1. Corrupted Strings

    Almanac · Leaf · 11 characters

    Notes

    The way to run this: li’l monster is run as if it is in a PG game, but marionette can’t take him. Therefore, widow always gets li’l monster. Fortune Teller and Savant provide powerful ongoing information. Artist and Slayer provide a strong single use ability that a Philosopher can copy. Lycanthrope must decide who on the team to kill each day.

  2. 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.
  3. Townsfolk

    Savant

    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.

    How to Run

    1. Once per day, if the Savant requests a private chat with you, take them away from the circle so you cannot be overheard. Whisper two pieces of information, one true and one false, to the Savant. (If you cannot think of two straight away, either take your time or ask them to come back in a few minutes.)

    Examples & Notes

    • Keep the information you give helpful and related to the game. Avoid saying who exactly the Demon is, or it could be a very short game. If you need help on choosing what to say, give information similar to what Townsfolk abilities would provide.
  4. Townsfolk

    Philosopher

    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.

    How to Run

    1. Each night, wake the Philosopher. They either shake their head no or point at any Townsfolk icon or any Outsider icon on their character sheet. Put the Philosopher to sleep.
    2. If they pointed to an icon of a character not in play, swap the Philosopher token with the chosen character token and mark them with the IS THE PHILOSOPHER reminder.
    3. If they pointed to an icon of a character in play, the player of the chosen character becomes drunk - mark them with the DRUNK reminder. (You can now use the duplicated character’s reminders for the Philosopher). If the Philosopher dies, the player made drunk by the Philosopher becomes sober - remove the DRUNK reminder.
  5. Townsfolk

    Artist

    Once per game, during the day, privately ask the Storyteller any yes/no question.


    Mon Dieu! C'est lumineux! My work, she is... how you say... Magnifique! Dieu est révélé! Oui.

    "Once per game, during the day, privately ask the Storyteller any yes/no question." The Artist may ask any 1 question, and get an honest answer. The question may deal with anything at all, phrased in any way they want. The Storyteller honestly answers “yes,” “no,” or “I don’t know.” It is up to the Artist 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.

    How to Run

    1. During any day, the Artist can request a private chat with you. Take them away from the circle so you cannot be overheard. They will ask you a question. Whisper “Yes,” “No,” or “I don’t know,” to them, or if you cannot answer in one of these ways, prompt the Artist to ask again in a different way. The Artist loses their ability - mark them with the NO ABILITY reminder.

    Examples & Notes

    • Like the Savant, evil players bluffing as the Artist may request a private chat with you and pretend to ask a question. To help them bluff, you can pretend to give an answer by nodding or shaking your head.
  6. 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.
  7. Townsfolk

    Lycanthrope

    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.

    How to Run

    1. During setup, mark one good player with the Lycanthrope’s FAUX PAW reminder.
    2. Each night except the first, wake the Lycanthrope. They point at any player. Put the Lycanthrope to sleep. If the chosen player is good, that player dies—mark them with the Lycanthrope’s DEAD reminder. Later that night, wake the Demon, as normal, but the Demon cannot kill. If the chosen player is evil, nothing happens.
  8. Outsider

    Mutant

    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.

    How to Run

    1. At any time (even at night), if you believe that the Mutant is mad about being an Outsider, then you can decide to execute the Mutant. Declare this to the group. They die - mark them with a shroud.
    2. If you execute them during the day before the normal execution happens, go to the night phase. (There is a maximum of one execution per day.)
  9. 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.
  10. Minion

    Widow

    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.

    How to Run

    1. While preparing the first night, mark a good player with the KNOW reminder.
    2. On the first night, wake the Widow and show them the Grimoire for as long as they need. The Widow points to a character token in the Grimoire. Mark them with a POISONED reminder. They are poisoned. Put the Widow to sleep.
    3. Wake the player marked KNOW. Show them the Widow character token. Put that good player to sleep.
  11. Minion

    Marionette

    You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]


    Words, words. They're all we have to go on.

    "You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]" The Marionette doesn't know that they are a Minion. The Marionette draws either a Townsfolk or an Outsider token from the bag, but is secretly the Marionette. The Marionette neighbors the Demon. There are no players sitting in between the Marionette and the Demon. The Demon knows which player is the Marionette. On the first night, the Marionette does not wake to learn the other evil players, and the other Minions do not learn the Marionette. The good ability that the Marionette thinks they have doesn’t work, but the Storyteller pretends it does. It is just as if this player is the Drunk. The Marionette registers as evil, and as a Minion.

    How to Run

    1. While setting up the game, before putting tokens in the bag, remove the Marionette token and add any Townsfolk token.
    2. If there are three Minions in play, remove another Minion token and add another Townsfolk token. During the first night, swap a good player’s character token with a not-in-play Minion character token. Wake this player, show them the YOU ARE info token then their Minion character token, then the YOU ARE info token then a thumbs down, then put them to sleep. This player is now an evil Minion. (This ensures that only one Minion token is in the bag, so at least one good player will neighbor the Demon.)
    3. During the first night, mark a good player neighboring the Demon with the IS THE MARIONETTE reminder. Wake the Demon. Point to the player marked IS THE MARIONETTE and show the Marionette character token. Put the Demon to sleep.
    4. Treat the Marionette as if they were drunk. They wake when their good character would wake, may get false information, do not wake during the Minion Info step etc.
  12. Demon

    Lil' Monsta

    Each night, Minions choose who babysits Lil' Monsta & "is the Demon". Each night*, a player might die. [+1 Minion]


    Step 1: Be cute. Step 2: World domination. Step 3: Bweakfast.

    "Each night, Minions choose who babysits Lil' Monsta & "is the Demon". Each night*, a player might die. [+1 Minion]" Lil’ Monsta isn’t a player, and is instead babysat by a Minion. Each night, all Minions wake together and decide amongst themselves who babysits the Lil’ Monsta. The Minions decide by pointing to a player, or otherwise make it obvious they have reached a decision. If they can not reach a unanimous decision, the Storyteller decides. If the Storyteller thinks it is funny, they may give this player the Lil’ Monsta token, which they will need to hide in a pocket, under their hat, or somewhere appropriate. Players may not request that others empty their pockets. The player with the Lil’ Monsta token “is the Demon”. Good wins if they die. They register as a Demon for characters like the Fortune Teller etc. If a good player babysits Lil’ Monsta, they “are the Demon” but they remain good. A dead player babysitting Lil’ Monsta ends the game because the Demon “is dead”. Minions babysitting Lil’ Monsta keep their Minion ability. Lil’ Monsta isn’t a player, so can’t be drunk or poisoned.

    How to Run

    1. During setup, remove Lil’ Monsta and add a Minion token. On the first night, skip the MINION INFO and DEMON INFO steps.
    2. Each night, wake all Minions. The majority will (eventually) point to one player. If they can’t decide, choose a player. (Give this player the Lil’ Monsta token and wait for them to hide it, if you want!) Mark them with the IS THE DEMON reminder token. Put all Minions to sleep. Then, if it is not the first night, a player might die – mark them with a DEAD reminder and a shroud.
    3. The player marked IS THE DEMON registers as the Demon. If they die, declare that the game is over and good has won.

    Examples & Notes

    • You may need to kill a Minion or two at night using the Lil’ Monsta’s ability. On the final day, it would be unfair for the good team to have 2 or more Minions alive, since either Minions could have been chosen to babysit Lil’ Monsta without any way for the good team to know which. Avoid this, and make the game fairer for the good team by killing Minions so that only 1 remains on the final day.
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