Puzzle Solvin'
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Puzzle Solvin'
By Flashy
Townsfolk
Noble
Noble
You start knowing 3 players, 1 and only 1 of which is evil.
Chef
Chef
You start knowing how many pairs of evil players there are.
Sailor
Sailor
Each night, choose an alive player: either you or they are drunk until dusk. You can't die.
General
General
Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Mathematician
Mathematician
Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.
Savant
Savant
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Amnesiac
Amnesiac
You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Artist
Artist
Once per game, during the day, privately ask the Storyteller any yes/no question.
Philosopher
Philosopher
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Fool
Fool
The 1st time you die, you don't.
Alchemist
Alchemist
You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.
Tea Lady
Tea Lady
If both your alive neighbors are good, they can't die.
Cannibal
Cannibal
You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Acrobat
Acrobat
Each night*, choose a player: if they are or become drunk or poisoned tonight, you die.
Outsider
Puzzlemaster
Puzzlemaster
1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.
Sweetheart
Sweetheart
When you die, 1 player is drunk from now on.
Politician
Politician
If you were the player most responsible for your team losing, you change alignment & win, even if dead.
Minion
Godfather
Godfather
You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
Devil's Advocate
Devil's Advocate
Each night, choose a living player (different to last night): if executed tomorrow, they don't die.
Witch
Witch
Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
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.
Boomdandy
Boomdandy
If you are executed, all but 3 players die. After a 10 to 1 countdown, the player with the most players pointing at them, dies.
Demon
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.
Zombuul
Zombuul
Each night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead.
Traveller
Apprentice
Apprentice
On your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil).
Barista
Barista
Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.
Judge
Judge
Once per game, if another player nominated, you may choose to force the current execution to pass or fail.
Bone Collector
Bone Collector
Once per game, at night*, choose a dead player: they regain their ability until dusk.
Bishop
Bishop
Only the Storyteller can nominate. At least 1 opposing player must be nominated each day.
Loric
Storm Catcher
Storm Catcher
Name a good character. If in play, they can only die by execution, but evil players learn which player it is.
Additional Information
Night order, special rules, and jinxes
Jinxes
Alchemist
Mastermind
Alchemist · Mastermind An Alchemist-Mastermind has no Mastermind ability & the Mastermind is not-in-play.