1. Small of Ug

    Almanac · Delinquent · 13 characters
  2. Townsfolk

    Knight

    You start knowing 2 players that are not the Demon.


    When a man lies, he murders some part of the world.

    "You start knowing 2 players that are not the Demon." The Knight knows players that are not the Demon. On the first night, the Knight learns two players who are not the Demon. On subsequent nights, they learn nothing more. The Knight can learn Townsfolk, Outsiders or even Minions but does not learn which character type they are.

    How to Run

    1. During setup, mark two non-Demon players with the Knight’s KNOW reminders. During the first night, wake the Knight. Point to the two players marked KNOW.
  3. 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.
  4. Townsfolk

    King1-75

    매일 밤, 죽은 플레이어 수가 살아있는 플레이어 수 이상이라면, 살아있는 캐릭터 1개를 알게 됩니다. 악마는 당신이 누구인지 알고 있습니다.


    Not written yet.

  5. 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.
  6. Townsfolk

    Sage

    If the Demon kills you, you learn that it is 1 of 2 players.


    These mountainous tomes guard the secret, I am sure of it! Twixt word and word, it lies in wait. More candles, boy! More ink! These notes may look arcane, but the infernal puzzle is revealing itself.

    "If the Demon kills you, you learn that it is 1 of 2 players." The Sage knows nothing while alive, but learns the most important information of all at the moment of their death - who killed them. The Sage only gets this information when killed by a Demon attack. Being executed does not count.

    How to Run

    1. If the Sage was killed by the Demon, wake the Sage. Point at two players, one who is the Demon that killed the Sage. Put the Sage to sleep.

    Examples & Notes

    • If the Sage dies early, you will probably want to show the Sage two alive players, which lets the evil team still have a slim chance of winning. If the Sage dies on the final night, feel free to show one alive and one dead player.
  7. Townsfolk

    Fool1-75

    처음으로 죽게 될 때, 죽지 않습니다.


    Not written yet.

  8. Outsider

    Klutz

    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.

    How to Run

    1. When the Klutz player is declared dead, they must declare that they are the Klutz and then point at any player. (Give them time.) If they choose an evil player, the game ends and the evil team wins. If they choose a good player, the game continues.
    2. In the strange situation where the Klutz is evil and chooses an evil player, then the game ends and the good team wins instead.

    Examples & Notes

    • If the Klutz player doesn’t realize that they must choose a player when they die, privately remind them. New players may not understand how their character works.
  9. 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.
  10. 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.
  11. Minion

    Xaan

    On night X, all Townsfolk are poisoned until dusk. [X Outsiders]


    Down they fall. One by one. By two, by three, by five.

    "On night X, all Townsfolk are poisoned until dusk. [X Outsiders]" The Xaan poisons all Townsfolk. The Xaan poisons all Townsfolk players for one night then one day. The night that this happens equals the number of Outsiders in play. For example, if there are 2 Outsiders, the Xaan poisons on night 2. There can be any number of Outsiders in play, but usually 1 to 4. This can be the normal number of Outsiders if the Xaan was not in play, or something different. This overrides other characters that add or remove Outsiders, such as the Baron. If the number of Outsiders changes during the game, the Xaan poisons on the night corresponding to the number of Outsiders during setup. The Xaan needs to be alive in order to poison.

    How to Run

    1. While setting up the game, before putting character tokens in the bag, add or remove any number of Outsider tokens, including zero. Remove any unnecessary Xaan reminders.
    2. On the 1st night, add the NIGHT 1 Xaan reminder to the Grimoire. On the 2nd night, add the NIGHT 2 Xaan reminder to the Grimoire. On the 3rd night, add the NIGHT 3 Xaan reminder to the Grimoire. On the night that equals the number of Outsiders in play when the game began, add the X reminder to the Grimoire, and remove it the following dusk.
    3. When the X reminder is in the Grimoire, all Townsfolk players are poisoned.
  12. 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.
  13. Demon

    Lleech

    Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead.


    Tasty, tasty, tasty, tasty, tasty, tasty, tasty, tasty brai- I mean pie! Yes. Tasty pie. That’s what I meant to say.

    "Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead." The Lleech lives if their host lives, and dies if their host dies. On the first night, the Lleech chooses a player, who is poisoned for the rest of the game. If this player is alive, the Lleech cannot die. If the Lleech is executed, the Storyteller tells the group that the player lives, but not why. If the player that the Lleech chose dies, the Lleech dies as well. If this means that only one or two players are left alive, good still wins, because the Demon is dead. From the second night onwards, players that the Lleech attacks die but are not poisoned. If a Lleech is created mid-game, they poison a player that night. They must choose an alive player.

    How to Run

    1. During the first night, wake the Lleech. They point at any player. That player is poisoned—mark them with the POISONED reminder. Put the Lleech to sleep.
    2. Each night except the first, wake the Lleech. They point at any player. That player dies—mark them with the DEAD reminder. Put the Lleech to sleep.
    3. If the Lleech would die but the player marked with the Lleech’s POISONED reminder is alive, the Lleech does not die. If the player marked with the Lleech’s POISONED reminder is dead, the Lleech dies and the good team wins.

    Examples & Notes

    • When giving false information to a good player poisoned by the Lleech, make sure this information seems true. If the good player believes it to be false, they will quickly execute themselves and win the game.
  14. Loric

    God of Ug

    One Ug hat. When wear Ug hat, must speak one sound at a time but vote twice. If fail, pass Ug hat.


    Blessed are my children, for they see the beauty in simple things.

    Not written yet.

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