Flying Carpets & Smokey Tents
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Flying Carpets & Smokey Tents
By FaLK
Townsfolk
Librarian
Librarian
You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Shugenja
Shugenja
You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Snake Charmer
Snake Charmer
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Dreamer1-75
Dreamer1-75
매일 밤, 본인을 제외하고 플레이어를 1명 선택합니다. 그리고 선한 캐릭터와 악한 캐릭터를 각 1개씩 알게 됩니다. 그중 1개가 해당 플레이어의 캐릭터입니다.
Fortune Teller
Fortune Teller
Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
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.
Savant
Savant
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Alsaahir
Alsaahir
Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.
Seamstress
Seamstress
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Juggler
Juggler
On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
Amnesiac
Amnesiac
You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Tea Lady
Tea Lady
If both your alive neighbors are good, they can't die.
Atheist1 75 2-75
Atheist1 75 2-75
이야기꾼은 게임 규칙을 깰 수 있고, 만약 이야기꾼을 처형하면 선한 진영이 승리합니다. 이 능력은 당신이 죽어도 유지됩니다. [악한 캐릭터 없음]
Outsider
Hermit
Hermit
You have all Outsider abilities. [-0 or -1 Outsider]
Drunk
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Tinker
Tinker
You might die at any time.
Plague Doctor
Plague Doctor
When you die, the Storyteller gains a Minion ability.
Politician
Politician
If you were the player most responsible for your team losing, you change alignment & win, even if dead.
Minion
Assassin
Assassin
Once per game, at night*, choose a player: they die, even if for some reason they could not.
Wizard
Wizard
Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.
Widow
Widow
On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play.
Marionette
Marionette
You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Summoner
Summoner
You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
Demon
Al-Hadikhia
Al-Hadikhia
Each night*, you may choose 3 players (all players learn who): each silently chooses to live or die, but if all live, all die.
Traveller
Thief
Thief
Each night, choose a player (not yourself): their vote counts negatively tomorrow.
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.
Beggar
Beggar
You must use a vote token to vote. If a dead player gives you theirs, you learn their alignment. You are sober & healthy.
Gnome
Gnome
All players start knowing a player of your alignment. You may choose to kill anyone who nominates them.
Fabled
Spirit of Ivory
Spirit of Ivory
There can't be more than 1 extra evil player.
Sentinel
Sentinel
There might be 1 extra or 1 fewer Outsider in play.
Additional Information
Night order, special rules, and jinxes
Jinxes
Plague Doctor
Marionette
Plague Doctor · Marionette If the Storyteller would gain the Marionette ability, one of the Demon's good neighbors becomes the Marionette.
Marionette
Summoner
Marionette · Summoner If there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.