1. 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

  2. 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

  3. 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

  4. 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.

    If the statement becomes true during the day, you may either tell them during the day via discreet means, or tell them at the beginning of the night.

    Townsfolk

  5. 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

  6. 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

  7. 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

  8. 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

  9. 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

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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

  15. Night Order

    First Night

    Potter
    Geisha
    Guardian
    Panopticon
    Virus
    Smokescream
    Salesman
    Mage

    Other Nights

    Dealer
    Smokescream
    Baker
    Stuntman
    Mage
    Salesman
  16. this almanac generated using Bloodstar Clocktica