



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

You start knowing 2 players of opposing alignments.
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).
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.
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

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

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

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.)
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.
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.
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

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.
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.
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.
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

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

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

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

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

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

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.
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.
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.
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

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

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.
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.
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.
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

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

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

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.
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.
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.
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

When you learn that one of your neighbours has died, publicly choose a player: they die.
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.
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.
When the Grief Striker learns that one of their neighbours has died, prompt them to choose a player to kill.
Traveller

















