1. Play In III Acts

    Abilities have an Act I, Act II, and Act III. You know which Act you are in, and if you have gained another character's ability, you can progress through those Acts the same way that character would.


    “All the world's a stage, and all the men and women merely players; they have their exits and their entrances, and one man in his time plays many parts.”

    Fabled

  2. Witch

    Each day, you may visit the Storyteller to learn a prophecy that will happen in the future. Tonight, the Demon learns whatever you learned. [+0 to +2 Witches in play, 1 of the extras is drunk]


    “Act II begins at dusk if all players claiming to be the Witch shared a group whisper today.”

    Townsfolk

  3. Act II

    You may ask for advice for the Demon instead.


    “Act III begins immediately when the Demon enters Act III.”

    Townsfolk

  4. Act III

    You may ask for information about the Demon instead.


    “When shall we three meet again?”

    Townsfolk

  5. Rosencrantz

    You start knowing something.


    “Act II begins at dusk if in your accusation today you convinced the Storyteller your information is now useless.”

    Townsfolk

  6. Act II

    Each night*, the Storyteller tells you how spectators reacted to your accusation today.


    “Act III begins at dusk if your accusation today points out a flaw in the script the Storyteller hadn't thought of.”

    Townsfolk

  7. Act III

    Once per game, you may climb the Mount (and talk to the Storyteller). If you do, you die.


    “We're actors — we're the opposite of people!”

    Townsfolk

  8. Gravedigger

    Each night*, learn a character who died today or tonight.


    “Act II begins at dusk if you eulogize a player you learned, and reveal your information in an accusation on their corpse.”

    Townsfolk

  9. Act II

    You have the ability of the last Townsfolk you learned (at Act I).


    “Act III begins at dusk if you have eulogized both of your dead neighbors in accusations on their corpses.”

    Townsfolk

  10. Act III

    You also have the ability of the last corpse you eulogized (malfunctions if Evil).


    “For my part, I do not lie in't, and yet it is mine.”

    Townsfolk

  11. Kate

    Each night*, you learn a reason not to trust whoever nominated you today.


    “Act II begins at dusk if you nominated your nominator back and got them executed with a scathing accusation today.”

    Townsfolk

  12. Act II

    If you nominated them back, you also learn how fair the Storyteller thinks your accusation was.


    “Act III begins at dusk if you nominated your nominator while you were on the block, and tied the vote today.”

    Townsfolk

  13. Act III

    They are safe from the Demon tonight and tomorrow day.


    “If I be waspish, best beware my sting!”

    Townsfolk

  14. Fool

    The 1st time you die, you don't, except by execution.


    “Act II begins at dusk if you were "mad" about being a character you aren't today. ”

    Townsfolk

  15. Act II

    If a Good player was "mad" about being a character they aren't today, they have your Act I.


    “Act III begins at dusk if a player is "mad" they are the Fool, and you have never been “mad” you are the Fool.”

    Townsfolk

  16. Act III

    Your protection now includes execution.


    “All thy other titles thou hast given away; that thou wast born with.”

    Townsfolk

  17. Macduff

    You start knowing the direction of the neighbor you should keep alive the most.


    “Act II begins immediately if an ability kills them.”

    Townsfolk

  18. Act II

    Abilities can't kill you while their killer lives.


    “Act III begins at dusk if you state their killer’s character in an accusation on their corpse, and swear vengeance. ”

    Townsfolk

  19. Act III

    If the killer would kill you with their ability, they die instead.


    “Tyrant, show thy face!”

    Townsfolk

  20. King Lear

    Each night, you and an Evil player are "mad" about something in your accusations tomorrow.


    “Act II begins at dusk if you followed your madness today.”

    Townsfolk

  21. Act II

    If you were "mad", learn who you made "mad". If they were "mad", learn arbitrarily.


    “Act III begins at the start of the night if a Good player you learned is executed while an Evil player you learned is still alive.”

    Townsfolk

  22. Act III

    You immediately die. If you do, Evil players don’t act tonight.


    “Blow, winds, and crack your cheeks! Rage, blow!”

    Townsfolk

  23. Puck

    You start knowing an in-play Townsfolk.


    “Act II begins at dusk if you were "mad" you are that Townsfolk in your accusation today.”

    Townsfolk

  24. Act II

    Each night*, you learn something about the character you were "mad" about being today.


    “Act III begins immediately if you nominate the Townsfolk you learned, and get them on the block.”

    Townsfolk

  25. Act III

    When a Townsfolk you are "mad" about being dies, you gain their ability (at Act I).


    “Now to 'scape the serpent's tongue, We will make amends ere long; Else the Puck a liar call; So, good night unto you all.”

    Townsfolk

  26. Prince Hamlet

    You start knowing the in-play Evil characters. If you are "mad" you are Prince Hamlet, a Townsfolk (not you) turns Evil.


    “Act II begins at dusk if you were "mad" today that you lied due to madness yesterday, but are breaking madness now.”

    Townsfolk

  27. Act II

    You learn an alive Evil player.


    “Act III begins at dusk if today you got on the block, but then got off the block.”

    Townsfolk

  28. Act III

    When they die, learn a new Evil player.


    “It is not nor it cannot come to good: But break, my heart; for I must hold my tongue. ”

    Townsfolk

  29. Prince Escalus

    Whoever made the most flowery accusation today is safe from Evil tonight and tomorrow day.


    “Act II begins at dusk if your accusation was the most flowery today.”

    Townsfolk

  30. Act II

    If an Evil ability would affect you, it might affect the alive player who made the most inflammatory accusation this game instead.


    “Act III begins immediately if 3 players live and you have never been "mad" a player was Evil.”

    Townsfolk

  31. Act III

    If 3 players live and no one was voted onto the block today, Good wins at dusk.


    “Throw your misguided weapons to the ground / And hear the judgment of your enraged Prince.”

    Townsfolk

  32. Titania

    Each night, the Storyteller notes a player and a Good and Evil character, one of which is theirs.


    “Act II begins immediately when you whisper a single player.”

    Townsfolk

  33. Act II

    If you are "mad" that you are Titania or that you do not trust that player, you lose your Act I.


    “Act III begins at dusk if you were "mad" in your accusation that you do not trust that player, and get them on the block.”

    Townsfolk

  34. Act III

    You learn all noted information and gain all Townsfolk abilities you learned (at Act I).


    “Music, such as charmeth sleep!”

    Townsfolk

  35. Prince Hal

    If you are "mad" about being an Outsider, that Outsider is drunk. [+1 Outsider]


    “Act II begins at dusk if you nominated a drunk player today.”

    Townsfolk

  36. Act II

    They learn who you are tonight, but might be executed if they are "mad" you are in play.


    “Act III begins at dusk if you made a spirited accusation that got an Evil player on the block today.”

    Townsfolk

  37. Act III

    You lose your Act II.


    “So when this loose behavior I throw off / And pay the debt I never promised / By how much better than my word I am / By so much shall I falsify men’s hopes”

    Townsfolk

  38. Shylock

    Each day, you may make a deal with another player.


    “Act II begins at dusk if you upheld the deal today and they didn't.”

    Townsfolk

  39. Act II

    If you upheld the deal yesterday and they didn't, they may publicly a offer means of repayment today. If no offer is accepted, you or they die tonight.


    “Act III begins at dusk if the players agree by majority show of hands that your refusal of an offer today was unfair.”

    Townsfolk

  40. Act III

    If you would kill another Good player, you lose your ability and learn this.


    “Hath not a Jew eyes?”

    Townsfolk

  41. Brutus

    You start knowing a player and can only nominate them.


    “Act II begins at dusk if you were "mad" that player is Good today.”

    Outsider

  42. Act II

    You must write that player an anonymous letter tonight.


    “Act III begins immediately when you reveal their character and claim to be Brutus in your accusation.”

    Outsider

  43. Act III

    You become Evil and they immediately die, even if for some reason they could not.


    “Et tu?”

    Outsider

  44. Juliet

    You can't nominate yourself.


    “Act II begins immediately when you are nominated.”

    Outsider

  45. Act II

    If you or the 1st player to nominate you dies, the other dies tonight if they are Good.


    “Act III begins at dusk if any player was "mad" that you and the 1st player to nominate you are on opposite teams. ”

    Outsider

  46. Act III

    The next time you are nominated, you live, but register as dead.


    “There rust and let me die.”

    Outsider

  47. Falstaff

    Your Townsfolk neighbors are drunk. Your ability works while dead.


    “Act II begins at dusk if you were "mad" about being a Townsfolk today.”

    Outsider

  48. Act II

    Players "mad" about being characters they aren't are immune to you.


    “Act III begins at dusk if both your neighbors have nominated you back and gotten you on the block.”

    Outsider

  49. Act III

    You are drunk.


    “I am not only witty in myself, but the cause that wit is in other men.”

    Outsider

  50. Dromio

    You think you are an in-play Townsfolk, but you are not.


    “You have the Act II transition of that Townsfolk.”

    Outsider

  51. Act II

    You and that Townsfolk secretly swap characters.


    “Act III begins at dusk if you are both "mad" about being the same Townsfolk, but not the one you think you are.”

    Outsider

  52. Act III

    You both become Dromio. While you both live, you both have the Townsfolk ability.


    “O, villain, thou hast stolen both mine office and my name: The one ne'er got me credit, the other mickle blame.”

    Outsider

  53. Lady Macbeth

    You get 3 bluffs. On the 2nd night, choose a player to become Macbeth and learn the Evil team. [No Demon]


    “Act II begins at dusk if Macbeth nominated someone and got them on the block today.”

    Minion

  54. Act II

    Each night*, if the dead equal or outnumber the living, Macbeth learns an alive character, even if you are dead. Macbeth might register as the Good King Townsfolk.


    “Act III begins immediately when you claim to be Lady Macbeth in your accusation.”

    Minion

  55. Act III

    Your nominee dies, then you die. This can't cause a team to be unable to win.


    “To bed! To bed! To bed!”

    Minion

  56. Iago

    Each night, choose a player and an action: you learn how the Storyteller thinks you could get that player to perform that action.


    “Act II begins at dusk if a player you have chosen nominates and executes a Good player.”

    Minion

  57. Act II

    You may have Jealousy enter play.


    “Act III begins at dusk if no one was "mad" you are Evil today.”

    Minion

  58. Jealousy

    Nominations with false or irrelevant accusations might fail before the defense (the nominee can be nominated again).


    “It is the green-eyed monster which doth mock the meat it feeds on.”

    Fabled

  59. Act III

    You may have With Two Backs enter play.


    “Demand me nothing; what you know, you know.”

    Minion

  60. With Two Backs

    Players can only be nominated by their alive neighbors.


    “I am one, sir, that comes to tell you your daughter and the Moor are now making the beast with two backs.”

    Fabled

  61. Prospero

    Once per game at night, choose half the players: banish them to a separate town until dusk (both towns execute separately).


    “You start knowing a magic phrase. Act II begins at dusk if you say it publicly.”

    Minion

  62. Act II

    You lose your Act I. Once per game at night, choose 2 players: each is "mad" the other is Good tomorrow, or one or both might die.


    “Act III begins immediately when you publicly say the magic phrase again.”

    Minion

  63. Act III

    You lose your Act II. Your nominee must obey commands made in your accusation today (if able) or die. You can't be executed unless accused with the magic phrase.


    “We are such stuff as dreams are made on.”

    Minion

  64. Claudius

    You start knowing a Good player & character: they are poisoned.


    “Act II begins immediately if the poisoned player dies.”

    Minion

  65. Act II

    Whoever trusts that player most is poisoned. You learn who they are. A Good player learns who was poisoned in Act I.


    “Act III begins at dusk if the newly poisoned player was "mad" that you are Good today.”

    Minion

  66. Act III

    If you are executed by nomination, all but 3 players are poisoned and die, nominations reset, and the day continues.


    “My words fly up; my thoughts remain below. Words without thoughts never to heaven go.”

    Minion

  67. Prologue

    Anyone who says "Macbeth" publicly can't vote today, even if you are not in play.


    Demon

  68. Macbeth

    Each night*, choose 3 players (everyone learns who): they may run or fight. Runners can't nominate tomorrow, and a fighter dies.


    “Act II begins at dawn if you predict (once per night) whether a Good player you choose will run or fight.”

    Demon

  69. Act II

    Before you kill, you may give up your Act I until dusk to either kill all runners or kill all fighters.


    “Act III begins immediately when you kill a player who ran.”

    Demon

  70. Act III

    You can't die unless a certain condition is met. You and all players claiming Witch learn a prophecy about this.


    “Nothing is, but what is not.”

    Demon

  71. Titus Andronicus

    Each night, choose 3 players: they must nominate alive players tomorrow if possible, and their nominees might immediately die. [+1 Outsider]


    “Act II begins at dusk if an Outsider's nominee immediately died today. ”

    Demon

  72. Act II

    Each dusk, everyone points to an alive player. Whoever the most Outsiders pointed at (Storyteller breaks ties) can only grunt tomorrow.


    “Act III begins immediately if you chose as many Outsiders as possible tonight.”

    Demon

  73. Act III

    All Outsiders are immediately executed. You may choose a Good player to gain all their abilities.


    “Now bring them in, for I'll play the cook.”

    Demon

  74. Richard III

    You don't learn your Minions. A Good player thinks they are Richard III.


    “Act II begins immediately when the fake Demon is nominated.”

    Demon

  75. Act II

    The fake Demon is immediately executed. When a player is executed, a player who thinks they are aligned might be executed too.


    “Act III begins at dusk if a trusted Good player (trusted by any other Good player) doesn't think you are Good.”

    Demon

  76. Act III

    Each night, you learn all players who don't think you are Good and may choose one: they are executed at the start of the next night.


    “I am determined to prove a villain, and hate the idle pleasures of these days.”

    Demon

  77. Antony

    You don't know the Evil team and receive 1 bluff. Minions receive 3 bluffs and are safe from you until Act III. The 1st Demon to die turns Good. [+Cleopatra]


    “Act II begins at dusk if you did more to help Evil than Cleopatra did today.”

    Demon

  78. Act II

    Each night*, if you were the most helpful Demon today, choose a player: they die. If a Minion died today, choose an additional player.


    “Act III begins at dawn if Cleopatra is dead.”

    Demon

  79. Act III

    "I Am Spartacus!" enters play. The player whose execution would most benefit Evil is executed alongside the normal executee each day. A player claiming Spartacus might be executed instead.


    “Make death proud to take us.”

    Demon

  80. "I Am Spartacus!"

    Each day, up to half the living players (rounded up & Travellers don’t count) may publicly claim to be Spartacus.


    “"I am dying, Egypt." "No, I am dying, Egypt." "I'm dying, Egypt, and so's my wife!"”

    Fabled

  81. Cleopatra

    You don't know the Evil team and receive 1 bluff. Minions receive 3 bluffs and are safe from you until Act III. The 1st Demon to die turns Good. Each night, choose 2 players. [+Antony]


    “Act II begins at dusk if you did more to help Evil than Antony did today.”

    Demon

  82. Act II

    Each night*, if you were the most helpful Demon today, if the players you chose last night nominated today, they die; if they didn't, they are poisoned until dusk.


    “Act III begins at dawn if Antony is dead.”

    Demon

  83. Act III

    Everyone learns that each day, players may secretly write you a love letter. That night you read them and may choose one: its author turns Evil. Executions fail if only players playing for Evil voted, and the last 2 alive Good players can't turn Evil.


    “Make death proud to take us.”

    Demon

  84. Fortinbras

    If no Demon lives, you travel in as Good. If only 2 players live including the Demon, you travel in as Evil.


    “For me, with sorrow I embrace my fortune.”

    Traveler

  85. Night Order

    First Night

    Other Nights

  86. this almanac generated using Bloodstar Clocktica