1. Terror Evergrowing
  2. Hiker

    You start knowing 2 in-play Outsiders, or fewer if unable. [+1 Outsider]


    “Tell you what, people in town keep telling me walking alone through the woods in the middle of the night is unadvisable. Well egg on their faces, they're all dead, and I'm still kicking!”

    The Hiker knows which Outsiders are in play.

    On their first night, the Hiker learns in-play Outsiders, up to a maximum of two.

    If there are more than two Outsiders in play, the Hiker only learns two.

    The Hiker also adds an extra Outsider.

    Examples

    Drunk and Butler are the only Outsiders in play. The Hiker learns Drunk and Butler.

    Recluse is the only Outsider in play. The Hiker only learns Recluse.

    Drunk, Butler and Recluse are all in play. The Hiker learns Drunk and Butler, but not recluse, as they can only learn two outsiders.

    How to Run

    On their first night, wake the Hiker. Show them the tokens of two in-play Outsiders, or less if there are less than two Outsiders in play. Put the Hiker to sleep.

    Townsfolk

  3. Trumpeter

    You start knowing 2 players of opposing alignments.


    “Doot.”

    The Trumpeter knows two opposing players.

    On the first night, the Trumpeter learns two players who are of opposing alignments (one good player, and one evil player).

    Examples

    Butler and Baron are both in play. The Trumpeter learns the Butler and the Baron.

    The Slayer is evil due to the Bounty Hunter's ability. The Trumpeter learns the Bounty Hunter and the Slayer.

    How to Run

    On their first night, wake the Trumpeter. Point at one good player and one evil player, and mark those players with the "Shown" reminder tokens. Put the Trumpeter to sleep.

    Townsfolk

  4. Medic

    Each night, choose 1 character of each type (not Medic): you learn how many are in play.


    “Professional opinion - I'd recommend not dying.”

    The Medic learns if characters are in play.

    Each night, the Medic chooses a character of each type, excluding Travellers and Fabled. They then learn how many of those characters are in play.

    The Medic may not choose Medic for their ability.

    Examples

    Slayer and Imp are in play, and Saint and Baron are not in play. The Medic chooses Slayer, Saint, Baron and Imp. The Medic learns 2.

    Slayer, Saint, Baron and Imp are all in play. The Medic chooses Slayer, Saint, Baron and Imp. The Medic learns 4.

    How to Run

    Each night, wake the Medic. They point at one character of each character type (Townsfolk, Outsider, Minion and Demon) on their script. Show them fingers denoting how many of those characters are in play. Put the Medic to sleep.

    Townsfolk

  5. Apiarist

    You start knowing 2 not-in-play evil characters.


    “I love bugs. It's a shame they're all hiding through the winter months. I have a new bug hunting spot I'm wanting to test out when it gets a bit warmer. Oh, you've already gone? Okey-doke.”

    The Apiarist knows not-in-play evil characters.

    On the first night, the Apiarist learns two not-in-play evil characters.

    This can be two Minions, two Demons, or one of each.

    Examples

    Baron and Imp are not in play. The Apiarist learns Baron and Imp.

    Po and Shabaloth are not in play. The Apiarist learns Po and Shabaloth.

    Witch and Cerenovus are not in play. The Apiarist learns Witch and Cerenovus.

    How to Run

    On their first night, wake the Apiarist. Show them the character tokens of two not-in-play evil characters. Put the Apiarist to sleep.

    Townsfolk

  6. Pâtissier

    Each night, learn a player who, since dawn, was chosen by the ability of a character of a different type to the last player you learnt. (Or that there are none.)


    “Les faibles habitants de la ville ne peuvent saisir chaque détail de mon art. Ils ne sont pas dignes de déguster mes délices. Pourtant, ils le devraient, car personne d'autre ici ne sait faire des croissants.”

    The Pâtissier learns about character types.

    Each night, the Pâtissier learns a player who was chosen by the ability of a character of a different type to the last player they learnt.

    If no player was chosen by the ability of a player of a different type of the previously learnt player, the Pâtissier learns this instead.

    Examples

    Last night, the Pâtissier learnt the Butler. Tonight, the Fortune Teller chose the Imp and the Saint. The Pâtissier learns the Imp, because the Butler and the Fortune Teller are different character types.

    The next night, the only player to choose another player is the Imp. As the Pâtissier learnt the Imp last night, they learn that there are no players who were chosen by a character of a different type to the Imp.

    How to Run

    Each night, wake the Pâtissier. Point at a player who was chosen by the ability of a character of a different type than the player marked with the "Learnt" reminder token. Then, mark that player with the "Learnt" reminder token.

    If there are no players who were chosen by the ability of a character of a different type to the last learnt player, instead shake your head.

    Townsfolk

  7. Mime

    Once per game, at night*, choose a player: you become their character. If you choose an evil player, you might become poisoned & think you're a different character.


    “¯\_(ツ)_/¯”

    The Mime can mimic another player.

    Once per game, the Mime can choose a player and become their character.

    If the Mime chooses an evil player, they might instead become poisoned and believe themselves to be a different character.

    Examples

    The Mime chooses the Slayer at night. They are then told that they are the Slayer.

    The Mime chooses the Imp at night. They are then told that they are the Empath, as that's what the Imp has been bluffing, however, the Mime is not the Empath, and is poisoned instead.

    How to Run

    Each night, except the first, wake the Mime. They may then choose to use their ability. If they do, they point at another player. If that player is good, show the Mime the "You are" card, then their new character. Then, mark the chosen player with the "Mimed" reminder token. Put the Mime to sleep.

    If the chosen player is evil, you may mark the Mime with the "Poisoned" and "Confused" reminder tokens. Then, show them the "You are" card, then the token of the character you want them to believe to be. Put the Mime to sleep.

    Townsfolk

  8. Confectioner

    If you die at night, all Townsfolk learn you as the Confectioner.


    “Who can take a sunrise? Sprinkle it with dew? Cover it with chocolate and a miracle or two? The candy man can!”

    The Confectioner announces their role upon death, but only to Townsfolk.

    If the Confectioner dies during the night, all Townsfolk wake individually to learn that they are the Confectioner.

    Only Townsfolk receive this information.

    Examples

    The Confectioner dies to the Imp's ability. All Townsfolk learn the Confectioner's role.

    The Confectioner dies to the Gossip's ability. All Townsfolk learn the Confectioner's role.

    How to Run

    If the Confectioner dies at night, wake each Townsfolk individually. Show them the "This player is" card, then point to the Confectioner, then show them the Confectioner character token. Put them to sleep.

    Townsfolk

  9. Baton Twirler

    Setup abilities might activate later instead, even if you're dead. [+0 or +1 Outsider]


    “The parade is this way folks! Come on, bring your family! A day full of fun and entertainment awaits!”

    The Baton Twirler delays setup abilities.

    If any character, including Fabled characters, has a setup ability (abilities in square brackets), that ability might occur at any time during the game instead.

    Setup abilities can activate in multiple parts, such as a Baron adding an Outsider on night 2 and night 3, or two Village Idiots starting in play and neither being drunk until night 2.

    Examples

    The Baton Twirler is in play. The Baron is in play, but no extra Outsiders have been added. On night 3, two Townsfolk become Outsiders from the Baron's setup ability.

    The Baton Twirler is in play. The Kazali is in play, but did not choose their minions on night 1. On night 2, the Kazali is told to choose their minions because of their setup ability.

    The Baton Twirler is in play. There are two Village Idiots in play, but neither are drunk. Neither become drunk during the game.

    The Baton Twirler is in play. The Fang Gu is in play, and an extra Outsider was added to the bag. The Baton Twirler did not affect the Fang Gu's ability.

    How to Run

    Before giving out characters, choose what setup abilities you want to delay. Before beginning night 1, mark the characters with delayed setup abilities with "Delayed" reminder tokens.

    At any point during the game, you may remove a "Delayed" reminder token and activate that character's setup ability.

    Outsider

  10. Brewer

    Minions that neighbour Outsiders or Demons may act twice when they would act once, even if you're dead.


    “Mmmmm... bubblesssss........”

    The Brewer lets Minions act twice.

    If a Minion neighbours an Outsider or a Demon, that Minion may act twice when they would act once.

    This can be a night action, day action, once per game or each night.

    Examples

    The Brewer is in play. The Poisoner neighbours the Butler. The Poisoner is woken for their ability and is prompted to choose two players.

    The Brewer is in play. The Psychopath neighbours the Imp. The Psychopath publicly kills two players during the day.

    How to Run

    Before beginning the first night, mark any Minions that neighbour Outsiders or Demons with "Extra Action" reminder tokens. If a Minion marked with an "Extra Action" reminder token would act, prompt them to act twice.

    Outsider

  11. Misfit

    The Demon sees the Grimoire on your 2nd night. Until then, 1 Townsfolk is poisoned.


    “And then I bopped him right on the noggin! Silly old fool never knew what hit him. One more generous involuntary donation to me, another satisfied victim. ”

    The Misfit lets the Demon see the Grimoire.

    Before night two, one Townsfolk is poisoned.

    On night two, that Townsfolk stops being poisoned, and the Demon gets to see the Grimoire.

    Examples

    The Misfit is in play. The Empath is poisoned when they receive their info on night 1, so they receive incorrect information.

    Then, on night 2, the Imp sees the Grimoire before they choose who to kill. The Empath is no longer poisoned, so they receive correct information.

    How to Run

    Before beginning night 1, mark a Townsfolk with the "Poisoned" reminder token.

    On night 2, wake the Demon. Show them the Grimoire, then prompt them to do whatever their Demon character does. Put the Demon to sleep. Remove the "Poisoned" reminder token.

    Minion

  12. Quazion

    Each night*, choose a player: they die. If an Outsider is executed, their team loses. [Exactly 1 Outsider]


    “The light of this world is beautiful. It must be assimilated. Darkness will fall. ”

    The Quazion makes it dangerous to execute Outsiders.

    Each night, except the first, the Quazion chooses a player to kill.

    There is exactly one Outsider in play, and if they are executed, their team loses.

    Examples

    During the night, the Quazion chooses a player. That player dies.

    The Quazion is in play. The good Butler is executed. The evil team wins.

    The Quazion is in play. The evil Goon is executed. The good team wins.

    How to Run

    Each night, except the first, wake the Quazion. Prompt them to choose a player. Mark that player with the "Dead" reminder token. Put the Quazion to sleep.

    If an Outsider is executed, end the game and announce that their team lost.

    Demon

  13. Corporealis

    Each night*, choose a player: they die. Once, during the day but before nominations, you may visit the Storyteller to swap 2 players' characters. Players whose characters changed this way have no ability until dusk.


    “You are imperfect. You have no place in my reality.”

    The Corporealis swaps two players roles.

    Each night except the first, the Corporealis chooses a player to kill.

    Once per game, during the day but before nominations, the Corporealis can ask the Storyteller to swap two players characters.

    If a Corporealis has already exchanged two players roles this game, any other Corporealis may not, even if they haven't already.

    As an optional rule, you can also allow the Corporealis to use their swap at night when they wake to kill as to hide their identity better.

    Examples

    The Corporealis chooses a player at night. That player dies.

    The Corporealis asks to swap their role with that of the Spy, however, nominations have begun, so nothing happens.

    During the day but before nominations, the Corporealis asks the Storyteller to swap their role with the role of the Baron. They immediately exchange roles, and are told this tonight.

    Then, the new Corporealis asks to swap the roles of the Butler and the Empath. Nothing happens.

    How to Run

    Each night except the first, wake the Corporealis and prompt them to choose a player. Mark that player with the "Dead" reminder token. Put the Corporealis to sleep.

    If, during the day but before nominations, the Corporealis asks to swap two players roles, and they are not marked with the "Swap used" reminder token, swap those two players roles, mark the Corporealis with the "Swap used" reminder token, then, that night, inform the two players of their new roles.

    Demon

  14. Dolos

    Each night*, choose a player: they die. [+1 Outsider. You choose which Minion all Minions are]


    “Not what you were expecting, was it?”

    The Dolos has their choice of Minion.

    On the first night, the Dolos chooses a Minion for all Minions to be.

    Each night except the first, the Dolos chooses a player to die.

    Examples

    On the first night, the Dolos chooses for all Minions to be the Witch. All Minions are woken and told that they are the Witch.

    At night, the Dolos chooses to kill the Empath, who dies.

    How to Run

    On the first night, wake the Dolos. Prompt them to choose a Minion character. Put the Dolos to sleep and wake the Minions. Show them the "You are" night card, and then the chosen Minion. Put the Minions to sleep.

    Each night except the first, wake the Dolos. Prompt them to choose a player. Mark that player with the "Dead" reminder token. Put the Dolos to sleep.

    Demon

  15. Hydra

    Each night*, choose a player: they die. The 1st time a Hydra dies while 5 or more players live, a living good neighbour becomes an evil Hydra.


    “Strike me down, and I shall return tenfold.”

    The Hydra multiplies when it dies.

    Each night except the first, the Hydra chooses a player to kill.

    The first time a Hydra dies whilst five or more players live, one of their living good neighbours becomes an evil Hydra.

    Examples

    The Hydra chooses the Empath at night. The Empath dies.

    The Hydra that neighbours the Butler dies whilst 5 players live. The Butler becomes an evil Hydra.

    How to Run

    Each night except the first, wake the Hydra. Prompt them to choose a player. Mark that player with the "Dead" reminder token. Put the Hydra to sleep.

    The first time a Hydra dies, if 5 or more players are alive, change one of the Hydra's living neighbours' tokens to a Hydra token. Then wake the new Hydra and inform them of their new character and alignment. Put them to sleep.

    Demon

  16. Salesman

    Each night, choose a player: if they would wake tonight & aren't a Demon, they do so last.


    “Hi! Do you have a moment? I'd like to tell you about our newest product. Hello? Anyone there?”

    The Salesman causes players to act last.

    Each night, the Salesman chooses a player to go last in the night order.

    Demons are not affected by the Salesman's ability.

    Examples

    The Salesman chooses the Poisoner in the night. The Poisoner acts last in the night order, meaning the poisoning did not affect any abilities during the night.

    The Salesman chooses the Imp in the night. Nothing happens, as the Imp is a Demon.

    The Salesman chooses the Soldier in the night. Nothing happens as the Soldier doesn't have a position in the night order.

    How to Run

    Each night, wake the Salesman. Prompt them to choose a player. Mark that player with the "Distracted" reminder token. Put the Salesman to sleep.

    If a player marked with the "Distracted" reminder token has a position in the night order and isn't a Demon, run their night ability after all other abilities that night.

    Traveller

  17. Birdkeeper

    Once per game, at night, choose a character that wakes: the night ends when that character would wake.


    “Sorry, are my birds keeping you up? They are magnificent though. The plumage on the macaws is simply exquisite, and the fantastic beak on my toucan is second to none! Are you listening? I thought you couldn't sleep.”

    The Birdkeeper ends the night early.

    Once per game, the Birdkeeper chooses a character. That night ends when that character would wake.

    The chosen character does not wake that night if they are in play.

    Examples

    The Birdkeeper chooses the Imp. The night ends before the Imp wakes, and so nobody dies during the night.

    The Birdkeeper chooses the Butler. The night ends before the Butler wakes, and so the Butler cannot change their master.

    How to Run

    Each night, wake the Birdkeeper. If they wish to use their ability, mark them with the "Ability used" reminder token, then have them choose a character that wakes. Put the Birdkeeper to sleep. End the night when the chosen character would wake.

    Traveller

  18. Mage

    On your 1st night, choose a character of your alignment. You know who is that character. If not in play, a player of your alignment becomes that character.


    “I see no further use for you. Why should a town such as this need a clockmaker, given the clocktower in the town square? I can imagine you being something much more useful.”

    The Mage ensures one of their allies.

    On the Mage's first night, they choose a character of their alignment.

    If that character is in play, the Mage learns who they are.

    If that character is not in play, a player of the Mage's alignment becomes that character, and then the Mage learns who they are.

    Examples

    The evil Mage chooses Poisoner. The Poisoner is in play. The Mage learns who the Poisoner is.

    The good Mage chooses Empath. The Empath is not in play. The Butler becomes the Empath. The Mage learns who the Empath is.

    How to Run

    On their first night, wake the Mage. Prompt them to choose a character of their alignment. If not in play, change the token of a player of that alignment to that character. Point to the chosen character and mark them with the "Known" reminder token. Put the Mage to sleep. If a player's character has changed, wake them and tell them their new character.

    Traveller

  19. Grief Striker

    When you learn that one of your neighbours has died, publicly choose a player: they die.


    “How unfortunate. This towns beloved minstrel, dead and buried before our eyes. I'd imagine you more upset than most. In fact, I know you are. Cry, for this shall not be the only death this day.”

    The Grief Striker kills upon the death of a neighbour.

    When the Grief striker learns that one of their neighbours has died, they publicly choose a player to kill.

    The Grief Striker may use their ability to kill their other neighbour, and then kill another player.

    Examples

    One of the Grief Striker's neighbours died during the night. At dawn, the Grief Striker kills a player.

    One of the Grief Striker's neighbours died by execution. The Grief Striker immediately kills their other neighbour, and then another player.

    How to Run

    When the Grief Striker learns that one of their neighbours has died, prompt them to choose a player to kill.

    Traveller

  20. Night Order

    First Night

    Hiker
    Trumpeter
    Apiarist
    Pâtissier
    Dolos
    Salesman
    Mage

    Other Nights

    Misfit
    Quazion
    Corporealis
    Dolos
    Hydra
    Salesman
    Mage
    Medic
    Pâtissier
    Mime
    Confectioner
  21. this almanac generated using Bloodstar Clocktica