1. Babble Your Way out of This

    Almanac · Yogscast · 13 characters
  2. Townsfolk

    Knight

    You start knowing 2 players that are not the Demon.


    When a man lies, he murders some part of the world.

    "You start knowing 2 players that are not the Demon." The Knight knows players that are not the Demon. On the first night, the Knight learns two players who are not the Demon. On subsequent nights, they learn nothing more. The Knight can learn Townsfolk, Outsiders or even Minions but does not learn which character type they are.

    How to Run

    1. During setup, mark two non-Demon players with the Knight’s KNOW reminders. During the first night, wake the Knight. Point to the two players marked KNOW.
  3. Townsfolk

    Empath

    Each night, you learn how many of your 2 alive neighbors are evil.


    My skin prickles. Something is not right here. I can feel it.

    "Each night, you learn how many of your 2 alive neighbors are evil." The Empath keeps learning if their living neighbours are good or evil. The Empath only learns how many of their neighbours are evil, not which one is evil. The Empath does not detect dead players. So, if the Empath is sitting next to a dead player, they do not get info about that dead player. Instead, they get info about the closest alive player in that direction. The Empath acts after the Demon, so if the Demon kills one of the Empath's alive neighbours, the Empath does not learn about the now-dead player. The Empath's information is accurate at dawn, not at dusk.

    How to Run

    1. Each night, wake the Empath. Show them fingers (0, 1, or 2) equaling the number of evil players neighbouring the Empath. Put the Empath to sleep.
  4. 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.

  5. Townsfolk

    Banshee

    If the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.


    Gorm do shúile, dearg do ghruaig, ní bheidh sé i bhfad, is a mbeidh tú san uaigh.

    "If the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.” The Banshee becomes more powerful when dead, nominating and voting twice as much. When alive, the Banshee nominates and votes as normal. When dead, they may nominate twice per day, even though dead players may normally not nominate at all. When dead, they may vote for any nomination they wish and do not need a vote token to do so. They may vote twice for the same nomination. The Banshee only gains these powers if they were killed by the Demon. Dying by execution or to a non-Demon ability does not count. To vote twice, the Banshee player raises both hands when votes are counted. If the player is unable to do this due to a disability, the Storyteller can count their normal vote twice.

    How to Run

    1. If the Banshee is killed by the Demon, place the HAS ABILITY reminder token next to the Banshee and say “The Banshee has awoken” or something similarly dramatic. The Banshee may nominate twice per day, but it is the player’s responsibility to remember how many times they have nominated. The Banshee may raise two hands when voting. When counting the votes, count each hand as a vote.
    2. If the Banshee is killed by the Demon but does not have their ability at that time or is killed by a non-Demon ability, then do not tell the group that the Banshee ability has been triggered. The Banshee may not nominate, and needs a vote token to vote, like a regular dead player.

    Examples & Notes

    • If all good players are dead, the game continues. Good can still win due to the Banshee being able to nominate.
  6. Townsfolk

    Fool1-75

    처음으로 죽게 될 때, 죽지 않습니다.


    Not written yet.

  7. 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.
  8. 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.)
  9. Outsider

    Hatter

    If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.


    One Hat. Too Hat. Three Hat. Tea Hat. Fore Hat. Thrive Hat. Six Hat. Sticks Hat.

    "If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be." The Hatter allows the evil players to change characters. Each player with a Minion or Demon character may choose to become any character of the same type as their current character. They may choose not to change characters. 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 had already been used. Once a player has changed character, their previous character ability has no further effect on the game. If a player dies then becomes the Hatter, the evil players do not change characters tonight. Once a character has been chosen, a second player cannot choose the same character. If it is already in play, the player with that character must choose a new character.

    How to Run

    1. If the Hatter dies, mark them with the TEA PARTY TONIGHT reminder.
    2. During that night, wake the Minions and Demon. Show them the THIS CHARACTER SELECTED YOU info token, then the Hatter token. Each player either shakes their head no or points to another character of the same type as their current character. If a second player would end up with the same character as another player, shake your head no and gesture for them to choose again. Put them to sleep. Remove the TEA PARTY TONIGHT reminder. Change each player to the character they chose.

    Examples & Notes

    • Optional rule: if the Hatter dies, allow the Demon to become a Minion, and a Minion to become a Demon. This may cause some chaos among the evil team as they try to communicate silently at night about who wants to be the Demon.
  10. Minion

    Pit-Hag

    Each night*, choose a player & a character they become (if not in play). If a Demon is made, deaths tonight are arbitrary.


    Round about the cauldron go; In the poison'd entrails throw; Toad, that under cold stone; Days and nights has thirty-one; Sweated venom sleeping got; Boil thou first in the charmed pot.

    "Each night*, choose a player & a character they become (if not in play). If a Demon is made, deaths tonight are arbitrary." The Pit-Hag changes players into different characters. Each night, the Pit-Hag chooses a player and a character to turn that player into. They can’t create duplicate characters. If the character is already in play, nothing happens.

    How to Run

    1. Each night except the first, wake the Pit-Hag. They point at any player and any character icon on their character sheet. Put the Pit-Hag to sleep.
    2. If the chosen character is in play, nothing happens.
    3. If the chosen character is not in play, wake the chosen player. Show them the YOU ARE info token, then their new character token, then put them to sleep. Replace their old character token with the new character token. (You may need to turn character tokens upside-down to remind you that a player’s alignment is opposite to the color of the token. You may need to remind the player that their alignment is unchanged, by giving a thumbs-up or thumbs-down.)
    4. If a Demon is created, you may choose any players to kill or to protect throughout the night to balance the game. Additional deaths are considered attacks from the Pit-Hag.

    Examples & Notes

    • If the Pit-Hag changes a Demon into a new Demon, it is best to make no death occur tonight, so the good team gets a clue that the Demon has changed. You can even wake the Demon, see who they choose to attack, and decide that no one dies. If the Pit-Hag creates a new evil Demon, it is best to kill the old Demon and some other player, to signal to the good team that the Demon has changed. If the Pit-Hag creates a good Demon, it is best to kill either Demon (if it is the final night), or to just let two Demons run amok (if it is not the final night)—but since all Demons must die for good to win, use caution.
  11. Minion

    Wizard

    Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.


    Every man and every woman is a star. Love is the law, love under will.

    "Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature." The Wizard makes a wish. This wish is limited only by the player’s imagination. It can be anything at all. The Wizard can write their wish on their phone and wake at night to show the Storyteller, or talk with the Storyteller in private during the day. The Wizard could even make a wish publicly if they are feeling foolish. If the Storyteller tells the group that the Wizard has made a wish, they need not do so immediately, and can do so at any point later on. Many wishes have a price. The price changes the game in some way, or changes the wish in some way. It can be anything at all, and is decided by the Storyteller. The Storyteller may or may not tell the Wizard what the price is. The purpose of the price is to rebalance a wish that is unfair for the good team on a mechanical level. Many wishes leave a clue. The clue can be anything at all, is decided by the Storyteller, and is declared publicly. The purpose of a clue is to rebalance a wish that is unfair to the good team on an informational level. When the Wizard dies, the wish may or may not still be in effect, depending on the nature of the wish and the nature of the price. If the Wizard makes a wish that the Storyteller doesn’t understand, or feels like it would be impossible to implement, the Storyteller may ask the Wizard to wish again, or cancel the wish.

    How to Run

    1. When the Wizard makes a wish, either verbally or via text, decide whether to accept or decline the wish. If the wish is declined, prompt the Wizard to wish again, or tell them that they have no more wishes.
    2. If the wish is granted, say “Your wish is granted.” or “Your wish is my command”, or nod, or otherwise signal that their wish is accepted. Now or later, you may make a price: make whatever mechanical adjustments to the game you feel are necessary for the wish to be balanced. Now or later, you may declare publicly that the Wizard has made a wish, then give the good team a clue about what was wished.

    Examples & Notes

    • Storytelling the Wizard can be tricky. The Wizard is the most fun for everybody when all wishes are granted, all wishes leave a clue, and all wishes have a price. However...
    • If you feel that by granting a wish, the evil team has benefitted a small amount but the good team still has all they need to figure out who the Demon is and to win the game, you may apply no clue and no price. You may even skip telling the good team that the Wizard has made a wish, or tell them but give no clue.
    • If you feel that by granting the wish, the good team is at a severe disadvantage in terms of balance - the game rules have changed so that it is impossible for the good team to win even if they learn who the Demon is - then change the game rules or change the wish so that it is still fair for the good team.
    • If you feel that by granting the wish, the good team is at a severe disadvantage in terms of knowledge - they lack the needed information to reasonably win the game - then give them a helpful clue to find out what the wish was.
    • If you feel that the wish is so extreme and convoluted that you can think of no clue or price to balance it, or that it would just make the game unfun, then decline the wish completely.
    • Overall, the wish should tip the scales in favour of the Wizard, but still allow the good team a reasonable chance of winning. Take your time in deciding how to do this.
  12. 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.
  13. Demon

    Kazali

    Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]


    Gon(z)a7les6. Take cau8tun. The mech4an4ion is iNvert10d. E99ors insy6tum. Reco{7}fig.

    "Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]" The Kazali chooses their own Minions. If a Kazali is created mid game, the Kazali does not choose new Minion players. The Storyteller can give the Minions’ original good characters as bluffs to the Demon, since they are not in play. The Kazali acts at a time that is technically both during setup and during the first night. The Storyteller may keep the Kazali awake, or put the Kazali to sleep, when waking the Minions to tell them which Minion that they are. Only Minions that are on the script may be chosen. Duplicate Minion characters are not allowed.

    How to Run

    1. While setting up the game, remove all Minion tokens and add Townsfolk or Outsider tokens.
    2. During the first night, wake the Kazali. The Kazali points at a player and a Minion on the character sheet. Replace their old character token with the Minion token, show them the “You Are” info token then the Minion character token, and give a thumbs down. Repeat until the normal number of Minions exist. Put the Kazali to sleep.
    3. Each night except the first, wake the Kazali. They point at any player. That player dies.

    Examples & Notes

    • Depending on the script, adding more than one Outsider can put the good team at a significant disadvantage.
  14. Fabled

    Toymaker

    The Demon may choose not to attack & must do this at least once per game. Evil players get normal starting info.


    It buzzes! It walks down stairs! It keeps you warm at night! It tastes like sugar! The kiddies love it! Introducing... the brand new... Warm'o-buzzy-wuzzy-walk'a'bot-thingy-contraption! Fun for all ages!

    "The Demon may choose not to attack & must do this at least once per game. Evil players get normal starting info." Use the Toymaker to make small games take more time. If you created a character list using the Teensyville option in the Script Tool, then you may want to use the Toymaker. Games set in Teensyville have only six Townsfolk, two Outsiders, two Minions, and two Demons on the list, and they specifically cater to five or six players. With the Toymaker in play, the Demon learns three not-in-play characters at the start of the game, and the Minion(s) and Demon learn who each other are. Once per game, the Demon must voluntarily choose to attack nobody tonight. If the Demon is about wake to attack a player and this would end the game, but the Demon has not yet chosen to attack nobody, then the Storyteller does not wake the Demon—they are forced to attack nobody tonight. You may use the Toymaker in games of Trouble Brewing with five or six players, but it is not necessary.

    How to Run

    1. At the start of the game, declare that the Toymaker is in play. Add the Toymaker token to the Grimoire, and mark the Demon with the Toymaker’s FINAL NIGHT: NO ATTACK reminder.
    2. On the first night, resolve the "Minion info" and "Demon info” steps on the night sheet even though there are fewer than seven players.
    3. Each night the Demon wakes, they may choose not to attack by shaking their head no. If they choose not to attack, remove the FINAL NIGHT: NO ATTACK reminder.
    4. During any night, if the Demon would wake and their attack could end the game, but the Demon is marked FINAL NIGHT: NO ATTACK, the Demon does not wake or act tonight.
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