1. MIDNIGHT IN THE HOUSE OF THE DAMNED is not for the faint of heart. Many characters flat-out break major rules or even make their own. Many booby traps await the careless Townsfolk or the ambitious Minion.

    Many characters can win or lose the game single-handedly, so crafty and adventurous bluffs can yield massive rewards. However, just figuring out who exactly is on your team can be a challenge in itself. All hope abandon, ye who enter here.

    Expert. Recommended for those comfortable with risk, challenge, and extremely ambitious bluffing.

    Midnight House of the Damned Speculation
  2. Good players are encouraged to bluff as evil players, and pretend to use the evil players’ abilities. Varied win conditions turn the game on its head. Before the good team can win, they will need to figure out HOW to win. Tricky stuff.

    Evil players have more power than any other edition, and can win or lose the game in an instant. However, even figuring out who is on their team and whether they really know what they know can be a challenge. They must be careful who they trust, unless they make a crucial mistake and reveal everything.

  3. Changelog


    V0.1

    • Witch Hunter (Each night choose a player, learn their alignment. If they aren't executed tomorrow they become evil. You cannot be Evil.) >> Village Idiot
    • Beekeeper >> Townsfolk (from Outsider)
    • Alchemist >> Prisoner

    V0.2

    • Beekeeper Homebrew (Evil Townsfolk register as minions, even if you are dead. [Minions are replaced by evil townsfolk]) >> Speculation (If you die, choose a player. They are poisoned.) and Removed Jinx
    • Sicilian (Once per game, when nominations are called, if you choose another player & they are not executed today, they win. If you die, you regain this ability.) >> Imposter (If you are mad about being an in play character, you gain their ability until you are mad about being an out of play character. The character you are mad about is poisoned.)

    V0.3

    • Imposter Homebrew (If you are mad about being an in play character, you gain their ability until you are mad about being an out of play character. The character you are mad about is poisoned.) >> Speculation (You poison and gain the ability of the 1st in-play character that you are mad about being each day.)

    V0.4

    • Scholar Fall of Rome (The 1st time you nominate a living Outsider, they immediately become a not-in-play Townsfolk. [+1 Outsider]) to Homebrew (You start knowing the shortest distance between outsiders and/or minions. [+1 Outsider])

    V0.4.1

    • Alternate Celebrant (was "Each night*, choose a dead player. If they are evil, they become good. You are drunk as long as only one dead player is evil.")

    V0.5

    • Scholar Homebrew (You start knowing the shortest distance between outsiders and/or minions. [+1 Outsider]) >> Speculation (You start knowing which evil characters are in play.)
    • Village Idiot (Each night, choose a player. You learn their alignment. The Village Idiot is considered not-in-play if there are less than 3 Village Idiots. [+0 to +2 Village Idiots, one of the extra Village Idiots is Drunk]) >> Pirate (If Pirates are the only good characters alive, good wins. [+0 to +2 Pirates])
    • Cult Leader >> Apothecary (Once per game, you may wish to have an off-script character's ability. If granted, another player learns which character tonight.)
    • Celebrant (Each day, publicly choose a dead player. Tonight, if they are evil, they become good.) >> Piper (Evil Townsfolk register as minions too, even if you are dead. Evil Townsfolk don't learn that they are evil. [Minions might be replaced by evil townsfolk])
    • Monster += "[1 Townsfolk is evil]"

    V0.6

    • Apothecary is no longer Machinist.
    • Monster (You are Good. You cannot die to execution. Each night, choose another player, they die. If only you and evil players live, good wins. [1 Townsfolk is evil]) >> Fanzazz (Each night choose a player; they die and you become their alignment. If you die, your team loses. If only 2 players live, your team wins.)
    • Piper now allows for evil townsfolk to not lose to the Hwisp by accident.
  4. Scholar

    You start knowing the shortest distance between outsiders and/or minions. [+0 to +1 Outsider]


    Attribution

    Original Idea, Fall of Rome (Alex S)'s art

    Townsfolk

  5. King

    Each night, if the dead outnumber the living, you learn 1 alive character. The Demon knows who you are.


    Attribution

    Official Character

    Townsfolk

  6. Moneylender

    Each night, choose another living player. Turn into their alignment.


    Attribution

    Speculated Character, games-icons.net

    Townsfolk

  7. Pirate

    If Pirates are the only good characters alive, good wins. [+0 to +2 Pirates]


    Attribution

    Speculated Character, game-icons.net

    Townsfolk

  8. Lycanthrope

    Each night*, choose a living player: if good, they die, but they are the only player that can die tonight.


    Attribution

    Official Character

    Townsfolk

  9. Huntsman

    Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]


    Attribution

    Official Character

    Townsfolk

  10. Apothecary

    Once per game, publicly change one game rule, if the Storyteller agrees.


    Townsfolk

  11. Mole

    You are a minion, and register as evil. If the Demon publicly guesses you (once per game), you lose.


    Attribution

    Unreleased Character, games-icons.net

    Townsfolk

  12. Magician

    The Demon thinks you are a Minion. Minions think you are a Demon.


    Attribution

    Official Character

    Townsfolk

  13. Choirboy

    If the Demon kills the King, you learn which player is the Demon. [+the King]


    Attribution

    Official Character

    Townsfolk

  14. Beekeeper

    If you die, choose a player. They are poisoned.


    Attribution

    Speculated Character, game-icons.net

    Townsfolk

  15. Poppy Grower

    Minions & Demons do not know each other. If you die, they learn who each other are that night.


    Attribution

    Official Character

    Townsfolk

  16. Piper

    Evil Townsfolk might register as minions instead, even if you are dead. Evil Townsfolk don't learn that they are evil. [Minions might be replaced by evil townsfolk]


    How to Run

    Replace any amount of minions with evil townsfolk. During minion info, show minions the evil townsfolk as minions. During demon info, show the demon the evil townsfolk as minions. Do not wake the evil townsfolk during minion info. Do not tell the evil townsfolk they are evil. If a townsfolk becomes evil while the Piper is alive, do not inform them that they are evil. If there is no living or sober and healthy Piper, inform all evil townsfolk that they are evil.

    Attribution

    Speculated Character, Original Idea, games-icons.net

    Townsfolk

  17. Prisoner

    You cannot vote. You start knowing a not-in-play character: if players agree to free you (50% majority required), you become that character and their alignment.


    Attribution

    Speculated Character, IRS's art

    Outsider

  18. Heretic

    Whoever wins, loses & whoever loses, wins, even if you are dead.


    Attribution

    Officially Hated Character

    Outsider

  19. Damsel

    All Minions know you are in play. If a Minion publicly guesses you (once), your team loses.


    Attribution

    Official Character

    Outsider

  20. Politician

    If you were the player most responsible for your team losing, you change alignment & win, even if dead.


    Attribution

    Official Character

    Outsider

  21. Rogue

    Each night, choose a player. They cannot nominate or be nominated tomorrow.


    Attribution

    "Removed" Character, Original Idea, game-icons.net

    Minion

  22. Imposter

    You poison and gain the ability of the 1st in-play character that you are mad about being each day.


    Attribution

    Speculated Character, game-icons.net

    Minion

  23. Wizard

    Once per game, choose to make a wish. If granted, your wish may have a price, and leaves a clue to its nature.


    Attribution

    Unreleased Character, Dela's Art

    Minion

  24. Goblin

    If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.


    Attribution

    Released Character

    Minion

  25. Fanzazz

    Each night* choose a player; they die and you become their alignment. If you die, your team loses. If only 2 players live, your team wins.


    Attribution

    Speculated Character, game-icons.net

    Demon

  26. Hwisp

    Each night*, choose a player: they die. If a townsfolk nominates you, you die. The second townsfolk to nominate in a day's team loses.


    Attribution

    Speculated Character, games-icons.net

    Demon

  27. Tipi-Tipi

    Each night*, choose a player: they die. If only three people are alive, choose a living player: they are mad that you are good or lose.


    Attribution

    Speculated Character, games-icons.net

    Demon

  28. Legion

    Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]


    Attribution

    Official Character

    Demon

  29. Night Order

    First Night

    Mole
    Prisoner
    Poppy Grower
    Piper
    King
    Damsel
    Rogue
    Scholar
    Huntsman
    Moneylender

    Other Nights

    Imposter
    Poppy Grower
    Rogue
    Lycanthrope
    Hwisp
    Fanzazz
    Legion
    Tipi-Tipi
    Beekeeper
    Choirboy
    Huntsman
    Damsel
    King
    Moneylender
  30. this almanac generated using Bloodstar Clocktica