Distress and Distrust
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Distress and Distrust
By Guybrush
Townsfolk
Librarian
Librarian
You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Sailor
Sailor
Each night, choose an alive player: either you or they are drunk until dusk. You can't die.
Dreamer
Dreamer
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Innkeeper
Innkeeper
Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
Lycanthrope
Lycanthrope
Each night*, choose an alive player. If good, they die & the Demon doesn’t kill tonight. One good player registers as evil.
Huntsman
Huntsman
Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
Outsider
Damsel
Damsel
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Lunatic
Lunatic
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Minion
Summoner
Summoner
You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
Goblin
Goblin
If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.
Demon
Vortox
Vortox
Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Fabled
Duchess
Duchess
Each day, 3 players may choose to visit you. At night*, each visitor learns how many visitors are evil, but 1 gets false info.
Additional Information
Night order, special rules, and jinxes