1. Gods Will Be Watching

    Almanac · Destax · 25 characters
  2. Townsfolk

    Investigator1 75 3-75

    참가자 2명 중 1명이 특정 하수인이라는 걸 알고 시작합니다.


    Not written yet.

  3. Townsfolk

    Shugenja

    You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.


    これは夢。それも夢。すべ て夢です。

    "You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary." The Shugenja trusts players to their left, or to their right. The closest evil player is the player with the smallest number of steps from the Shugenja to the evil player. If the evil players are ‘equidistant’, that means that the closest evil player clockwise is the same number of steps away from the Shugenja as the closest evil player anti-clockwise. If the evil players are equidistant, the storyteller gives ‘arbitrary’ information to the Shugenja. This means that the Storyteller chooses whether to tell the Shugenja that the closest evil player is clockwise or anti-clockwise. The Shugenja doesn’t know whether their information is arbitrary or not. The Shugenja does not learn how many steps away the evil player is. If a Shugenja is created mid-game, the Shugenja wakes that night to receive their information. The Storyteller communicates with the Shugenja by pointing a finger in the appropriate direction, but may use other methods if they wish.

    How to Run

    1. During the first night, wake the Shugenja. If the closest evil player is in a clockwise direction, point your finger horizontally in that direction. If the closest evil player is in an anti-clockwise direction, point your finger horizontally in that direction. If the two closest evil players are equidistant, point your finger horizontally in either direction. Put the Shugenja to sleep.
  4. Townsfolk

    Pixie

    You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.


    Round and round the garden, go. Little girls run to and fro. Little boys climb up the tree. Which of these should Pixie be? Ladies smile and go to town. Lords with axe chop forest down. What’s yours is mine. What’s mine, divine. Silly little Pixie, me.

    "You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die." The Pixie pretends to be the same character as someone else. On the first night, the Pixie learns an in-play Townsfolk. The Storyteller chooses which Townsfolk this is. The Pixie does not learn which player is this character. If the Pixie player pretends that they are this Townsfolk, they gain the ability of this Townsfolk when the Townsfolk dies. They could have spoken loudly about being the character for one day, or pretended to be the character each day this game, or accused the Townsfolk of being a liar—the Storyteller is the judge of whether or not the player was convincing, by “being mad that they are this character”. When the Townsfolk player dies, the Pixie does not learn this, and is not told that they have gained a new ability. They may learn this has happened if they wake at night and start gaining information, or are prompted to choose players. If the player the Pixie learns about changes character then dies, the Pixie gains the ability of the Townsfolk the Pixie learnt about, not the new character.

    How to Run

    1. During the first night, mark a Townsfolk character token with the Pixie’s MAD reminder. Wake the Pixie. Show the Pixie this Townsfolk character token. Put the Pixie to sleep.
    2. If the Townsfolk marked MAD dies, and you feel that the Pixie player has been sufficiently mad that they were this character, replace the MAD reminder with the HAS ABILITY reminder. The Pixie now has this Townsfolk’s ability, and will wake at night when this Townsfolk would normally wake.
  5. Townsfolk

    Balloonist

    Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]


    More heat! Higher! Higher! Più alto! Ahhh... it is so beautiful from up here, don't you agree? Can you see the children fishing by the river, under the willow? Can you see the glint of the sun on the circus tent-poles? What's this? An old man, alone, passed out in the vineyard? Less heat! Lower! Lower! Vai più in basso!

    "Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]" The Balloonist learns players of different character types. Each time the Balloonist learns a player, the player must have a different character type to the previously shown player. The Balloonist does not learn the character type of the player they learn. The shown player can be alive or dead. The shown player can be good or evil. If the Balloonist is drunk or poisoned, they may learn a character of the same type as the previously shown player. When the Balloonist becomes sober and healthy, they must learn a player of a different character type to the previously shown player. During setup, the Storyteller may choose to add an Outsider due to the Balloonist’s ability.

    How to Run

    1. During setup, you may add an Outsider.
    2. When preparing the first night, mark any player with the KNOW reminder. When preparing each night afterwards, mark a character of a different type than the current with the KNOW reminder.
    3. Each night, wake the Balloonist. Point to the player marked KNOW. Put the Balloonist to sleep.
  6. Townsfolk

    Villageidiot3-66

    매일 밤, 플레이어 1명을 선택합니다: 그의 소속을 알게 됩니다. [동네 바보 +0명 ~ +2명. 추가된 동네 바보 중 1명은 취합니다.]


    Not written yet.

  7. Townsfolk

    Town Crier

    Each night*, you learn if a Minion nominated today.


    Hear ye! Hear ye! Witchcraft in the labyrinth! Genius savant reveals all! Town in danger! Hear Ye!

    "Each night*, you learn if a Minion nominated today." The Town Crier knows when Minions nominate. Each night, the Town Crier learns either a “yes” or a “no”. They do not learn which players are Minions or how many Minions made nominations, just whether or not any Minions made nominations today.

    How to Run

    1. Each dawn, mark the Town Crier with the MINIONS NOT NOMINATED reminder, and remove the MINION NOMINATED reminder, if any.
    2. Each day, if any Minion makes a nomination, replace the MINIONS NOT NOMINATED reminder with the MINION NOMINATED reminder.
    3. Each night except the first, wake the Town Crier. If the Town Crier is marked MINIONS NOT NOMINATED, shake your head no. If the Town Crier is marked MINION NOMINATED, nod your head yes. Then, put the Town Crier to sleep. Remove the MINION NOMINATED reminder, if any.

    Examples & Notes

    • If you forget whether a Minion made a nomination or not, wake each Minion at night and ask by showing them the DID YOU NOMINATE TODAY? info token. They must answer honestly, then go to sleep.
  8. Townsfolk

    Monk

    Each night*, choose a player (not yourself): they are safe from the Demon tonight.


    'Tis an ill and deathly wind that blows tonight. Come, my brother, take shelter in the abbey while the storm rages. By my word, or by my life, you will be safe.

    "Each night*, choose a player (not yourself): they are safe from the Demon tonight." The Monk protects other players from the Demon. Each night except the first, the Monk may choose to protect any player except themself. If the Demon attacks a player who has been protected by the Monk, then that player does not die. The Demon does not get to attack another player—there is simply no death tonight. The Monk does not protect against the Demon nominating and executing someone.

    How to Run

    1. Each night except the first, wake the Monk. The Monk points at any player except themself. (If the Monk points at themself, shake your head no and prompt them to point at another player.) Put the Monk to sleep. Put the Monk's SAFE reminder token by the chosen player's character token.
    2. If the Demon attacks the player marked SAFE, the player remains alive. (Do not mark them with the Demon's DEAD reminder token or add a shroud as you normally would.) At dawn, declare that no one died at night. (Do not say why.)
    3. At dawn, remove the SAFE reminder token.
    4. In other editions, Demons may have abilities other than killing. The Monk's protection also prevents all other harmful effects of the Demon's ability, such as poisoning or turning the protected player evil.
  9. 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.
  10. 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.
  11. 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.
  12. Townsfolk

    Cannibal

    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.

    How to Run

    1. If a good player dies by execution, mark them with the LUNCH reminder, and remove the Cannibal’s POISONED reminder if necessary. The Cannibal now has this good player’s ability (do not say which), and will wake at night when this good character would normally wake.
    2. If an evil player dies by execution, mark them with the LUNCH reminder and mark the Cannibal with the POISONED reminder. The Cannibal is poisoned. You may wake them when this evil character would normally wake, and pretend that they have a new ability.

    Examples & Notes

    • Pay attention to which character each evil player is bluffing as. If they are executed, then their bluffed ability is the best one to pretend that the Cannibal has gained.
  13. Townsfolk

    Ravenkeeper

    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.

    How to Run

    1. If the Ravenkeeper died tonight, wake them. They point at any player. Show the chosen player's character token to the Ravenkeeper. Put the Ravenkeeper to sleep.
    2. We advise you to discourage or even ban players from talking about what they are doing at night as they are doing it.
  14. Townsfolk

    Mayor

    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.

    How to Run

    1. During the night, if the Mayor would die, you choose if the Mayor actually dies, or if the Mayor remains alive and another character dies instead—put the Demon's DEAD reminder token by that character token instead of the Mayor, and put a shroud on that character token instead of the Mayor.
    2. At dawn, declare that the player marked DEAD died at night. (Do not say how they died.)
    3. At dusk, if exactly three players are alive and no player was executed today, declare that the game ends and good wins.

    Examples & Notes

    • We recommend you keep the Mayor alive until the final day, since it is most fun for the players that way. On rare occasions, if the group is overwhelmingly convinced early in the game that the Mayor is the Mayor, let the Mayor die so that evil has a chance to win.
    • In TROUBLE BREWING, the Mayor’s phrase “your team wins” will always mean “good wins” because the Mayor is always good. In other editions, an evil Mayor means “evil wins” instead.
  15. Outsider

    Sweetheart

    When you die, 1 player is drunk from now on.


    I will never forget her. Never.

    "When you die, 1 player is drunk from now on." The Sweetheart, when they die, causes someone to be drunk for the rest of the game. The Storyteller chooses which player becomes drunk. This ability works while the Sweetheart is dead.

    How to Run

    1. If the Sweetheart dies, you choose any one player to become drunk - mark this player with the DRUNK reminder. The Sweetheart does not lose this ability when dead.

    Examples & Notes

    • You will almost always want to make a Townsfolk drunk, which will hurt the good team, but if evil is winning quite convincingly, you can make an Outsider, Minion, or even the Demon drunk.
  16. Outsider

    Politician

    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.

    How to Run

    1. When the game ends, if good lost and you feel that this was significantly due to the words and actions of the Politician player, declare that the Politician turns evil and wins too.
    2. In the rare instance that the Politician is evil, and plays a big part in losing the game for evil, declare that the Politician turns good and wins with the good team.
  17. Outsider

    Zealot1-75

    만약 살아있는 플레이어가 5명 이상이라면, 모든 처형 투표에 손을 들어야 합니다.


    Not written yet.

  18. Outsider

    Puzzlemaster

    1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.


    When one begins to think that some thing is merely some other thing, one is usually on the brink of an error. Patience, patience. Don’t confuse just and should with is and isn’t.

    "1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info." The Puzzlemaster tries to figure out who is drunk. A player is drunk for the whole game. It will most often be a Townsfolk, but could be an Outsider. This player does not know that they are drunk. Once per game, the Puzzlemaster may guess which player it is. They may guess publicly, or privately. Whatever their guess, the Storyteller privately tells the Puzzlemaster the name of one player. If the Puzzlemaster guessed correctly, they learn which player the Demon is. If the Puzzlemaster guessed incorrectly, they learn a different player instead. The Puzzlemaster isn’t told if they guessed correctly or not. Only the player made drunk by the Puzzlemaster counts as a successful guess. Players drunk by other means don’t count. If the Puzzlemaster dies, the drunk player is still drunk. A dead Puzzlemaster may not make a guess, as they don’t have that part of their ability.

    How to Run

    1. While preparing the first night, mark any player with the Puzzlemaster’s DRUNK reminder. This player is drunk.
    2. At any time during the game, the Puzzlemaster may guess a player, either publicly or by having a private discussion with you. If their guessed player is marked by the Puzzlemaster’s DRUNK reminder, privately tell the Puzzlemaster which player is the Demon. If their guessed player is not marked by the Puzzlemaster’s DRUNK reminder, privately tell the Puzzlemaster the name of a non-Demon player. (Do not say if they guessed correctly or not.) Either way, mark the Puzzlemaster with the GUESS USED reminder.

    Examples & Notes

    • While you can make a Minion or the Demon drunk with the Puzzlemaster ability, only do this if you have an excellent reason in mind. It is almost always best to select a Townsfolk player.
  19. Minion

    Harpy

    Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.


    So fair a day I never did see, nor so fowl a presence hanging over me.

    "Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die." The Harpy creates discord and distrust between good players. At night, the Harpy player chooses one player at a time, not two at once. A player chosen by the Harpy is affected by the ability until the next Harpy choice. If the Storyteller decides to kill players with the Harpy ability, they do not need to kill both. The Storyteller can decide to kill only one, or none. The Harpy can choose a dead player. If so, the Storyteller can kill just the living player, since dead players can not die again. The order of deaths due to the Harpy ability can be chosen by the Storyteller, should that be important.

    How to Run

    1. Each night, wake the Harpy. The Harpy points to one player, then another player. Mark the first player with the MAD reminder and the second player with the 2ND reminder. Put the Harpy to sleep. Wake the player marked MAD. Show the THIS CHARACTER SELECTED YOU info token then the Harpy token, then point to the player marked 2ND. Put the player marked “Mad” to sleep.
    2. MAD
    3. 2ND
  20. Minion

    Cerenovus

    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.

    How to Run

    1. Each night, wake the Cerenovus. They point at any player and at any Townsfolk or Outsider icon on their character sheet. Put the Cerenovus to sleep. Mark the chosen player with the MAD reminder. Wake this player, show them the THIS CHARACTER SELECTED YOU info token, then the Cerenovus token, then the character token of the character they are mad about being. Put that player to sleep.
    2. During the next day or night, if you feel that the mad player has not done their best to convince the group they are this character, you can decide to execute them. Declare this to the group. They die. 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.)
  21. Minion

    Fearmonger

    Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player.


    Beware of gazing long into the Abyss, lest the Abyss also gaze into you.

    "Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player." The Fearmonger creates paranoia about who nominates whom. During the first night, when the Fearmonger selects a player, all players learn this. During other nights, each time the Fearmonger selects a new player, all players learn this. If the Fearmonger selects the same player as previously, the players learn nothing. The players only learn that the Fearmonger has acted, not which player was selected. If the Fearmonger nominates their chosen player, and that nomination results in their execution, the chosen player loses, their team loses, and the game ends. Only the currently chosen player is susceptible to the Fearmonger’s ability. Previously chosen players don’t count. If the chosen player is executed but does not die, the chosen player’s team still loses.

    How to Run

    1. Each night, wake the Fearmonger. They point at any player. Put the Fearmonger to sleep. Mark the chosen player with the FEAR reminder. If the Fearmonger chose a player who wasn’t already marked with the FEAR reminder, declare that “The Fearmonger has chosen a player.” (This informs the group that the Fearmonger is alive and has chosen a new player.)
    2. If the Fearmonger nominates the player marked FEAR, and that nomination results in their execution, declare that the game is over and which team has won.
  22. Minion

    Xaan

    On night X, all Townsfolk are poisoned until dusk. [X Outsiders]


    Down they fall. One by one. By two, by three, by five.

    "On night X, all Townsfolk are poisoned until dusk. [X Outsiders]" The Xaan poisons all Townsfolk. The Xaan poisons all Townsfolk players for one night then one day. The night that this happens equals the number of Outsiders in play. For example, if there are 2 Outsiders, the Xaan poisons on night 2. There can be any number of Outsiders in play, but usually 1 to 4. This can be the normal number of Outsiders if the Xaan was not in play, or something different. This overrides other characters that add or remove Outsiders, such as the Baron. If the number of Outsiders changes during the game, the Xaan poisons on the night corresponding to the number of Outsiders during setup. The Xaan needs to be alive in order to poison.

    How to Run

    1. While setting up the game, before putting character tokens in the bag, add or remove any number of Outsider tokens, including zero. Remove any unnecessary Xaan reminders.
    2. On the 1st night, add the NIGHT 1 Xaan reminder to the Grimoire. On the 2nd night, add the NIGHT 2 Xaan reminder to the Grimoire. On the 3rd night, add the NIGHT 3 Xaan reminder to the Grimoire. On the night that equals the number of Outsiders in play when the game began, add the X reminder to the Grimoire, and remove it the following dusk.
    3. When the X reminder is in the Grimoire, all Townsfolk players are poisoned.
  23. Minion

    Goblin1 75 2-75

    만약 당신이 지명될 때 공개적으로 고블린이라고 주장한 뒤 처형되면, 당신의 진영이 승리합니다.


    Not written yet.

  24. 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.
  25. Demon

    Ojo

    Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.


    Like a bonfire on a moonless night… I see you, mortal.

    "Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies." The Ojo chooses specifically which character dies. Unlike other Demons, the Ojo must choose a character, not a player. The Storyteller may need to remind the player of this. We recommend that all players have their character sheet handy during the night phase. The Ojo can kill evil characters, if they wish. If there are multiple copies of a particular character in play, and the Ojo chooses that character to die, only one of those characters dies. If the Ojo chooses a character that is not in play, the Storyteller will almost always kill a living good player. It is possible, but uncommon, for the Storyteller to choose a dead player or an evil player to die.

    How to Run

    1. Each night except the first, wake the Ojo. The Ojo player points to a character icon on their character sheet. If that character is in play, that player dies—mark them with the “Dead” reminder. If that character is not in play, choose any player. That player dies—mark them with the “Dead” reminder. Put the Ojo to sleep.

    Examples & Notes

    • If the Ojo is on a script with a Demon that kills multiple times per night, such as the Shabaloth, and the Ojo chooses a not-in-play character, you may choose more than one player to kill that night. This helps the Ojo player pretend that a different Demon is in play.
  26. 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.
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