1. The Mutant's Lullaby

    Almanac · Weirdestbug · 27 characters
  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

    Washerwoman

    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.

    How to Run

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

    Clockmaker

    You start knowing how many steps from the Demon to its nearest Minion.


    Do not disturb me. The tick must continue, for the circle is a symbol of life and contains all things - all answers - in its divine machinery. I must work.

    "You start knowing how many steps from the Demon to its nearest Minion." The Clockmaker learns the distance from the Demon to their nearest Minion. The Clockmaker only learns this on the first night. The distance is the number of seated players, starting from the player next to the Demon and ending at the nearest Minion, either clockwise or counterclockwise.

    How to Run

    1. During the first night, wake the Clockmaker. Show fingers (1, 2, etc.) equaling the distance in players from the Demon to the nearest Minion, starting with the player neighboring the Demon closer to that Minion. Put the Clockmaker to sleep.
  5. Townsfolk

    Librarian

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


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

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

    How to Run

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

    Highpriestess1 75 2-75

    매일 밤, 이야기꾼이 당신이 가장 대화를 나눠야 한다고 생각하는 참가자가 누구인지 알게 됩니다.


    Not written yet.

  7. Townsfolk

    Preacher

    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.

    How to Run

    1. Each night, wake the Preacher. They point to a player. Put the Preacher to sleep. If the Preacher choose a Minion, mark that Minion with a NO ABILITY reminder, wake the Minion and show them the THIS CHARACTER SELECTED YOU info token then the Preacher token, then put them to sleep.
    2. All Minions marked NO ABILITY have no ability while the Preacher is alive.
  8. Townsfolk

    Balloonist

    Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]


    More heat! Higher! Higher! Più alto! Ahhh... it is so beautiful from up here, don't you agree? Can you see the children fishing by the river, under the willow? Can you see the glint of the sun on the circus tent-poles? What's this? An old man, alone, passed out in the vineyard? Less heat! Lower! Lower! Vai più in basso!

    "Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]" The Balloonist learns players of different character types. Each time the Balloonist learns a player, the player must have a different character type to the previously shown player. The Balloonist does not learn the character type of the player they learn. The shown player can be alive or dead. The shown player can be good or evil. If the Balloonist is drunk or poisoned, they may learn a character of the same type as the previously shown player. When the Balloonist becomes sober and healthy, they must learn a player of a different character type to the previously shown player. During setup, the Storyteller may choose to add an Outsider due to the Balloonist’s ability.

    How to Run

    1. During setup, you may add an Outsider.
    2. When preparing the first night, mark any player with the KNOW reminder. When preparing each night afterwards, mark a character of a different type than the current with the KNOW reminder.
    3. Each night, wake the Balloonist. Point to the player marked KNOW. Put the Balloonist to sleep.
  9. 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.
  10. Townsfolk

    Oracle

    Each night*, you learn how many dead players are evil.


    Only the chosen may gaze beyond the veil. The dead are restless, and they point in silence toward the icy north.

    "Each night*, you learn how many dead players are evil." The Oracle knows how many dead players are evil. Because the Oracle acts after the Demon attacks each night, the Oracle’s info refers to the players that are dead when dawn breaks and all players open their eyes. The Oracle detects dead Minions and Demons, but also any other players that are evil, such as evil Travellers, or Townsfolk and Outsiders that have been turned evil. When counting the number of dead players, remember to count Townsfolk and Outsider tokens that are upside-down, which means their alignment is the opposite of what is printed.

    How to Run

    1. Each night except the first, wake the Oracle. Show fingers (0, 1, 2, etc.) equaling the number of dead evil players. Then, put the Oracle to sleep.
  11. 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.
  12. 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.
  13. Townsfolk

    Lycanthrope

    Each night*, choose an alive player. If good, they die & the Demon doesn’t kill tonight. One good player registers as evil.


    Beneath the thin veneer of civilisation lies a howling madness.

    "Each night*, choose an alive player. If good, they die & the Demon doesn’t kill tonight. One good player registers as evil." The Lycanthrope roams at night, killing the innocent, whilst the Demon cowers indoors. The Lycanthrope must choose an alive player each night. If the Lycanthrope chooses a dead player, the Storyteller shakes their head no and prompts the Lycanthrope to choose a different player. If the player that the Lycanthrope chooses is good, that player dies, and the Demon cannot kill tonight. If the player the Lycanthrope attacks is evil, that player does not die, and the Demon may still kill tonight. If the Lycanthrope attacks a good player but that good player doesn’t die, the Demon may still kill tonight. While the Lycanthrope lives, one good player registers as evil. They cannot be killed by the Lycanthrope. This evil-registration does not effect win conditions. The good player that registers as evil still wins or loses with the good team.

    How to Run

    1. During setup, mark one good player with the Lycanthrope’s FAUX PAW reminder.
    2. Each night except the first, wake the Lycanthrope. They point at any player. Put the Lycanthrope to sleep. If the chosen player is good, that player dies—mark them with the Lycanthrope’s DEAD reminder. Later that night, wake the Demon, as normal, but the Demon cannot kill. If the chosen player is evil, nothing happens.
  14. Townsfolk

    Banshee

    If the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.


    Gorm do shúile, dearg do ghruaig, ní bheidh sé i bhfad, is a mbeidh tú san uaigh.

    "If the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.” The Banshee becomes more powerful when dead, nominating and voting twice as much. When alive, the Banshee nominates and votes as normal. When dead, they may nominate twice per day, even though dead players may normally not nominate at all. When dead, they may vote for any nomination they wish and do not need a vote token to do so. They may vote twice for the same nomination. The Banshee only gains these powers if they were killed by the Demon. Dying by execution or to a non-Demon ability does not count. To vote twice, the Banshee player raises both hands when votes are counted. If the player is unable to do this due to a disability, the Storyteller can count their normal vote twice.

    How to Run

    1. If the Banshee is killed by the Demon, place the HAS ABILITY reminder token next to the Banshee and say “The Banshee has awoken” or something similarly dramatic. The Banshee may nominate twice per day, but it is the player’s responsibility to remember how many times they have nominated. The Banshee may raise two hands when voting. When counting the votes, count each hand as a vote.
    2. If the Banshee is killed by the Demon but does not have their ability at that time or is killed by a non-Demon ability, then do not tell the group that the Banshee ability has been triggered. The Banshee may not nominate, and needs a vote token to vote, like a regular dead player.

    Examples & Notes

    • If all good players are dead, the game continues. Good can still win due to the Banshee being able to nominate.
  15. Outsider

    Lunatic

    You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.


    I am the night... I think.

    "You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night." The Lunatic thinks that they are the Demon. Much like the Drunk, the Lunatic does not know their real character or real alignment. They are woken each night to attack as if they were the Demon that is in play, but their choices have no effect because they have no Demon ability. The Lunatic wakes during the first night to learn three bluffs and the appropriate number of Minions, but this information may be wrong. The real Demon knows which players the Lunatic chose to attack each night.

    How to Run

    1. While setting up the game, put the Lunatic and Demon tokens in the bag. Once all tokens have been returned to you, swap the positions of the Lunatic and Demon tokens in the Grimoire.
    2. During the first night, wake the Lunatic and act as if they are the Demon. Show them the THESE ARE YOUR MINIONS info token and point to a number of players equaling the number of Minions in play. (These can be any players, whether or not they are Minions.) Show any three good character tokens as bluffs. (These can even be characters that are in play.)
    3. During the first night, wake the Demon. Show them the YOU ARE info token, then their Demon token. (This tells them they are the real Demon.) Show them the THIS PLAYER IS info token, then the Lunatic token, then point at the Lunatic player.
    4. Each night, before the Demon wakes to attack, wake the Lunatic to act as if they were that Demon. Put a CHOSEN reminder on each player they chose, then put them to sleep. Wake the real Demon, point at the Lunatic, show the Lunatic token to the real Demon, and point at the players that the Lunatic chose. Then the Demon acts as normal.

    Examples & Notes

    • You can make the Lunatic think they are a different Demon than the in-play Demon by instead putting two Demon tokens in the bag, then replacing one of them with the Lunatic token once they are in the Grimoire.
  16. Outsider

    Hermit

    You have all Outsider abilities. [-0 or -1 Outsider]


    In the lost and forgotten places of the earth, the soul’s light beckons.

    "You have all Outsider abilities. [-0 or -1 Outsider]" The Hermit isn’t really here. The Hermit has the abilities of all the other Outsiders on the Script, all at once. They do not have the abilities of Outsiders that are not on the script. If a custom script has more than 4 Outsiders, the Hermit has all these Outsider abilities. If one of the Outsider abilities continues after death, such as the Recluse’s, the Hermit keeps that ability when they die, but does not keep their other Outsider abilities. A Hermit with the Drunk ability does not know that they are the Hermit, and their other Outsider abilities function as normal. A Hermit with the Recluse ability can register as a different character etc. If an Outsider has a jinx, that jinx applies to the Hermit too. The Hermit may remove the Hermit from play during setup, resulting in one less Outsider than normal. If this happens, the Hermit may still be a bluff given to the Demon.

    How to Run

    1. During setup, you may remove an Outsider token and add a Townsfolk token.
    2. Whenever appropriate, treat the Hermit as if they are the other Outsiders, including waking them at night, and using other Outsiders’ reminder tokens. If the Hermit duplicates an in-play Outsider, use the Hermit’s 1, 2 and 3 reminders instead.

    Examples & Notes

    • If Outsider abilities clash, make up a rule to fix the clash, and tell the group. For example, for a Hermit-Butler-Zealot, you may declare that the Hermit must vote when their master votes.
  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

    Mutant

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


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

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

    How to Run

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

    Damsel

    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.

    How to Run

    1. During the first night, wake each Minion. Show the Damsel token. Put each Minion to sleep.
    2. At any time during the game, if a Minion publicly guesses which player is the Damsel and is incorrect, mark the Damsel with the GUESS USED reminder. Future guesses by Minion players have no effect.
    3. At any time during the game, if a Minion publicly guesses which player is the Damsel and is correct, the game ends. Declare that the evil team wins.
  20. 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.
  21. Minion

    Cerenovus

    Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.


    Reality is merely an opinion. Specifically, my opinion.

    "Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed." The Cerenovus encourages players to pretend to be different characters than they actually are. The Cerenovus chooses Townsfolk or Outsiders that players are mad about being. They must try to convince the group that they actually are this character tomorrow, or else die. Simply hinting is not enough to avoid death. The player must make a decent effort to convince the group. Mad players are never literally forced to say things they don’t want to—but if the Storyteller doesn’t hear them make an effort, they pay the price. Mad evil players might be executed this way, but “might” means you can choose not to, to prevent evil from winning by this strategy. Like the Mutant, an execution penalty counts as the one execution allowed per day.

    How to Run

    1. Each night, wake the Cerenovus. They point at any player and at any Townsfolk or Outsider icon on their character sheet. Put the Cerenovus to sleep. Mark the chosen player with the MAD reminder. Wake this player, show them the THIS CHARACTER SELECTED YOU info token, then the Cerenovus token, then the character token of the character they are mad about being. Put that player to sleep.
    2. During the next day or night, if you feel that the mad player has not done their best to convince the group they are this character, you can decide to execute them. Declare this to the group. They die. If you execute them during the day before the normal execution happens, go to the night phase. (There is a maximum of one execution per day.)
  22. 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.)
  23. 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.
  24. Demon

    Imp

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


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

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

    How to Run

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

    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.
  26. Demon

    Vigormortis

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


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

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

    How to Run

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

    Vortox

    Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.


    Black is White. Right is Wrong. Left is Right. Up is Long. Down is Sight. Short is Blind. Follow me. Answers find.

    "Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins." The Vortox makes all information false. Anytime a Townsfolk player gets information from their ability, they get false information. Even if they are drunk or poisoned, it must be false. The Vortox does not affect information gained by other means, such as when the Storyteller explains the rules, or when a player’s character or alignment changes. When night falls, if nobody was executed today, evil wins. Exiling a Traveller does not count.

    How to Run

    1. While the Vortox is alive, you must give false information whenever a Townsfolk ability prompts you to give information.
    2. Each night except the first, wake the Vortox. They point at any player. That player dies - mark them with the DEAD reminder. Put the Vortox to sleep.
    3. Each dusk, if no player was executed today, the game ends and the evil team wins.
  28. Loric

    Gardener

    The Storyteller assigns all players' characters.


    When sophistry becomes stupidity and hypocrisy cruelty, retreat to the garden. The final love of old men is flowers and stones.

    "The Storyteller assigns 1 or more players' characters." Use the Gardener to assign characters to particular players. After the Storyteller has put the Gardener into play, they can manually assign and edit which characters are going to be given to which seated players before sending them out. If a player has an issue with a particular character, you may use the Gardener to affect setup so that player doesn’t draw the relevant token. The Gardener can also be useful if a particular player has drawn evil many times over a single session. The Gardener is designed for use in the official app only.

    How to Run

    1. At the start of the game, declare that the Gardener is in play.
    2. Before character tokens are sent out to players, decide what characters the players affected by Gardener will have. Assign, or swap, the relevant players to the characters you have decided.
    3. Then, send the characters to players in the game.
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