1. Illusions of Evil

    Almanac · Navean · 25 characters
  2. Townsfolk

    Grandmother

    You start knowing a good player & their character. If the Demon kills them, you die too.


    Take a jacket if you go outside, dearie. And your thermos. And your scarf. I have a weak heart, you know. Whatever would I do if you caught cold...or worse?

    "You start knowing a good player & their character. If the Demon kills them, you die too." The Grandmother knows who their grandchild is, but if they are killed by the Demon, the Grandmother dies too. During the first night, the Grandmother learns their Grandchild—a good player who is a Townsfolk or Outsider. The Grandchild does not learn that they have a Grandmother. If the Demon kills the Grandchild, the Grandmother dies too. If the Grandchild dies by any other means—such as execution, or another type of death at night—the Grandmother does not also die.

    How to Run

    1. When preparing the first night, choose a Grandchild by marking any good character with the GRANDCHILD reminder.
    2. During the first night, wake the Grandmother and show them the character token marked GRANDCHILD, then point at the Grandchild player, then put the Grandmother to sleep.
    3. If the Demon kills the Grandchild, the Grandmother dies - mark them with the DEAD reminder.
  3. Townsfolk

    Bounty Hunter

    You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]


    Alone, I walk these streets, paved with the sick stench of corruption. Its thickness worms its way into my nostrils, unbidden, burning with revulsion. And anticipation. The illness of this wretched place grows each night. And I... I am the cure.

    "You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]" The Bounty Hunter tracks down evil players, one at a time. The Bounty Hunter starts knowing one evil player. When that player dies, they learn another evil player. The Bounty Hunter only learns the evil player, not their character. If the Bounty Hunter is drunk or poisoned when they should learn a new player, the Storyteller may show them a good player. When the recently shown player dies, the Bounty Hunter learns a new player that night. The Bounty Hunter cannot learn the same evil player twice. If the Bounty Hunter is in the game at setup, one Townsfolk is evil. The Bounty Hunter may learn the evil Townsfolk.

    How to Run

    1. During setup, turn one Townsfolk character token upside down, to represent that they are evil. Mark one evil player with the KNOW reminder.
    2. During the first night, wake the Bounty Hunter. Point to the player marked KNOW. Put the Bounty Hunter to sleep.
    3. Each time the player marked KNOW dies, mark a new evil player with the KNOW reminder. That night, wake the Bounty Hunter, point to the player marked KNOW, then put the Bounty Hunter to sleep.
  4. Townsfolk

    Sailor

    Each night, choose an alive player: either you or they are drunk until dusk. You can't die.


    I'll drink any one of yer under the table! You! The chatterbox! Reckon you can take me? No? Howza 'bout you, Grandma? You ever tried Old McKillys Extra Spiced Rum before? Guaranteed to put hairs on yer chest! Step aboard, aye!

    "Each night, choose an alive player: either you or they are drunk until dusk. You can't die." The Sailor is either drunk or getting somebody else drunk. While the Sailor is sober, they can't die. Each night, the Sailor chooses a player, who will probably get drunk. If they choose themself, they lose their “cannot die” ability until they become sober. If the Sailor chooses a dead player accidentally, the Storyteller prompts them to choose again. If the Sailor chooses another player, the Storyteller chooses which player is drunk. If they choose a Townsfolk, the Storyteller will usually make the Townsfolk drunk, but if an Outsider, a Minion, or the Demon is chosen, then the Storyteller will usually make the Sailor the drunk one. While sober, the Sailor cannot die, even if they have not yet woken at night to go drinking.

    How to Run

    1. Each night, wake the Sailor. They point at any player. Put the Sailor to sleep. Either the Sailor or this chosen player becomes drunk—mark them with the DRUNK reminder.
    2. If the sober Sailor would die, the Sailor remains alive. If the sober Sailor is executed, declare that this player is executed but remains alive. (Do not say why.)
  5. Townsfolk

    King

    Each night, if the dead equal or outnumber the living, you learn 1 alive character. The Demon knows you are the King.


    Betwixt the unknown strains of mortal strife / And morbid night, sweet with mystery and woe / Lies unfettered joys of fate’s long and colored life / Who’s garden blooms with each painted Face to Show.

    "Each night, if the dead equal or outnumber the living, you learn 1 alive character. The Demon knows you are the King." The King learns which characters are still alive. The King gains this ability after a few nights have passed — once the dead players equal or outnumber the living. At the start of the game, the Demon learns who the King is. If a King is created mid-game, the Demon learns who the King is that night. The King may not survive long enough to use their ability. Once the number of dead players is equal to or greater than the number of alive players, the King learns one alive character each night. The King may learn good or evil characters, and may even learn the same character more than once. There may not be a Choirboy in play. But if there is, and they are still alive when the Demon kills the King, the Choirboy learns who the Demon is.

    How to Run

    1. During the first night, wake the Demon. Show them the THIS PLAYER IS info token, then the King token, then point at the King player. Put the Demon to sleep.
    2. When the number of dead players equals or exceeds the number of alive players, add a night token to the King’s entry on the night sheet.
    3. Each night, if the King has a night token on the night sheet, wake the King. Show one alive character token. Put the King to sleep.

    Examples & Notes

    • Think carefully about what character tokens to show the King. Don’t be afraid to give great information. Most Kings will die before the final day. A King that lives to the final day will usually win, and that’s ok.
  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

    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.
  8. Townsfolk

    Lycanthrope

    Each night*, choose an alive player. If good, they die & the Demon doesn’t kill tonight. One good player registers as evil.


    Beneath the thin veneer of civilisation lies a howling madness.

    "Each night*, choose an alive player. If good, they die & the Demon doesn’t kill tonight. One good player registers as evil." The Lycanthrope roams at night, killing the innocent, whilst the Demon cowers indoors. The Lycanthrope must choose an alive player each night. If the Lycanthrope chooses a dead player, the Storyteller shakes their head no and prompts the Lycanthrope to choose a different player. If the player that the Lycanthrope chooses is good, that player dies, and the Demon cannot kill tonight. If the player the Lycanthrope attacks is evil, that player does not die, and the Demon may still kill tonight. If the Lycanthrope attacks a good player but that good player doesn’t die, the Demon may still kill tonight. While the Lycanthrope lives, one good player registers as evil. They cannot be killed by the Lycanthrope. This evil-registration does not effect win conditions. The good player that registers as evil still wins or loses with the good team.

    How to Run

    1. During setup, mark one good player with the Lycanthrope’s FAUX PAW reminder.
    2. Each night except the first, wake the Lycanthrope. They point at any player. Put the Lycanthrope to sleep. If the chosen player is good, that player dies—mark them with the Lycanthrope’s DEAD reminder. Later that night, wake the Demon, as normal, but the Demon cannot kill. If the chosen player is evil, nothing happens.
  9. Townsfolk

    Gossip

    Each day, you may make a public statement. Tonight, if it was true, a player dies.


    Blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah. Blah.

    "Each day, you may make a public statement. Tonight, if it was true, a player dies." The Gossip deliberately speaks lies, in the hope of uncovering the truth. Each day, the Gossip may make a public statement. If this statement is true, the Storyteller kills a player that night. If it is false, then no players die due to the Gossip. Mumbled words, whispers, statements the Storyteller doesn’t know are true or false, or statements that someone cannot hear don’t count. Like the Slayer’s ability, the Storyteller and every player must be able to hear and understand the Gossip and be aware that the Gossip is using their ability in order for the Storyteller to judge what happens next. If the Gossip made a true statement during the day while drunk or poisoned, but is sober and healthy when their ability triggers that night, the Storyteller still kills a player.

    How to Run

    1. Each day, if the Gossip makes a definite, true public statement, put the Gossip’s DEAD reminder in the center of the left side of the Grimoire as a reminder to yourself to place it tonight.
    2. Each night except the first, if the Gossip made a definite, true public statement today, you choose any player. The chosen player dies—mark them with the DEAD reminder.

    Examples & Notes

    • When choosing a player to die due to the Gossip ability, we recommend that you choose a character that will actually die, not one protected from death by an ability (like the Fool or Tea Lady). The Gossip gains knowledge when their statement caused a death. This is more helpful to the good team, and more fun for everyone.
  10. Townsfolk

    Courtier

    Once per game, at night, choose a character: they are drunk for 3 nights & 3 days.


    I am more afraid of an army of one hundred sheep led by a lion than an army of one hundred lions led by a sheep.

    "Once per game, at night, choose a character: they are drunk for 3 nights & 3 days." The Courtier gets a character drunk, without knowing which player it is. Once per game, the Courtier chooses a character to be drunk for three nights and three days, starting immediately. The Courtier does not learn if they were successful or not, so they might choose a character that is not in play. The Courtier chooses a character, not a player. The Courtier player may need to be reminded of this. Evil players bluffing as the Courtier may also need to be reminded. If the drunk or poisoned Courtier chooses a character, that character is not drunk, even if the Courtier later becomes sober and healthy. If the Courtier made a character drunk, but the Courtier becomes drunk or poisoned, the player they made drunk becomes sober again. If the Courtier becomes sober and healthy again before the three nights and three days have ended, that player becomes drunk yet again.

    How to Run

    1. Each night, wake the Courtier. They either shake their head no or point at any character icon on their character sheet. Put the Courtier to sleep.
    2. If the Courtier chose a character icon and that character is in play, the player of the chosen character becomes drunk for three nights and three days. Tonight, mark them with the Courtier’s DRUNK 1 reminder. The next night, replace the DRUNK 1 reminder with the DRUNK 2 reminder. The next night, replace the DRUNK 2 reminder with the DRUNK 3 reminder. At dusk on the next night, remove the DRUNK 3 reminder, and the Courtier loses their ability—mark them with the NO ABILITY reminder and remove their night token from the night sheet.
    3. After the Courtier chooses a character to make drunk, do not wake the Courtier for the rest of the game.

    Examples & Notes

    • In other editions, there can be multiple copies of the same character in play. The Courtier only makes one of them drunk.
  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

    Fool

    The 1st time you die, you don't.


    ...and the King said 'What?! I've never even owned a pair of rubber pantaloons, let alone a custard cannon!' Ho-ho! Jolly day!

    "The 1st time you die, you don't." The Fool escapes death... once. The first time the Fool dies for any reason, the Fool remains alive. They don’t learn that their ability saved their life. If another character’s ability protects the Fool from death, the Fool does not use their ability. Only the time that the Fool would actually for realsy bona fide be dead does the Fool’s ability trigger.

    How to Run

    1. If the Fool would die, they remain alive. (But they die if they are drunk or poisoned.) If the Fool was executed, declare that the player was executed but remains alive. (Do not say why.)
    2. Either way, the Fool loses their ability—mark them with the NO ABILITY reminder.
  13. Townsfolk

    Magician

    The Demon thinks you are a Minion. Minions think you are a Demon.


    1... 2... Abra... 3... 4... Cadabra... poof! And, as you can see, ladies and gentlemen, Captain Farnsworth’s bag of gold has disappeared! Gone! Without a trace! Thank you, and goodnight!

    "The Demon thinks you are a Minion. Minions think you are a Demon." The Magician confuses the evil players about who is evil and who isn’t. On the first night, instead of learning which player is the Demon, the Minions are told that both players—the Demon and the Magician—are the Demon. On the first night, the Demon learns that the Magician player is one of its Minions. The Magician does not wake to learn anything. The Storyteller can point to the Magician and the evil players in any order, so that the evil players won’t know which player is the Magician. If the Poppy Grower dies and the Demon and Minions learn who each other are mid-game, the Magician ability has an effect that night, just as if it was the first night.

    How to Run

    1. During the first night, wake the Minions. Show them the THIS IS THE DEMON info token, then point to the Demon and the Magician. Put the Minions to sleep.
    2. During the first night, wake the Demon. Show the THESE ARE YOUR MINIONS info token, then point to all Minions and the Magician. Show the THESE CHARACTERS ARE NOT IN PLAY info token and three character tokens. Put the Demon to sleep.
    3. Do this instead of the normal Minion Info and Demon Info steps.
  14. Townsfolk

    Choirboy

    If the Demon kills the King, you learn which player is the Demon. [+the King]


    I saw it, I did. I was in the pews, tidying the hymn books, when a dreadful tune started from the pipe organ. The organist had a long cloak, and long fingers on the keys. And a hat that looked… just like… yours.

    "If the Demon kills the King, you learn which player is the Demon. [+the King]" The Choirboy learns who the Demon is when the King is slain. The King can be in play without the Choirboy. During the setup phase, if the Choirboy is in play and the King isn’t, the King is added. If a King is already in play, the Choirboy doesn’t add a second King. If the Demon kills the King using their ability, the Choirboy learns which player is the Demon. The Demon nominating and executing the King doesn’t count. Minions that kill the King, such as the Assassin, don’t count either. If the Demon attacks the King but doesn’t kill the King, the Choirboy doesn’t learn who the Demon is. The Choirboy learns which player the Demon is, but does not learn which character.

    How to Run

    1. While setting up the game, before putting character tokens in the bag, if the King is not already in play, remove a Townsfolk character token and add the King character token.
    2. Each night except the first, if the Demon kills the King, put the Demon to sleep then wake the Choirboy. Point to the Demon player then put the Choirboy to sleep.
  15. Outsider

    Mutant

    If you are “mad” about being an Outsider, you might be executed.


    I am not a freak! I am a human being! Have mercy!

    "If you are "mad" about being an Outsider, you might be executed." The Mutant is killed if they try to reveal who they are. “Madness” is a term that means “you are trying to convince the group of something.” So, if the Mutant player is mad about being the Mutant, this means they are trying to convince people that they are the Mutant. If they are mad about being an Outsider, this means they are trying to convince people that they are an Outsider. This can be by verbally hinting who they are, or by their silence when questioned. It is always up to the Storyteller to decide what the Mutant is doing. If you think they are trying to convince the group they are an Outsider in any way, you can execute them—even outside the nomination phase, or at night. If you do, no other executions may happen today by normal means, since there is only one execution per day. If the Mutant hints that they are the Mutant at night, you may execute them that night, even if an execution happened today. Declare they have died, and continue the night phase as normal. An execution may still happen the next day.

    How to Run

    1. At any time (even at night), if you believe that the Mutant is mad about being an Outsider, then you can decide to execute the Mutant. Declare this to the group. They die - mark them with a shroud.
    2. 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.)
  16. 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.
  17. 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.)
  18. 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.
  19. Minion

    Godfather

    You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]


    Normally, it's just business. But when you insult my daughter, you insult me. And when you insult me, you insult my family. You really should be more careful - it would be a shame if you had an unfortunate accident.

    "You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]" The Godfather takes revenge when the town kills Outsiders. Whenever an Outsider is executed and dies, the Godfather chooses one player to die that night. The Godfather only kills if an Outsider dies during the day. Outsiders that die at night don’t count. If the Godfather is in play, this adds or removes one Outsider from play. At the start of the game, the Godfather learns which Outsiders are in play. If two Outsiders died today, the Godfather still only kills one player tonight.

    How to Run

    1. While setting up the game, before putting the character tokens in the bag, either remove one Townsfolk and add one Outsider or remove one Outsider and add one Townsfolk.
    2. During the first night, wake the Godfather. Show them the character tokens of all Outsiders in play. Put the Godfather to sleep.
    3. If an Outsider dies during the day, mark them with the DIED TODAY reminder. That night, wake the Godfather. They point at any player. Put the Godfather to sleep. The chosen player dies—mark them with the DEAD reminder.
  20. Minion

    Devil's Advocate

    Each night, choose a living player (different to last night): if executed tomorrow, they don't die.


    My client, should the objection be overruled, pleads innocent by virtue of the prosecution's non-observance of statute 27.B - incorrect or misleading conjugation of a verb. The fact that nine of the jury died last night is simply prima facie, which is, as Wills vs Thule set precedent for, further reason to acquit.

    "Each night, choose a living player (different to last night): if executed tomorrow, they don't die." The Devil's Advocate saves players from execution. Each night, the Devil’s Advocate chooses a player to protect from death by execution. The next day, if that player is executed, the execution succeeds but the player remains alive. The Devil’s Advocate cannot choose the same player two nights in a row, whether or not that player was saved from execution today, and they cannot choose a Zombuul that registers as dead.

    How to Run

    1. Each night, wake the Devil’s Advocate. They point at any player. Put the Devil’s Advocate to sleep. Mark the chosen player with the SURVIVES EXECUTION reminder.
    2. If a player marked SURVIVES EXECUTION is executed, declare that the player was executed but remains alive. (Do not say why.)
  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

    Goblin

    If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.


    You don’t want to insult the goblins. You really, really don’t. On a completely different note… can I have another piece of cake?

    "If you publicly claim to be the Goblin when nominated & are executed that day, your team wins." The Goblin takes revenge if the town knowingly executes them. If the Goblin is executed, evil wins. ...but for this to happen the Goblin needs to tell the group that they are the Goblin when they are nominated, but before votes happen, and to do so in a way that everyone hears. The good players need to know the risk. If the Goblin is executed without telling the group that they are the Goblin when nominated, the Goblin dies and the game continues as normal. The Goblin must have claimed to be the Goblin today for their ability to work. Telling the group yesterday, or even every previous day, doesn't count. Any player may claim to be the Goblin when nominated.

    How to Run

    1. If the Goblin claims to be the Goblin when nominated (and before voting begins), declare that this player has claimed to be the Goblin, so that all the group hears. Put the CLAIMED reminder by the Goblin token.
    2. If the Goblin is executed, and they are marked CLAIMED, then declare that evil wins.

    Examples & Notes

    • If a non-Goblin player claims to be the Goblin when nominated, act as if they are the Goblin. Declare to the group that they have claimed to be the Goblin and pretend to move a reminder token in the Grimoire.
  23. Demon

    Vortox

    Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.


    Black is White. Right is Wrong. Left is Right. Up is Long. Down is Sight. Short is Blind. Follow me. Answers find.

    "Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins." The Vortox makes all information false. Anytime a Townsfolk player gets information from their ability, they get false information. Even if they are drunk or poisoned, it must be false. The Vortox does not affect information gained by other means, such as when the Storyteller explains the rules, or when a player’s character or alignment changes. When night falls, if nobody was executed today, evil wins. Exiling a Traveller does not count.

    How to Run

    1. While the Vortox is alive, you must give false information whenever a Townsfolk ability prompts you to give information.
    2. Each night except the first, wake the Vortox. They point at any player. That player dies - mark them with the DEAD reminder. Put the Vortox to sleep.
    3. Each dusk, if no player was executed today, the game ends and the evil team wins.
  24. Demon

    Zombuul

    Each night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead.


    I do not. Understand. Your ways. Fellow human. Show me. The dirt. Where the holy. Lay. Sleeping. I too. Must sleep. Soon.

    "Each night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead." The Zombuul secretly remains alive while in the grave. When the Zombuul would die for any reason, they actually don’t die, but the Storyteller acts as if they died. The second time the Zombuul dies, they die for real and good wins. The seemingly dead Zombuul counts as a dead player in almost every way. The player’s life token on the Town Square flips to indicate their death. The next time they vote, they lose their vote token. They cannot nominate, they may vote with the Voudon, they’re not an alive neighbor for the Tea Lady, and so on. The only differences are that the game continues, the Zombuul still attacks, and the game continues if just two other players are alive. The Zombuul only wakes at night to attack if nobody died that day. If a dead player is executed, the player can’t die again, so the Zombuul would still wake. If a drunk or poisoned Zombuul dies, good wins. If a “dead” Zombuul becomes drunk or poisoned, do not announce that the player is alive.

    How to Run

    1. The first time the Zombuul would die, they remain alive. Declare that they died, but do not add a shroud to the Zombuul. (Flip the life token on the Town Square, as normal.) From now on, the Zombuul registers as dead.
    2. Each day, if a player dies, mark them with the DIED TODAY reminder. (If the Zombuul “dies” by execution, they register as dead, so mark the Zombuul with the DIED TODAY reminder.)
    3. Each night except the first, if any player is marked DIED TODAY, do not wake the Zombuul.
    4. Each night except the first, if no player is marked DIED TODAY, wake the Zombuul. They point at any player. Put the Zombuul to sleep. The chosen player dies—mark them with the DEAD reminder.
  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

    Fang Gu

    Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]


    Your walls and your weapons are but smoke in dreams.

    "Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]" The Fang Gu possesses Outsiders. The first time a Fang Gu attacks and kills an Outsider, the Fang Gu dies, and the Outsider becomes a Fang Gu and turns evil. This can only happen once per game. If the new Fang Gu attacks an Outsider, the Outsider dies as normal. The new Fang Gu counts as the Demon, and good wins if they die. They do not learn which players are Minions. There is an extra Outsider in play. If the Fang Gu attacks an Outsider but that Outsider does not die, that Outsider does not become an evil Fang Gu and the Fang Gu does not die.

    How to Run

    1. While setting up the game, before putting character tokens in the bag, add one extra Outsider character token and remove one Townsfolk character token.
    2. Each night except the first, wake the Fang Gu. They point at any player. Put the Fang Gu to sleep.
    3. If the chosen player is not an Outsider, that player dies—mark them with the DEAD reminder.
    4. If the chosen player is an Outsider and the ONCE reminder is in the center of the Grimoire, that player dies—mark them with the DEAD reminder.
    5. If the chosen player is an Outsider and the ONCE reminder is not in the centre of the Grimoire, the Fang Gu dies—mark them with the DEAD reminder. Wake the chosen Outsider. Show them the YOU ARE info token, then the Fang Gu token, then the YOU ARE info token, then a thumbs-down. Change their character to a Fang Gu—swap their character token with the spare Fang Gu token. They become evil. Put the new Fang Gu to sleep. Put the ONCE reminder in the center of the Grimoire. (Unlike “Once per game” abilities, this reminder stays there for the rest of the game. Don’t remove it, even if the Fang Gu dies or changes character.)
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