Townsfolk
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
Round and round the garden, go. Little girls run to and fro. Little boys climb up the tree. Which of these should Pixie be? Ladies smile and go to town. Lords with axe chop forest down. What’s yours is mine. What’s mine, divine. Silly little Pixie, me.
"You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die." The Pixie pretends to be the same character as someone else. On the first night, the Pixie learns an in-play Townsfolk. The Storyteller chooses which Townsfolk this is. The Pixie does not learn which player is this character. If the Pixie player pretends that they are this Townsfolk, they gain the ability of this Townsfolk when the Townsfolk dies. They could have spoken loudly about being the character for one day, or pretended to be the character each day this game, or accused the Townsfolk of being a liar—the Storyteller is the judge of whether or not the player was convincing, by “being mad that they are this character”. When the Townsfolk player dies, the Pixie does not learn this, and is not told that they have gained a new ability. They may learn this has happened if they wake at night and start gaining information, or are prompted to choose players. If the player the Pixie learns about changes character then dies, the Pixie gains the ability of the Townsfolk the Pixie learnt about, not the new character.
Townsfolk
You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
これは夢。それも夢。すべ て夢です。
"You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary." The Shugenja trusts players to their left, or to their right. The closest evil player is the player with the smallest number of steps from the Shugenja to the evil player. If the evil players are ‘equidistant’, that means that the closest evil player clockwise is the same number of steps away from the Shugenja as the closest evil player anti-clockwise. If the evil players are equidistant, the storyteller gives ‘arbitrary’ information to the Shugenja. This means that the Storyteller chooses whether to tell the Shugenja that the closest evil player is clockwise or anti-clockwise. The Shugenja doesn’t know whether their information is arbitrary or not. The Shugenja does not learn how many steps away the evil player is. If a Shugenja is created mid-game, the Shugenja wakes that night to receive their information. The Storyteller communicates with the Shugenja by pointing a finger in the appropriate direction, but may use other methods if they wish.
Townsfolk
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.
Townsfolk
Each night, learn which player the Storyteller believes you should talk to most.
There is life behind the personality that uses personalities as masks. There are times when life puts off the mask and deep answers to deep.
"Each night, learn which player the Storyteller believes you should talk to most." The High Priestess acts on intuition. The High Priestess can be shown the same player multiple times in a row, or a different player every night. The shown player can be alive or dead. The shown player can be good or evil. There are no official criteria that determine which player the Storyteller must show to the High Priestess. It is up to the Storyteller’s judgement as to what they think will most benefit the High Priestess and the good team in general. It could be because the player has important information that has not been revealed yet. Or because the player is evil and has a bluff that doesn’t make sense. Or because the player is trustworthy and needs to be trusted more. Or because the player is good but on the wrong track and needs to be corrected. Or something new.
Townsfolk
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.
Townsfolk
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.
Townsfolk
Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.
Any consistent formal system x, within which a certain amount of elementary arithmetic can be carried out is incomplete; that is, there are statements of the language of x which can neither be proved nor disproved in x. Ergo, you are drunk.
"Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability." The Mathematician knows how many things have gone wrong since dawn today. When an ability does not work in the intended way due to another character's interference, the Mathematician will learn that it happened. They'll learn that something went wrong if a piece of information was false but was supposed to be true, or if an ability should have worked but didn't, due to another character. The Mathematician does not learn which players this happened to, only how many times it happened. The Mathematician does not detect their own ability failing. The Mathematician does not detect drunkenness or poisoning itself, but does detect when drunk or poisoned players' abilities did not work as intended. The Recluse registering as evil to the Chef, and the poisoned Soldier dying from the Imp's attack, would each be detected. The poisoned Empath getting true information would not.
Townsfolk
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.
Townsfolk
Each night*, choose a player (not yourself): they are safe from the Demon tonight.
'Tis an ill and deathly wind that blows tonight. Come, my brother, take shelter in the abbey while the storm rages. By my word, or by my life, you will be safe.
"Each night*, choose a player (not yourself): they are safe from the Demon tonight." The Monk protects other players from the Demon. Each night except the first, the Monk may choose to protect any player except themself. If the Demon attacks a player who has been protected by the Monk, then that player does not die. The Demon does not get to attack another player—there is simply no death tonight. The Monk does not protect against the Demon nominating and executing someone.
Townsfolk
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Seventy-two matchsticks on the floor... the sun sets early but the moon is unchanged... a torn piece of cloth... evil in the manor house... three by three... the one we trusted is not what he seems... green light means magnesium... residue, but the pattern is wrong... Seventy-two matchsticks on the floor...
"Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false." The Savant gets crazy, amazing information that is different every day and every game, but exactly half of it is completely false. Each day, the Storyteller chooses two pieces of information to give the Savant... so get creative! One must be true, and one must be false, and the Savant won’t know which is which. It is up to the Savant 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. The Savant can choose to not visit the Storyteller if they wish. A drunk or poisoned Savant might get two pieces of true information or two pieces of false information.
Townsfolk
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.
Townsfolk
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.
Townsfolk
You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
I don’t like clowns. They taste funny.
"You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution." The Cannibal eats executed characters, gaining their ability. If a good player dies by execution, the Cannibal gains that player’s ability. If an evil player dies by execution, the Cannibal only thinks that they gain an ability, since the Cannibal is poisoned. The Storyteller may be lying to them. Each time a player dies by execution, the Cannibal loses the ability of the previous player. Executing a dead player won’t grant the Cannibal an ability. Executing a living player who doesn’t die won’t grant the Cannibal an ability. A player must be executed and die for the Cannibal to gain their ability. The Cannibal is not told which ability they have gained. They must figure that out for themselves. If the Cannibal has an “even if dead” ability, such as the Recluse, or an ability that implies it works while dead, such as the Ravenkeeper or Sweetheart, the Cannibal keeps that ability when they die, but loses their Cannibal ability.
Outsider
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.
Outsider
When you die, the Storyteller gains a Minion ability.
Pleauze shtay shtill. Thinks nid tiime for hillink. Myrhh-myrhh.
"When you die, the Storyteller gains a Minion ability." The Plague Doctor brings an extra Minion ability into play. The Storyteller chooses which Minion ability is gained. This ability is in effect for the rest of the game. Nothing else changes for the Storyteller – they don’t become evil, they don’t become a player, they are not a legitimate player to be targeted by other abilities, and they cannot vote or nominate. If the Plague Doctor is drunk or poisoned when they die, the Storyteller doesn’t gain a Minion ability, even when the Plague Doctor becomes sober and healthy.
Outsider
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.
Outsider
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.
Minion
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.
Minion
Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
Any brewmaster worth their liquor, knows no concoction pours trouble quicker, than one where spies seem double.
"Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead." The Spy might appear to be a good character, but is actually evil. They also see the Grimoire, so they know the characters (and status) of all players. If any character has an ability that would detect or affect a good player, then the Spy might register as good to that character. If any character has an ability that detects Townsfolk or Outsiders, then the Spy might register as a specific Townsfolk or Outsider to that player. It is the Storyteller's choice as to what the Spy registers as, even as many characters or both alignments during the same night. A Spy that registers as a particular Townsfolk or Outsider does not have this character's ability. For example, a Spy that registers as a Slayer cannot slay the Demon.
Minion
Each day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo.
Surprise!
"Each day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo." The Psychopath kills in broad daylight. During the day, if the Psychopath declares that they are the Psychopath and publicly chooses a player, that player dies. This can only be done once per day, and only before the Storyteller has called for nominations. The Psychopath does not need to use this ability if they don’t want to. The Psychopath can be nominated and voted for normally. If the Psychopath is executed, they might not die. They play Roshambo (Paper-Rock-Scissors) with the player that nominated them. The nominator needs to win for the Psychopath to die. Drawing or losing means the Psychopath lives. If the Psychopath is executed, this still counts as the one execution for the day. No more players may be nominated or executed today. If the Psychopath dies by other means, such as the Demon attacking them, they do not play Roshambo. They die.
Minion
If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)
You have shown me the secrets of the Council of the Purple Flame. We have lain together in fire and in lust and in beastly commune, and I am forever your servant. But tonight, my dear, I am your master.
"If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)" The Scarlet Woman becomes the Demon when the Demon dies. If there are five or more players just before the Demon dies—that is, four or more players left alive after the Demon dies—then the Scarlet Woman immediately becomes the Demon, and the game continues as if nothing happened. Travellers do not count as players when seeing if the Scarlet Woman's ability triggers. If less than five players are alive when the Demon is executed, then the game ends and good wins. If five or more players are alive when the Imp kills themself at night, the Scarlet Woman must become the new Imp. If the Scarlet Woman becomes the Demon, they are that Demon in every way. Good wins if they are executed. They attack each night. They register as the Demon.
Demon
Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead.
Tasty, tasty, tasty, tasty, tasty, tasty, tasty, tasty brai- I mean pie! Yes. Tasty pie. That’s what I meant to say.
"Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead." The Lleech lives if their host lives, and dies if their host dies. On the first night, the Lleech chooses a player, who is poisoned for the rest of the game. If this player is alive, the Lleech cannot die. If the Lleech is executed, the Storyteller tells the group that the player lives, but not why. If the player that the Lleech chose dies, the Lleech dies as well. If this means that only one or two players are left alive, good still wins, because the Demon is dead. From the second night onwards, players that the Lleech attacks die but are not poisoned. If a Lleech is created mid-game, they poison a player that night. They must choose an alive player.
Demon
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.
Demon
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.
Demon
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.