1. Scaffolding

    Almanac · Wayne · 29 characters

    Notes

    This script is meant to be a bridge between Trouble Brewing and BMR/S&V. I realize there are already several scripts meant to do exactly that, but I still felt that none of them were doing exactly what I wanted a script of this type to do. The concepts this script aims to introduce are: Multiple deaths from BMR. Role/character swapping and madness from S&V. The general concept of working out which demon is in play. I teach this game to many new players and I have found that several of the more casual players get overwhelmed making the jump from TB to another base three script. This script is designed to introduce a few concepts that show up in more complex scripts all in a way that is easily digestible, but still feels familiar even if only on a subconscious level. For starters, this script has a similar "formula" to the TB layout. For townsfolk, there are four first-night info roles, four roles that wake each night, and five townsfolk with "fun powers"...which is the breakdown of townsfolk on TB. Within each category (first night, each night, and fun powers) I divided the roles fairly evenly between the three scripts. There are two TB roles, one BMR role, and one S&V role in the YSK options. The same goes for the each night roles. There are three fun powers from TB and one each from BMR and S&V. I've also used similar counterparts in this script. For example, I have replaced the Washerwoman with the Grandmother. I used this technique several times throughout the script. For Outsiders and Minions, I kept two familiar faces from TB and added one from each of the other two scripts. The Tinker adds to the multiple deaths and the Barber creates the opportunity for changing roles. I used the counterpart strategy on the minions, with Poisoner becoming Cerenovus and Baron becoming Godfather. The three demons are fairly distinguishable, and experienced players will quickly determine which demon is in play. However, this script was not designed to create a difficult puzzle for an experienced player. When a newer player can confidently determine which demon is in play, they feel like they have solved a bit of the game, and that feeling is rewarding. I want to create opportunities for newer players to have that feeling. Let this script guide your newer players from casual players to fanatics and grow your community in the process. Update 1.0.1-Travellers added using a similar concept that has already been used (three from TB, one from BMR, and one from S&V). Note on the Deviant: I would suggest that the Deviant's ability not be limited to "funny" in the strictest sense of the word, but also include whether or not the Deviant helped newer players, explained possible worlds, or in any way helped coach the newer players into a higher level of understanding. Update 1.1.1-After 22 games evil has won 17. I switched out the Gossip (whose point is already clear with a couple of other characters) for the Professor, which will give a massive boom to good. I also took the Vortox off in favor of the No Dashii to introduce some evil-aligned poisoning.

  2. Townsfolk

    Investigator

    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.

    How to Run

    1. While preparing the first night, put the Investigator's MINION reminder token by any Minion character token, and put the Investigator's WRONG reminder token by any other character token.
    2. During the first night, wake the Investigator and point to the players marked MINION and WRONG. Show the character token marked MINION to the Investigator. Put the Investigator to sleep. Remove the Investigator's reminder tokens when convenient.
  3. Townsfolk

    Clockmaker

    You start knowing how many steps from the Demon to its nearest Minion.


    Do not disturb me. The tick must continue, for the circle is a symbol of life and contains all things - all answers - in its divine machinery. I must work.

    "You start knowing how many steps from the Demon to its nearest Minion." The Clockmaker learns the distance from the Demon to their nearest Minion. The Clockmaker only learns this on the first night. The distance is the number of seated players, starting from the player next to the Demon and ending at the nearest Minion, either clockwise or counterclockwise.

    How to Run

    1. During the first night, wake the Clockmaker. Show fingers (1, 2, etc.) equaling the distance in players from the Demon to the nearest Minion, starting with the player neighboring the Demon closer to that Minion. Put the Clockmaker to sleep.
  4. Townsfolk

    Librarian

    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.

    How to Run

    1. While preparing the first night, put the Librarian's OUTSIDER reminder token by any Outsider character token, and put the Librarian's WRONG reminder token by any other character token.
    2. During the first night, wake the Librarian and point to the players marked OUTSIDER and WRONG. Show the character token marked OUTSIDER to the Librarian. Put the Librarian to sleep. Remove the Librarian's reminder tokens when convenient.
  5. 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.
  6. Townsfolk

    Empath

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


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

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

    How to Run

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

    Snake Charmer

    Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.


    Effendi... I am but a humble man, but my pipe is golden and a single tune will tame the wildest djinn, Inshallah. They say that greed hangs more men than rope. But not I, Effendi... not I.

    "Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned." The Snake Charmer learns player after player that is not the Demon... but becomes the Demon if they get either too greedy or too bold. Each night, they choose a player. If that player is not the Demon, nothing happens. If they are the Demon, the Snake Charmer becomes that Demon and turns evil, and the Demon becomes good and poisoned permanently. If the Philosopher has the Snake Charmer ability and becomes the Demon, the Demon becomes a poisoned Philosopher.

    How to Run

    1. Each night, wake the Snake Charmer. They point at any player.
    2. If that player is not the Demon, nothing happens. Put the Snake Charmer to sleep.
    3. If that player is the Demon, the old Snake Charmer changes into the new (evil) Demon, and the old Demon changes into the new (good) Snake Charmer—swap the Snake Charmer token and the Demon’s token. The new Snake Charmer is poisoned - mark them with the POISONED reminder. Wake the new Demon and show them the YOU ARE info token, a thumbs-down, the YOU ARE token, then the Demon’s token. (This shows they are now evil and the Demon.) Put the new Demon to sleep. Wake the new Snake Charmer and show them the YOU ARE info token, a thumbs-up, the YOU ARE info token, then the Snake Charmer token. (This shows they are now good and the Snake Charmer.) Put the new Snake Charmer to sleep.

    Examples & Notes

    • In the strange situation that the Snake Charmer is evil, or the Demon good, swap their alignments as appropriate.
  8. Townsfolk

    Undertaker

    Each night*, you learn which character died by execution today.


    Hmmm....what have we here? The left boot is worn down to the heel, with flint shavings under the tongue. This is the garb of a Military man.

    "Each night*, you learn which character died by execution today." The Undertaker learns which character was executed today. The player must have died from execution for the Undertaker to learn who they are. Deaths during the day for other reasons, such as the Gunslinger choosing a player to kill, or the exile of a Traveller, do not count. The Undertaker wakes each night except the first, as there have been no executions yet. If nobody died today, the Undertaker learns nothing. The Storyteller either does not wake the Undertaker at night, or wakes them but does not show a token. If the Drunk is executed, the Undertaker is shown the Drunk character token, not the token for the Townsfolk that the Drunk player thought they were.

    How to Run

    1. If a player dies by execution, put the Undertaker's DIED TODAY reminder token by the dead player's character token.
    2. Each night except the first, if any player died by execution today, wake the Undertaker. Show the character token marked DIED TODAY to the Undertaker. Put the Undertaker to sleep. Remove the Undertaker's reminder token when convenient.
    3. In Trouble Brewing, there can only be one execution per day, and every execution causes a player to die. In other editions, there may be more than one execution per day (in which case the Storyteller chooses which character to show the Undertaker) or the execution does not cause a death (in which case the Undertaker learns nothing).
  9. Townsfolk

    Innkeeper

    Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.


    Come inside, fair traveller, and rest your weary bones. Drink and be merry, for the legions of the Dark One shall not harass thee tonight.

    "Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk." The Innkeeper protects people from death at night, but somebody gets drunk in the process. The Innkeeper, like the Monk, makes players safe from being killed by the Demon. They are also safe from death caused by Outsiders, Minions, Townsfolk, and Travellers. The Innkeeper only protects players at night, not the day. One of the two players that the Innkeeper chooses becomes drunk for tonight and the next day. This player may be good or evil, but will almost always be good, depending how your game is going. An Innkeeper that chooses themself might become drunk, which means they have no ability and may die tonight—and the other player they chose to protect isn’t safe either.

    How to Run

    1. Each night except the first, wake the Innkeeper. They point at any two players. Put the Innkeeper to sleep. Mark the two chosen players with SAFE reminders. One of the chosen players becomes drunk—mark them with the DRUNK reminder. The players marked SAFE cannot die tonight.
    2. At dawn, remove the SAFE reminders.
    3. At dusk, remove the DRUNK reminder.
  10. Townsfolk

    Slayer

    Once per game, during the day, publicly choose a player: if they are the Demon, they die.


    Die.

    "Once per game, during the day, publicly choose a player: if they are the Demon, they die." The Slayer can kill the Demon by guessing who they are. The Slayer can choose to use their ability at any time during the day, and must declare to everyone when they're using it. If the Slayer chooses the Demon, the Demon dies immediately. Otherwise, nothing happens. The players do not learn the identity of the dead player. After all, it may have been the Recluse! A Slayer that uses their ability while poisoned or drunk may not use it again. The Slayer will want to choose an alive player. Even if the Slayer chooses a dead Imp, nothing happens, because a dead player can't die again. Players may say whatever they want at any time, so a player who's pretending to be the Slayer may pretend to use the Slayer ability.

    How to Run

    1. During the day, the Slayer can declare that they wish to use their ability. If so, the Slayer points at any player. If the chosen player is an alive Demon, declare that the chosen player dies—put a shroud on their character token in the Grimoire. If the chosen player is not an alive Demon, say "Nothing happens." Either way, the Slayer loses their ability—put the Slayer's NO ABILITY reminder token by the Slayer token.
    2. If a player is bluffing as the Slayer and declares they wish to use their ability, act as if they were indeed the Slayer—allow time for discussion, let them make the decision, and act like you're fiddling with tokens in your Grimoire, then say "Nothing happens."
    3. When the Slayer declares that they wish to use their ability, give the group a minute or two to discuss who the Slayer should choose. This allows the group to feel responsible for the win (or the loss!), but the Slayer always makes the final choice.
  11. Townsfolk

    Professor

    Once per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected.


    The process is simple. Attach the hydraulic confabulator to the modified chi matrix amplifier, add 20 CCs of pseudodorafine, keep his Z levels above 20%, and your husband will be fine. Now, all we need is a lightning strike.

    "Once per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected." The Professor can bring someone back from the dead. Once per game, the Professor can choose a dead player. If that player is a Townsfolk, they are resurrected, becoming alive again. If the Professor chooses an Outsider, Minion, or Demon, then nothing happens, and the Professor’s ability is gone. The resurrected player regains their ability, even a “once per game” ability they used already. Resurrected Townsfolk may or may not get to act on the night of their resurrection, depending on whether they would act before or after the Professor. If they had a “first night only” or “you start knowing” ability, they immediately wake to use it again, as soon as the Professor goes to sleep.

    How to Run

    1. Each night except the first, wake the Professor. The Professor either shakes their head no or points to a dead player. Put the Professor to sleep.
    2. If the Professor chose a dead Townsfolk, the chosen player becomes alive again—mark them with the Professor’s ALIVE reminder and remove their shroud. (They wake later tonight if they normally would. If they wake on the first night only, they wake now to use their ability.) At dawn, after declaring which players died, declare which player is alive again. (Do not say why.) The Professor loses their ability—mark them with the NO ABILITY reminder and remove their night token from the night sheet.
  12. Townsfolk

    Soldier

    You are safe from the Demon.


    As David said to Goliath, as Theseus said to the Minotaur, as Arjuna said to Bhagadatta... No.

    "You are safe from the Demon." The Soldier can not be killed by the Demon. The Soldier cannot die from the Demon's ability. So, if the Imp attacks the Soldier at night, nothing happens. Nobody dies. The Imp does not get to choose another player to attack instead. The Soldier can still die by execution, even if the nominator was the Demon. The Soldier is protected from the Demon's ability to kill, not the actions of the Demon player.

    How to Run

    1. During the night, if the Demon attacks the Soldier, the Soldier remains alive. (At dawn, declare that no one died at night.)
    2. In other editions, Demons may have abilities other than killing. The Soldier is also protected from all other harmful effects of the Demon's ability, such as poisoning or turning the Soldier evil.
  13. Townsfolk

    Sage

    If the Demon kills you, you learn that it is 1 of 2 players.


    These mountainous tomes guard the secret, I am sure of it! Twixt word and word, it lies in wait. More candles, boy! More ink! These notes may look arcane, but the infernal puzzle is revealing itself.

    "If the Demon kills you, you learn that it is 1 of 2 players." The Sage knows nothing while alive, but learns the most important information of all at the moment of their death - who killed them. The Sage only gets this information when killed by a Demon attack. Being executed does not count.

    How to Run

    1. If the Sage was killed by the Demon, wake the Sage. Point at two players, one who is the Demon that killed the Sage. Put the Sage to sleep.

    Examples & Notes

    • If the Sage dies early, you will probably want to show the Sage two alive players, which lets the evil team still have a slim chance of winning. If the Sage dies on the final night, feel free to show one alive and one dead player.
  14. Townsfolk

    Mayor

    If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.


    We must put our differences aside, and cease this senseless killing. We are all taxpayers after all. Well, most of us.

    "If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead." The Mayor can win by peaceful means on the final day. To survive, the Mayor sometimes "accidentally" gets someone else killed. If the Mayor is attacked and would die, the Storyteller may choose that a different player dies. Nobody learns how they died at night, just that they died. If there are just three players alive at the end of the day, and no execution occurred that day, then the game ends and good wins. Travellers count as players for the Mayor's victory, so must be exiled first. Remember that exiles are not executions. Fabled don't count as players for the Mayor's victory, as the Storyteller isn't a player. If the Demon attacks the Mayor, and the Storyteller instead chooses a dead player, the Soldier, or a player protected by the Monk, that player does not die tonight.

    How to Run

    1. During the night, if the Mayor would die, you choose if the Mayor actually dies, or if the Mayor remains alive and another character dies instead—put the Demon's DEAD reminder token by that character token instead of the Mayor, and put a shroud on that character token instead of the Mayor.
    2. At dawn, declare that the player marked DEAD died at night. (Do not say how they died.)
    3. At dusk, if exactly three players are alive and no player was executed today, declare that the game ends and good wins.

    Examples & Notes

    • We recommend you keep the Mayor alive until the final day, since it is most fun for the players that way. On rare occasions, if the group is overwhelmingly convinced early in the game that the Mayor is the Mayor, let the Mayor die so that evil has a chance to win.
    • In TROUBLE BREWING, the Mayor’s phrase “your team wins” will always mean “good wins” because the Mayor is always good. In other editions, an evil Mayor means “evil wins” instead.
  15. Outsider

    Tinker

    You might die at any time.


    I think I see the problem. Luckily, I have an idea! This catapult will shoot twice as far with just a minor adjustment...

    "You might die at any time." The Tinker can die at any time, for no reason. The Storyteller may kill the Tinker at any time. The Tinker cannot die from their ability while protected from death, as normal.

    How to Run

    1. At any time, you may decide that the Tinker dies. If this is during the day, immediately declare that the Tinker has died. If this is during the night, mark the Tinker with the DEAD reminder and wait until dawn to declare which players died during the night. (Do not say how.)

    Examples & Notes

    • While you may kill the Tinker out of the blue during the day, it is most interesting if the Tinker dies at night, because the players will be wondering whether the Tinker died due to their ability or for some other reason.
    • You can choose to never kill the Tinker. This makes the Tinker look really suspicious.
    • We recommend that you never kill the Tinker when it would end the game. Players should win or lose by their own efforts, not Storyteller fiat.
  16. Outsider

    Recluse

    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.

    How to Run

    1. Each time the Recluse is targeted by an ability that detects or affects evil characters, choose which character and alignment the Recluse registers as. (Do whatever is appropriate, such as showing an evil character token, nodding, giving finger signals, or allowing an ability to work that would normally only affect evil, Minion, or Demon players.)
  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

    Barber

    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.

    How to Run

    1. If the Barber dies, mark them with the HAIRCUTS TONIGHT reminder.
    2. During that night, wake the Demon. Show them the THIS CHARACTER SELECTED YOU info token, then the Barber token. The Demon either shakes their head no or points to two players. Put the Demon to sleep. Remove the HAIRCUTS TONIGHT reminder.
    3. If the Demon pointed to two players, swap the character tokens of the chosen players. One at a time, wake each swapped player, show them the YOU ARE info token and their new character token, then put them to sleep. If a player’s alignment does not match the color of their character token, turn it upside-down.

    Examples & Notes

    • If a good player becomes a Minion or Demon, or an evil player becomes a Townsfolk or Outsider, you may wish to remind them that their alignment has not changed.
  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

    Spy

    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.

    How to Run

    1. Each night, wake the Spy and show them the Grimoire for as long as they need. Put the Spy to sleep.
    2. Each time the Spy is targeted by an ability that detects or affects good characters, choose what character and alignment the Spy registers as. (Do whatever is appropriate, such as showing a good character token, nodding, giving finger signals, or allowing an ability to work that would normally only affect good, Townsfolk, or Outsider players.)
    3. Remember to keep your Grimoire tidy and show it to the Spy in the correct orientation, so the Spy can easily see who is who.
  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

    Scarlet Woman

    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.

    How to Run

    1. If the Demon dies and there were five or more alive players immediately before the Demon died, replace the Scarlet Woman token with a spare Imp token, changing that player's character from the Scarlet Woman into the Imp. (They are now the Demon and have the Imp's ability. If they die, good wins.)
    2. That night, wake the new Imp, show them the YOU ARE info token, then show them the Imp token.
    3. In Trouble Brewing, there is only one Demon—the Imp. In other editions, there are multiple possible Demons. If the Scarlet Woman becomes the Demon, they become the same type of Demon that died, and they gain this Demon's ability. When this happens, mark the Scarlet Woman with the IS THE DEMON reminder and refer to that Demon's "How to Run" instructions.
  23. Demon

    No Dashii

    Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.


    By the sins of Arnoch, I feel thy laden stench. By the curs-ed sun and her foul legion of tiny grinning gods, I corrupt thee. By the blessed night and the hidden depths of the horrid and unholy sea, I end thy squalid life upon this plane.

    "Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned." The No Dashii poisons their neighboring Townsfolk. The No Dashii’s closest clockwise and counterclockwise Townsfolk neighbors are poisoned, regardless of whether they are alive or dead. If a No Dashii dies or otherwise loses their ability, then those two players become healthy. Two Townsfolk players will always be poisoned this way, as neighboring Outsiders, Minions, or Travellers are skipped. If a new player becomes the No Dashii, or a poisoned Townsfolk changes into a non-Townsfolk character, the players who are poisoned may change immediately based on who the neighbors of the No Dashii are.

    How to Run

    1. While preparing the first night, the two Townsfolk neighboring the No Dashii become poisoned - mark them with POISONED reminders.
    2. If a Townsfolk poisoned by the No Dashii becomes a non-Townsfolk character, or the No Dashii turns into a different character, or if a new player becomes the No Dashii, the new neighbors of the No Dashii become poisoned, and the old neighbors become healthy - move the No Dashii’s POISONED reminders immediately if needed.
    3. Each night except the first, wake the No Dashii. They point at any player. That player dies - mark them with the DEAD reminder. Put the No Dashii to sleep.
  24. Demon

    Imp

    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.

    How to Run

    1. Each night except the first, wake the Imp. The Imp points at any player. Put the Imp to sleep. The chosen player dies—put the Imp's DEAD reminder by the chosen player's character token in the Grimoire and put a shroud on it.
    2. If the Imp killed themself at night, choose an alive Minion and replace their character token with a spare Imp token, changing their character to the Imp. Wake the new Imp, show them the YOU ARE info token, then show them the Imp token. Put the new Imp to sleep.
    3. At dawn, declare which player died at night. (Do not say how they died.)
    4. If the Imp attacks a dead player at night, let them do so. Whenever a character's ability says "choose a player," that means that any player—alive or dead—can be chosen. The Imp may be planning on bluffing as the Soldier, and this kind of thing helps their bluff look stronger.
  25. Demon

    Shabaloth

    Each night*, choose 2 players: they die. A dead player you chose last night might be regurgitated.


    Blarg f'taag nm mataan! No sho gumtha m'sik na yuuu. Fluuuuuuuuurg h-sikkkh.

    "Each night*, choose 2 players: they die. A dead player you chose last night might be regurgitated." The Shabaloth eats two players per night, but may vomit one of them back up the following night. Unlike most Demons, the Shabaloth attacks twice per night. The night after the attack, the Storyteller may decide that one of the players attacked by the Shabaloth comes back to life. This can be an alive player that was killed, or a dead player that was attacked. The regurgitated player regains their ability, even a “once per game” ability already used. If they had a “first night only” or “start knowing” ability, they may use it again.

    How to Run

    1. Each night except the first, wake the Shabaloth. They point at any two players, one at a time. Put the Shabaloth to sleep. In the order chosen, each chosen player dies—mark them with DEAD reminders.
    2. Each later night, just before waking the Shabaloth, you can choose one character marked with the Shabaloth’s DEAD reminder, and the chosen player becomes alive again—replace the DEAD reminder with the Shabaloth’s ALIVE reminder, and remove their shroud. They wake later tonight if they normally would. If they wake on the first night only, they wake now to use their ability. At dawn, after declaring which players died, declare which player is alive again. (Do not say why.)

    Examples & Notes

    • Since the Shabaloth cannot regurgitate themself—they have no ability when dead—it is best to only rarely make the Shabaloth regurgitate. Once per game, maybe twice, is usually sufficient.
  26. Traveller

    Bureaucrat

    Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow.


    Sign here please. And here. And here. Aaaaaaaaand here. This should all be sorted and tallied by the end of the day, assuming everyone's signatures are legible. We haven't had a mix-up in the paperwork for ages. Yesterday noon, if memory serves...

    "Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow." The Bureaucrat gives extra votes to a player of their choice. When a player chosen by the Bureaucrat votes, that vote counts as three votes. This happens every time that player votes that day. The player with the triple vote loses it immediately if the Bureaucrat dies, including if the Bureaucrat is exiled, because the Bureaucrat loses their ability. Exiles are never affected by abilities, so the player with the triple vote can only support exiles once, not three times. Since the Storyteller counts the number of votes out loud as they move their hand around the circle, all players will know which player the Bureaucrat chose.

    How to Run

    1. Each night, wake the Bureaucrat. They point at any player. Mark the chosen player with the Bureaucrat’s 3 VOTES reminder. Put the Bureaucrat to sleep.
    2. Each time you tally the vote of a player marked 3 VOTES, count it as three votes instead of one. (Count this out loud, as normal.)
  27. Traveller

    Deviant

    If you were funny today, you cannot die by exile.


    Twas the lady's quip, forsooth.

    "If you were funny today, you cannot die by exile." The Deviant can avoid being Exiled - as long as the Deviant player has been amusing today. The Deviant can amuse the group in any way they choose. Generally, verbal means such as jokes, funny stories, or witty remarks will suffice. The Storyteller is the judge of whether the Deviant was funny or not.

    How to Run

    1. If the Deviant would be exiled, you may declare that the Deviant remains alive.

    Examples & Notes

    • It is best to be forgiving and treat even a slightly funny Deviant as funny. It can be tough to be funny when one is expected to be, after all.
    • If the player would prefer, you may determine different criteria for whether the Deviant is exiled. If being “funny” is difficult, you may reward the Deviant who “creates a positive mood” or “is helpful to others” instead. The Deviant is not a serious character, and it is meant to encourage laughter, lightheartedness, and fun, so adjust the Deviant rules to your players’ needs and talents.
  28. Traveller

    Gunslinger

    Each day, after the 1st vote has been tallied, you may choose a player that voted: they die.


    It's time someone took matters into their own hands. That someone... is me.

    "Each day, after the 1st vote has been tallied, you may choose a player that voted: they die." The Gunslinger kills players who vote. Each day, after the first vote for execution has been tallied, the Gunslinger may publicly choose a player that just voted to die immediately. The Gunslinger does not have to kill a player—it is entirely up to them. Whether they use their ability or not, the Gunslinger cannot kill any further players that day. It is the Gunslinger’s responsibility to speak up and let the Storyteller know that they wish to use their ability. Since exiles are not affected by character abilities in any way, the Gunslinger cannot use their ability to kill a player that supports an exile.

    How to Run

    1. Each day, immediately after the first vote for execution is tallied, the Gunslinger can declare that they wish to use their ability. If so, the Gunslinger points at any player who voted for this execution. The chosen player dies.

    Examples & Notes

    • If the Gunslinger is a new player, you may wish to remind them that they can use their ability.
    • When the Gunslinger wants to use their ability, you may need to ask all players who voted to raise their hand again, so the Gunslinger doesn’t accidentally choose a player that didn’t vote.
  29. Traveller

    Scapegoat

    If a player of your alignment is executed, you might be executed instead.


    Good evening! Thank you for inviting me to the ball. I'm not from around here, but you sure seem like a friendly bunch, by golly. I'm sure we'll get along just dandy. What's all that rope for?

    "If a player of your alignment is executed, you might be executed instead." The Scapegoat is executed instead of an ally. If the Scapegoat is evil, they might die instead of an evil player dying. If the Scapegoat is good, they might die instead of a good player dying. When exactly this happens is up to the Storyteller. This can only happen due to an execution, not death by other means such as a Demon or Slayer. The Scapegoat being killed still counts as an execution, so no more nominations occur today. As always, players do not learn the alignment of the Scapegoat when they die.

    How to Run

    1. If a player of the same alignment as the Scapegoat would be executed, you may choose that the Scapegoat is executed instead. The Scapegoat dies.

    Examples & Notes

    • It is best to use the Scapegoat’s ability before the final day, because a Scapegoat that remains alive on the final day will almost certainly be exiled. You should always use an evil Scapegoat’s ability to prevent evil from losing the game.
  30. Traveller

    Voudon

    Only you & the dead can vote. They don't need a vote token to do so. A 50% majority isn't required.


    Bien venu. Sit down. Breathe deep. Enter the land of the dead. See with their eyes. Speak with their voice. Yon sel lang se janm ase.

    "Only you & the dead can vote. They don't need a vote token to do so. A 50% majority isn't required." The Voudon gives the voting power to the dead instead of the living. The dead and the Voudon may vote as many times per day as they wish. They do not need a vote token to vote, and do not lose their vote token when they do so. Alive players cannot vote. It is not the case that they may put their hand up but the votes don’t count—their hands must stay down during voting. The number of votes required to execute a player is no longer half or more of the alive players. The player with the most votes is executed each day, but even a single vote is enough to execute a player if no other player gets more votes. The Voudon does not alter who can make nominations. As normal, alive players may make nominations, and dead players may not. Since Travellers are exiled, not executed, all players, alive or dead, may support exiling the Voudon or other Travellers. If a player is about to die and then the Voudon is exiled, that player is still about to die and nominations continue, but alive players vote as normal. If a later nomination gets more votes and it tallies to half or more of the alive players, this new player is about to die instead.

    How to Run

    1. During votes for execution, only dead players and the Voudon may raise their hand to vote. The dead may vote even if they have no vote token, and voting does not use a vote token. If a nominee gets at least one vote, they are about to die by execution until a different player gets more votes.
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