
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.
Fabled

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.
Fabled

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]
Townsfolk

You may ask for advice for the Demon instead.
Townsfolk

You may ask for information about the Demon instead.
Townsfolk

You start knowing something.
Townsfolk

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

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

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

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

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

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

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

They are safe from the Demon tonight and tomorrow day.
Townsfolk

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

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

Your protection now includes execution.
Townsfolk

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

Abilities can't kill you while their killer lives.
Townsfolk

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

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

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

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

You start knowing an in-play Townsfolk.
Townsfolk

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

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

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

You learn an alive Evil player.
Townsfolk

When they die, learn a new Evil player.
Townsfolk

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

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

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

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

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

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

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

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

You lose your Act II.
Townsfolk

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

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.
Townsfolk

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

You start knowing a player and can only nominate them.
Outsider

You must write that player an anonymous letter tonight.
Outsider

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

You can't nominate yourself.
Outsider

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

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

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

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

You are drunk.
Outsider

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

You and that Townsfolk secretly swap characters.
Outsider

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

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

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.
Minion

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

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

You may have Jealousy enter play.
Minion

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

You may have With Two Backs enter play.
Minion

Players can only be nominated by their alive neighbors.
Fabled

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

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.
Minion

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.
Minion

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

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

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

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

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

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

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

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

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

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

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

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

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.
Demon

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]
Demon

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

"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.
Demon

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

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]
Demon

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.
Demon

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.
Demon

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