1. Collection of homebrew characters by ODE.

    If you use any of these characters on your own scripts, please credit me using "₽"!

    Icons are from game-icons.net

    Disclaimer: night order on the Bloodstar almanac is not correct. Characters have correct night order placement in the json file.

    The Garden Centre
  2. Bricklayer

    You start knowing how many Outsiders are in play. If none, this info is arbitrary.


    “I make a tuppence a brick, meanin' them lot from outside be coming 'ere for me job. I ain't havin' nun of that.”

    The Bricklayer knows how many Outsiders are in play, but might be wrong.

    On their first night, the Bricklayer learns a number meaning how many Outsiders there are in play.

    If there are no Outsiders in play, the Bricklayer can learn any number in order to throw them off.

    Examples

    There are two Outsiders in play: the Drunk and the Butler. The Bricklayer learns a "2".

    There are no Outsiders in play. The Bricklayer learns a "1", which is incorrect.

    How to Run

    On their first night, wake the Bricklayer. Show them fingers denoting the number of Outsiders in play. Put the Bricklayer to sleep.

    Townsfolk

  3. Milkman

    You start knowing 1 of your neighbours' characters. If either are evil, learn false info.


    “I can do whole milk, skimmed milk, semi-skimmed milk, oat milk, soy milk, almond milk, Lleech poison, coconut milk, hemp milk, rice milk, any milk really!”

    The Milkman knows one of their neighbours characters, but might learn falsely.

    On their first night, the Milkman learns a character belonging to one of their neighbours.

    If either of the Milkman's neighbours are evil, they must learn false information.

    Examples

    The Milkman neighbours the Empath and the Undertaker. They learn Empath.

    The Milkman neighbours the Baron and the Drunk who believes that they are the Fortune Teller. They learn Fortune Teller, as they neighbour an evil player, and therefore must learn false information.

    The Milkman neighbours the Scarlet Woman and the Imp. They learn Mayor, one of the Demon bluffs, as they neighbour an evil player.

    How to Run

    On their first night, wake the Milkman. Show them the character token of one of their neighbours. Put the Milkman to sleep.

    Townsfolk

  4. Bodyguard

    You start knowing 1 good player. The 1st non-Demon player to nominate them dies tonight.


    “You're not coming in if you're not on the list.”

    The Bodyguard knows a good player, and kills their nominator at night.

    On their first night, the Bodyguard learns a good player.

    If the player the Bodyguard learnt is nominated during the day, the player who nominated them dies the night after.

    Examples

    The Bodyguard learns the Washerwoman on night 1. On day 1, the Poisoner nominates the Washerwoman. On night 2, the Poisoner dies.

    The Bodyguard learns the Washerwoman on night 1. On day 1, the Imp nominates the Washerwoman. The Imp does not die on night 2.

    The Baron then nominates the Washerwoman on day 2. The Baron does not die on night 3.

    How to Run

    When preparing the first night, choose the defended player by marking any good player with the "Defended" reminder token.

    On their first night, wake the Bodyguard. Point to the defended player. Put the Bodyguard to sleep.

    If a player nominates the defended player, mark them with the "Dead" reminder token, and the Bodyguard with the "No ability" reminder token.

    Townsfolk

  5. Bookkeeper

    Each night, learn 2 characters: at least 1 isn't in play.


    “Occupational records, sure! There's of course the chef, the artist, the chambermaid, but I see no record of you in here. I will be sure to correct this, don't worry.”

    The Bookkeeper learns characters that might not be in play.

    Each night, the Bookkeeper is shown two characters.

    At least one of the characters learnt each night is not in play.

    The Bookkeeper can learn one or two not-in-play characters.

    Examples

    Baron is in play, and Butler is not in play. The Bookkeeper learns Baron and Butler.

    Neither Empath nor Spy are in play. The Bookkeeper learns Empath and Spy.

    How to Run

    Each night, wake the Bookkeeper. Show them the token of a character that is not in play, as well as any other character token. Put the Bookkeeper to sleep.

    Townsfolk

  6. Doppelgänger

    If you're mad that you're an in-play character, you might become that character at night.


    “Bloodstains on my dinner coat? No, this is cooking brandy. How thoughtless.”

    The Doppelgänger can copy an in-play character.

    The Doppelgänger can become an in-play character at night by being "mad" as that character during the day.

    The Doppelgänger can become a character of any type, however, making an earnest attempt at being "mad" about being an evil character should be judged harshly.

    Examples

    Investigator is in play. The Doppelgänger is "mad" about being the Investigator during the day. That night, the Doppelgänger becomes the Investigator.

    Scarlet Woman is in play. The Doppelgänger is "mad" about being the Scarlet Woman during the day. The Doppelgänger does not become the Scarlet Woman, as the Storyteller doesn't think they should.

    Butler is not in play. The Doppelgänger is "mad" about being the Butler during the day. The Doppelgänger does not become the Butler, as Butler is not in play.

    How to Run

    If the Doppelgänger has been "mad" about being an in-play character, you may mark that character with the "Mimicked" reminder token. Then, wake the Doppelgänger. Show them their new character. Put the Doppelgänger to sleep.

    Townsfolk

  7. Trapper

    If you die at night, a Minion dies too.


    “Day 15 of watching the trap. No progress as of yet, however, I have hopes for the coming week. My good friend the investigator has promised me that a goblin has been roaming the town as of late, and my confidence in evil afoot only grew upon his murder.”

    The Trapper kills a Minion upon death.

    If the Trapper dies at night, a living Minion dies too.

    If there are no living Minions, no player dies due to the Trapper's ability.

    Examples

    The Imp kills the Trapper at night. Both the Baron and Poisoner are alive. The Baron dies due to the Trapper's ability.

    The Trapper dies to the Assassin's ability. Both the Spy and Assassin are alive. The Spy dies due to the Trapper's ability.

    The Trapper dies to the Gossip's ability. There are no living minions. No players die due to the Trapper's ability.

    How to Run

    If the Trapper dies tonight, mark a living minion with the "Dead" reminder token.

    Townsfolk

  8. 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

  9. Potter

    You start knowing how many pairs of Townsfolk there are.


    “Careful now. The slightest movement can ruin the perfect symmetry of the vase. Keep your hands wet, and let your fingers glide across the clay. Don't spin the turntable too fast, or it can warp the pot. Amateurs. ”

    The Potter knows how many pairs of Townsfolk there are.

    On the first night, the Potter learns exactly how many pairs of Townsfolk there are in total. A pair is two players, but one player may be a part of two pairs. So, two players sitting next to each other is one pair, three players sitting next to each other is two pairs, and so on.

    Examples

    There are five players in the game. The Potter, Empath and Librarian are all in a line, and there are no other Townsfolk in play. The Potter learns a "2".

    There are six players in the game. The Potter and Empath are sat next to each other, and the Librarian and Virgin are sat next to each other. These two pairs are separated by the Imp and the Spy on either side. The Potter learns a "2".

    There are five players in the game. The Potter, Empath and Librarian are all in a line, and there are no other Townsfolk in play. The Apprentice then joins the game before the Potter receives their info, and is sat between the Potter and the Librarian. The Potter learns a "1".

    How to Run

    On their first night, wake the Potter. Show them fingers denoting the number of pairs of Townsfolk there are in play. Put the Potter to sleep.

    Townsfolk

  10. Baker

    Good players who nominate you learn your character tonight.


    “Nothing is better than the smell of fresh baked bread in the morning. Actually, the smell of fresh baked bread in the afternoon sounds nice, I could do with a lay-in.”

    The Baker informs Good players of their character.

    If a good player nominates the Baker, they learn the Baker's character the following night. An evil player nominating the Baker does not cause them to learn any information.

    If the Baker dies by execution, their nominator does not learn their character, as since the Baker is dead, they have no ability.

    Examples

    The Butler nominates the Baker during the day, which the Baker does not die from. That night, the Butler learns the Baker's character.

    The Poisoner nominates the Baker during the day, which the Baker does not die from. The Poisoner does not learn the Baker's character, as the Poisoner is evil.

    The Empath nominates the Baker, who dies via execution. The Empath does not learn the Baker's character, as the Baker is dead.

    How to Run

    If the Baker is nominated by a good player, mark that player with the "Nominated" reminder token. At night, if the Baker is still alive, wake the player marked with the "Nominated" reminder token, show them the "This character selected you" card, then the Baker character token, then point to the Baker. Put that player to sleep.

    Townsfolk

  11. Blacksmith

    Each night, learn a player whos character comes later alphabetically than last night. (Or that there are none.)


    “Finest steel in the world, wouldn't settle for anything less. What did you say this axe was for again? Ah, yes, of course. What else could a dignified individual such as yourself imagine to do with other than some woodcutting. I promise you, my axes are the best in the land, they could chop a man clean in half, not that anyone here would.”

    The Blacksmith learns characters alphabetically.

    Each night, the Blacksmith learns a player who's character comes later alphabetically than the last player they learnt.

    If there is no in-play character that comes later than the character of the last player they learnt, they learn that there are none.

    Examples

    Both Baron and Butler are in play. last night, the Blacksmith learnt the Baron. Tonight, the Blacksmith learns the Butler.

    Undertaker is the last in-play character alphabetically. Last night, the Blacksmith learnt the Undertaker. Tonight, the Blacksmith learns there are no later characters alphabetically.

    How to Run

    Each night, wake the Blacksmith. Point at a player who's character comes later alphabetically than the player marked with the "Shown" reminder token. Then, mark that player with the "Shown" reminder token. Then, put the Blacksmith to sleep.

    Townsfolk

  12. Gumshoe

    Each night, learn a non-Demon player. You might die at any time.


    “Of course, I already knew the identity of the demon. It was evident by the tracks of peat mud left about the scene of the latest murder. That form of soil is found exclusively by the fishing pond, so I put it unto you, fisherman, that you are the demon. Now I'd appreciate your cooperation in your relocation to the jails and... why are you grinning like that? You have been rumbled, this is no laughing matter!”

    The Gumshoe learns players who aren't the Demon, but might die.

    Each night, the Gumshoe learns a player who isn't the Demon.

    The Gumshoe might die at any time, including during the day, or at night before or after they receive their information.

    Examples

    The Butler is not the Demon. The Gumshoe learns the Butler.

    The Imp chooses the Soldier at night, meaning there is no death due to the Demon. The Gumshoe dies during the night from their own ability.

    How to Run

    Each night, wake the Gumshoe. Point to a player who is not the Demon. Put the Gumshoe to sleep.

    If you choose to kill the Gumshoe at night, mark them with the "Dead" reminder token.

    Townsfolk

  13. Umpire

    If the Demon kills you, learn which evil characters are in play.


    “You should see the passion of some of these players. The way these guys swing that bat is incredible, it could take your head right off your shoulders.”

    The Umpire learns which evil characters are in play, but only when they die.

    The Umpire only learns their information when killed by a Demon ability, at which point, they learn which Minions and Demons are in play.

    Examples

    The only evil characters that are in play are the Imp and the Baron. The Imp kills the Umpire. The Umpire learns Imp and Baron.

    The only Minion in play is a good Poisoner, and the only Demon in play is the Imp. The Imp kills the Umpire. The Umpire learns Imp and Poisoner, as Minions are evil characters, regardless of the alignment of the player.

    The only evil characters that are in play are the Imp and the Baron. There is also an evil Ogre in play. The Imp kills the Umpire. The Umpire learns Imp and Baron, but not Ogre, as Outsiders are good characters, regardless of the alignment of the player.

    The Umpire dies from the Gossip's ability. The Umpire does not learn which evil characters are in play.

    How to Run

    If the Umpire dies to the Demon's ability, wake the Umpire. Show them the tokens of in-play Minions and Demons. Put the Umpire to sleep.

    Townsfolk

  14. Sommelier

    You have the ability of an in-play Townsfolk (you do not learn which): they're drunk.


    “Care for a drink this evening. Given your wish for red meat, may I recommend our 30 year barrel-aged house red, straight from the vineyards of Bordeaux. Why yes, that is the stain on my cuff, very astute of you.”

    The Sommelier has another players ability.

    The Sommelier has the ability of an in-play Townsfolk, and causes that Townsfolk to be drunk. That Townsfolk stops being drunk if the Sommelier is dead, drunk or poisoned.

    The Sommelier does not learn which character's ability they have, but can figure it out by using their ability.

    Examples

    Washerwoman is in play. The Sommelier has the Washerwoman ability, and learns correct information. The Washerwoman is drunk.

    Slayer is in play. The Sommelier has the Slayer ability. The Sommelier claims Slayer and shoots the Baron. The Sommelier dies during the night. The Slayer then claims Slayer and shoots the Imp, who dies, as they are no longer drunk.

    How to Run

    When preparing the first night, choose the copied Townsfolk by marking any Townsfolk with the "Drunk" reminder token.

    Run the Sommelier as if they are the character marked with the "Drunk" reminder token.

    Townsfolk

  15. 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

  16. Geisha

    You start knowing how many steps from the Demon to its nearest Outsider. (Or that zero are in play.)


    “この状況下でも私の芸術は止まることはありません。私は私たちのコミュニティを信頼しています。”

    The Geisha knows the distance from an Outsider to the Demon.

    On the first night, the Geisha learns how many steps there are from the Demon to their nearest Outsider.

    The distance is the number of seated players, starting from the player next to the Demon and ending at the nearest Outsider, either clockwise or anti-clockwise.

    Examples

    The Butler is sat next to the Imp. The Geisha learns 1.

    The Imp is sat 2 seats away from the Saint. There are no Outsiders closer to the Imp. The Geisha learns 2.

    How to Run

    On their first night, wake the Geisha. Show them fingers equalling the distance in players from the Demon to the nearest Outsider, starting with the player neighbouring the Demon closer to that Outsider. Put the Geisha to sleep.

    Townsfolk

  17. 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

  18. Scholar

    Once per game, during the day, you may visit the Storyteller to learn another living good player. (Or that there are none.)


    “You must take me for some kind of joker if you think you can pull a fast one on me. Knight to B7 blocks your check, and allows my bishop to see your own king for a discovered check. You only have four moves left until my inevitable victory, so you might as well concede.”

    The Scholar learns who they can trust.

    Once per game, during the day, the Scholar may approach the Storyteller and ask to learn another living good player.

    If there are no other living good players, the Scholar learns this.

    Examples

    The last three living players are the Scholar, the Empath and the Imp. The Scholar asks the Storyteller for their information. The Scholar learns the Empath.

    The last three living players are the Scholar, the Baron and the Imp. The Scholar asks the Storyteller for their information. The Scholar learns that there are no other living good players.

    How to Run

    If the Scholar approaches you during the day and asks for their information, tell them the name of another living good player, or that there are none.

    Townsfolk

  19. Sleeper

    The 1st time you die at night, you don't & choose a non-Demon character: gain that ability.


    “Gosh, no I don't know what I'm doing here. And where did this knife come from? This is all rather peculiar. ”

    The Sleeper unlocks their ability if they would die.

    If the Sleeper would die at night, they instead choose a new non-Demon ability to have.

    The Sleeper can not choose a Demon, Traveller or Fabled ability.

    Examples

    The Sleeper is killed by the Imp's ability. The Sleeper lives, is woken and chooses Poisoner. The Sleeper has the Poisoner ability.

    The Sleeper is killed by the Gossip's ability. The Sleeper lives, is woken and chooses Mayor. The Sleeper has the Mayor ability.

    How to Run

    If the Umpire dies at night, mark them with the "Ability used" reminder token. Then, wake the Sleeper. The Sleeper points to a non-Demon character on their script. Put the Sleeper to sleep. Run the Sleeper as if they have their chosen character's ability.

    Townsfolk

  20. 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

  21. Weaver

    Each night, learn a living player who didn't wake tonight. (Or that there are none.)


    “I'm quite fond of weaving™.”

    The Weaver knows who doesn't wake.

    Each night, the Weaver learns a living player who did not wake during the night.

    If all living players woke during the night, the Weaver learns this instead.

    Examples

    The Solder is alive, and did not wake during the night. The Weaver learns the Soldier.

    All living players woke during the night. The Weaver learns that all living players woke during the night.

    How to Run

    Each night, wake the Weaver. If at least one living player did not wake during the night, point at a living player who did not wake during the night. If all living players woke during the night, shake your head instead. Put the Weaver to sleep.

    Townsfolk

  22. Witch doctor

    Each night, choose a player: you learn if they're poisoned. Poisoned characters' abilities yield false info, even if you're poisoned.


    “Oo ee oo a a ting tang wala wala bing bang”

    The Witch Doctor checks if players are poisoned.

    Each night, the Witch Doctor chooses a player, and learns if that player is poisoned.

    Poisoned characters abilities always yield false information, even if the Witch Doctor is poisoned. This includes the Witch Doctor's information.

    Examples

    The Witch Doctor and the Slayer are both healthy. The Witch Doctor chooses the Slayer, and learns that they're not poisoned.

    The Empath is poisoned, and neighbours two good players. The Empath learns "1", as they cannot learn 0. The healthy Witch Doctor chooses the Empath and learns that they're poisoned.

    The poisoned Witch Doctor chooses the healthy Soldier, and learns that they're poisoned, as they must receive false information.

    How to Run

    Each night, wake the Witch Doctor and have them choose a player. Nod if that player is poisoned, or shake your head if they're healthy. Put the Witch Doctor to sleep.

    If a poisoned player would receive information, that information must be false.

    Townsfolk

  23. Scientist

    Each night, choose a character type: tomorrow, you can only die by execution if all other living players of that type voted on you.


    “For science!”

    The Scientist gains information by being executed.

    Each night, the Scientist chooses a character type. Then if they are executed the day after, and not all living players of the chosen character type voted on them, they survive execution.

    If the Scientist chooses Townsfolk, the Scientist can still die by execution if they are the only Townsfolk to not vote on their own execution.

    Examples

    The Scientist chooses Townsfolk at night. The day after, the Scientist is nominated, and the living Soldier does not vote. The Scientist is then executed and does not die.

    The Scientist chooses Demon at night. The day after, the Scientist is nominated, and the Imp, the only living demon, votes on the nomination. The Scientist is then executed and dies.

    The Scientist nominates the Virgin before the Scientist is nominated. The Scientist is immediately executed but does not die.

    How to Run

    Each night, wake the Scientist. The Scientist chooses a character type: mark them with the corresponding reminder token. If the Scientist is nominated, check whether all players of the chosen type voted. If not, and the Scientist is executed, announce that the Scientist does not die by execution.

    Townsfolk

  24. 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

  25. 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

  26. Squire

    On your 1st day, you may tell the Storyteller a statement. You learn when it becomes true & might learn this once incorrectly.


    “You don't need a helmet if you don't intend on getting struck in the head! Besides, I like to feel the wind in my hair.”

    The Squire learns when something happens.

    On their first day, the Squire may go to the Storyteller and tell them a statement. The Squire learns when that statement becomes true.

    Once per game, the Squire may learn that their statement became true incorrectly.

    Examples

    The Squire tells the Storyteller the statement "A player changes character". At night, the Imp kills themselves, causing the Baron to become the Imp. The Squire learns that the statement has become true.

    The night after, the Squire is told that the statement has become true incorrectly.

    How to Run

    On the Squire's first day, they may visit you and tell you a statement. Keep record of this statement somewhere. When the statement becomes true, or if you want to tell them this falsely, wake the Squire. Tell them that the statement has become true. Put the Squire to sleep.

    Townsfolk

  27. Bastion

    Each night, choose a player: chosen Minions become good Townsfolk (The first must become Bastion). Minions and Demons don't know each other. [Other good characters are evil Minions]


    “We will stand strong against the masses. When the world is wrong, you must strive to fix it. Even when the world is against you, stand and fight 'til your last breath.”

    The Bastion fights against a horde of Minions.

    If the Bastion is in play, they are the only good character that started in play, with all other players being Minions, other than the Demon. However, the evil team do not know who each other are.

    Each night, the Bastion chooses a player. If a Minion is chosen, they become good, and a Townsfolk. The first minion chosen by a Bastion each game must become another Bastion. More chosen Minions might become Bastions, or any other Townsfolk on the script.

    The Bastion must be careful about admitting that they're good, as if they choose the Demon at night, the Demon remains evil.

    Examples

    On night 1, the Bastion chooses the Witch. The Witch becomes the good Bastion.

    On night 2, the Bastion chooses the Xaan. The Xaan becomes the good Empath.

    On night 3, the Bastion chooses the Imp. Nothing happens.

    How to Run

    If you put a Bastion in the game, all other characters except the Demon must be evil Minions.

    Each night, wake the Bastion. They point to a player. Put the Bastion to sleep. If the chosen player was a Minion, change their character to a Townsfolk (Bastion if this was the first Minion chosen by a Bastion this game). Wake the chosen player. Inform them of their new character and alignment. Put them to sleep.

    Townsfolk

  28. Mixologist

    All Outsiders are drunk. When you die, a Townsfolk might become an Outsider.


    “What are you thirsting for today, my friend? I can knock up something to suit your tastes, whatever piques your fancy.”

    The Mixologist diffuses Outsiders.

    If the Mixologist is in play, all Outsiders are drunk, causing their detrimental abilities to not work.

    If the Mixologist dies, a Townsfolk might become an Outsider.

    Examples

    The Mixologist is in play. The Saint is executed, but the game does not end as the Saint is drunk.

    The Mixologist is in play. The Empath is sat between the Soldier and the Recluse, and is sober and healthy. The Empath learns a "0", as the Recluse is drunk.

    The Mixologist dies. The Soldier becomes the Drunk.

    How to Run

    Before starting night 1, mark all Outsiders with "Drunk" reminder tokens.

    If the Mixologist dies, remove the "Drunk" reminder tokens from Outsiders. Then, you may change a Townsfolk's character to an Outsider. Wake that player and inform them of their new character. Put them to sleep.

    Townsfolk

  29. Fall Guy

    Outsider abilities must target you if they could, even if you're drunk or poisoned.


    “Don't worry, I got it.”

    The Fall Guy redirects Outsider abilities.

    If an Outsider's ability targets a player, whether chosen by the Outsider themselves or by the Storyteller, it must target the Fall Guy, even if the Fall Guy is drunk or poisoned.

    Examples

    The Golem nominates the Empath. The Fall Guy dies.

    The Sweetheart dies at night. The Fall Guy becomes drunk.

    The Lunatic chooses a player to kill at night. The Demon learns that the Lunatic picked the Fall Guy.

    The Barber dies by execution. That night, the Demon chooses two players to switch characters. One of those players swaps characters with the Fall Guy.

    How to Run

    If an Outsider ability targets a player, it must instead target the Fall Guy.

    Townsfolk

  30. 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

  31. Plagiarist

    If you die at night, you don't, become evil & gain an in-play non-Demon ability.


    “Mine”

    The Plagiarist switches sides if killed at night.

    If the Plagiarist would die at night, they instead become evil, and gain an in-play ability.

    The Plagiarist cannot gain a Demon ability.

    Examples

    The Plagiarist dies to the Imp. They instead live, become evil, and gain the Soldier ability, as Soldier is in play.

    The Plagiarist dies to the Gossip. They instead live, become evil, and gain the Scarlet Woman ability, as Scarlet Woman is in play.

    How to Run

    If the Plagiarist would die at night, instead mark them with the "Evil" reminder token, and mark a non-Demon player with the "Plagiarised" reminder token. Then, wake the Plagiarist. Tell them that they are evil, and of their new ability. Run the Plagiarist as if they are that character. Put the Plagiarist to sleep.

    Outsider

  32. Busboy

    You think you're a not-in-play Townsfolk or Minion, but aren't. Your alignment is the opposite of what you think it is.


    “I'll be right out with your drinks. What? You want to see the dessert menu already? If you insist, but the chef won't be happy.”

    The Busboy thinks they're on the team that they're not.

    The Busboy believes that they're a not-in-play Townsfolk or Minion. If they think they're a good Townsfolk, the Busboy is evil, and if they think they're an evil Minion, they're good.

    The character type the Busboy believes they are is independent of their alignment.

    Examples

    The Busboy believes that they're the good Empath. They are actually evil, and receive arbitrary information.

    The Busboy believes that they're the evil Baron. They are actually good, and receive arbitrary Minion info.

    How to Run

    Put an extra Townsfolk or Minion token in the bag instead of the Busboy token. Before beginning night 1, mark one of the extras with the "Is Busboy" reminder token, and the other relevant reminder token (Either "Good (Thinks evil)" or "Evil (Thinks good)").

    Treat the Busboy as if they were the character they think they are, but giving arbitrary information.

    Outsider

  33. Uninitiated

    You might start evil. You don't know your alignment & learn it on the final night, even if dead.


    “Did I tell you about my new friend? Oh, they're the best. We're actually going down to meet some of his other friends on Wednesday. Apparently they've been planning a big barbecue, how exciting.”

    The Uninitiated could be evil, but doesn't know.

    The Uninitiated might start the game as evil, but doesn't learn their alignment until the final night.

    Examples

    The Uninitiated is good. One player has died in the night, meaning only three players live. The Uninitiated learns that they are good.

    The Uninitiated is evil. Tomorrow is day 5 of a Leviathan game. Tonight, the Uninitiated learns that they are evil.

    How to Run

    Before beginning night 1, you may mark the Uninitiated with the "Evil" reminder token.

    On the final night, wake the Uninitiated. Show them a thumbs up if they're good, or a thumbs down if they're evil. Put the Uninitiated to sleep.

    Outsider

  34. Dancer

    Your good neighbours' abilities might target themselves instead.


    “1. 2. 3. Step. 1. 2. 3. Step. It's easy, just feel the beat from the tambourine and it'll come naturally.”

    The Dancer redirects their neighbours abilities.

    The Dancer's good neighbours' abilities might target themselves instead of the intended target. This can redirect abilities directed by the player, or by the Storyteller.

    Examples

    The Dancer neighbours the Fortune Teller. The Fortune Teller chooses the Empath and the Imp at night. The Fortune Teller learns "no", as their ability is redirected from the Imp to themselves.

    The Dancer neighbours the Balloonist. Last night, the Balloonist learnt the Soldier. Tonight, the Balloonist learns themselves, as their ability is redirected from another player.

    The Dancer neighbours the Baron, who neighbours the Village Idiot. The Village Idiot chooses the Baron, and learns good, as their ability is redirected from the Baron to themselves.

    How to Run

    Before beginning night 1, mark the Dancer's good neighbours with the "Confused" reminder tokens. If a "Confused" player's ability would target a player, you may make it target themselves instead.

    Outsider

  35. Stuntman

    If there would be no deaths at night*, you or 1 of your living neighbours dies, even if you're dead.


    “For my next trick, I will shoot myself out of this cannon, through the air above this pit of spikes, and into this pile of hay. Ignore the red bits, my brother went first.”

    The Stuntman ensures a player dies at night.

    If no players would die at night otherwise, the Stuntman or one of their alive neighbours dies. This must happen, even if the Stuntman is dead.

    Examples

    At night, the Imp chooses the Soldier, meaning that there wouldn't be any deaths tonight. The Stuntman dies.

    At night, the Fang Gu chooses a dead player, meaning that there wouldn't be any deaths tonight. The Stuntman neighbours the Empath. The Empath dies.

    How to Run

    If no players would die during the night (not including the first), mark the Stuntman or one of their living neighbours with the "Dead" reminder token.

    Outsider

  36. Narcissist

    During the day, you might be "about to die" instead of whoever already is.


    “I can handle it.”

    The Narcissist might replace whoever is on the block.

    During the day, if a player is nominated and receives enough votes to be executed, the Narcissist might, at any time before the execution, replace that player.

    The Narcissist is treated as if having received the same amount of votes as the player they replaced, so if a player receives more votes than that, that new player is on the block instead. The Narcissist might then replace that player.

    Examples

    In a 10 player game, the Imp is nominated and receives 6 votes, causing them to be "about to die". Just before the end of the day, the Storyteller announces that the Narcissist is "about to die". The Narcissist is executed.

    In a 10 player game, the Imp is nominated and receives 6 votes, causing them to be "about to die". Just before the end of the day, the Storyteller announces that the Narcissist is "about to die". The Baron is then nominated and receives 7 votes, meaning the Baron is about to die. The Baron is executed at the end of the day.

    How to Run

    At any point during the day, as long as a player is "about to die", you can announce that the Narcissist is "about to die" instead. Treat the Narcissist as if they were put on the block with as many votes as the player previously "about to die"

    Outsider

  37. Cursed

    Once, at any time while you're dead, the most useful living Townsfolk might die.


    “When I was younger, I sort of annoyed a witch enough so that she put a curse on me. 30 years later and still nothing has happened. Sounds like it's not my problem.”

    The Cursed can cause the death of their greatest ally.

    If the Cursed is dead, at any time, the most useful living Townsfolk might die. This can happen at night or during the day, but only once per game.

    The most useful living Townsfolk is determined by the Storyteller's opinion of which living Townsfolk is having the greatest positive contribution for their team's victory.

    Examples

    The Cursed is dead. The Storyteller believes that the Fortune Teller is the most useful living Townsfolk. The Fortune Teller dies during the night, due to the Cursed's ability.

    The Cursed is dead. The Storyteller believes that the Empath is the most useful living Townsfolk. The Empath dies when they nominate, due to the Cursed's ability.

    How to Run

    If the Cursed is dead, at any time you may choose to kill the most useful living Townsfolk. If at night, mark that player with the "Dead" reminder token. If a player has died from the Cursed's ability, mark the Cursed with the "Used" reminder token.

    Outsider

  38. Contrarian

    You start knowing 1 player of the opposing alignment & do not know your alignment. You might start evil.


    “I firmly believe that the pacifist is more useful to the town than the mayor. What do you mean I haven't made an actual argument. The argument makes itself! It's obvious!”

    The Contrarian doesn't know their team, but knows an enemy.

    The Contrarian can start as either good or evil, but does not learn which.

    On the first night, the Contrarian learns a player on the opposing team.

    Examples

    The Contrarian is good. On the first night, they learn the evil Baron.

    The Contrarian is evil. On the first night, they learn the good Empath.

    The Contrarian is good. On the first night, they learn the evil Soldier, who is evil due to the Bounty Hunter's ability.

    How to Run

    Before beginning the first night, you may mark the Contrarian with the "Evil" reminder token.

    On their first night, wake the Contrarian. If they are good, point at an evil player. If they are evil, point at a good player. Put the Contrarian to sleep.

    Outsider

  39. Florist

    If exactly 1 of your neighbours is evil, the other is drunk, even if you're dead.


    “It's a shame that nobody ever stops to smell the flowers. Everybody seems so panicked these days.”

    The Florist drunks their good neighbour if the other is evil.

    If exactly one of the Florists' neighbours is evil, their good neighbour is drunk, even if the Florist is dead.

    This ability does nothing if the Florist neighbours two players of the same alignment.

    Examples

    The Florist neighbours the Baron and the Empath. The Empath is drunk due to the Florist's ability.

    The Florist neighbours the Empath and the Butler. Neither are drunk.

    The evil Bishop then joins the game sat between the Florist and the Butler. The Empath becomes drunk due to the Florist's ability.

    How to Run

    Before beginning the first night, if the Florist neighbours one good player and one evil player, mark the good player with the "Drunk" reminder token.

    If the Florists' neighbours change during the game for any reason, add, remove or move the "Drunk" reminder token if necessary.

    Outsider

  40. Guardian

    You start knowing a player: if executed, their team loses, even if you're dead.


    “There is no need to cry, you're safe now. As long as I'm here, nothing can hurt you.”

    The Guardian knows a win condition, but not who for.

    On the first night, the Guardian learns a player. If that player is executed, the game ends, and that player's team loses, even if the Guardian is dead.

    The Guardian's learnt player can be good or evil, meaning that the Guardian does not know if they will win or lose if that player is executed.

    Examples

    The Guardian learnt the good Soldier. The Soldier is executed. The good team loses.

    The Guardian learnt the evil Baron. The Baron is executed. The evil team loses.

    The Guardian learnt the good Empath. The Empath then becomes evil due to the Mezepheles' ability. The Empath is executed. The evil team loses.

    How to Run

    Before beginning the first night, mark a player with the "Guarding" reminder token. On their first night, wake the Guardian. Point to the player marked with the "Guarding" reminder token. Put the Guardian to sleep.

    If the player marked with the "Guarding" reminder token is executed, announce that the game is over and that that player's team has lost.

    Outsider

  41. Gatekeeper

    If you were dead at dusk, the Demon acts twice tonight.


    “I fear if I let my guard down, more demons may break through the seal. Oh well, one little nap couldn't hurt.”

    The Gatekeeper lets the Demon act twice each night.

    If the Gatekeeper was dead at dusk, the Demon acts twice tonight. Any part of the Demon's ability that occurs each night occurs twice. In most cases, this will double the deaths caused each night by the Demon.

    Examples

    The Gatekeeper was executed today. Tonight, the Imp is woken and chooses to kill the Empath. The Imp is then woken a second time and chooses to kill the Butler.

    The Imp killed the Gatekeeper tonight. The Imp does not wake a second time tonight, as the Gatekeeper was not dead at dusk.

    The Gatekeeper was dead at dusk. Two players die tonight due to the Lil' Monsta's ability.

    How to Run

    If the Gatekeeper was dead at dusk, mark the Demon with the "Acts twice" reminder token. If a part of that Demon's ability occurs each night (including or not including the first), repeat that part of the Demons ability each night.

    Outsider

  42. Propagandist

    When you die, 1 of your good neighbours might turn evil.


    “They only tell you what they want you to know. They're lying to you, because if you knew the truth, you wouldn't be helping them. Just think critically for a second. Did we ever have an election for our mayor? I certainly didn't vote for them.”

    The Propagandist might turn a neighbour evil.

    If the Propagandist dies, one of their good neighbours might become evil. The Propagandists good neighbours are the closest good players to the Propagandist in both directions (clockwise and anticlockwise).

    Examples

    The Propagandist neighbours the Soldier. The Propagandist is executed during the day. The Soldier becomes evil.

    The Propagandist neighbours the Baron, who neighbours the Empath. The Propagandist is killed at night by the Imp. The Empath becomes evil.

    The Propagandist neighbours the Butler and the Mayor. The Propagandist is executed during the day. Neither the Butler nor the Mayor become evil.

    How to Run

    If the Propagandist dies, you may mark one of their good neighbours with the "Evil" reminder token. Then, wake that player. Show them the "You are" card, then give a thumbs down denoting evil. Put that player to sleep.

    Outsider

  43. Dealer

    For each good player who's mad that you're in play, another player might become drunk, even if you're dead. Each night*, learn how many players are drunk from your ability.


    “You looking for a good time? I got something here you might be interested in.”

    The Dealer drunks players when they're outed.

    Whenever a good player is "mad" that a Dealer is in play, another player might become drunk, even if the Dealer is dead.

    Each night, the Dealer learns how many players they've caused to be drunk.

    Examples

    The Dealer is in play. The Soldier is "mad" that there is a Dealer in play. The Empath becomes drunk. That night, the Dealer learns "1".

    The Empath is then "mad" that the Dealer is in play. The Scarlet Woman becomes drunk. That night, the Dealer learns "2".

    The Scarlet Woman is then "mad" that the Dealer is in play. Nobody becomes drunk from this, as the Scarlet Woman is evil. That night, the Dealer learns "2".

    The Soldier is then "mad" that the Dealer is in play again. Nobody becomes drunk from this, as a player has already become drunk from the Soldier being "mad" that the Dealer is in play. That night, the Dealer learns "2".

    The Mayor is then "mad" that the Dealer is in play. Nobody becomes drunk from this, as the Dealers ability only might trigger. That night, the Dealer learns "2".

    How to Run

    If a good player is mad about a Dealer being in play, you may mark any other player with a "Drunk" reminder token.

    Outsider

  44. 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

  45. 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

  46. 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

  47. Replicur

    [+1 Minion, 2 Minions are Replicur]


    “We are unified. We are equal. We are one.”

    The Replicur is two players.

    The Replicur has no ability during the game. Instead, the Replicur being in play means that there's an extra evil Replicur.

    Examples

    In an 8 player game, there are four Townsfolk, one Outsider, two Minions and one Demon, due to the Replicur adding a second Replicur to the bag.

    How to Run

    When putting Replicur in the bag, replace a Townsfolk with a second Replicur.

    Minion

  48. Panopticon

    Evil players wake together & may communicate. Players may not talk privately with each other during the day. All players know a Panopticon is in play & learn when you die.


    “If You Have Nothing To [hide]. You Have Nothing To [fear]. We're Listening, [dearest compatriot].”

    The Panopticon prevents private chats.

    If the Panopticon is in play, players may not talk privately with each other during the day, meaning if information is to be shared, it must be publicly.

    The Evil team instead gets to coordinate during the night, in order to share bluffs and other information.

    All players know that the Panopticon is in play, and the Panopticon's role is revealed upon their death.

    Examples

    The Panopticon is in play. When the Imp wakes for their Demon information on night 1, the Minions are also woken.

    At the beginning of day 1, the Storyteller announces that a Panopticon is in play.

    The Panopticon is executed on day 2. When they die, the Storyteller announces that that player was the Panopticon.

    How to Run

    If an evil player would wake, wake all evil players. This includes for Minion/Demon info, and for waking for other characters abilities, such as for the Nightwatchman's ability.

    At the beginning of day 1, announce publicly that a Panopticon is in play.

    When the Panopticon dies, announce to all players that that player is the Panopticon.

    Minion

  49. Blight

    Outsiders executed while you live poison 1 Townsfolk neighbour, even if you are dead. [+1 Outsider]


    “The ruined leaves have fallen for decades. I am neglect. Detritus seeps from my ashen bones. I am evergreen.”

    The Blight punishes town for executing Outsiders.

    If the Blight is alive, and an Outsider is executed, one of their Townsfolk neighbours is poisoned for the rest of the game.

    Examples

    The Blight is alive. The Butler is sat next to the Empath, and dies by execution. The Empath is poisoned.

    The Blight then dies. The Empath remains poisoned.

    The Blight is dead. The Drunk dies by execution. Nobody becomes poisoned, as the Blight is dead.

    How to Run

    When putting the bag together, if adding the Blight. replace a Townsfolk with an Outsider.

    If an Outsider is poisoned whilst the Blight lives, mark one of their Townsfolk neighbours with a "Poisoned" reminder token.

    Minion

  50. Dirtminder

    The 1st time a Demon dies at night, a living good player turns evil and becomes the Demon. [-1 Outsider]


    “The earth trembles. Evil writhes betwixt the grains of soil beneath my feet. The ground will bring death, as all dead return to the ground.”

    The Dirtminder lets the evil team manoeuvre.

    If the Dirtminder is in play, and a Demon dies during the night, a living good player then becomes evil and that Demon.

    Examples

    Dirtminder is in play. The Po targets themselves with their own ability, causing them to die. The good living Butler becomes the evil Po and is told this.

    Dirtminder is in play. The Imp dies due to the Gossips ability. The good living Empath becomes the evil Imp and is told this.

    How to Run

    When putting the bag together, if adding the Dirtminder, replace an Outsider with a Townsfolk if possible.

    If a Demon dies during the night, choose a living good player to become the new evil Demon. Wake that player, show them the "You are" card, then the token of their new character, and a thumbs down to signify evil. Then, put them to sleep.

    Minion

  51. Gremlin

    You start knowing 2 in play Townsfolk. On your 1st night, choose 1: they're poisoned.


    “Hee hee hee. Hoo hee hoo. ha haa.”

    The Gremlin poisons a character.

    On the first night, the Gremlin is shown two Townsfolk that are in play.

    The Gremlin then chooses one of those Townsfolk to be poisoned.

    Examples

    Empath and Fortune Teller are both in play. The Gremlin learns Empath and Fortune Teller. The Gremlin chooses the Fortune Teller. The Fortune Teller is poisoned.

    Then, the Gremlin is executed. The Fortune Teller is no longer poisoned as the Gremlin is dead.

    How to Run

    Before beginning the first night, mark two Townsfolk with the "Seen" reminder tokens. Wake the Gremlin, and show them the character tokens of the players marked with the "Seen" reminder tokens. Then, prompt them to choose one of them. Mark their choice with the "Poisoned" reminder token. Put the Gremlin to sleep.

    Minion

  52. Enforcer

    If an Outsider is mad that they're an Outsider, they might be executed. 1 good player knows an Enforcer is in play. [+0 or +1 Outsider]


    “ANOMALY DETECTED | YOU ARE NOT PERMITTED | EXECUTING DESTRUCTION ORDER | IRREGULARITY NULLIFIED”

    The Enforcer forces Outsiders to hide.

    If an Outsider is "Mad" about being an Outsider, they might be executed.

    On the first night, a good player learns that the Enforcer is in play.

    Examples

    The Enforcer is in play. On night 1, the good Empath is told that there is an Enforcer in play.

    During the day, the Butler claims to be the Butler. The Butler is executed due to the Enforcers ability.

    The next day, the Sweetheart claims to be the Klutz. The Sweetheart is executed due to the Enforcers ability.

    The next day, the Klutz claims to be the Klutz. They are not executed.

    How to Run

    When putting the bag together, you may exchange a Townsfolk with an Outsider.

    If an Outsider is "mad" about being an Outsider, even if it's not the same one, you may announce that that player is executed and end the day.

    Minion

  53. Virus

    On your 1st night, choose a good character: they're poisoned. If that character is not in play, 1 good player is poisoned.


    “*ahem*”

    The Virus poisons a good player.

    On their first night, the Virus chooses a good character. If that character is in play, they become poisoned.

    If the chosen character is not in play, the Storyteller chooses a good player to be poisoned.

    Examples

    On the first night, the Virus chooses the Slayer. The Slayer is in play, so they become poisoned.

    The Virus then dies. The Slayer becomes healthy.

    On the First night, the Virus chooses the Recluse. The Recluse is not in play. The Empath becomes poisoned.

    How to Run

    On their first night, wake the Virus. Prompt them to choose a good character. If in play, mark their chosen character with the "Poisoned" reminder token. If not in play, mark any good player with the "Poisoned" reminder token instead.

    Minion

  54. Swindler

    Each night*, you register as the player you last spoke privately with & vice versa.


    “I can assure you, this is a fantastic offer that nobody in their right mind could turn down! Only two silver pieces and this wishing well can be all yours. The seller is not liable for any damage that the wishing well may incur or already have, nor are they liable if the wishing well does not grant wishes.”

    The Swindler steals the identities of those they speak to.

    At night, the Swindler registers as the last player they spoke to privately, and that player registers as the Swindler.

    Examples

    The Swindler last spoke with the Imp. The Fortune Teller chooses themselves and the Swindler. They learn that one of them is the Demon, as the Swindler is registering as the Imp.

    The Swindler last spoke with the Town Crier. The Town Crier was the only player to nominate during the day. The Town Crier learns that a Minion nominated during the day, as they are registering as a Minion.

    How to Run

    At the start of each night, except the first, mark the player the Swindler last spoke privately to with the "Swindled" reminder token. If you're unsure, wake the Swindler and ask them who they last spoke privately to.

    When giving information during the night, treat the Swindler as the "Swindled" player and vice versa.

    Minion

  55. Technocrat

    Demons can't die by execution. You register as a Demon to good abilities.


    “01001101 01100001 01101101 01101101 01100001 00100000 01101101 01101001 01100001”

    The Technocrat protects the Demon.

    Whilst the Technocrat lives, the Demon cannot die from execution.

    The Technocrat registers as a Demon to good abilities to allow the good team to find them.

    Examples

    The Technocrat is alive. The Imp is executed but does not die due to the Technocrats ability.

    At night, the Fortune Teller chooses themselves and the Technocrat. They learn that one of them is the Demon, as the Technocrat registers as a Demon to good abilities.

    How to Run

    If the Technocrat is alive, sober and healthy, and a Demon would die by execution, instead announce that they live.

    The Technocrat registers as a Demon for good information.

    Minion

  56. Begetter

    Each day, you may visit the Storyteller to privately change 1 word in a character's ability. If accepted, some players learn the change that night.


    “This world will bend to my whim. My dreams will become reality, no matter the sacrifices.”

    The Begetter can change a characters ability.

    Each day, the Begetter may visit the Storyteller and ask to change one word in a characters ability. The Storyteller may say no to the change, and may or may not allow the Begetter to try again.

    If a characters ability is changed, some players learn the change the following night.

    Examples

    The Begetter changes the Fortune Teller's ability so that they now choose 3 players each night. That night, the Fortune Teller learns this change.

    The Begetter asks to change the Imp's ability to be able to kill 5 players each night. This is rejected, and the Begetter is allowed to choose again.

    The Begetter then asks to change the Imp's ability to be able to kill 6 players each night. This is rejected, and the Begetter is not allowed to choose again.

    How to Run

    During the day, the Begetter may approach you and request a one-word change to any characters ability. You may choose to accept or reject this change.

    If a change is rejected, you may choose whether they may suggest another change or not.

    If a change is accepted, run the game from now on as that being that characters ability, and inform some players during the night of the change.

    Minion

  57. Titan

    Each night*, choose a player: they die. You don't learn other evil players & they don't learn you.


    “New instructions received - destroy. ”

    The Titan kills independent of the Demon.

    Each night*, the Titan chooses a player to die.

    The Titan does not learn who the Demon or other Minions are, and vice-versa.

    Examples

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

    The Titan chooses the Imp at night. The Imp dies, and the game ends with the good team winning.

    How to Run

    Do not show the Titan to the Minions or Demons at the start of the game, and do not show the Minions and Demons to the Titan.

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

    Minion

  58. Ritualist

    The number of players alive required for evil to win is increased by the number of executed Outsiders, even if you're dead. [+1 Outsider]


    “Daemon subterraneus, te voco.”

    The Ritualist ends the game sooner than expected.

    For each executed Outsider, the number of alive players required for the Evil team to win is increased by one.

    Examples

    The Butler is executed. Only three players live. The evil team wins.

    Both the Empath and the Drunk have been executed. Only four players live. The evil team wins.

    How to Run

    When creating the bag, replace a Townsfolk with an Outsider.

    For each Outsider executed, end the game one death sooner.

    Minion

  59. Krankster

    Each day, you may publicly choose 2 players to swap seats. If one was "about to die", the other might be instead. If just 3 players live, you lose this ability.


    “A maker of mayhem, an engineer of fear, an inventor of... uh... whatever rhymes with inventor. I don't get paid enough for this.”

    The Krankster swaps players about.

    Once each day, the Krankster may swap two players' seats.

    If a player who was on the block swapped seats, the player now in their seat may be on the block instead with the same amount of votes.

    If only three players live, the Krankster loses their ability.

    Examples

    The Krankster publicly chooses the Empath and the Recluse to swap seats. They are then told by the Storyteller to swap seats.

    The Imp is on the block. The Krankster publicly chooses the Imp and the Scarlet Woman to swap seats. They are then told by the Storyteller to swap seats, and that the Scarlet Woman is now on the block.

    The Slayer is on the block. The Krankster publicly chooses the Slayer and the Spy to swap seats. They are then told by the Storyteller to swap seats, and the Slayer remains on the block.

    The Krankster publicly chooses the Fortune Teller and the Fang Gu to swap seats, however, only three players live, so nothing happens.

    How to Run

    During the day, the Krankster may choose to publicly swap two players seats. If they do, publicly announce that those two players must swap seats. If one was on the block, you may also announce that the other is on the block instead.

    Minion

  60. 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

  61. Gargan

    Each night, except the 1st and 2nd, choose 2 players: they die.


    “I have waited for so long. My reawakening will bring forth my second great empire, and none shall know anything other for a thousand years.”

    The Gargan is slow to start, but kills twice once it does.

    The Gargan does not wake for it's ability on the first or second nights.

    Every night after the second, the Gargan can kill two players.

    Examples

    It is night 2. The Gargan does not wake.

    It is night 3. The Gargan chooses to kill two players, who die.

    How to Run

    Every night except the first and second, wake the Gargan. Prompt them to choose two players. Mark those players with the "Dead" reminder tokens. Put the Gargan to sleep.

    Demon

  62. 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

  63. Shrowd

    Each night*, choose a player: they die. On the final day, all players keep their eyes closed while voting, the vote tally is secret & living evil players' votes are counted twice.


    “The truth is an enigma. Why search blindly when you can simply follow my lead?”

    The Shrowd hides votes on the final day.

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

    On the final day, all players must have their eyes closed whilst voting, and votes from living evil players are counted as 2 votes.

    Examples

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

    The Shrowd is in play and only 3 players live. The Empath is nominated, and all players are told to close their eyes whilst voting.

    Then, the living Shrowd votes, which is counted as 2 votes.

    Then, the living Baron votes, which is counted as 2 votes.

    Then, the dead Spy votes, which is only counted as one vote, as they are not alive.

    How to Run

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

    On the final day, before beginning counting votes, publicly announce that all players must close their eyes for the vote. Count the votes of living evil players twice. Once votes have been counted, announce that players may open their eyes.

    Demon

  64. Pleasantry

    Each night*, choose a player: they die. Once per game, at night, you may choose to register as good and as a Townsfolk or Outsider until dusk. [-1 Outsider]


    “Oh, that's nice.”

    The Pleasantry can hide as a good player.

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

    Once per game, at night, the Pleasantry can choose to register to good abilities as good and as a Townsfolk or Outsider until dusk.

    Examples

    The Pleasantry chooses the Empath at night, who dies.

    The Pleasantry chooses to register as good on night 1. The Fortune Teller chooses the Pleasantry and the Butler and learns that neither is the Demon.

    The Pleasantry chooses to register as good on night 2. They then choose to kill the Soldier, who dies as the Pleasantry does not register as a Demon to the Soldier's ability.

    How to Run

    Each night, wake the Pleasantry. Ask them if they want to register as good until dusk. If yes, mark them with the "Ability used" reminder token and have them register as good and as a Townsfolk or Outsider until dusk. If it is not night 1, have them choose a player. Mark that player with the "Dead" reminder token. Put the Pleasantry to sleep.

    Demon

  65. Puppetmaster

    You start knowing a word. Each night*, if a good player said it yesterday, choose 2 players: they die. Otherwise, choose 1 player: they die.


    “There is no such thing as free will. Everything comes with a price.”

    The Puppetmaster grows stronger when they manipulate good players.

    The Puppetmaster starts the game knowing a word. If a good player said that word during the day, the Puppetmaster chooses two players to die that night.

    If no good player said the word during the day, the Puppetmaster only chooses one player that night.

    Examples

    The Puppetmaster's word is "Winner". On the first day, the good Empath says "Winner". That night, the Puppetmaster chooses two players to die.

    The next day, only the Puppetmaster says "Winner". That night, the Puppetmaster chooses one player to die, as no good player said their word.

    How to Run

    Before running the first night, prepare a word to show the Puppetmaster on the first night. It should be something that good players likely wouldn't say naturally, but not too suspicious either.

    On the first night, wake the Puppetmaster. Show them their word. Put the Puppetmaster to sleep.

    If, during the day, a player said the Puppetmaster's word, mark the Puppetmaster with the "Word said" reminder token.

    Each night except the first, wake the Puppetmaster. If they are marked with the "Word said" reminder token, prompt them to choose two players, and mark those players with the "Dead" reminder tokens. Then, remove the "Word said" reminder token. If they were not marked with the "Word said" reminder token, prompt them to choose one player, and mark them with the "Dead" reminder token. Put the Puppetmaster to sleep.

    Demon

  66. Mobium

    Each night*, choose a player: they die. If you guess their character, choose another player: they die.


    “I know what you're thinking. There is no escape. There is no hope. You're right.”

    The Mobium kills more the more they know.

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

    The Mobium then may guess that player's role. If correct, the Mobium chooses a second player to die.

    Examples

    The Mobium chooses to kill the Empath. The Mobium then guesses that that player is the Empath. The Mobium then chooses to kill the Butler, as they guessed them Empath's role correctly.

    The Mobium chooses to kill the Ravenkeeper. The Mobium then guesses that that player is the Fortune Teller. The Mobium does not choose another player to kill, as they guessed incorrectly.

    How to Run

    Each night, except the first, wake the Mobium. Prompt them to choose a player and a character. Mark that player with a "Dead" reminder token. Then, if that player was the character guessed, prompt the Mobium to choose another player. Mark that player with the other "Dead" reminder token. Put the Mobium to sleep.

    Demon

  67. Smokescream

    Each night*, choose a player: they die. All players know that a Smokescream is in play. [Good players do not learn their roles.]


    “The smoke spreads fear. You cannot escape that which you cannot see. So choke.”

    The Smokescream obscures good players' roles.

    At the start of the game, all players learnt that a Smokescream is in play.

    Good players do not learn their roles at the start of the game, whereas evil players do.

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

    Examples

    The game has not started. The Storyteller announces that a Smokescream is in play. Good players do not learn their roles at the start of the game.

    At night, the Smokescream chooses the Empath, who dies.

    How to Run

    Before handing out characters, announce that a Smokescream is in play, and that good players will not know their roles. If using physical tokens, use placeholder or blank tokens for good characters. If playing online, you can give all good players the same arbitrary character token and make sure they know that that isn't necessarily their actual role.

    Each night except the first, wake the Smokescream. Have them choose a player. Mark that player with the "Dead" reminder token.

    Demon

  68. Replicant

    Each night*, choose a player: they die. You register to good abilities as one of your neighbours & vice versa.


    “Hmmm....what have we here? The left boot is worn down to the heEl, with flint shaVings under the tongue. This Is the garb of a MiLitary man.”

    The Replicant replicates one of their neighbours.

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

    The Replicant registers to good abilities as one of their neighbours, and that neighbours registers as the Replicant.

    Examples

    The Replicant chooses the Empath at night, who dies.

    The Replicant neighbours the Drunk, who is marked with the "Replicated" reminder token. The Librarian learns that either the Replicant or the Fortune Teller is the Drunk, as the Replicant is registering as the Drunk.

    The Fortune Teller then chooses the Drunk and the Librarian, and learns that one of them is the Demon, as the Drunk is registering as the Replicant.

    How to Run

    Before starting the first night, mark one of the Replicants neighbours with the "Replicated" reminder token. Register the Replicant as that character, and that player as the Replicant to good abilities.

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

    Demon

  69. Carnage

    Each night*, choose a player: they & good players who choose them tonight die.


    “Ha ha ha ha! Who wants their guts handed to 'em?”

    The Carnage kills the visitors of their victims.

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

    Any good player who also chooses that player that night also dies.

    Examples

    The Carnage chooses the Empath at night, who dies. The Fortune Teller also chooses the Empath on the same night, and so the Fortune Teller also dies.

    The night after, the Monk chooses to protect the Librarian. The Carnage then chooses the Librarian on the same night. The Butler also chooses the Librarian that night. Both the Monk and the Butler die, but the Librarian does not.

    How to Run

    Each night, except the first, wake the Carnage. Prompt them to choose a player. Mark that player with the "Rampage" and "Dead" reminder tokens. Put the Carnage to sleep. Mark any good player that chooses the player marked with the "Rampage" reminder token tonight with the "Dead" reminder token.

    Demon

  70. Vengeance

    Each night*, choose a player: they die. Players who choose you at night might die the night after.


    “You are not long for this world. I promise you that.”

    The Vengeance kills their visitors.

    Each night, the Vengeance chooses a player to kill.

    Players who choose the Vengeance at night might die the night after.

    Examples

    The Vengeance chooses the Empath at night, who dies.

    The Fortune Teller chooses the Vengeance on night one. On night two, the Fortune Teller dies.

    How to Run

    If a player chooses the Vengeance at night, you may mark them with the "Dies next night" reminder.

    If a player had the "Dies next night" reminder at dusk, replace it with the "Dead" reminder token.

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

    Demon

  71. Zyxwyx

    Each night*, either the first two or last two non-Demon living characters in alphabetical order die. Minions might register as Zyxwyx to you.


    “A beckoning crow descends, eager for gloom. Harrowing idioms justly kindle, leavening my nightmare. Open, purse, quiet rat. Silence traps unbound voices. Wavering xenium. Yearning zenith.”

    The Zyxwyx kills players alphabetically.

    Each night except the first, the first or last two non-Demon living characters alphabetically die.

    Minions might register as Zyxwyx to the Zyxwyx's ability, and so might not die to the Zyxwyx's ability.

    Examples

    The first two living characters alphabetically are the Acrobat and the Artist. Both die.

    The last four living characters alphabetically are the Zyxwyx, the Zealot, the Xaan and the Washerwoman. The Zealot and the Washerwoman die, as the Xaan registered as a Demon to the Zyxwyx's ability.

    How to Run

    Each night except the first, mark either the first two or last two non-Demon living characters in alphabetical order with the "Dead" reminder tokens.

    Demon

  72. 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

  73. Kuma Lisa

    Each night*, choose two players: both of their life tokens are flipped. Your team loses if all living players are evil.


    “Ти, невинно малко гълъбче, колко жалко, че те измамиха.”

    The Kuma Lisa flips life tokens instead of killing normally.

    Each night except the first, the Kuma Lisa chooses two people to flip the life tokens of. Living players die, and dead players are resurrected.

    The Kuma Lisa's team loses if only evil players live.

    Examples

    The Kuma Lisa chooses the living Empath and the living Fortune Teller at night. Both die.

    The Kuma Lisa chooses the living Washerwoman and the dead Baron at night. The Washerwoman dies and the Baron returns to life.

    Only three players live: the Kuma Lisa, the Baron and the Scarlet Woman. The evil team loses.

    How to Run

    Each night except the first, wake the Kuma Lisa. Prompt them to choose two players. Mark those players with the "Flip" reminder tokens. Put the Kuma Lisa to sleep.

    If all living players are evil, end the game and announce that the Kuma Lisa's team has lost.

    Demon

  74. Prismat

    Each night*, choose a player: they die. A chosen Minion lives & may choose a non-Demon character to become instead.


    “The refraction of light through prisms spreads the light wide, thin, like a blanket over the unruly.”

    The Prismat can change their Minions' characters.

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

    If the Prismat chooses a Minion, instead of dying, they may choose a non-Demon character to become.

    Examples

    At night, the Prismat chooses the Empath. The Empath dies.

    At night, the Prismat chooses the Baron. The Baron chooses to become the Philosopher.

    At night, the Prismat chooses the Poisoner. The Poisoner chooses not to change character.

    How to Run

    Each night except the first, wake the Prismat. Prompt them to choose a player. If that player is not a Minion, mark them with the "Dead" reminder token. Put the Prismat to sleep.

    Then, if the chosen player is a Minion, wake them, show them the "This character selected you" night card, then the Prismat token. Then, prompt them to choose a non-Demon character. Change their character to that character. Put them to sleep.

    Demon

  75. Uproar

    All in-play good characters are publicly announced at the start of day 1 (but not who they belong to). Your team wins after day 1.


    “Keep your friends close. Keep your enemies ######.”

    The Uproar announces in play roles, but not who they belong to.

    At the start of the first day, all in play good characters are publicly announced, but not who they belong to.

    At the end of day 1, the Uproar's team wins.

    Examples

    Empath, Soldier, Washerwoman, Fortune Teller and Butler are the only good characters in play. At the start of day 1, the Storyteller announces that the Empath, Soldier, Washerwoman, Fortune Teller and Butler are all in play.

    Day 1 ends when the Butler is executed. The game ends and the evil team wins.

    How to Run

    At the start of day 1, publicly announce every in-play good character.

    At the end of day 1, announce that the game is over and that the Uproar's team has won.

    Demon

  76. 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

  77. Webbskorn

    Each night*, choose a player & a character: if they are that character, they die & you may choose again.


    “Every living being is connected by one thing. Not love, not hate. Not happiness or misery. Not the air we breathe, nor the water we drink. We are connected by death, and death alone.”

    The Webbskorn kills more the more it knows.

    Each night except the first, the Webbskorn chooses a player and guesses their character. If correct, that player dies, and the Webbskorn may guess another players role.

    The Webbskorn can chain an unlimited number of kills in one night, but if they know nothing, they can't kill anyone.

    Examples

    At night, the Webbskorn chooses the Empath and guesses Empath. The Empath dies, and the Webbskorn is allowed to guess another player's role. The Webbskorn chooses the Butler and guesses Fortune Teller. The Webbskorn is put to sleep.

    How to Run

    Each night except the first, wake the Webbskorn. Prompt them to choose a player and a character. If that player is that character, mark that player with the "Dead" reminder token and prompt them to choose again. Repeat this until the Webbskorn guesses a role incorrectly. Then, put the Webbskorn to sleep.

    Demon

  78. 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

  79. 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

  80. 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

  81. 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

  82. Night Order

    First Night

    Bricklayer
    Milkman
    Bodyguard
    Bookkeeper
    Hiker
    Panopticon
    Salesman
    Potter
    Blacksmith
    Gumshoe
    Contrarian
    Pleasantry
    Mage
    Trumpeter
    Geisha
    Gremlin
    Virus
    Puppetmaster
    Smokescream
    Apiarist
    Weaver
    Guardian
    Vengeance
    Witch doctor
    Dolos
    Scientist
    Pâtissier
    Uproar
    Bastion

    Other Nights

    Misfit
    Uninitiated
    Quazion
    Gargan
    Corporealis
    Salesman
    Bodyguard
    Bookkeeper
    Doppelgänger
    Trapper
    Stuntman
    Shrowd
    Pleasantry
    Mage
    Baker
    Blacksmith
    Gumshoe
    Umpire
    Puppetmaster
    Mobium
    Medic
    Replicant
    Smokescream
    Sleeper
    Carnage
    Swindler
    Vengeance
    Zyxwyx
    Weaver
    Gatekeeper
    Begetter
    Dolos
    Kuma Lisa
    Witch doctor
    Propagandist
    Mime
    Dealer
    Titan
    Prismat
    Scientist
    Pâtissier
    Hydra
    Bastion
    Webbskorn
    Confectioner
  83. this almanac generated using Bloodstar Clocktica