The Phantom Detectives
Notes
Dead players (not Demons) keep their abilities. Each Townsfolk loses their ability at the start of night 1, then regains it on death. Townsfolk who die become powerful ghosts who commune with the living to solve their own murder. The evil team may keep dangerous Townsfolk alive to deny them info, and good characters will be angling to get killed at a critical moment. At the beginning of the first night phase, all Townsfolk lose their abilities, and do not wake to make choices or learn information. Townsfolk setup effects still happen, as they occurred before the game began. When players die for any reason, they lose their ability only if they were a Demon: continue to wake Outsiders & Minions like living players. When a Townsfolk dies, they immediately regain their ability, and will have it for the rest of the game, acting at their designated spot in the night order if applicable. Townsfolk who act on a certain trigger (e.g. "When you die at night") act immediately if they died the correct way. "You start knowing" Townsfolk act after the Demon on the first night that they are dead. When all living players are evil and there is no way back for the good team (i.e. there is no active Banshee ability), you should stop resolving character abilities and end the game immediately. This means a good Cult Leader does not get to flip teams and win with evil! I'm knocked out of the World Cup, and may make whatever changes I like at any time! Here's what I would have submitted for the quarter-finals. Oracle â General Kazali â Lord of Typhon +Judge (accidentally omitted on v5.2.0) The absolute star of this script is Lord of Typhon. It works so brilliantly with the rule, and I'm absolutely gutted I didn't get to pin down a Typhon version before getting KOed. It gives good players something to think about before they start gathering their info, it incentivises evil players to kill their own Minions, it works so well with the Djinn rule and I'm really excited to share it. Lord of Typhon has an interesting tension with the Cult Leader, as they can add up to two extra evils... but only temporarily. Because Typhon is all in a line, the Cult Leader should always have a good neighbour and the Storyteller can always swing them back... unless the Banshee is keeping the game alive. A small health warning, then: Banshee, Cult Leader and Lord of Typhon do not belong together in a 7-player game, because you can get to a point where the evil team have 4 votes, the good team have 4 votes too, and there's nothing the Storyteller can do about it. I have also created an alternative version with an additional house rule that smooths over this interaction and lets you flip the Cult Leader good again in a Banshee game - please see version 5.1.0! No: If the evil team want to use the Hatter ability to relocate the Demon, they can turn into an Imp or Scarlet Woman and transfer it that way. No: The Imp almanac says that the Imp's ability turns an alive Minion into an Imp. Although the Scarlet Woman is obligated to receive a star-pass as she still has her ability per the Djinn rule, the Imp is also obligated to turn an alive Minion, so both effects must happen. Yes: The Demon isn't a Townsfolk, so they may get information from their ability in the early game. Sometimes: The Boffin must grant only one Demon one ability at a time, but on this script I would like to leave it up to the Storyteller as to which Demon that is. If you want to keep the Cult Leader ability on the now-dead Imp when they star-pass so that they can try for a Cult win, you absolutely can. If you want to give the new Imp a new ability, the original Imp must lose their Boffin ability. As per the Boffin almanac, the Sweetheart and Banshee abilities are "sticky" and prevent future Demons from gaining new Boffin abilities from the same Boffin.