The Slow Knife
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The Slow Knife
By Termateddy
Townsfolk
Noble
Noble
You start knowing 3 players, 1 and only 1 of which is evil.
Bounty Hunter
Bounty Hunter
You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
Chambermaid
Chambermaid
Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Snake Charmer
Snake Charmer
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Exorcist
Exorcist
Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.
Undertaker
Undertaker
Each night*, you learn which character died by execution today.
Courtier
Courtier
Once per game, at night, choose a character: they are drunk for 3 nights & 3 days.
Huntsman
Huntsman
Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
Philosopher
Philosopher
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Seamstress
Seamstress
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Farmer
Farmer
When you die at night, an alive good player becomes a Farmer.
Ravenkeeper
Ravenkeeper
If you die at night, you are woken to choose a player: you learn their character.
Poppy Grower
Poppy Grower
Minions & Demons do not know each other. If you die, they learn who each other are that night.
Outsider
Drunk
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Lunatic
Lunatic
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Damsel
Damsel
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Politician
Politician
If you were the player most responsible for your team losing, you change alignment & win, even if dead.
Minion
Poisoner
Poisoner
Each night, choose a player: they are poisoned tonight and tomorrow day.
Marionette
Marionette
You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Baron
Baron
There are extra Outsiders in play. [+2 Outsiders]
Mastermind
Mastermind
If the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.
Demon
Imp
Imp
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Pukka
Pukka
Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
No Dashii
No Dashii
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
Vigormortis
Vigormortis
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
Additional Information
Night order, special rules, and jinxes
Jinxes
Bounty Hunter
Philosopher
Bounty Hunter · Philosopher If the Philosopher gains the Bounty Hunter ability, a Townsfolk might turn evil.
Marionette
Huntsman
Marionette · Huntsman If the Marionette thinks that they are the Huntsman, the Damsel was added during setup.
Mastermind
Vigormortis
Mastermind · Vigormortis A Mastermind that has their ability keeps it if the Vigormortis dies.