1. Don't Miss

    Almanac · James P · 13 characters
  2. 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.
  3. Townsfolk

    Juggler

    On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.


    For my next trick, as per request, I will need a flower, a bag of beans, a toy snake, a paintbrush, and a motorized gasoline-powered hedge trimming device. I warn you, this trick may be my last. Oh dear.

    "On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct." The Juggler takes the risk of convincing people to reveal their characters on the 1st day, in the hope of guessing as many as possible that are telling the truth. On the first day, they may guess which players are which characters. That night, the Juggler learns how many guesses they got right...if they are not killed beforehand. They must make their guesses publicly, so everyone hears what is guessed. They may guess zero characters, or up to five characters, and these characters and players may be different or the same. If the Juggler made their guesses while drunk or poisoned, but is sober and healthy when their ability triggers that night, then the Storyteller still gives them true information.

    How to Run

    1. During the first day, if the Juggler declares that they are using their ability, then you enter the circle, holding the Grimoire. The Juggler can make up to five guesses, each of any one player and any one character. For each correct guess, mark the Juggler with a CORRECT reminder. (Make sure the players don’t see how many reminders you’re placing.)
    2. That night, wake the Juggler. Show them fingers (0, 1, 2, etc.) equaling the number of CORRECT reminders. Put the Juggler to sleep. Remove the CORRECT reminders and the Juggler’s night token when convenient.

    Examples & Notes

    • If the Juggler is guessing too fast, prompt them to slow down.
    • If an evil player is bluffing as the Juggler, it can help their bluff if you pretend to move tokens around the Grimoire as they make their fake guesses.
  4. 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.
  5. 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.
  6. 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.
  7. Townsfolk

    Atheist

    The Storyteller can break the game rules, and if executed, good wins, even if you are dead. [No evil characters]


    Let us disperse with unnecessary conjecture and silly paranoia. There is a perfectly rational explanation for everything. Yes, a teacup may indeed be orbiting the planet, too small to see, but I shall drink my tea from the very real china in my very real hands.

    "The Storyteller can break the game rules, and if executed, good wins, even if you are dead. [No evil characters]" The Atheist knows that all players are good and there is no such thing as Demons. With the Atheist in play, there are no evil players—no Minions and no Demons. Good wins if the Storyteller is executed. Any living player may nominate the Storyteller, and the Storyteller is executed if 50% or more of the living players vote. If the Atheist is not in play and the Storyteller is executed, evil wins. Good loses if just two players are alive. The Storyteller may break any of the game’s rules. They may kill a player who nominated to simulate a Witch curse, kill players at night to simulate a Demon attacking, give players false information to simulate drunkenness, change characters at night to simulate a Pit-Hag, or even have the wrong number of Outsiders in play.

    How to Run

    1. During setup, before giving the bag to the players, remove all evil character tokens and add Townsfolk or Outsider character tokens to match the player count.
    2. Break any game rules, as you see fit. Use evil reminder tokens if you need them.

    Examples & Notes

    • The Atheist is a complex character, and is recommended for experienced Storytellers. In addition to rules knowledge, it requires you to have a good sense of fun and fairness. It is your job to create a fun game for all players, so only break the game rules to give false information (as much or as little as you want) or simulate the actions of evil characters that could be in play, but aren’t. If you can convince the players that there is no Atheist in play, or at least get them discussing the possibility, you’ve done well.
    • Avoid creating arbitrary rules or changing the win conditions. In order to have a good time, the players need to know how they can win the game if an Atheist is in play.
  8. 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.
  9. Outsider

    Golem

    You may only nominate once per game. When you do, if the nominee is not the Demon, they die.


    Golem help? Golem smash! Golem help.

    "You may only nominate once per game. When you do, if the nominee is not the Demon, they die." The Golem kills the player they nominate. When the Golem nominates a player, that player immediately dies. The nomination process continues. If the Golem nominates the Demon, nothing happens. The Storyteller doesn’t confirm or deny that the Golem nominated, and continues with the voting process as normal. The Storyteller may say “nothing happens” if clarity is asked for. After the Golem has nominated once, whether or not the nominee dies, the Golem may not nominate again this game. It is the player’s responsibility to refrain from nominating, not the Storyteller’s. Deliberately nominating when they shouldn’t is considered cheating.

    How to Run

    1. If the Golem nominates a non-Demon, that player dies, then the vote continues as normal. Mark the Golem with the MAY NOT NOMINATE reminder.
    2. If the Golem nominates the Demon, the vote continues as normal. (Do not say why.) Mark the Golem with the MAY NOT NOMINATE reminder.

    Examples & Notes

    • If the Golem accidentally nominates when they shouldn’t, you can either accept or not accept the nomination. It is best to not accept the nomination—as long as you think that this won’t confirm that a Golem is in play. To keep things fair, also do this for players bluffing as the Golem, reminding them that the Golem cannot nominate more than once.
  10. Minion

    Witch

    Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.


    Three drops of goat's blood. A lock of hair, torn in anger. The name is spoken, the shadow cast. Walk left foot first down that brambled path, and don't look back.

    "Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability." The Witch curses players, so that they die if they nominate. Each night, the Witch chooses a player to curse. That player dies if they nominate any player on the next day, although their nomination still counts. The Witch’s curse lasts only for one day, but the Witch may curse the same player again and again each night. As soon as just three players are left alive, the Witch’s curse is immediately removed, and the Witch acts no more.

    How to Run

    1. Each night, wake the Witch. They point at any player. Put the Witch to sleep. Mark the chosen player with the CURSED reminder.
    2. The next day, if the player marked CURSED makes a nomination, immediately declare that they die. (Nominations continue as normal.)
  11. Minion

    Goblin

    If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.


    You don’t want to insult the goblins. You really, really don’t. On a completely different note… can I have another piece of cake?

    "If you publicly claim to be the Goblin when nominated & are executed that day, your team wins." The Goblin takes revenge if the town knowingly executes them. If the Goblin is executed, evil wins. ...but for this to happen the Goblin needs to tell the group that they are the Goblin when they are nominated, but before votes happen, and to do so in a way that everyone hears. The good players need to know the risk. If the Goblin is executed without telling the group that they are the Goblin when nominated, the Goblin dies and the game continues as normal. The Goblin must have claimed to be the Goblin today for their ability to work. Telling the group yesterday, or even every previous day, doesn't count. Any player may claim to be the Goblin when nominated.

    How to Run

    1. If the Goblin claims to be the Goblin when nominated (and before voting begins), declare that this player has claimed to be the Goblin, so that all the group hears. Put the CLAIMED reminder by the Goblin token.
    2. If the Goblin is executed, and they are marked CLAIMED, then declare that evil wins.

    Examples & Notes

    • If a non-Goblin player claims to be the Goblin when nominated, act as if they are the Goblin. Declare to the group that they have claimed to be the Goblin and pretend to move a reminder token in the Grimoire.
  12. 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.
  13. 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.
  14. Fabled

    Sentinel

    There might be 1 extra or 1 fewer Outsider in play.


    Name, please. Papers, please. Weapons, please.

    "There might be 1 extra or 1 fewer Outsider in play." Add the Sentinel to your script to keep the number of Outsiders in play mysterious. The official character lists are carefully constructed so that the number of Outsiders is never completely known, which lets evil players safely bluff as Outsiders. Many of the games you create using the Script Tool will not have this luxury. If, for one reason or another, the number of Outsiders in a game will become certain, the Storyteller can add a Sentinel. This will confuse matters and help the evil team either bluff as Outsiders or make existing Outsiders look suspicious. Games with a Sentinel in play might have one more Outsider than normal. They may have one less. They may have the normal amount. It is up to the Storyteller.

    How to Run

    1. At the start of the game, declare that the Sentinel is in play. Add the Sentinel token to the Grimoire.
    2. While setting up the game, before putting character tokens in the bag, add an Outsider token and remove a Townsfolk token, remove an Outsider token and add a Townsfolk token, or do neither.
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