1. Trust is a trap

    Almanac · Leya · 25 characters

    Notes

    You can trust the information, but not the player giving it, the timing, or whether they are even on your team.

  2. Townsfolk

    Clockmaker

    You start knowing how many steps from the Demon to its nearest Minion.


    Do not disturb me. The tick must continue, for the circle is a symbol of life and contains all things - all answers - in its divine machinery. I must work.

    "You start knowing how many steps from the Demon to its nearest Minion." The Clockmaker learns the distance from the Demon to their nearest Minion. The Clockmaker only learns this on the first night. The distance is the number of seated players, starting from the player next to the Demon and ending at the nearest Minion, either clockwise or counterclockwise.

    How to Run

    1. During the first night, wake the Clockmaker. Show fingers (1, 2, etc.) equaling the distance in players from the Demon to the nearest Minion, starting with the player neighboring the Demon closer to that Minion. Put the Clockmaker to sleep.
  3. Townsfolk

    Balloonist

    Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]


    More heat! Higher! Higher! Più alto! Ahhh... it is so beautiful from up here, don't you agree? Can you see the children fishing by the river, under the willow? Can you see the glint of the sun on the circus tent-poles? What's this? An old man, alone, passed out in the vineyard? Less heat! Lower! Lower! Vai più in basso!

    "Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]" The Balloonist learns players of different character types. Each time the Balloonist learns a player, the player must have a different character type to the previously shown player. The Balloonist does not learn the character type of the player they learn. The shown player can be alive or dead. The shown player can be good or evil. If the Balloonist is drunk or poisoned, they may learn a character of the same type as the previously shown player. When the Balloonist becomes sober and healthy, they must learn a player of a different character type to the previously shown player. During setup, the Storyteller may choose to add an Outsider due to the Balloonist’s ability.

    How to Run

    1. During setup, you may add an Outsider.
    2. When preparing the first night, mark any player with the KNOW reminder. When preparing each night afterwards, mark a character of a different type than the current with the KNOW reminder.
    3. Each night, wake the Balloonist. Point to the player marked KNOW. Put the Balloonist to sleep.
  4. Townsfolk

    Snake Charmer

    Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.


    Effendi... I am but a humble man, but my pipe is golden and a single tune will tame the wildest djinn, Inshallah. They say that greed hangs more men than rope. But not I, Effendi... not I.

    "Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned." The Snake Charmer learns player after player that is not the Demon... but becomes the Demon if they get either too greedy or too bold. Each night, they choose a player. If that player is not the Demon, nothing happens. If they are the Demon, the Snake Charmer becomes that Demon and turns evil, and the Demon becomes good and poisoned permanently. If the Philosopher has the Snake Charmer ability and becomes the Demon, the Demon becomes a poisoned Philosopher.

    How to Run

    1. Each night, wake the Snake Charmer. They point at any player.
    2. If that player is not the Demon, nothing happens. Put the Snake Charmer to sleep.
    3. If that player is the Demon, the old Snake Charmer changes into the new (evil) Demon, and the old Demon changes into the new (good) Snake Charmer—swap the Snake Charmer token and the Demon’s token. The new Snake Charmer is poisoned - mark them with the POISONED reminder. Wake the new Demon and show them the YOU ARE info token, a thumbs-down, the YOU ARE token, then the Demon’s token. (This shows they are now evil and the Demon.) Put the new Demon to sleep. Wake the new Snake Charmer and show them the YOU ARE info token, a thumbs-up, the YOU ARE info token, then the Snake Charmer token. (This shows they are now good and the Snake Charmer.) Put the new Snake Charmer to sleep.

    Examples & Notes

    • In the strange situation that the Snake Charmer is evil, or the Demon good, swap their alignments as appropriate.
  5. Townsfolk

    Dreamer1-75

    매일 밤, 본인을 제외하고 플레이어를 1명 선택합니다. 그리고 선한 캐릭터와 악한 캐릭터를 각 1개씩 알게 됩니다. 그중 1개가 해당 플레이어의 캐릭터입니다.


    Not written yet.

  6. Townsfolk

    Flowergirl

    Each night*, you learn if a Demon voted today.


    Yesterday's violets have withered and died, but today my poppies bloom.

    "Each night*, you learn if a Demon voted today." The Flowergirl knows if the Demon voted or not. A Demon’s vote counts whether or not the nominee was executed. The Flowergirl does not detect if the Demon raised their hand for other reasons, such as when the players “vote” on what to order for dinner, or when the players raise their hand to exile a Traveller. If the Demon changes players after the original Demon voted but before the Flowergirl wakes to learn their information, the Flowergirl detects the original Demon. If there are two (or more!) Demons, even dead Demons, the Flowergirl detects if any of them voted. If even one Demon voted, the Flowergirl learns a “yes”.

    How to Run

    1. Each dawn, mark the Flowergirl with the DEMON NOT VOTED reminder, and remove the DEMON VOTED reminder, if any.
    2. Each day, if the Demon votes for any execution, replace the DEMON NOT VOTED reminder with the DEMON VOTED reminder.
    3. Each night except the first, wake the Flowergirl. If the Flowergirl is marked DEMON NOT VOTED, shake your head no. If the Flowergirl is marked DEMON VOTED, nod your head yes. Then, put the Flowergirl to sleep.

    Examples & Notes

    • If you forget whether the Demon voted or not, wake the Demon at night and ask by showing them the DID YOU VOTE TODAY? info token. They must answer honestly, then go to sleep.
  7. Townsfolk

    Town Crier

    Each night*, you learn if a Minion nominated today.


    Hear ye! Hear ye! Witchcraft in the labyrinth! Genius savant reveals all! Town in danger! Hear Ye!

    "Each night*, you learn if a Minion nominated today." The Town Crier knows when Minions nominate. Each night, the Town Crier learns either a “yes” or a “no”. They do not learn which players are Minions or how many Minions made nominations, just whether or not any Minions made nominations today.

    How to Run

    1. Each dawn, mark the Town Crier with the MINIONS NOT NOMINATED reminder, and remove the MINION NOMINATED reminder, if any.
    2. Each day, if any Minion makes a nomination, replace the MINIONS NOT NOMINATED reminder with the MINION NOMINATED reminder.
    3. Each night except the first, wake the Town Crier. If the Town Crier is marked MINIONS NOT NOMINATED, shake your head no. If the Town Crier is marked MINION NOMINATED, nod your head yes. Then, put the Town Crier to sleep. Remove the MINION NOMINATED reminder, if any.

    Examples & Notes

    • If you forget whether a Minion made a nomination or not, wake each Minion at night and ask by showing them the DID YOU NOMINATE TODAY? info token. They must answer honestly, then go to sleep.
  8. Townsfolk

    Oracle

    Each night*, you learn how many dead players are evil.


    Only the chosen may gaze beyond the veil. The dead are restless, and they point in silence toward the icy north.

    "Each night*, you learn how many dead players are evil." The Oracle knows how many dead players are evil. Because the Oracle acts after the Demon attacks each night, the Oracle’s info refers to the players that are dead when dawn breaks and all players open their eyes. The Oracle detects dead Minions and Demons, but also any other players that are evil, such as evil Travellers, or Townsfolk and Outsiders that have been turned evil. When counting the number of dead players, remember to count Townsfolk and Outsider tokens that are upside-down, which means their alignment is the opposite of what is printed.

    How to Run

    1. Each night except the first, wake the Oracle. Show fingers (0, 1, 2, etc.) equaling the number of dead evil players. Then, put the Oracle to sleep.
  9. Townsfolk

    Undertaker

    Each night*, you learn which character died by execution today.


    Hmmm....what have we here? The left boot is worn down to the heel, with flint shavings under the tongue. This is the garb of a Military man.

    "Each night*, you learn which character died by execution today." The Undertaker learns which character was executed today. The player must have died from execution for the Undertaker to learn who they are. Deaths during the day for other reasons, such as the Gunslinger choosing a player to kill, or the exile of a Traveller, do not count. The Undertaker wakes each night except the first, as there have been no executions yet. If nobody died today, the Undertaker learns nothing. The Storyteller either does not wake the Undertaker at night, or wakes them but does not show a token. If the Drunk is executed, the Undertaker is shown the Drunk character token, not the token for the Townsfolk that the Drunk player thought they were.

    How to Run

    1. If a player dies by execution, put the Undertaker's DIED TODAY reminder token by the dead player's character token.
    2. Each night except the first, if any player died by execution today, wake the Undertaker. Show the character token marked DIED TODAY to the Undertaker. Put the Undertaker to sleep. Remove the Undertaker's reminder token when convenient.
    3. In Trouble Brewing, there can only be one execution per day, and every execution causes a player to die. In other editions, there may be more than one execution per day (in which case the Storyteller chooses which character to show the Undertaker) or the execution does not cause a death (in which case the Undertaker learns nothing).
  10. Townsfolk

    Innkeeper

    Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.


    Come inside, fair traveller, and rest your weary bones. Drink and be merry, for the legions of the Dark One shall not harass thee tonight.

    "Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk." The Innkeeper protects people from death at night, but somebody gets drunk in the process. The Innkeeper, like the Monk, makes players safe from being killed by the Demon. They are also safe from death caused by Outsiders, Minions, Townsfolk, and Travellers. The Innkeeper only protects players at night, not the day. One of the two players that the Innkeeper chooses becomes drunk for tonight and the next day. This player may be good or evil, but will almost always be good, depending how your game is going. An Innkeeper that chooses themself might become drunk, which means they have no ability and may die tonight—and the other player they chose to protect isn’t safe either.

    How to Run

    1. Each night except the first, wake the Innkeeper. They point at any two players. Put the Innkeeper to sleep. Mark the two chosen players with SAFE reminders. One of the chosen players becomes drunk—mark them with the DRUNK reminder. The players marked SAFE cannot die tonight.
    2. At dawn, remove the SAFE reminders.
    3. At dusk, remove the DRUNK reminder.
  11. Townsfolk

    Seamstress

    Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.


    Did you hear that stranger in the cashmere coat put the word on our young Belle? And she said yes? Well, that's nothing compared to what Harry and that juggler got up to at the fair! The things I could say if I was a tattletale... my, yes.

    "Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment." The Seamstress learns whether 2 players are on the same team as each other. They only get this information once per game, so they had best choose wisely when and who. They may choose alive or dead players or even Travellers.

    How to Run

    1. Each night, wake the Seamstress. They either shake their head no or point at any two players except themself.
    2. If they shake their head no, nothing happens. Put the Seamstress to sleep.
    3. If they point at two players, either nod your head yes (to indicate these players have the same alignment) or shake your head no (to indicate these players do not have the same alignment). Put the Seamstress to sleep. The Seamstress loses their ability - mark them with the NO ABILITY reminder and remove their night token from the night sheet.
  12. Townsfolk

    Philosopher

    Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.


    If anything is real, beer is real. Drink, for tomorrow we may die.

    "Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk." The Philosopher has no ability until they decide which character they want to emulate. They can do this once per game. When they do so, they gain that character’s ability. They do not become that character. They may want to wait a while to choose. If the Philosopher chooses a character that is already in play, the player of that character becomes drunk. If the Philosopher then dies or becomes drunk or poisoned, the player they are making drunk becomes sober again. If the Philosopher chose a character that was not in play at the time but is in play now, that character is drunk. If the Philosopher gains an ability that works at night, they wake when that character would wake. If this ability is used on the first night only, they use it tonight. If the Philosopher regains their ability via the Bone Collector, or uses their ability twice via the Barista, the Philosopher may choose a new ability, or the same ability as before. If the Philosopher’s ability works while dead, such as the Klutz’s, it works if the Philosopher is dead.

    How to Run

    1. Each night, wake the Philosopher. They either shake their head no or point at any Townsfolk icon or any Outsider icon on their character sheet. Put the Philosopher to sleep.
    2. If they pointed to an icon of a character not in play, swap the Philosopher token with the chosen character token and mark them with the IS THE PHILOSOPHER reminder.
    3. If they pointed to an icon of a character in play, the player of the chosen character becomes drunk - mark them with the DRUNK reminder. (You can now use the duplicated character’s reminders for the Philosopher). If the Philosopher dies, the player made drunk by the Philosopher becomes sober - remove the DRUNK reminder.
  13. Townsfolk

    Artist

    Once per game, during the day, privately ask the Storyteller any yes/no question.


    Mon Dieu! C'est lumineux! My work, she is... how you say... Magnifique! Dieu est révélé! Oui.

    "Once per game, during the day, privately ask the Storyteller any yes/no question." The Artist may ask any 1 question, and get an honest answer. The question may deal with anything at all, phrased in any way they want. The Storyteller honestly answers “yes,” “no,” or “I don’t know.” It is up to the Artist to talk with the Storyteller, not the other way around. This isn’t a public conversation, and the group can’t listen in. It’s private.

    How to Run

    1. During any day, the Artist can request a private chat with you. Take them away from the circle so you cannot be overheard. They will ask you a question. Whisper “Yes,” “No,” or “I don’t know,” to them, or if you cannot answer in one of these ways, prompt the Artist to ask again in a different way. The Artist loses their ability - mark them with the NO ABILITY reminder.

    Examples & Notes

    • Like the Savant, evil players bluffing as the Artist may request a private chat with you and pretend to ask a question. To help them bluff, you can pretend to give an answer by nodding or shaking your head.
  14. Townsfolk

    Ravenkeeper

    If you die at night, you are woken to choose a player: you learn their character.


    My birds will avenge me! Fly! Fly, my sweet and dutiful pets! To the manor and to the river! To the alleys and to the salons! Fly!

    "If you die at night, you are woken to choose a player: you learn their character." If the Ravenkeeper dies at night, they get to learn one player's character. The Ravenkeeper is woken on the night that they die, and chooses a player immediately. The Ravenkeeper may choose a dead player if they wish.

    How to Run

    1. If the Ravenkeeper died tonight, wake them. They point at any player. Show the chosen player's character token to the Ravenkeeper. Put the Ravenkeeper to sleep.
    2. We advise you to discourage or even ban players from talking about what they are doing at night as they are doing it.
  15. Outsider

    Hermit

    You have all Outsider abilities. [-0 or -1 Outsider]


    In the lost and forgotten places of the earth, the soul’s light beckons.

    "You have all Outsider abilities. [-0 or -1 Outsider]" The Hermit isn’t really here. The Hermit has the abilities of all the other Outsiders on the Script, all at once. They do not have the abilities of Outsiders that are not on the script. If a custom script has more than 4 Outsiders, the Hermit has all these Outsider abilities. If one of the Outsider abilities continues after death, such as the Recluse’s, the Hermit keeps that ability when they die, but does not keep their other Outsider abilities. A Hermit with the Drunk ability does not know that they are the Hermit, and their other Outsider abilities function as normal. A Hermit with the Recluse ability can register as a different character etc. If an Outsider has a jinx, that jinx applies to the Hermit too. The Hermit may remove the Hermit from play during setup, resulting in one less Outsider than normal. If this happens, the Hermit may still be a bluff given to the Demon.

    How to Run

    1. During setup, you may remove an Outsider token and add a Townsfolk token.
    2. Whenever appropriate, treat the Hermit as if they are the other Outsiders, including waking them at night, and using other Outsiders’ reminder tokens. If the Hermit duplicates an in-play Outsider, use the Hermit’s 1, 2 and 3 reminders instead.

    Examples & Notes

    • If Outsider abilities clash, make up a rule to fix the clash, and tell the group. For example, for a Hermit-Butler-Zealot, you may declare that the Hermit must vote when their master votes.
  16. Outsider

    Lunatic

    You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.


    I am the night... I think.

    "You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night." The Lunatic thinks that they are the Demon. Much like the Drunk, the Lunatic does not know their real character or real alignment. They are woken each night to attack as if they were the Demon that is in play, but their choices have no effect because they have no Demon ability. The Lunatic wakes during the first night to learn three bluffs and the appropriate number of Minions, but this information may be wrong. The real Demon knows which players the Lunatic chose to attack each night.

    How to Run

    1. While setting up the game, put the Lunatic and Demon tokens in the bag. Once all tokens have been returned to you, swap the positions of the Lunatic and Demon tokens in the Grimoire.
    2. During the first night, wake the Lunatic and act as if they are the Demon. Show them the THESE ARE YOUR MINIONS info token and point to a number of players equaling the number of Minions in play. (These can be any players, whether or not they are Minions.) Show any three good character tokens as bluffs. (These can even be characters that are in play.)
    3. During the first night, wake the Demon. Show them the YOU ARE info token, then their Demon token. (This tells them they are the real Demon.) Show them the THIS PLAYER IS info token, then the Lunatic token, then point at the Lunatic player.
    4. Each night, before the Demon wakes to attack, wake the Lunatic to act as if they were that Demon. Put a CHOSEN reminder on each player they chose, then put them to sleep. Wake the real Demon, point at the Lunatic, show the Lunatic token to the real Demon, and point at the players that the Lunatic chose. Then the Demon acts as normal.

    Examples & Notes

    • You can make the Lunatic think they are a different Demon than the in-play Demon by instead putting two Demon tokens in the bag, then replacing one of them with the Lunatic token once they are in the Grimoire.
  17. Outsider

    Recluse1-75

    당신은 하수인이나 악마로 보일 수도 있습니다. 이 능력은 당신이 죽어도 유지됩니다.


    Not written yet.

  18. Outsider

    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.


    When one begins to think that some thing is merely some other thing, one is usually on the brink of an error. Patience, patience. Don’t confuse just and should with is and isn’t.

    "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." The Puzzlemaster tries to figure out who is drunk. A player is drunk for the whole game. It will most often be a Townsfolk, but could be an Outsider. This player does not know that they are drunk. Once per game, the Puzzlemaster may guess which player it is. They may guess publicly, or privately. Whatever their guess, the Storyteller privately tells the Puzzlemaster the name of one player. If the Puzzlemaster guessed correctly, they learn which player the Demon is. If the Puzzlemaster guessed incorrectly, they learn a different player instead. The Puzzlemaster isn’t told if they guessed correctly or not. Only the player made drunk by the Puzzlemaster counts as a successful guess. Players drunk by other means don’t count. If the Puzzlemaster dies, the drunk player is still drunk. A dead Puzzlemaster may not make a guess, as they don’t have that part of their ability.

    How to Run

    1. While preparing the first night, mark any player with the Puzzlemaster’s DRUNK reminder. This player is drunk.
    2. At any time during the game, the Puzzlemaster may guess a player, either publicly or by having a private discussion with you. If their guessed player is marked by the Puzzlemaster’s DRUNK reminder, privately tell the Puzzlemaster which player is the Demon. If their guessed player is not marked by the Puzzlemaster’s DRUNK reminder, privately tell the Puzzlemaster the name of a non-Demon player. (Do not say if they guessed correctly or not.) Either way, mark the Puzzlemaster with the GUESS USED reminder.

    Examples & Notes

    • While you can make a Minion or the Demon drunk with the Puzzlemaster ability, only do this if you have an excellent reason in mind. It is almost always best to select a Townsfolk player.
  19. Minion

    Poisoner

    Each night, choose a player: they are poisoned tonight and tomorrow day.


    Add compound Alpha to compound Beta... NOT TOO MUCH!

    "Each night, choose a player: they are poisoned tonight and tomorrow day." The Poisoner secretly disrupts character abilities. Each night, the Poisoner chooses someone to poison for that night and the entire next day. A poisoned player has no ability, but the Storyteller pretends they do. They do not affect the game in any real way. However, to keep up the illusion that the poisoned player is not poisoned, the Storyteller wakes them at the appropriate time and goes through the motions as if they were not poisoned. If their ability gives them information, the Storyteller may give them false information. If a poisoned player uses a "once per game" ability while poisoned, they cannot use their ability again.

    How to Run

    1. Each night, wake the Poisoner. They point at any player. The chosen player becomes poisoned—put the POISONED reminder token by the chosen player's character token. Put the Poisoner to sleep. (This poisoned player wakes and acts normally. They have no ability, but they think they do. If their ability would give them information, you can give false information to them if you wish. See “Drunkenness and Poisoning” in the rulebook.)
    2. Each dusk, the poisoned player becomes healthy—remove their POISONED reminder.
  20. Minion

    Devilsadvocate1 75 3-75

    매일 밤, 어제와 다른 살아있는 플레이어를 1명 선택합니다. 해당 플레이어는 내일 처형되더라도 죽지 않습니다.


    Not written yet.

  21. Minion

    Cerenovus

    Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.


    Reality is merely an opinion. Specifically, my opinion.

    "Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed." The Cerenovus encourages players to pretend to be different characters than they actually are. The Cerenovus chooses Townsfolk or Outsiders that players are mad about being. They must try to convince the group that they actually are this character tomorrow, or else die. Simply hinting is not enough to avoid death. The player must make a decent effort to convince the group. Mad players are never literally forced to say things they don’t want to—but if the Storyteller doesn’t hear them make an effort, they pay the price. Mad evil players might be executed this way, but “might” means you can choose not to, to prevent evil from winning by this strategy. Like the Mutant, an execution penalty counts as the one execution allowed per day.

    How to Run

    1. Each night, wake the Cerenovus. They point at any player and at any Townsfolk or Outsider icon on their character sheet. Put the Cerenovus to sleep. Mark the chosen player with the MAD reminder. Wake this player, show them the THIS CHARACTER SELECTED YOU info token, then the Cerenovus token, then the character token of the character they are mad about being. Put that player to sleep.
    2. During the next day or night, if you feel that the mad player has not done their best to convince the group they are this character, you can decide to execute them. Declare this to the group. They die. If you execute them during the day before the normal execution happens, go to the night phase. (There is a maximum of one execution per day.)
  22. Minion

    Fearmonger

    Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player.


    Beware of gazing long into the Abyss, lest the Abyss also gaze into you.

    "Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player." The Fearmonger creates paranoia about who nominates whom. During the first night, when the Fearmonger selects a player, all players learn this. During other nights, each time the Fearmonger selects a new player, all players learn this. If the Fearmonger selects the same player as previously, the players learn nothing. The players only learn that the Fearmonger has acted, not which player was selected. If the Fearmonger nominates their chosen player, and that nomination results in their execution, the chosen player loses, their team loses, and the game ends. Only the currently chosen player is susceptible to the Fearmonger’s ability. Previously chosen players don’t count. If the chosen player is executed but does not die, the chosen player’s team still loses.

    How to Run

    1. Each night, wake the Fearmonger. They point at any player. Put the Fearmonger to sleep. Mark the chosen player with the FEAR reminder. If the Fearmonger chose a player who wasn’t already marked with the FEAR reminder, declare that “The Fearmonger has chosen a player.” (This informs the group that the Fearmonger is alive and has chosen a new player.)
    2. If the Fearmonger nominates the player marked FEAR, and that nomination results in their execution, declare that the game is over and which team has won.
  23. Demon

    No Dashii

    Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.


    By the sins of Arnoch, I feel thy laden stench. By the curs-ed sun and her foul legion of tiny grinning gods, I corrupt thee. By the blessed night and the hidden depths of the horrid and unholy sea, I end thy squalid life upon this plane.

    "Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned." The No Dashii poisons their neighboring Townsfolk. The No Dashii’s closest clockwise and counterclockwise Townsfolk neighbors are poisoned, regardless of whether they are alive or dead. If a No Dashii dies or otherwise loses their ability, then those two players become healthy. Two Townsfolk players will always be poisoned this way, as neighboring Outsiders, Minions, or Travellers are skipped. If a new player becomes the No Dashii, or a poisoned Townsfolk changes into a non-Townsfolk character, the players who are poisoned may change immediately based on who the neighbors of the No Dashii are.

    How to Run

    1. While preparing the first night, the two Townsfolk neighboring the No Dashii become poisoned - mark them with POISONED reminders.
    2. If a Townsfolk poisoned by the No Dashii becomes a non-Townsfolk character, or the No Dashii turns into a different character, or if a new player becomes the No Dashii, the new neighbors of the No Dashii become poisoned, and the old neighbors become healthy - move the No Dashii’s POISONED reminders immediately if needed.
    3. Each night except the first, wake the No Dashii. They point at any player. That player dies - mark them with the DEAD reminder. Put the No Dashii to sleep.
  24. Demon

    Zombuul1 75 2-75

    매일 밤*, 만약 오늘 낮에 아무도 죽지 않았다면, 참가자 1명을 선택합니다. 해당 참가자는 죽습니다. 당신이 처음 죽을 때, 실제로는 살아있지만 죽은 것처럼 취급됩니다.


    Not written yet.

  25. Demon

    Vigormortis

    Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]


    All doors are one door. All keys are one key. All cups are one cup, but whosoever drinketh of the water that I give shall never thirst, but the water shall be in him a well springing up into everlasting life.

    "Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]" The Vigormortis kills their own Minions, but those Minions keep their ability. Every time the Vigormortis kills a Minion, they die but keep their ability for as long as the Vigormortis remains alive. The Witch, Cerenovus, and Pit-Hag still act each night. Somewhat like the No Dashii, the dead Minion’s closest clockwise or closest counterclockwise Townsfolk becomes poisoned, even if they are dead. If the Vigormortis dies or otherwise loses their ability, then those players become healthy again. One Townsfolk per Minion will always be poisoned this way, as neighboring Outsiders, Minions, or Travellers are skipped. The Storyteller chooses which of the two Townsfolk is poisoned. All Minions killed by the Vigormortis keep their ability and poison a Townsfolk, not just the most recent. If a dead Minion becomes a non-Minion character, they no longer poison a Townsfolk and have no ability. If a dead Minion becomes drunk or poisoned, they lose their ability until they become sober and healthy again.

    How to Run

    1. While setting up the game, before putting the character tokens in the bag, remove one Outsider character token and add one Townsfolk character token. (If there are no Outsider tokens to remove, do not add a Townsfolk token.)
    2. Each night except the first, wake the Vigormortis. They point at any player. Put the Vigormortis to sleep. If the chosen player isn’t a Minion, that player dies - mark them with a DEAD reminder.
    3. If the chosen player is a Minion, that player dies - mark them with a DEAD reminder and a HAS ABILITY reminder. The closest clockwise or closest counterclockwise Townsfolk to the Minion becomes poisoned - mark them with a POISONED reminder.
  26. Demon

    Fanggu1 75 3-75

    매일 밤*, 플레이어 1명을 선택합니다: 그는 사망합니다. 이 능력으로 사망한 첫 외지인만이 악한 팡 구가 되고 당신이 대신 사망합니다. [외지인 +1명]


    그대들이 쌓아 올린 벽도 무기도, 그저 꿈속에서 피어오른 연기일 뿐이니라.

    Not written yet.

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