Townsfolk
Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Roses are blue, and violets are red, Please reverse what I just said.
"Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]" The Village Idiots are a group that learn players’ alignments. The Village Idiot that is drunk is chosen by the Storyteller during the game setup. There may be one, two, or three Village Idiots in play, irrespective of the number of players. If there is only one Village Idiot in play, they are sober. The drunk Village Idiot may get true information. When Village Idiots are added to the game during setup, they replace other Townsfolk. If a Village Idiot is created mid-game, only one is created. Village Idiots act one at a time, not all together. If all sober Village Idiots exit play, the remaining drunk Village Idiot remains drunk. If a sober Village Idiot becomes drunk or poisoned by other means, the drunk Village Idiot remains drunk.
Townsfolk
Minions & Demons do not know each other. If you die, they learn who each other are that night.
In the hidden groves of the deep forest, the black poppy dwells. To see its revelry is to be enchanted. To smell its thick aroma is to be lost forever, a slave to the gods of light and dark.
"Minions & Demons do not know each other. If you die, they learn who each other are that night." The Poppy Grower prevents the evil players from learning who each other are. The Demon still learns three not-in-play characters that are safe to bluff as. If the Poppy Grower dies, the Demon and Minions learn who each other are, as though it were the first night again. If the Poppy Grower becomes drunk or poisoned, Demons and Minions do not suddenly learn who each other are. If the Poppy Grower is drunk or poisoned when they die, Demons and Minions do not learn who each other are, since the Poppy Grower has no ability that night. An evil Traveller still learns which player is the Demon when that Traveller enters play.
Demon
Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]
We are the chill wind on a winter’s day. We are the shadow in the moonless night. We are the poison in your tea and the whisper in your ear. We are everywhere.
"Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]" Legion is many Demons. The recommended number of good and evil players is the reverse of the normal. For example, for a ten player game, there are roughly seven Legion and three good players. The players that are not Legion may be Townsfolk or Outsiders, in any combination. If at least one good player voted for the nomination, and that player is “about to die”, then the execution happens as normal. If only evil players vote for a nomination, the vote tally for that nominee is zero. Each Legion registers as a Minion as well as a Demon. The Storyteller chooses which player dies at night. If only one good player remains alive, the Storyteller may declare that evil wins, since good cannot win. The Storyteller can decide not to give Legion players bluffs.