1. Teddy Long's Main Event

    Almanac · MattoCat · 30 characters

    Notes

    As a wise man once said, "Tonight, you will go one-on-one... with THE UNDERTAKER!!". Paul Bearer may have originally summoned The Undertaker, but Teddy Long made summoning into the Main Event. "Hold on a minute playa!" If a Plague Doctor dies -BEFORE- Night 3 and the Summoner was not already in play, then the ST w/Summoner ability can take that power and make the 'main event' into a Demon "TAG TEAM match" by tagging in a new demon on N3 to replace the old one. Just be careful with that power, "Ya Feel Me?" Just... probably don't create two evil demons. Yes, but don't. "Believe That." Any Comments with feedback are appreciated! Who is Teddy Long? Theodore "Teddy" Long is a WWE Hall of Famer know for his long and entertaining tenure as the General Manager of SmackDown. From his WWE Hall of Fame Bio: '...he’d become the longest running GM in WWE history during that tenure, it hadn’t been an easy one. From being kidnapped by The Undertaker to getting attacked by Drew McIntyre, Long had his share of rough nights, but it never stopped him from working to entertain the WWE Universe.' "Buckle Up Teddy."

  2. Townsfolk

    Steward

    You start knowing 1 good player.


    How DARE you accuse Her Ladyship of wrongdoing? I’ve known her my entire life! All nine years!

    "You start knowing 1 good player." The Steward knows 1 good player. The Steward learns a player, but not their character. The Steward learns their information on the first night of the game. If created mid-game, then the Steward learns their information that night instead.

    How to Run

    1. While preparing the first night, put the KNOW reminder by any good character token. During the first night, wake the Steward. Point to the player marked KNOW. Put the Steward to sleep.
  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

    Bounty Hunter

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


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

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

    How to Run

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

    Sailor

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


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

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

    How to Run

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

    Villageidiot3

    Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]


    장미는 파랗고, 제비꽃은 빨갛다네. 방금 말 일부러 거꾸로 한거야. 진짜야.

    "매일 밤, 플레이어 1명을 선택하세요. 그 플레이어의 성향을 알게 됩니다. [+0~+2 동네바보. 추가된 동네바보 중 1명은 취해 있습니다.]" 동네바보들은 플레이어의 성향을 알아내는 집단입니다. 취한 동네바보는 게임 세팅 때 이야기꾼이 정합니다. 플레이어 수와 상관없이 동네바보는 1명, 2명, 혹은 3명까지 있을 수 있습니다. 동네바보가 1명뿐이라면 그 플레이어는 취해 있지 않습니다. 취한 동네바보가 참 정보를 받을 수도 있습니다. 세팅 단계에서 동네바보가 추가될 때는 다른 마을주민을 대신합니다. 게임 도중 동네바보가 생기면 한 명만 생깁니다. 동네바보들은 한꺼번에 행동하지 않고, 한 명씩 따로 행동합니다. 멀쩡한 동네바보들이 모두 게임에서 사라져도, 남은 취한 동네바보는 계속 취한 상태입니다. 멀쩡한 동네바보가 다른 이유로 취하거나 중독되더라도, 원래 취한 동네바보는 그대로 취해 있습니다.

    How to Run

    1. 게임을 세팅할 때, 캐릭터 토큰을 주머니에 넣기 전에 마을주민 토큰 0개, 1개, 또는 2개를 동네바보 토큰으로 바꾸세요. 첫날 밤을 준비할 때 동네바보 1명에게 취함 알림을 표시하세요.
    2. 매일 밤, 동네바보를 한 명 깨우세요. 그 플레이어는 플레이어 1명을 가리킵니다. 엄지를 위나 아래로 보여주고 다시 재우세요. 모든 동네바보가 행동할 때까지 반복합니다.
  7. Townsfolk

    Fortune Teller

    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.

    How to Run

    1. While preparing the first night, put the Fortune Teller's RED HERRING reminder token by any good character token, marking that player as the Red Herring.
    2. Each night, wake the Fortune Teller. The Fortune Teller points at any two players. If either chosen player is a Demon or the Red Herring, nod your head yes. Otherwise, shake your head no. Put the Fortune Teller to sleep.
    3. In smaller games, making the Fortune Teller their own Red Herring is sometimes advised, as the Fortune Teller gets more information that way.
  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

    Exorcist

    Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.


    We cast you out, every unclean spirit, every satanic power, every onslaught of the infernal adversary, every legion, every diabolical group and sect, in the name and by the power of Our Lord Jesus Christ. We command you, begone and fly far from the Church of God, from the souls made by God in His image and redeemed by the precious blood of the divine Lamb.

    "Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight." The Exorcist prevents the Demon from waking to attack. Each night, the Exorcist chooses a player. If they choose a player who is not the Demon, the Demon may still attack. If they choose the Demon, the Demon does not wake tonight, so does not choose players to attack tonight. The Demon learns that they cannot attack and who the Exorcist is. Any other Demon abilities still function—such as the Zombuul staying alive if killed, the Pukka killing a player they attacked on a previous night, or the Shabaloth regurgitating a player. The Exorcist may not choose the same player two nights in a row.

    How to Run

    1. Each night except the first, wake the Exorcist. They point at any player. Mark the chosen player’s character token with the CHOSEN reminder. Put the Exorcist to sleep.
    2. If the Exorcist chose the Demon, wake the Demon. Show them the THIS CHARACTER SELECTED YOU info token and the Exorcist token, then point at the Exorcist player. Put the Demon to sleep. Later tonight, do not wake the Demon.

    Examples & Notes

    • A Demon chosen by the Exorcist will not wake to use their Demon ability, but will still wake if they need to due to other characters’ abilities. This may be relevant if using the Exorcist with characters from other editions.
  10. Townsfolk

    Gossip

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


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

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

    How to Run

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

    Examples & Notes

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

    Amnesiac

    You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.


    Wait. What. Who? Oh, ok. Wait. What?

    "You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are." The Amnesiac doesn’t know their own ability. The Storyteller decides what the Amnesiac’s ability is. It may be the same ability as another character in Blood On The Clocktower, something similar, or something original. The Amnesiac may wake at any time during the night to learn information or to choose a player, or their ability may be passive—not requiring action from the Amnesiac player. Each day, the Amnesiac talks to the Storyteller in private, and makes a guess as to what their ability is. The Storyteller answers “cold” if the guess is very wrong, “warm” if the guess is on the right track, “hot” if the guess is very close, and “bingo” if the guess is spot on. Their guess may be specific, such as “Am I learning two players each night that are the same alignment?”, or vague, such as “Is my ability something to do with dead players?”

    How to Run

    1. During setup, decide what ability the Amnesiac player has. During the game, treat that player as if they had that ability, waking them when needed, prompting them to choose players when needed, or whatever else is appropriate. Use the Amnesiac’s ? reminders if you need to.
    2. Each day, the Amnesiac makes a guess about their ability in private. Answer “Cold”, “Warm”, “Hot", or “Bingo”.

    Examples & Notes

    • Make the Amnesiac’s ability guessable, so that the Amnesiac can figure out what their ability is over time. Learning a piece of information each night, or a power that affects the game in a way that the Amnesiac notices, are both good ideas.
    • If the Amnesiac guesses their ability, but the wording is different, still tell them they guessed correctly.
    • You can make the Amnesiac’s ability slightly better than a normal Townsfolk’s ability. Not knowing what it is, the player will need to work harder to receive its full benefit.
  12. Townsfolk

    Nightwatchman

    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.

    How to Run

    1. Each night, wake the Nightwatchman. The Nightwatchman either shakes their head or points at any player. Put the Nightwatchman to sleep.
    2. If the Nightwatchman pointed at a player, wake them and show them the Nightwatchman token, then point to the Nightwatchman player. Put the chosen player to sleep. The Nightwatchman loses their ability – mark them with a NO ABILITY reminder and remove their night token from the night sheet.
  13. Townsfolk

    Seamstress

    Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.


    Did you hear that stranger in the cashmere coat put the word on our young Belle? And she said yes? Well, that's nothing compared to what Harry and that juggler got up to at the fair! The things I could say if I was a tattletale... my, yes.

    "Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment." The Seamstress learns whether 2 players are on the same team as each other. They only get this information once per game, so they had best choose wisely when and who. They may choose alive or dead players or even Travellers.

    How to Run

    1. Each night, wake the Seamstress. They either shake their head no or point at any two players except themself.
    2. If they shake their head no, nothing happens. Put the Seamstress to sleep.
    3. If they point at two players, either nod your head yes (to indicate these players have the same alignment) or shake your head no (to indicate these players do not have the same alignment). Put the Seamstress to sleep. The Seamstress loses their ability - mark them with the NO ABILITY reminder and remove their night token from the night sheet.
  14. Townsfolk

    Poppy Grower

    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.

    How to Run

    1. During the first night, wake the Demon. Show the THESE CHARACTERS ARE NOT IN PLAY info token, then any three good character tokens that are not in play. Then, put the Demon to sleep. Do not do the Minion Info and Demon Info steps.
    2. If the Poppy Grower dies, mark them with the EVIL WAKES reminder. That night, wake the Minions and let them make eye contact. Show the THIS IS THE DEMON info token, then point to the Demon. Put the Minions to sleep. Wake the Demon. Show the THESE ARE YOUR MINIONS info token, then point to the Minions. Put the Demon to sleep.
  15. Outsider

    Snitch

    Each Minion gets 3 bluffs.


    It was John.

    "Each Minion gets 3 bluffs." The Snitch accidentally gives information to the evil team. The Minions learn three not-in-play characters at the start of the game, just like the Demon does. These characters may be the same three that the Demon learns, or different characters. Each Minion may learn different characters to each other. Or they may all learn the same three characters.

    How to Run

    1. During the first night, wake a Minion. Show the THESE CHARACTERS ARE NOT IN PLAY info token, then show three not-in-play character tokens. Put the Minion to sleep. Repeat this process until all Minions have learnt three not-in-play characters.
  16. Outsider

    Saint

    If you die by execution, your team loses.


    Wisdom begets peace. Patience begets wisdom. Fear not, for the time shall come when fear too shall pass. Let us pray, and may the unity of our vision make saints of us all.

    "If you die by execution, your team loses." The Saint ends the game if they are executed. If the Saint dies by execution, the game ends. Good loses and evil wins. If the Saint dies in any way other than execution—such as the Demon killing them—then the game continues.

    How to Run

    1. If the Saint dies by execution, declare that the game ends and evil wins.
    2. The Saint's ability has the strange phrase "your team loses." In Trouble Brewing, this will always mean "evil wins" because the Saint is always good. In other editions, it is possible for characters to change alignment. If the evil Saint is executed, good wins.
  17. Outsider

    Plague Doctor

    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.

    How to Run

    1. When the Plague Doctor dies, place a Minion character token in the centre of the left side of the Grimoire and mark this with the Plague Doctor’s STORYTELLER ABILITY reminder. Or, mark an in-play Minion with the STORYTELLER ABILITY reminder. If applicable, add a night token to the night sheet.
    2. When this Minion would normally act, the relevant choices are made by the Storyteller.
  18. 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.)
  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

    Poisoner

    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.

    How to Run

    1. Each night, wake the Poisoner. They point at any player. The chosen player becomes poisoned—put the POISONED reminder token by the chosen player's character token. Put the Poisoner to sleep. (This poisoned player wakes and acts normally. They have no ability, but they think they do. If their ability would give them information, you can give false information to them if you wish. See “Drunkenness and Poisoning” in the rulebook.)
    2. Each dusk, the poisoned player becomes healthy—remove their POISONED reminder.
  21. Minion

    Summoner

    You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]


    Hail the guardians of the north; by my intellect, thou art cut. Hail the guardians of the east; by my will, thou art dominated. Hail the guardians of the south; by that which lies beyond, the mystery is revealed. Hail the guardians of the west; a shield in the darkness.

    "You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]" The Summoner creates a Demon. The Summoner may choose any player to become the Demon, even themselves. The new Demon does not learn which players are Minions, or vice versa. The evil players will need to talk amongst themselves to figure this out. Even though there is no Demon in play for two days, the game does not end. However, if the Summoner becomes unable to create a Demon (due to dying, becoming drunk on night 3 etc.) good wins. The newly created Demon acts on the same night that it is created.

    How to Run

    1. During the setup phase, remove the Demon and add a Townsfolk.
    2. When preparing the first night, put the Summoner’s NIGHT 1 reminder by the Summoner. When preparing the second night, put the Summoner’s NIGHT 2 reminder by the Summoner. When preparing the third night, put the Summoner’s NIGHT 3 reminder by the Summoner.
    3. During the first night, show the Summoner 3 not-in-play characters as bluffs.
    4. During the night, if the Summoner has a NIGHT 3 reminder, wake the Summoner. They point at a player, and to a Demon icon on the character sheet. Put the Summoner to sleep. Wake the chosen player. Show the YOU ARE info token, then the Demon token. Show the YOU ARE info token, then give a thumbs down. Replace their character token with the Demon token and put the new Demon to sleep.
  22. Minion

    Assassin

    Once per game, at night*, choose a player: they die, even if for some reason they could not.


    ...

    "Once per game, at night*, choose a player: they die, even if for some reason they could not." The Assassin kills who the Demon cannot. Once per game at night, the Assassin can kill a player. This player dies, even if they are protected from death in any way, such as from an ability. The Assassin ability is affected by drunkenness and poisoning, as normal. If the Assassin attacks the Goon, the Goon dies and turns evil.

    How to Run

    1. Each night except the first, wake the Assassin. They either shake their head no or point at any player. Put the Assassin to sleep.
    2. If the Assassin chose a player, that player dies— mark them with the DEAD reminder. This cannot be prevented in any way (except if the Assassin doesn’t have their ability, such as if they’re drunk or poisoned). The Assassin loses their ability—mark them with the NO ABILITY reminder and remove their night token from the night sheet. (The Assassin won’t wake again.)
  23. Demon

    Lleech

    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.

    How to Run

    1. During the first night, wake the Lleech. They point at any player. That player is poisoned—mark them with the POISONED reminder. Put the Lleech to sleep.
    2. Each night except the first, wake the Lleech. They point at any player. That player dies—mark them with the DEAD reminder. Put the Lleech to sleep.
    3. If the Lleech would die but the player marked with the Lleech’s POISONED reminder is alive, the Lleech does not die. If the player marked with the Lleech’s POISONED reminder is dead, the Lleech dies and the good team wins.

    Examples & Notes

    • When giving false information to a good player poisoned by the Lleech, make sure this information seems true. If the good player believes it to be false, they will quickly execute themselves and win the game.
  24. 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.
  25. Demon

    Vortox

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


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

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

    How to Run

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

    Legion12

    Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]


    우리는 겨울날의 차가운 바람이다. 우리는 달 없는 밤의 그림자다. 우리는 네 찻잔 속 독이며, 네 귓가의 속삭임이다. 우리는 어디에나 있다.

    "매일 밤*, 플레이어 1명이 죽을 수도 있습니다. 악 플레이어만 투표했다면 처형은 실패합니다. 당신은 하수인으로도 판정됩니다. [대부분의 플레이어는 군단입니다]" 군단은 여러 명의 악마입니다. 권장되는 선과 악의 인원 수는 보통과 정반대입니다. 예를 들어 10인 게임이라면, 대략 군단 7명과 선 플레이어 3명 정도로 구성됩니다. 군단이 아닌 플레이어들은 마을주민과 외지인이 어떤 비율이든 섞여 있을 수 있습니다. 지명에 적어도 선 플레이어 1명이 투표했고, 그 결과 누군가가 죽기 직전이 되었다면 처형은 평소처럼 진행됩니다. 반대로 악 플레이어만 투표했다면, 그 지명의 투표 수는 0표로 취급됩니다. 각 군단 플레이어는 악마이면서 동시에 하수인으로도 판정됩니다. 밤마다 누가 죽을지는 이야기꾼이 정합니다. 살아 있는 선 플레이어가 단 한 명만 남았다면, 선은 더 이상 이길 수 없으므로 이야기꾼은 악의 승리를 선언할 수 있습니다. 이야기꾼은 군단 플레이어들에게 허풍용 캐릭터를 주지 않기로 결정할 수도 있습니다.

    How to Run

    1. 첫날 밤 악마 정보 단계에서, 모든 군단 플레이어가 서로 눈을 마주치게 하세요. 필요하다면 군단이 아닌 플레이어들을 손으로 가리켜 군단이 누가 선인지 알 수 있게 해도 됩니다.
    2. 첫날 밤을 제외한 매일 밤, 플레이어 1명이 죽도록 정할 수 있습니다.
    3. 투표를 셀 때는 평소처럼 큰 소리로 수를 세세요. 누군가가 죽기 직전이 될 만큼 표가 나왔더라도 악 플레이어만 투표했다면, 그 지명의 투표 수는 0표라고 선언하세요.

    Examples & Notes

    • 대부분의 밤에는 선 플레이어보다 군단 플레이어를 죽이는 편이 좋습니다. 선 플레이어를 죽이면 보통 악 팀에 너무 유리해집니다. 목표는 생존자가 3명 남는 상황, 즉 선 2명과 군단 1명이 남는 구도를 만드는 것입니다. 마지막 날에 플레이어들이 처형하지 않았다면, 그날 밤 선 플레이어 1명을 죽여 악이 승리하게 하세요.
    • 플레이어들이 "정말 0표가 되는지 시험해 보겠다"며 서로에게 투표를 강요한다면, 0표 지명도 성공한 것처럼 선언하되 실제로는 누가 진짜 죽기 직전인지 비밀리에 기록해 둘 수도 있습니다. 군단의 곧 죽음 알림을 표시해 두었다가 지명 단계가 끝난 뒤 그 플레이어를 처형하면, 군단 게임 특유의 미스터리와 긴장감을 더 잘 살릴 수 있습니다.
  27. Traveller

    Beggar

    You must use a vote token to vote. If a dead player gives you theirs, you learn their alignment. You are sober & healthy.


    Alms for the poor, good Sir? Spare a coin, Madam? Thank you. God bless! You're a right kind soul and no mistake! I'll have some swanky nosh tonight, I will!

    "You must use a vote token to vote. If a dead player gives you theirs, you learn their alignment. You are sober and healthy." The Beggar can not vote unless someone gives them a token to use, but they learn if the player that does so is good or evil. The Beggar cannot raise their hand to vote at all unless they have a vote token. When they do vote, they lose one vote token. If they have more than one, they may only use one at a time. Only a dead player may give their vote token to the Beggar, after which that dead player cannot vote. Each dead player decides for themself whether to give the Beggar their vote token. No one, including the Beggar, may move a player’s vote token on their behalf. When a player gives their vote token to the Beggar, the Beggar learns whether that player is good or evil. The Beggar can still nominate freely, and can still vote for an exile freely, because exiles are not affected by abilities. If the Beggar dies, they gain one vote token to use while dead, just like any other character would. However, the Beggar loses all their previously acquired vote tokens. If the Beggar would become drunk or poisoned, they do not. The ability to donate vote tokens is unique to the Beggar ability. Players may not give their vote token to a player that is not the Beggar, whether or not a Beggar is in play.

    How to Run

    1. The Beggar cannot vote unless they have a vote token. They lose one vote token each time they vote.
    2. During the day, a dead player can declare that they give their vote token to the Beggar. Transfer the vote token to the Beggar and privately tell the Beggar the alignment of that player.
  28. Traveller

    Harlot

    Each night*, choose a living player: if they agree, you learn their character, but you both might die.


    Enchanté, Sailor. You look like you need someone to really listen to your troubles. I'm a good listener. Very, very good.

    "Each night*, choose a living player: if they agree, you learn their character, but you both might die." The Harlot learns the character of whoever agrees to reveal it, but at great risk for them both. Each night, the Harlot chooses a player. That player has a decision to make: do they reveal their character to the Harlot? If they do, the Storyteller may decide that both this player and the Harlot die tonight. The Harlot only learns the character of the chosen player, not that player’s alignment. The Harlot may discuss during the day which character they would like to pick at night, and other players may offer to be picked, but they may go back on their word and choose differently when night comes.

    How to Run

    1. Each night, wake the Harlot. The Harlot points at any player. Put the Harlot to sleep. Wake the chosen player, show them the THIS CHARACTER SELECTED YOU' info token, then the Harlot token. That player either nods their head yes or shakes their head no. Put that player to sleep.
    2. If they shook their head no, then nothing happens. Continue with the night phase.
    3. If they nodded their head yes, wake the Harlot and show them the chosen player’s character token. Put the Harlot to sleep. You may decide that both players die—mark them with DEAD reminders.

    Examples & Notes

    • When choosing whether to kill players, do what you feel is the most interesting and balanced. If the Demon reveals to the Harlot, you should not end the game by killing them.
  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

    Thief

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


    I ain't done nuffink. I weren't even in dat alley last night! It weren't me what stole Mayor Bruno's briefcase wiv all dem fancy dockoments innit. Besides, it was too 'eavy to carry far.

    "Each night, choose a player (not yourself): their vote counts negatively tomorrow." The Thief steals votes from a player, making their vote count negatively. When a player chosen by the Thief votes, the vote tally goes down by one instead of up by one. This happens every time that player votes that day. The player with the negative vote changes back to having a positive vote immediately if the Thief dies, including if the Thief is exiled, because the Thief loses their ability. Exiles are never affected by abilities, so the player with the negative vote can support exiles unaffected by the Thief’s ability. 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 Thief chose.

    How to Run

    1. Each night, wake the Thief. They point at any player. Mark the chosen player with the Thief’s NEGATIVE VOTE reminder. Put the Thief to sleep.
    2. Each time you tally the vote of a player marked NEGATIVE VOTE, count it as subtracting one vote instead of adding one vote. (Count this out loud, as normal.)
  31. 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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