Townsfolk
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.
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 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 learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.
Any consistent formal system x, within which a certain amount of elementary arithmetic can be carried out is incomplete; that is, there are statements of the language of x which can neither be proved nor disproved in x. Ergo, you are drunk.
"Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability." The Mathematician knows how many things have gone wrong since dawn today. When an ability does not work in the intended way due to another character's interference, the Mathematician will learn that it happened. They'll learn that something went wrong if a piece of information was false but was supposed to be true, or if an ability should have worked but didn't, due to another character. The Mathematician does not learn which players this happened to, only how many times it happened. The Mathematician does not detect their own ability failing. The Mathematician does not detect drunkenness or poisoning itself, but does detect when drunk or poisoned players' abilities did not work as intended. The Recluse registering as evil to the Chef, and the poisoned Soldier dying from the Imp's attack, would each be detected. The poisoned Empath getting true information would not.
Townsfolk
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
I remember the Clockmaker. The sky was red and it was raining fractal triangles. There was a smell of violets and a bubbling sound. A woman with glowing eyes and a scraggly beard was hissing at the sky. Then, I awoke.
"Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct." The Dreamer learns players' characters, but is not sure if their information is entirely correct. Each night, the Dreamer chooses a player and learns two characters—one that the player is, and one that the player isn’t. The false character token depends on the chosen player’s true character type. If the Dreamer chooses a player who is a Townsfolk or Outsider, the false character token is any Minion or Demon. If they choose a player who is a Minion or Demon, the false character token is a Townsfolk or Outsider. The Dreamer may not choose themself, and may not choose a Traveller.
Townsfolk
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.
Townsfolk
Each night*, you learn if a Demon voted today.
Yesterday's violets have withered and died, but today my poppies bloom.
"Each night*, you learn if a Demon voted today." The Flowergirl knows if the Demon voted or not. A Demon’s vote counts whether or not the nominee was executed. The Flowergirl does not detect if the Demon raised their hand for other reasons, such as when the players “vote” on what to order for dinner, or when the players raise their hand to exile a Traveller. If the Demon changes players after the original Demon voted but before the Flowergirl wakes to learn their information, the Flowergirl detects the original Demon. If there are two (or more!) Demons, even dead Demons, the Flowergirl detects if any of them voted. If even one Demon voted, the Flowergirl learns a “yes”.
Townsfolk
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.
Townsfolk
Each night*, choose an alive player. If good, they die & the Demon doesn’t kill tonight. One good player registers as evil.
Beneath the thin veneer of civilisation lies a howling madness.
"Each night*, choose an alive player. If good, they die & the Demon doesn’t kill tonight. One good player registers as evil." The Lycanthrope roams at night, killing the innocent, whilst the Demon cowers indoors. The Lycanthrope must choose an alive player each night. If the Lycanthrope chooses a dead player, the Storyteller shakes their head no and prompts the Lycanthrope to choose a different player. If the player that the Lycanthrope chooses is good, that player dies, and the Demon cannot kill tonight. If the player the Lycanthrope attacks is evil, that player does not die, and the Demon may still kill tonight. If the Lycanthrope attacks a good player but that good player doesn’t die, the Demon may still kill tonight. While the Lycanthrope lives, one good player registers as evil. They cannot be killed by the Lycanthrope. This evil-registration does not effect win conditions. The good player that registers as evil still wins or loses with the good team.
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
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.
Townsfolk
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Seventy-two matchsticks on the floor... the sun sets early but the moon is unchanged... a torn piece of cloth... evil in the manor house... three by three... the one we trusted is not what he seems... green light means magnesium... residue, but the pattern is wrong... Seventy-two matchsticks on the floor...
"Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false." The Savant gets crazy, amazing information that is different every day and every game, but exactly half of it is completely false. Each day, the Storyteller chooses two pieces of information to give the Savant... so get creative! One must be true, and one must be false, and the Savant won’t know which is which. It is up to the Savant to talk with the Storyteller, not the other way around. This isn’t a public conversation, and the group can’t listen in. It’s private. The Savant can choose to not visit the Storyteller if they wish. A drunk or poisoned Savant might get two pieces of true information or two pieces of false information.
Townsfolk
You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
I don’t like clowns. They taste funny.
"You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution." The Cannibal eats executed characters, gaining their ability. If a good player dies by execution, the Cannibal gains that player’s ability. If an evil player dies by execution, the Cannibal only thinks that they gain an ability, since the Cannibal is poisoned. The Storyteller may be lying to them. Each time a player dies by execution, the Cannibal loses the ability of the previous player. Executing a dead player won’t grant the Cannibal an ability. Executing a living player who doesn’t die won’t grant the Cannibal an ability. A player must be executed and die for the Cannibal to gain their ability. The Cannibal is not told which ability they have gained. They must figure that out for themselves. If the Cannibal has an “even if dead” ability, such as the Recluse, or an ability that implies it works while dead, such as the Ravenkeeper or Sweetheart, the Cannibal keeps that ability when they die, but loses their Cannibal ability.
Outsider
Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
Yes boss. I explained fings real good to dat geezer. He don't want me explain it again. Nah boss, I don't need no doctor - it's only a knife wound. Be right come mornin'
"Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment." The Goon is immune to other characters at night, but keeps changing allegiances. Each night, the first time a player wakes to use their ability and chooses the Goon, that player becomes drunk immediately. Their ability does not work tonight, nor the next day. Later on the same night, if another player wakes to use their ability and chooses the Goon, their ability works as normal. The Goon cannot make a player drunk unless the player chose the Goon. The Storyteller choosing the Goon due to an ability, such as the Grandmother’s, doesn’t count. As soon as the Goon makes a player drunk, the Goon changes alignment to match theirs. The Goon still changes alignment, and makes the player drunk, if the player choosing the Goon was already drunk or poisoned. If chosen by the Assassin, the Goon dies but still turns evil.
Outsider
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.
Outsider
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.
Outsider
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
I am the night... I think.
"You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night." The Lunatic thinks that they are the Demon. Much like the Drunk, the Lunatic does not know their real character or real alignment. They are woken each night to attack as if they were the Demon that is in play, but their choices have no effect because they have no Demon ability. The Lunatic wakes during the first night to learn three bluffs and the appropriate number of Minions, but this information may be wrong. The real Demon knows which players the Lunatic chose to attack each night.
Minion
On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play.
More wine? Château d’Ergot ’07 is a very special vintage. My yes, very special indeed.
"On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play." The Widow sees the Grimoire and poisons a character of their choice. The Widow acts on their first night only, poisoning one player. The player that the Widow poisons is poisoned until the Widow dies. On the same night that the Widow acts, one good player learns that the Widow is in play, but not which player is the Widow, and not which player is poisoned.
Minion
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.
Minion
Each night*, choose a player & a character they become (if not in play). If a Demon is made, deaths tonight are arbitrary.
Round about the cauldron go; In the poison'd entrails throw; Toad, that under cold stone; Days and nights has thirty-one; Sweated venom sleeping got; Boil thou first in the charmed pot.
"Each night*, choose a player & a character they become (if not in play). If a Demon is made, deaths tonight are arbitrary." The Pit-Hag changes players into different characters. Each night, the Pit-Hag chooses a player and a character to turn that player into. They can’t create duplicate characters. If the character is already in play, nothing happens.
Minion
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.
Demon
Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
You truly have been kind welcoming me into your beautiful home. I am so sorry I accidentally scratched you. A little thing. No matter. But please, take this golden toothpick as a humble token of my regret.
"Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy." The Pukka poisons its victims, who die at a later time. When the Pukka attacks, their victim is poisoned immediately. The next night, just after the Pukka attacks again, that player dies. Unlike other Demons, the Pukka acts during the first night. The Exorcist prevents the Pukka from waking to poison a player. The Innkeeper prevents the Pukka from killing a poisoned player, then that player is no longer poisoned. If the Pukka is drunk and chooses a player, that player does not become poisoned, so does not die the following night. If the Pukka was sober when they chose a player the previous night, but is drunk at night, that player does not die. But when the Pukka sobers up, the poison resumes and kills the player at night.
Demon
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.
Demon
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.