Townsfolk
You start knowing that 1 of 2 players is a particular Minion.
It is a fine night for a stroll, wouldn't you say, Mister Morozov? Or should I say... BARON Morozov?
"You start knowing that 1 of 2 players is a particular Minion." The Investigator learns that a particular Minion character is in play, but not exactly which player it is. During the first night, the Investigator learns that one of two players is a specific Minion. They learn this only once and then learn nothing more.
Townsfolk
You start knowing 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.
Townsfolk
Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.
It is better to be rich and healthy than poor and sick.
"Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability." The Preacher removes Minion abilities. If the Preacher chooses a Minion, that Minion is woken to learn that they have been preached, and can no longer act while the Preacher is alive, sober, and healthy. If the Preacher chooses a player who is not a Minion, nothing happens. The Preacher may choose dead players. If the Preacher is drunk or poisoned at the time they choose a player, that player is not affected by the Preacher’s ability. If the Preacher becomes drunk or poisoned, preached Minions regain their abilities until the Preacher is sober and healthy.
Townsfolk
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.
Townsfolk
Each night, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins.
Thinking themselves wise, they became fools.
"Each night, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins." The Cult Leader wins if everyone joins their cult. At the end of each night, the Cult Leader becomes the alignment of a living neighbor. Once per day, the Cult Leader may publicly choose to form a cult. If all good players vote to join the cult, the game ends immediately and the Cult Leader’s team wins. The Cult Leader may form a cult at any point in the day. Voting to join a cult does not require a vote token. Players may say whatever they want at any time, so a player bluffing as the Cult Leader may pretend to form a cult.
Townsfolk
Each night*, choose a player & guess their character: if you guess wrong, you die.
Heads, I win. Tails, you lose.
"Each night*, choose a player & guess their character: if you guess wrong, you die." The Gambler can guess who is who... but pays the ultimate price if they guess wrong. Each night except the first, the Gambler chooses a player and guesses their character by pointing to its icon on the character sheet. If the guess is correct, nothing happens. If the guess is incorrect, the Gambler dies. The Gambler does not learn from the Storyteller whether their guess is correct or incorrect. The Gambler may choose any player, dead or alive, even themself.
Townsfolk
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?”
Townsfolk
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.
Townsfolk
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
If anything is real, beer is real. Drink, for tomorrow we may die.
"Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk." The Philosopher has no ability until they decide which character they want to emulate. They can do this once per game. When they do so, they gain that character’s ability. They do not become that character. They may want to wait a while to choose. If the Philosopher chooses a character that is already in play, the player of that character becomes drunk. If the Philosopher then dies or becomes drunk or poisoned, the player they are making drunk becomes sober again. If the Philosopher chose a character that was not in play at the time but is in play now, that character is drunk. If the Philosopher gains an ability that works at night, they wake when that character would wake. If this ability is used on the first night only, they use it tonight. If the Philosopher regains their ability via the Bone Collector, or uses their ability twice via the Barista, the Philosopher may choose a new ability, or the same ability as before. If the Philosopher’s ability works while dead, such as the Klutz’s, it works if the Philosopher is dead.
Townsfolk
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.
Townsfolk
If you die at night, you are woken to choose a player: you learn their character.
My birds will avenge me! Fly! Fly, my sweet and dutiful pets! To the manor and to the river! To the alleys and to the salons! Fly!
"If you die at night, you are woken to choose a player: you learn their character." If the Ravenkeeper dies at night, they get to learn one player's character. The Ravenkeeper is woken on the night that they die, and chooses a player immediately. The Ravenkeeper may choose a dead player if they wish.
Townsfolk
The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
I am pure. Let those who are without sin cast themselves down and suffer in my stead. My reputation shall not be stained with your venomous accusations.
"The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately." The Virgin may inadvertently execute their accuser, confirming which players are Townsfolk in the process. If a Townsfolk nominates the Virgin, then that Townsfolk is executed immediately. Because there can only be one execution per day, the nomination process immediately ends, even if a player was about to die. Only Townsfolk are executed due to the Virgin's ability. If an Outsider, Minion, or Demon nominates the Virgin, nothing happens, and voting continues. The Virgin's ability is powerful because if a Townsfolk nominates them and dies, then both characters are almost certainly Townsfolk. After being nominated for the first time, the Virgin loses their ability, even if the nominator did not die, and even if the Virgin was poisoned or drunk.
Townsfolk
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.
Outsider
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.
Outsider
If you are “mad” about being an Outsider, you might be executed.
I am not a freak! I am a human being! Have mercy!
"If you are "mad" about being an Outsider, you might be executed." The Mutant is killed if they try to reveal who they are. “Madness” is a term that means “you are trying to convince the group of something.” So, if the Mutant player is mad about being the Mutant, this means they are trying to convince people that they are the Mutant. If they are mad about being an Outsider, this means they are trying to convince people that they are an Outsider. This can be by verbally hinting who they are, or by their silence when questioned. It is always up to the Storyteller to decide what the Mutant is doing. If you think they are trying to convince the group they are an Outsider in any way, you can execute them—even outside the nomination phase, or at night. If you do, no other executions may happen today by normal means, since there is only one execution per day. If the Mutant hints that they are the Mutant at night, you may execute them that night, even if an execution happened today. Declare they have died, and continue the night phase as normal. An execution may still happen the next day.
Outsider
When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Oops.
"When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses." The Klutz might accidentally lose the game for their team, unless they are clever. When the Klutz dies, they must declare a player. They may take a few minutes to do so—after all, it’s a big decision, and other players may give advice on who to choose, but it is always the Klutz’s decision. If they choose an evil player, the game ends immediately and the good team loses. If they choose a good player, nothing happens and the game continues. It is not the Storyteller’s responsibility to prompt the Klutz to declare they are the Klutz and choose a player. The Klutz must do this shortly after they learn that they are dead. Deliberately not doing so is considered cheating.
Outsider
If you were the player most responsible for your team losing, you change alignment & win, even if dead.
I'm glad you asked that question. Truly, I am. But I think the REAL question here is...
"If you were the player most responsible for your team losing, you change alignment & win, even if dead." The Politician changes teams if they are losing. When the game ends, if the Politician was responsible for good losing, then the Politician turns evil and wins too. The player needs to be very influential when determining who wins. Simply spreading false information or voting for good players is usually not enough – they need to be the player that was more responsible for the good team losing than any other good player, and preferably more responsible than any one evil player too. The Storyteller is the judge of whether the Politician’s actions qualify. The Politician may still win with the good team, as normal. A drunk or poisoned Politician can not change teams.
Minion
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.
Minion
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.
Minion
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.
Minion
If the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.
The tentacles of that monster are nailed to the doors of the church. Mothers and children are dancing in the street. Excellent. Everything is proceeding exactly as I have planned.
"If the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses." The Mastermind can still win after the Demon is dead. If the Demon dies by execution, the game continues. The players do not learn that the Demon died. The following day, if a good player is executed—whether or not they die from it—then evil wins. If an evil player is executed or nobody is executed, then the good team wins. A dead Demon does not get to attack. They lose their ability, as normal. During this extra night and day, other characters’ abilities function as normal. If the Demon dies and just two players are left alive, the game still continues for another day—evil does not win from two players being alive, and good did not win by killing the Demon. The Mastermind ability says “play for one more day,” and abilities override standard game rules.
Demon
If more than 1 good player is executed, evil wins. All players know you are in play. After day 5, evil wins.
To the last, I grapple with thee. From Hell’s heart, I stab at thee. For hate’s sake, I spit my last breath at thee.
"If more than 1 good player is executed, evil wins. All players know you are in play. After day 5, evil wins." The Leviathan doesn't kill. All players know the Leviathan is in play, even if the Leviathan is created mid-game. Any number of evil players may be executed, but if more than one good player is executed, evil wins. It doesn’t matter which characters were executed, only the alignment of the player at the time they were executed. When the fifth day ends and night begins, if the Leviathan is still alive, evil wins. All types of execution count, even if the player doesn’t die. A player executed due to the Virgin, or due to revealing that they are the Mutant, is still executed. An executed player who lives due to the Pacifist is still executed.