... that could just be your perfume. I am allergic to Elderberry.

    "Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you." The Fortune Teller detects who the Demon is, but sometimes thinks good players are Demons. Each night, the Fortune Teller chooses two players and learns if at least one of them is a Demon. They do not learn which of them is a Demon, just that one of them is. If neither is the Demon, they learn this instead. Unfortunately, one player, called the Red Herring, will register as a Demon to the Fortune Teller if chosen. The Red Herring is the same player throughout the entire game. This player may be any good player, even the Fortune Teller themself, and the Fortune Teller does not know which player it is. The Fortune Teller may choose any two players—alive or dead, or even themself. If they choose a dead Demon, then the Fortune Teller still receives a nod.

    How to Run

    1. While preparing the first night, put the Fortune Teller's RED HERRING reminder token by any good character token, marking that player as the Red Herring.
    2. Each night, wake the Fortune Teller. The Fortune Teller points at any two players. If either chosen player is a Demon or the Red Herring, nod your head yes. Otherwise, shake your head no. Put the Fortune Teller to sleep.
    3. In smaller games, making the Fortune Teller their own Red Herring is sometimes advised, as the Fortune Teller gets more information that way.
  7. Townsfolk

    Undertaker

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


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

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

    How to Run

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

    Monk

    Each night*, choose a player (not yourself): they are safe from the Demon tonight.


    'Tis an ill and deathly wind that blows tonight. Come, my brother, take shelter in the abbey while the storm rages. By my word, or by my life, you will be safe.

    "Each night*, choose a player (not yourself): they are safe from the Demon tonight." The Monk protects other players from the Demon. Each night except the first, the Monk may choose to protect any player except themself. If the Demon attacks a player who has been protected by the Monk, then that player does not die. The Demon does not get to attack another player—there is simply no death tonight. The Monk does not protect against the Demon nominating and executing someone.

    How to Run

    1. Each night except the first, wake the Monk. The Monk points at any player except themself. (If the Monk points at themself, shake your head no and prompt them to point at another player.) Put the Monk to sleep. Put the Monk's SAFE reminder token by the chosen player's character token.
    2. If the Demon attacks the player marked SAFE, the player remains alive. (Do not mark them with the Demon's DEAD reminder token or add a shroud as you normally would.) At dawn, declare that no one died at night. (Do not say why.)
    3. At dawn, remove the SAFE reminder token.
    4. In other editions, Demons may have abilities other than killing. The Monk's protection also prevents all other harmful effects of the Demon's ability, such as poisoning or turning the protected player evil.
  9. 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.
  10. 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.
  11. Townsfolk

    Slayer

    Once per game, during the day, publicly choose a player: if they are the Demon, they die.


    Die.

    "Once per game, during the day, publicly choose a player: if they are the Demon, they die." The Slayer can kill the Demon by guessing who they are. The Slayer can choose to use their ability at any time during the day, and must declare to everyone when they're using it. If the Slayer chooses the Demon, the Demon dies immediately. Otherwise, nothing happens. The players do not learn the identity of the dead player. After all, it may have been the Recluse! A Slayer that uses their ability while poisoned or drunk may not use it again. The Slayer will want to choose an alive player. Even if the Slayer chooses a dead Imp, nothing happens, because a dead player can't die again. Players may say whatever they want at any time, so a player who's pretending to be the Slayer may pretend to use the Slayer ability.

    How to Run

    1. During the day, the Slayer can declare that they wish to use their ability. If so, the Slayer points at any player. If the chosen player is an alive Demon, declare that the chosen player dies—put a shroud on their character token in the Grimoire. If the chosen player is not an alive Demon, say "Nothing happens." Either way, the Slayer loses their ability—put the Slayer's NO ABILITY reminder token by the Slayer token.
    2. If a player is bluffing as the Slayer and declares they wish to use their ability, act as if they were indeed the Slayer—allow time for discussion, let them make the decision, and act like you're fiddling with tokens in your Grimoire, then say "Nothing happens."
    3. When the Slayer declares that they wish to use their ability, give the group a minute or two to discuss who the Slayer should choose. This allows the group to feel responsible for the win (or the loss!), but the Slayer always makes the final choice.
  12. 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.
  13. 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.
  14. Townsfolk

    Virgin

    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.

    How to Run

    1. If the first player to ever nominate the Virgin is a Townsfolk, immediately declare that the nominating player is executed. That player dies—put a shroud on their character token in the Grimoire. The Virgin loses their ability—put the Virgin's NO ABILITY reminder token by the Virgin token. End the nomination process and proceed to the night phase. (No one else can be executed today.)
    2. If the first player to ever nominate the Virgin is not a Townsfolk, continue the vote as normal. The Virgin loses their ability—put the Virgin's NO ABILITY reminder token by the Virgin token.
  15. Outsider

    Ogre

    On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.


    <grunt><grin></grunt>

    "On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.” The Ogre is someone's best friend. The Ogre's chosen player does not change, even if the Ogre is drunk or poisoned when they chose. The Ogre becomes the same alignment as their chosen player immediately on the first night, even if the Ogre is drunk or poisoned. The Ogre is not told their alignment at the beginning of the game. If the Ogre changes alignment by other means, the Ogre learns their new alignment, as normal. If an Ogre is created mid-game, the Ogre chooses a player that night, and becomes their alignment.

    How to Run

    1. During the first night, wake the Ogre. The Ogre points to a player. Put the Ogre to sleep. If the Ogre pointed to an evil player, flip the Ogre's character token upside down to represent that the Ogre is evil.

    Examples & Notes

    • Optional rule: Mark the Ogre’s chosen player with a FRIEND reminder. The Ogre is always the same alignment as their friend. If the Ogre’s friend changes alignment, the Ogre changes alignment too, but the Ogre does not learn this.
    • This is only recommended for games of 15 players or more, so that there are not too many evil players.
  16. Outsider

    Recluse1-75

    당신은 하수인이나 악마로 보일 수도 있습니다. 이 능력은 당신이 죽어도 유지됩니다.


    Not written yet.

  17. Outsider

    Saint

    If you die by execution, your team loses.


    Wisdom begets peace. Patience begets wisdom. Fear not, for the time shall come when fear too shall pass. Let us pray, and may the unity of our vision make saints of us all.

    "If you die by execution, your team loses." The Saint ends the game if they are executed. If the Saint dies by execution, the game ends. Good loses and evil wins. If the Saint dies in any way other than execution—such as the Demon killing them—then the game continues.

    How to Run

    1. If the Saint dies by execution, declare that the game ends and evil wins.
    2. The Saint's ability has the strange phrase "your team loses." In Trouble Brewing, this will always mean "evil wins" because the Saint is always good. In other editions, it is possible for characters to change alignment. If the evil Saint is executed, good wins.
  18. Outsider

    Snitch

    Each Minion gets 3 bluffs.


    It was John.

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

    How to Run

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

    Godfather

    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.

    How to Run

    1. While setting up the game, before putting the character tokens in the bag, either remove one Townsfolk and add one Outsider or remove one Outsider and add one Townsfolk.
    2. During the first night, wake the Godfather. Show them the character tokens of all Outsiders in play. Put the Godfather to sleep.
    3. If an Outsider dies during the day, mark them with the DIED TODAY reminder. That night, wake the Godfather. They point at any player. Put the Godfather to sleep. The chosen player dies—mark them with the DEAD reminder.
  20. 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.
  21. Minion

    Spy

    Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.


    Any brewmaster worth their liquor, knows no concoction pours trouble quicker, than one where spies seem double.

    "Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead." The Spy might appear to be a good character, but is actually evil. They also see the Grimoire, so they know the characters (and status) of all players. If any character has an ability that would detect or affect a good player, then the Spy might register as good to that character. If any character has an ability that detects Townsfolk or Outsiders, then the Spy might register as a specific Townsfolk or Outsider to that player. It is the Storyteller's choice as to what the Spy registers as, even as many characters or both alignments during the same night. A Spy that registers as a particular Townsfolk or Outsider does not have this character's ability. For example, a Spy that registers as a Slayer cannot slay the Demon.

    How to Run

    1. Each night, wake the Spy and show them the Grimoire for as long as they need. Put the Spy to sleep.
    2. Each time the Spy is targeted by an ability that detects or affects good characters, choose what character and alignment the Spy registers as. (Do whatever is appropriate, such as showing a good character token, nodding, giving finger signals, or allowing an ability to work that would normally only affect good, Townsfolk, or Outsider players.)
    3. Remember to keep your Grimoire tidy and show it to the Spy in the correct orientation, so the Spy can easily see who is who.
  22. Minion

    Scarletwoman1-75

    만약 살아있는 플레이어가 5명 이상이라면, 악마가 죽으면 당신은 악마가 됩니다. 여행자는 세지 않습니다.


    Not written yet.

  23. Demon

    No Dashii

    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.

    How to Run

    1. While preparing the first night, the two Townsfolk neighboring the No Dashii become poisoned - mark them with POISONED reminders.
    2. If a Townsfolk poisoned by the No Dashii becomes a non-Townsfolk character, or the No Dashii turns into a different character, or if a new player becomes the No Dashii, the new neighbors of the No Dashii become poisoned, and the old neighbors become healthy - move the No Dashii’s POISONED reminders immediately if needed.
    3. Each night except the first, wake the No Dashii. They point at any player. That player dies - mark them with the DEAD reminder. Put the No Dashii to sleep.
  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.
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