You're Evil Now, Buddy!
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You're Evil Now, Buddy!
By PM
Townsfolk
Chef
Chef
You start knowing how many pairs of evil players there are.
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]
Snake Charmer
Snake Charmer
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Cult Leader
Cult Leader
Each night, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins.
Philosopher
Philosopher
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Alchemist
Alchemist
You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.
Outsider
Goon
Goon
Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
Ogre
Ogre
On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
Politician
Politician
If you were the player most responsible for your team losing, you change alignment & win, even if dead.
Minion
Mezepheles
Mezepheles
You start knowing a secret word. The 1st good player to say this word becomes evil that night.
Evil Twin
Evil Twin
You & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.
Demon
Lord of Typhon
Lord of Typhon
Each night*, choose a player: they die. [Evil characters are in a line. You are in the middle. +1 Minion. -? to +? Outsiders]
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.