1. 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

  2. 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

  3. 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

  4. 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

  5. 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

  6. 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

  7. 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

  8. 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

  9. 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

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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

  15. 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

  16. 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

  17. 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

  18. 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

  19. Night Order

    First Night

    Milkman
    Bodyguard
    Blacksmith
    Weaver
    Puppetmaster
    Vengeance
    Salesman
    Mage

    Other Nights

    Swindler
    Puppetmaster
    Mobium
    Carnage
    Vengeance
    Bodyguard
    Blacksmith
    Umpire
    Weaver
    Mage
    Salesman
  20. this almanac generated using Bloodstar Clocktica