1. See Something Say Something

    Almanac · TinyHome · 22 characters
  2. Townsfolk

    Steward

    You start knowing 1 good player.


    How DARE you accuse Her Ladyship of wrongdoing? I’ve known her my entire life! All nine years!

    "You start knowing 1 good player." The Steward knows 1 good player. The Steward learns a player, but not their character. The Steward learns their information on the first night of the game. If created mid-game, then the Steward learns their information that night instead.

    How to Run

    1. While preparing the first night, put the KNOW reminder by any good character token. During the first night, wake the Steward. Point to the player marked KNOW. Put the Steward to sleep.
  3. Townsfolk

    Noble

    You start knowing 3 players, 1 and only 1 of which is evil.


    Sarcasm is indeed the lowest form of wit. But speaking in response to your criticism, Sir, it is, nevertheless, a form of wit.

    "You start knowing 3 players, 1 and only 1 of which is evil." The Noble learns that one of three players is evil. The Noble learns their information on the first night only. If a Noble is created mid-game, the Noble learns their information on their first night. The Noble learns two good players and one evil player. They may not learn one good player and two evil players. They may not learn three evil players.

    How to Run

    1. While preparing the first night, mark two good players' character tokens with Noble KNOW reminders. Mark any evil player's character token with the third KNOW reminder.
    2. During the first night, wake the Noble. Point to all three players marked KNOW. Put the Noble to sleep.
  4. Townsfolk

    Highpriestess1 75 2-75

    매일 밤, 이야기꾼이 당신이 가장 대화를 나눠야 한다고 생각하는 참가자가 누구인지 알게 됩니다.


    Not written yet.

  5. 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.
  6. Townsfolk

    Villageidiot3

    Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]


    장미는 파랗고, 제비꽃은 빨갛다네. 방금 말 일부러 거꾸로 한거야. 진짜야.

    "매일 밤, 플레이어 1명을 선택하세요. 그 플레이어의 성향을 알게 됩니다. [+0~+2 동네바보. 추가된 동네바보 중 1명은 취해 있습니다.]" 동네바보들은 플레이어의 성향을 알아내는 집단입니다. 취한 동네바보는 게임 세팅 때 이야기꾼이 정합니다. 플레이어 수와 상관없이 동네바보는 1명, 2명, 혹은 3명까지 있을 수 있습니다. 동네바보가 1명뿐이라면 그 플레이어는 취해 있지 않습니다. 취한 동네바보가 참 정보를 받을 수도 있습니다. 세팅 단계에서 동네바보가 추가될 때는 다른 마을주민을 대신합니다. 게임 도중 동네바보가 생기면 한 명만 생깁니다. 동네바보들은 한꺼번에 행동하지 않고, 한 명씩 따로 행동합니다. 멀쩡한 동네바보들이 모두 게임에서 사라져도, 남은 취한 동네바보는 계속 취한 상태입니다. 멀쩡한 동네바보가 다른 이유로 취하거나 중독되더라도, 원래 취한 동네바보는 그대로 취해 있습니다.

    How to Run

    1. 게임을 세팅할 때, 캐릭터 토큰을 주머니에 넣기 전에 마을주민 토큰 0개, 1개, 또는 2개를 동네바보 토큰으로 바꾸세요. 첫날 밤을 준비할 때 동네바보 1명에게 취함 알림을 표시하세요.
    2. 매일 밤, 동네바보를 한 명 깨우세요. 그 플레이어는 플레이어 1명을 가리킵니다. 엄지를 위나 아래로 보여주고 다시 재우세요. 모든 동네바보가 행동할 때까지 반복합니다.
  7. Townsfolk

    King1-75

    매일 밤, 죽은 플레이어 수가 살아있는 플레이어 수 이상이라면, 살아있는 캐릭터 1개를 알게 됩니다. 악마는 당신이 누구인지 알고 있습니다.


    Not written yet.

  8. 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.

  9. Townsfolk

    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.


    I sense great evil in your soul! But... that could just be your perfume. I am allergic to Elderberry.

    "Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you." The Fortune Teller detects who the Demon is, but sometimes thinks good players are Demons. Each night, the Fortune Teller chooses two players and learns if at least one of them is a Demon. They do not learn which of them is a Demon, just that one of them is. If neither is the Demon, they learn this instead. Unfortunately, one player, called the Red Herring, will register as a Demon to the Fortune Teller if chosen. The Red Herring is the same player throughout the entire game. This player may be any good player, even the Fortune Teller themself, and the Fortune Teller does not know which player it is. The Fortune Teller may choose any two players—alive or dead, or even themself. If they choose a dead Demon, then the Fortune Teller still receives a nod.

    How to Run

    1. While preparing the first night, put the Fortune Teller's RED HERRING reminder token by any good character token, marking that player as the Red Herring.
    2. Each night, wake the Fortune Teller. The Fortune Teller points at any two players. If either chosen player is a Demon or the Red Herring, nod your head yes. Otherwise, shake your head no. Put the Fortune Teller to sleep.
    3. In smaller games, making the Fortune Teller their own Red Herring is sometimes advised, as the Fortune Teller gets more information that way.
  10. Townsfolk

    Alsaahir

    Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.


    I am here because of you, and you are here because of me.

    "Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins." The Alsaahir guesses the entire evil team. The Alsaahir’s guesses need to be public, and they need to be during the day. They don’t have to guess every day. Other players may pretend to be the Alsaahir and make a guess. Like the Juggler or the Gossip, the Storyteller will briefly pretend that player is the Alsaahir. If the Alsaahir guesses the Demon player as the Demon, and the Minion players as Minions, the game ends immediately. The Alsaahir must guess all Demon and Minion players. The Alsaahir doesn’t need to guess specific minion characters, nor specific Demon characters. If there is more than one Demon in play, all Demons must be guessed, including dead Demons. If a player is a Minion and Demon, such as Legion, the Alsaahir must guess this player as a Demon. Once a guess is made, the Alsaahir cannot change their mind later that day and guess again. The Alsaahir needs to guess Minions and Demons, even if they are good, but need not guess which Travellers are evil. If the evil team has changed during the game, the Alsaahir must guess the current evil team, not the starting evil team.

    How to Run

    1. Each day, once only, if the Alsaahir declares that they wish to use their ability, prompt them to guess which player is the Demon, and which player(s) are Minions. If incorrect, nothing happens and the game continues. If correct, declare that good wins.

    Examples & Notes

    • Optional rule: like the Juggler and the Gossip, the Storyteller may limit the number of players that make an Alsaahir guess to three players per day. Only use this optional rule if so many players are bluffing as the Alsaahir that the game slows down and ceases to be fun.
  11. Townsfolk

    Engineer

    Once per game, at night, choose which Minions or which Demon is in play.


    If it bends, great. If it breaks, well, it probably needed fixing anyway.

    "Once per game, at night, choose which Minions or which Demon is in play." The Engineer manufactures the threat that the town faces. The Engineer can choose which Minion characters are in play, or which Demon is in play, but not both. When the Engineer creates new in-play characters, the Demon player remains the Demon, and the Minion players remain Minions. The number of evil players stays the same. If the Engineer tries to create an in-play character, that character stays as the same player. The Engineer doesn’t learn this, and may not use their ability again. If creating Minions, the Engineer chooses the same number of Minions that should be in play for the number of players (see the Traveller sheet or the setup sheet). If the Engineer accidentally chooses too many or too few characters, the Storyteller changes as many evil players’ characters as is fair and feasible. Only characters from the current script may be chosen.

    How to Run

    1. Each night, wake the Engineer. They either shake their head no or point at evil characters on the character sheet.
    2. If they shake their head no, nothing happens. Put the Engineer to sleep.
    3. If they point to a Demon or Minions on their character sheet, put them to sleep. Swap all appropriate character tokens with new character tokens. Wake each evil player that changed character, show the YOU ARE info token, then their new character token, then put them to sleep. The Engineer loses their ability—mark them with the NO ABILITY reminder and remove their night token from the night sheet.
  12. Townsfolk

    Fisherman1 75 4-75

    게임당 한 번, 낮에 이야기꾼을 방문해 당신의 진영의 승리에 도움이 되는 조언을 들을 수 있습니다.


    Not written yet.

  13. Townsfolk

    Minstrel

    When a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.


    And I shall hear, tho' soft you tread above me... And all my dreams will warm and sweeter be... If you'll not fail to tell me that you love me... I simply sleep in peace until you come to me.

    "When a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow." The Minstrel makes everybody drunk if a Minion dies. If a Minion is executed and dies, all players (except the Minstrel) become drunk immediately and stay drunk all through the night and all the following day. Townsfolk, Outsiders, Minions, and even Demons become drunk, but not Travellers. This doesn’t happen if a Minion died at night. If a dead Minion is executed, the Minstrel ability does not trigger—a dead character cannot die again! If a Minion is executed but does not die, the Minstrel’s ability does not trigger. If the Minstrel is drunk or poisoned when a Minion dies by execution, the Minstrel ability does not trigger.

    How to Run

    1. During the day, if a Minion dies by execution, all other players except Travellers become drunk—put the Minstrel’s EVERYONE IS DRUNK reminder in the center of the left side of the Grimoire.
    2. At dusk tomorrow, all players made drunk by the Minstrel become sober—remove the EVERYONE IS DRUNK reminder.
  14. Townsfolk

    Magician1 75 2-75

    악마는 당신이 하수인이라고 생각합니다. 하수인은 당신이 악마라고 생각합니다.


    Not written yet.

  15. Outsider

    Drunk

    You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.


    I’m only a hic social drinker, my dear. Admittedly, I am a heavy burp socializer.

    "You do not know you are the Drunk. You think you are a Townsfolk character, but you are not." The Drunk player thinks that they are a Townsfolk, and has no idea that they are actually the Drunk. During setup, the Drunk's token does not go in the bag. Instead, a Townsfolk character token goes in the bag, and the player who draws that token is secretly the Drunk for the whole game. The Storyteller knows. The player does not. The Drunk has no ability. Whenever their Townsfolk ability would affect the game in some way, it doesn't. However, the Storyteller pretends that the player is the Townsfolk they think they are. If that character would wake at night, the Drunk wakes to act as if they are that Townsfolk. If that Townsfolk would gain information, the Storyteller may give them false information instead—and the Storyteller is encouraged to do so.

    How to Run

    1. While setting up the game, before putting character tokens in the bag, remove the Drunk token and add a Townsfolk character token. Add the Drunk's IS THE DRUNK reminder token to the Grimoire. Put the swapped Townsfolk character token in the bag, not the Drunk character token.
    2. While preparing the first night, put the Drunk's IS THE DRUNK reminder token by any Townsfolk character token, changing that player's character to the Drunk. They are now an Outsider, and do not have the ability of this Townsfolk character. (But they think they do.)
    3. During the game, act as if the Drunk is actually this Townsfolk character. (If that character would wake to act at night, the Drunk wakes to act. If their ability would give them information, you can give false information to them if you wish. See "Drunkenness and Poisoning" in the rulebook.)
  16. Outsider

    Golem

    You may only nominate once per game. When you do, if the nominee is not the Demon, they die.


    Golem help? Golem smash! Golem help.

    "You may only nominate once per game. When you do, if the nominee is not the Demon, they die." The Golem kills the player they nominate. When the Golem nominates a player, that player immediately dies. The nomination process continues. If the Golem nominates the Demon, nothing happens. The Storyteller doesn’t confirm or deny that the Golem nominated, and continues with the voting process as normal. The Storyteller may say “nothing happens” if clarity is asked for. After the Golem has nominated once, whether or not the nominee dies, the Golem may not nominate again this game. It is the player’s responsibility to refrain from nominating, not the Storyteller’s. Deliberately nominating when they shouldn’t is considered cheating.

    How to Run

    1. If the Golem nominates a non-Demon, that player dies, then the vote continues as normal. Mark the Golem with the MAY NOT NOMINATE reminder.
    2. If the Golem nominates the Demon, the vote continues as normal. (Do not say why.) Mark the Golem with the MAY NOT NOMINATE reminder.

    Examples & Notes

    • If the Golem accidentally nominates when they shouldn’t, you can either accept or not accept the nomination. It is best to not accept the nomination—as long as you think that this won’t confirm that a Golem is in play. To keep things fair, also do this for players bluffing as the Golem, reminding them that the Golem cannot nominate more than once.
  17. Outsider

    Moonchild

    When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.


    Scorpio looks sideways at the lovers, and you have a choice to make. With silver cross my palm, and your fate shall be revealed. With steel cross my throat, and by the stars you shall regret it.

    "When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die." The Moonchild curses someone upon death, killing them too. The Moonchild must choose a player within a minute or two of learning that they are dead, whether by an execution or at dawn when the Storyteller declares who died at night. The Moonchild can take their time and get advice from the group before making this decision. If the Moonchild chooses a good player, that player dies tonight. If they choose an evil player, nothing happens. As always, play along if an evil player is bluffing as the Moonchild and pretends to use their ability. It is not the Storyteller’s responsibility to prompt the Moonchild to choose a player. The Moonchild must do this shortly after they learn that they are dead. Deliberately not doing so is considered cheating. If the Moonchild is sober and healthy at night but was drunk or poisoned when they chose a player today, that player dies. If the Moonchild is drunk or poisoned at night but was sober and healthy when they chose a player today, that player doesn’t die. The Moonchild kills the Goon if the Goon was good when the Moonchild chose them, regardless of the Goon’s alignment at night.

    How to Run

    1. When you declare that the Moonchild’s player has died, the Moonchild chooses any alive player. If the chosen player is good, mark their character token with the DEAD reminder. Tonight, the player marked with the Moonchild’s DEAD reminder dies.

    Examples & Notes

    • If the Moonchild doesn’t realize that they must choose a player when they die, privately remind them. New players may not understand how their character works.
  18. Outsider

    Barber

    If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.


    Did you know that barbery and surgery were once the same profession? No? Well, now you do.

    "If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters." The Barber allows the Demon to swap any 2 player's characters. The players’ alignments stay the same when they swap characters. Each player learns which character they become. The Demon may choose not to swap players. If a player becomes a new character, they gain the new ability, even if it was a “you start knowing” ability or a “once per game” ability that the original character already used. If there is more than one living Demon, the Storyteller chooses which Demon makes the swap. The Demon may choose themself to swap. The Demon may not choose another Demon player to swap. If a player dies then becomes the Barber, the Demon may not swap two players’ characters tonight.

    How to Run

    1. If the Barber dies, mark them with the HAIRCUTS TONIGHT reminder.
    2. During that night, wake the Demon. Show them the THIS CHARACTER SELECTED YOU info token, then the Barber token. The Demon either shakes their head no or points to two players. Put the Demon to sleep. Remove the HAIRCUTS TONIGHT reminder.
    3. If the Demon pointed to two players, swap the character tokens of the chosen players. One at a time, wake each swapped player, show them the YOU ARE info token and their new character token, then put them to sleep. If a player’s alignment does not match the color of their character token, turn it upside-down.

    Examples & Notes

    • If a good player becomes a Minion or Demon, or an evil player becomes a Townsfolk or Outsider, you may wish to remind them that their alignment has not changed.
  19. Minion

    Harpy

    Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.


    So fair a day I never did see, nor so fowl a presence hanging over me.

    "Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die." The Harpy creates discord and distrust between good players. At night, the Harpy player chooses one player at a time, not two at once. A player chosen by the Harpy is affected by the ability until the next Harpy choice. If the Storyteller decides to kill players with the Harpy ability, they do not need to kill both. The Storyteller can decide to kill only one, or none. The Harpy can choose a dead player. If so, the Storyteller can kill just the living player, since dead players can not die again. The order of deaths due to the Harpy ability can be chosen by the Storyteller, should that be important.

    How to Run

    1. Each night, wake the Harpy. The Harpy points to one player, then another player. Mark the first player with the MAD reminder and the second player with the 2ND reminder. Put the Harpy to sleep. Wake the player marked MAD. Show the THIS CHARACTER SELECTED YOU info token then the Harpy token, then point to the player marked 2ND. Put the player marked “Mad” to sleep.
    2. MAD
    3. 2ND
  20. Minion

    Assassin

    Once per game, at night*, choose a player: they die, even if for some reason they could not.


    ...

    "Once per game, at night*, choose a player: they die, even if for some reason they could not." The Assassin kills who the Demon cannot. Once per game at night, the Assassin can kill a player. This player dies, even if they are protected from death in any way, such as from an ability. The Assassin ability is affected by drunkenness and poisoning, as normal. If the Assassin attacks the Goon, the Goon dies and turns evil.

    How to Run

    1. Each night except the first, wake the Assassin. They either shake their head no or point at any player. Put the Assassin to sleep.
    2. If the Assassin chose a player, that player dies— mark them with the DEAD reminder. This cannot be prevented in any way (except if the Assassin doesn’t have their ability, such as if they’re drunk or poisoned). The Assassin loses their ability—mark them with the NO ABILITY reminder and remove their night token from the night sheet. (The Assassin won’t wake again.)
  21. Minion

    Widow

    On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play.


    More wine? Château d’Ergot ’07 is a very special vintage. My yes, very special indeed.

    "On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play." The Widow sees the Grimoire and poisons a character of their choice. The Widow acts on their first night only, poisoning one player. The player that the Widow poisons is poisoned until the Widow dies. On the same night that the Widow acts, one good player learns that the Widow is in play, but not which player is the Widow, and not which player is poisoned.

    How to Run

    1. While preparing the first night, mark a good player with the KNOW reminder.
    2. On the first night, wake the Widow and show them the Grimoire for as long as they need. The Widow points to a character token in the Grimoire. Mark them with a POISONED reminder. They are poisoned. Put the Widow to sleep.
    3. Wake the player marked KNOW. Show them the Widow character token. Put that good player to sleep.
  22. Minion

    Goblin1 75 2-75

    만약 당신이 지명될 때 공개적으로 고블린이라고 주장한 뒤 처형되면, 당신의 진영이 승리합니다.


    Not written yet.

  23. Demon

    Yaggababble

    You start knowing a secret phrase. For each time you said it publicly today, a player might die.


    Murders inside the Rue Morgue? Фальшивые новости! Hounds on the Baskerville moor? Фальшивые новости! Death while sailing the Nile? Фальшивые новости!

    "You start knowing a secret phrase. For each time you said it publicly today, a player might die." The Yaggababble kills by talking. The phrase that the Yaggababble says can be any length, but is usually 2 to 5 words long. If the Yaggababble says this phrase, the Storyteller may kill a player any time afterwards, until dawn. The Yaggababble may say this phrase as a standalone sentence, or part of another sentence. The Yaggababble may say this phrase multiple times per day. If so, the Storyteller may kill multiple players. The Storyteller chooses which players die. The Storyteller may choose to kill fewer players than the number of times the phrase was said. If the Yaggababble is drunk or poisoned, players cannot die, even if the Yaggababble was sober and healthy when they said their phrase. If the Yaggababble is sober and healthy, players might die, even if the Yaggababble was drunk or poisoned when they said their phrase. It is rare for the Yaggababble to kill during the day.

    How to Run

    1. During setup, write a phrase on a piece of paper, or on a phone.
    2. During the first night, wake the Demon. Show this phrase, then put them to sleep.
    3. Each time Demon says the secret phrase, put a DEAD reminder in the centre of the left side of the Grimoire, as a reminder to yourself to place it tonight.
    4. Each night, you may mark players with these DEAD reminders, and add a shroud to each marked player. These players die.

    Examples & Notes

    • Choose a phrase that is fairly plain. If the Demon has an unusual phrase each day, they will likely die or say it rarely. If the Demon has a common, believable phrase, they will likely say it each day, perhaps more than once each day.
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