Townsfolk
You start knowing that 1 of 2 players is a particular Minion.
It is a fine night for a stroll, wouldn't you say, Mister Morozov? Or should I say... BARON Morozov?
"You start knowing that 1 of 2 players is a particular Minion." The Investigator learns that a particular Minion character is in play, but not exactly which player it is. During the first night, the Investigator learns that one of two players is a specific Minion. They learn this only once and then learn nothing more.
Townsfolk
You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Certainly madam, under normal circumstances, you may borrow the Codex Malificarium from the library vaults. However, you do not seem to be a member.
"You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)" The Librarian learns that a particular Outsider character is in play, but not exactly which player it is. During the first night, the Librarian learns that one of two players is a specific Outsider. They learn this only once and then learn nothing more. The Drunk is an Outsider. If the Librarian learns that one of two players is the Drunk, they do not learn the Townsfolk that the Drunk's player thinks they are.
Townsfolk
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
I remember the Clockmaker. The sky was red and it was raining fractal triangles. There was a smell of violets and a bubbling sound. A woman with glowing eyes and a scraggly beard was hissing at the sky. Then, I awoke.
"Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct." The Dreamer learns players' characters, but is not sure if their information is entirely correct. Each night, the Dreamer chooses a player and learns two characters—one that the player is, and one that the player isn’t. The false character token depends on the chosen player’s true character type. If the Dreamer chooses a player who is a Townsfolk or Outsider, the false character token is any Minion or Demon. If they choose a player who is a Minion or Demon, the false character token is a Townsfolk or Outsider. The Dreamer may not choose themself, and may not choose a Traveller.
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 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.
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
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.
Townsfolk
When you die at night, an alive good player becomes a Farmer.
Even the high and mighty need food on the table. Without us, the city starves.
"When you die at night, an alive good player becomes a Farmer." The Farmer creates more farmers. If a Farmer dies at night, another player becomes a Farmer too. Only players that are good can become Farmers this way. If this new Farmer also dies at night, another Farmer is created. Farmers that die during the day, such as by execution, do not create more Farmers. Farmers that have turned evil, such as from the Mezepheles’ ability, can create more Farmers. But Townsfolk and Outsiders that have turned evil cannot become a Farmer. Farmers do not learn who each other are, but each player that becomes a Farmer learns that they are now a Farmer. When a player becomes a Farmer, they are no longer their old character, and do not have that ability. Any ongoing effects of their old ability immediately end.
Townsfolk
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.
Townsfolk
Once per game, at night, choose a player: they learn you are the Nightwatchman.
The night is cold and lonely, but I have the moon, the stars, the crisp wind and the soft thud of leather boots on cobbled stone for company. Yonder, candlelight flickers behind a murky window...
"Once per game, at night, choose a player: they learn you are the Nightwatchman." The Nightwatchman is known by one player. At night, the Nightwatchman chooses a player. This player wakes, and learns which player the Nightwatchman is. The Nightwatchman and their chosen player do not make eye contact. They wake separately. The Nightwatchman player chooses which night to act.
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
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
If anything is real, beer is real. Drink, for tomorrow we may die.
"Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk." The Philosopher has no ability until they decide which character they want to emulate. They can do this once per game. When they do so, they gain that character’s ability. They do not become that character. They may want to wait a while to choose. If the Philosopher chooses a character that is already in play, the player of that character becomes drunk. If the Philosopher then dies or becomes drunk or poisoned, the player they are making drunk becomes sober again. If the Philosopher chose a character that was not in play at the time but is in play now, that character is drunk. If the Philosopher gains an ability that works at night, they wake when that character would wake. If this ability is used on the first night only, they use it tonight. If the Philosopher regains their ability via the Bone Collector, or uses their ability twice via the Barista, the Philosopher may choose a new ability, or the same ability as before. If the Philosopher’s ability works while dead, such as the Klutz’s, it works if the Philosopher is dead.
Townsfolk
Once per game, during the day, visit the Storyteller for some advice to help your team win.
This was my favourite part of the river... see how the sunlight makes a rainbow from the monastery to the market? This was the best place for big fish. And the older I get, the bigger they were.
"Once per game, during the day, visit the Storyteller for some advice to help your team win." The Fisherman knows something that nobody else can know: what should be done. The Fisherman player chooses when to use their ability. When they visit the Storyteller, the Storyteller chooses what piece of advice to give the Fisherman. The Storyteller’s pieces of advice are not necessarily “facts”. They are strategy tips that the Storyteller believes will help the Fisherman win, if they are followed. If the Fisherman is drunk or poisoned, the Storyteller may give the Fisherman bad advice.
Outsider
You might register as evil & as a Minion or Demon, even if dead.
Garn git ya darn grub ya mitts ofma lorn yasee. Grr. Natsy pikkins yonder southwise ye begittin afta ya! Git! Me harvy no so widda licks and demmons no be fightin' hadsup ne'er ma kin. Git, assay!
"You might register as evil & as a Minion or Demon, even if dead." The Recluse might appear to be an evil character, but is actually good. Whenever the Recluse's alignment is detected, the Storyteller chooses whether the Recluse registers as good or evil. Whenever the Recluse is targeted by an ability that affects specific Minions or Demons, the Storyteller chooses whether the Recluse registers as that specific Minion or Demon. The Recluse may register as either good or evil, or as an Outsider, Minion, or Demon, at different parts of the same night. The Storyteller chooses whatever is most interesting. A Recluse that registers as a particular Minion or Demon does not have this character's ability. For example, a Recluse that registers as a Poisoner does not wake at night and cannot poison a player.
Outsider
When you die, 1 player is drunk from now on.
I will never forget her. Never.
"When you die, 1 player is drunk from now on." The Sweetheart, when they die, causes someone to be drunk for the rest of the game. The Storyteller chooses which player becomes drunk. This ability works while the Sweetheart is dead.
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
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.
Minion
Each night, choose a player: they are poisoned tonight and tomorrow day.
Add compound Alpha to compound Beta... NOT TOO MUCH!
"Each night, choose a player: they are poisoned tonight and tomorrow day." The Poisoner secretly disrupts character abilities. Each night, the Poisoner chooses someone to poison for that night and the entire next day. A poisoned player has no ability, but the Storyteller pretends they do. They do not affect the game in any real way. However, to keep up the illusion that the poisoned player is not poisoned, the Storyteller wakes them at the appropriate time and goes through the motions as if they were not poisoned. If their ability gives them information, the Storyteller may give them false information. If a poisoned player uses a "once per game" ability while poisoned, they cannot use their ability again.
Minion
On night X, all Townsfolk are poisoned until dusk. [X Outsiders]
Down they fall. One by one. By two, by three, by five.
"On night X, all Townsfolk are poisoned until dusk. [X Outsiders]" The Xaan poisons all Townsfolk. The Xaan poisons all Townsfolk players for one night then one day. The night that this happens equals the number of Outsiders in play. For example, if there are 2 Outsiders, the Xaan poisons on night 2. There can be any number of Outsiders in play, but usually 1 to 4. This can be the normal number of Outsiders if the Xaan was not in play, or something different. This overrides other characters that add or remove Outsiders, such as the Baron. If the number of Outsiders changes during the game, the Xaan poisons on the night corresponding to the number of Outsiders during setup. The Xaan needs to be alive in order to poison.
Minion
You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Words, words. They're all we have to go on.
"You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]" The Marionette doesn't know that they are a Minion. The Marionette draws either a Townsfolk or an Outsider token from the bag, but is secretly the Marionette. The Marionette neighbors the Demon. There are no players sitting in between the Marionette and the Demon. The Demon knows which player is the Marionette. On the first night, the Marionette does not wake to learn the other evil players, and the other Minions do not learn the Marionette. The good ability that the Marionette thinks they have doesn’t work, but the Storyteller pretends it does. It is just as if this player is the Drunk. The Marionette registers as evil, and as a Minion.
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.
Minion
The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Stellar hydrogen, vast, inert; carbon, oxygen, neon gases, all ruined. Molecular chaos, entropy, yields new cosmic phenomena, rebirth from atomic chaos, dense matter collapsing. All in a teeny little bottle.
"The Demon (even if drunk or poisoned) has a not-in-play good character's ability. You both know which." The Boffin replicates a good ability. While the Boffin is alive, the Demon has a single Townsfolk ability or Outsider ability. If the Demon is drunk or poisoned, the Demon keeps this good ability. If the Boffin is drunk or poisoned, the Demon temporarily loses this good ability. If the Demon dies and has an ability that functions while dead, such as the Sweetheart, the Demon keeps this ability. If a new Demon is created, such as via a Scarlet Woman or a Barber, this new Demon has an ability from the Boffin. This ability may be different to the previous Demon's ability. If there are multiple Demons alive, only one alive Demon has an ability from the Boffin. If the Demon has an ability that modifies the setup, such as a Choirboy, these changes are made during setup, as normal. Both the Demon and the Boffin learn which good ability the Demon has. The Storyteller may wake these players independently, or together. The not-in-play character may be 1 of the Demon's 3 bluffs. The Demon also wakes at night at the time that the good character would normally wake.
Demon
Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
Like a bonfire on a moonless night… I see you, mortal.
"Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies." The Ojo chooses specifically which character dies. Unlike other Demons, the Ojo must choose a character, not a player. The Storyteller may need to remind the player of this. We recommend that all players have their character sheet handy during the night phase. The Ojo can kill evil characters, if they wish. If there are multiple copies of a particular character in play, and the Ojo chooses that character to die, only one of those characters dies. If the Ojo chooses a character that is not in play, the Storyteller will almost always kill a living good player. It is possible, but uncommon, for the Storyteller to choose a dead player or an evil player to die.
Demon
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
We must keep our wits sharp and our sword sharper. Evil walks among us, and will stop at nothing to destroy us good, simple folk, bringing our fine town to ruin. Trust no-one. But, if you must trust someone, trust me.
"Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp." The Imp kills a player each night, and can make copies of itself... for a terrible price. On each night except the first, the Imp chooses a player to kill. Because most characters act after the Demon, that player will probably not get to use their ability tonight. The Imp, because they're a Demon, knows which players are their Minions, and knows three not-in-play good characters that they can safely bluff as. If the Imp dies, the game ends and good wins. However, if the Imp kills themself at night, they die and an alive Minion becomes an Imp. This new Imp does not act that same night, but is now the Imp in every other way—they kill each night, and lose if they die.
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.