1. A pale sun shines weakly just above the horizon. The townsfolk gather gingerly and count the dead. The lucky few who have survived the horrors of the night share uneasy looks. With sunrise, the monsters have vanished, yet a cold wind whispers through the shivering crowd. Were they truly driven back into their lairs… or are they hiding in plain sight?

    Witching Hour takes place in a world of gothic horror. Undead and monsters have overrun the realm, and the few surviving villages have been cut off from each other. Nights are spent fending off the encroaching darkness, and the tenuous safety brought by the cold sun has all but disappeared. Some cling to their faith in the Light, their devotion hardening into near-fanatic zeal. Others look to the pagan wisdom of their ancestors for guidance. The two factions eye each other suspiciously. Are the others hiding Evil among their ranks?

    Witching Hour
  2. Witching Hour is a script made to incite paranoia and suspicion during both night and day. Trusting the wrong person or executing someone who was maybe just a little bit too eager to die may lead to the game being much shorter than anticipated and leave Good players in the dark. The script includes a new hidden Outsider, the Cursed, who, despite believing they are a Townsfolk and having a working ability, might register as anything to anyone. Are people suspecting you because they are Evil and trying to frame you, or are you unknowingly the Cursed?

    The Evil team is especially designed to fit the theme of the script:

    Daytime paranoia: The Body Stealer, the Succubus and the Vengeful Spirit all interact with nominations and executions. Fear of these abilities may cast doubt on Good players who would be too eager to nominate, especially powerful Townsfolk that have good reasons to do so, such as the Blood Artist and the Hedge Witch.

    Doubt and suspicion: The Black Bishop is probably the wildest design of this script, as he can create a team of delusional Good players who believe they are Evil, complete with a fake Demon and fake Minions. If other players are believing your claims to be Good too easily, it might be because you really are Good and don't know it yet! Conversely, the Maiden of Lust can turn even the most mechanically confirmed Good player Evil.

    Information withholding: The Vampire is a very powerful Minion that punishes Good players who share their information too quickly with extra night death. However, these night deaths can easily be hidden behind the varying kill count of the Werewolf and even some Good abilities that might trigger extra deaths, such as the Inquisitor and the Dhampir. The Vampire also has interesting synergies with the other Minions on the script: players who are Cursed by the Succubus may die to any guess of the Vampire, Devotees of the Black Bishop are easy to guess to bring the game to a sudden end, and the Vampire can easily frame last day's executee as being a Vengeful Spirit to justify the extra casualties.


    Most icons are free pictures from vecteezy.com. Some pictures were AI generated and then manually edited.

  3. Changelog


    v1.9

    • The Dark Lord only gives the "main" ability of the Outsider to their Minion.
    • The Madman now believes they are a Townsfolk and have that Townsfolk ability.

    v1.8 - 19/03/2026

    • The Templar now starts knowing an in-play Minion in addition to their ability.

    v1.7 - 05/03/2026

    • The Hedge Witch has a new ability: she now protects a character instead of a player. Players with that character cannot die.
    • The Inquisitor can now try to kill the Demon, and dies in the attempt.
    • Cleaned up a few Almanach entries.

    v1.6 - 23/02/2026

    • The Sacrificial Lamb now swaps alignment and character with the dying demon. It no longer results in the evil team having +1 player.

    v1.5 - 18/02/2026

    • The Midwife is now much stronger. She starts knowing a Minion and an Outsider!
    • Cleaned up some reminder texts and tokens.

    v1.4 - 04/02/2026

    • The Succubus now curses players on nominating and on being nominated.
    • Cleaned up some phrasing. (thanks to u/Sybillian !)

    v1.3 - 25/01/2026

    • The Guardian Angel now starts knowing a good player.
    • Specified that the Blood Artist has to execute a living player.
    • The Dark Lord now only empowers one Minion.
    • The Black Bishop ability has been reworded: evil players may now hide among Devotees!

    v1.2 - 10/12/2025:

    • Renamed the Confessor into White Bishop.
    • New Confessor with a brand new ability: hear the confession of X players, and learn how many are Evil.
    • Renamed Medium into Palm Reader.
    • New Medium with a brand new ability: make a prediction and learn when it comes to pass.

    v1.1 - 27/11/2025:

    • Script renamed to "Witching Hour" to prevent confusion with another popular script.
    • Cleaned up ability phrasing. (thanks to u/Visual-Affect-9758 !)
    • Removed the current Coward.
    • Renamed the Madman into Coward.
    • New Coward can only name living players.
    • New Madman with a brand new ability.
    • Changed Confessor to "you start knowing the length of the longest line of Townsfolk"
    • The Devotee is now an Outsider.

    v1.0 is out! Have fun!

  4. Blood Artist

    Once per day, if you nominated and executed a living player yesterday, privately ask the Storyteller any yes/no question


    “Every pigment pales in comparison to working with real materials.”

    Truth is revealed in blood: each time the Blood Artist manages to get a player executed, they are allowed to ask a question.

    Examples

    Zoé is the Blood Artist. On the first day, she cannot ask any question. She nominates Alex and gets him executed.

    On the second day she asks whether Bella is Evil and is told "Yes". She nominates Bella, but Bella isn't executed. Someone else nominates Clara, who is executed.

    On the third day, Zoé cannot ask any question.

    How to Run

    Each time the Blood Artist nominates and executes a player, add the "Blood Acquired" reminder.

    When the Blood Artist asks a question, check whether they have the "Blood Acquired" reminder. If so, answer their question and remove the reminder.

    When someone is executed (ending the day), remove the reminder if the nominator wasn't the Blood Artist.

    Townsfolk

  5. Confessor

    On your first night, choose any number X of players. On night X, you learn how many are evil.


    “Repent and you shall be saved.”

    The Confessor learns how many players confessed to being Evil, but their confession is made in secrecy.

    Examples

    On Night 1, Bran the Confessor chooses only one player: Ann the Midwife. They immediately learn 0. The Confessor does not wake up anymore for the rest of the game.

    On Night 1, Cynthia the Confessor chooses two players: Danny the Coward and Emily the Vampire. On Night 2, they wake and learn 1.

    On Night 1, Fanny the Confessor chooses three players. Fanny is executed by town on day 2. She no longer has an ability and won't learn how many of the chosen players were Evil.

    How to Run

    On the first night, wake the Confessor and ask them to choose as many players as they want. Mark them with the "Confessed" reminder. If they only point at one player, immediately tell them the alignment of said player. Then put them to sleep.

    On night X where X is the number of players marked with the Confessed reminder, wake the Confessor and tell them how many marked players are Evil.

    Warning: the Confessor learns the alignment of players as they are on night X, not as they were when they were initially chosen.

    Townsfolk

  6. Dhampir

    Each night*, choose a player & guess their character: if correct, they die.


    “Be at ease. If your heart is pure, you have nothing to fear.”

    The Dhampir can check if players have been honest about their characters. They can also try to hunt down Evil who are too obvious about who they are.

    Examples

    Cynthia the Dhampir is not convinced by Alex's Psychopomp claim. At night, she guesses that Alex is the Psychopomp. Alex does not die, and Cynthia now knows that Alex was lying.

    Alex is the Dhampir and is convinced that Diane is the Demon. At night, he guesses that Diane is the Body Stealer, and nothing happens. The following night, he guesses that Diane is the Werewolf and nothing happens. The next night, he guesses that Diane is the Dark Lord. He is correct. Diane dies and Good wins the game.

    How to Run

    At night*, wake the Dhampir. They point at a player and then at a character on their character sheet. Put them to sleep. If they are correct, the chosen player dies.

    Townsfolk

  7. Guardian Angel

    You start knowing a good player. If they die at night, you may die instead. If you don't, you learn the ability that killed them.


    “Your time hasn't come yet!”

    The Guardian Angel may sacrifice their life to save a player, or instead choose to be a witness to their murder.

    Examples

    On the first night, Gabriel the Guardian Angel is shown Isaac. On a following night, Isaac is targeted by the Vampire. The Storyteller wakes Gabriel and asks if they want to use their ability. If they say yes, they die and Isaac does not. Otherwise, Isaac dies, and Gabriel is shown the Vampire token.

    How to Run

    On the first night, put the "Blessed" reminder on any other player and show that player to the Guardian Angel. On subsequent nights, when the Blessed player is targeted by an ability that would kill them, wake the Guardian Angel. Offer them to use their ability. If they nod, they die and the Blessed player does not. Otherwise, they shake their head, the Blessed player dies, and you show the Guardian Angel the character token of the ability that killed them. Remove the reminder and put the Angel to sleep.

    Warning: the Guardian Angel knows nothing about their protégé. In particular they do not know their alignment. The protégé could very well be Evil or even the Demon themselves!

    Townsfolk

  8. Hedge Witch

    Once per game, at night, choose a good character. Other players that are this character cannot die while you live.


    “This talisman will ward off evil spirits. Keep it with you at all time.”

    The Hedge Witch can protect good players and detect bluffing evil players.

    Examples

    Kevin claims to Lola the Hedge Witch that he is the Psychopomp. At night, Lola chooses Psychopomp. The following day, Lola pushes for the execution of Kevin. Kevin is executed and does not die.

    Ryan the Hedge Witch chooses to protect the Templar. This night, the Werewolf targets Salma the Cursed who believed to be the Templar. Salma registers as the Templar and does not die. The following day, Ryan pushes for the execution of Salma. Salma misregisters as the Midwife, is executed and dies. Ryan wrongly believes that Salma lied to him.

    Yann the Hedge Witch protects the Medium. When Sansa the Succubus is executed, she misregisters as the Medium and does not die.

    How to Run

    As long as the Hedge Witch has their ability, wake them every night and offer them to point at a character. If they do, mark the player with this character with the "Warded" reminder. If no player currently has this character, place the reminder next to the unused character token in your Grimoire.

    When a player would die, check if they have this character token (or register as this character). If so, they do not die.

    If the Warded player's character would change, move the "Warded" reminder with the character token.

    Townsfolk

  9. Inquisitor

    Once per game, at night*, choose a player: if they are a Minion, they die. If they are the Demon, you die.


    “I will purge this world by Holy Fire!”

    The Inquisitor has a one-time ability to find and kill an Evil player, but the Demon is a bit too much for them to take on.

    Examples

    On night 2, Sully the Inquisitor points at the Medium. Nothing happens. Sully won't wake up on following nights.

    On night 2, Susan the Inquisitor points at Steve the Vampire. Steve dies.

    On night 2, Sam the Inquisitor points at Sarah the Cursed. Sarah misregisters as a Minion and dies.

    How to Run

    On each night but the first, wake the Inquisitor and offer them to use their ability. If they do so, mark them with the "No ability" reminder. They point at a player. If the player is a Minion, they die. If the player is the Demon, the Inquisitor dies.

    Townsfolk

  10. Medium

    On your first day, you may visit the Storyteller to learn a prediction. When it occurs, you learn this tonight.


    “Dreams show me a door of seven locks. Six undone, one unformed. The seventh seal awaits the final key. The gate stirs. Its opening nears.”

    The Medium make a prediction and learns when it has come to pass.

    Examples

    Ann is the Medium. On Day 1, she visits the Storyteller and learns the prediction "An evil player dies."

    On Day 1, Bob the Palm Reader is executed. On Night 2, the Demon kills Cindy the Inquisitor. Ann does not wake. She implicitly deduces that Bob and Cindy are good.

    On Day 2, Denise the Black Bishop is executed. On Night 2, the Demon kills Eric the Cursed. Ann wakes and learns that her prophecy has come to pass. She deduces that either Denise or Eric is evil.

    Example predictions:

    • The Demon is nominated
    • A night death is prevented by a good ability
    • A Townsfolk's ability produces a wrong information
    • A player's character changes
    • All Outsiders are dead

    How to Run

    On the first day, give the Medium a prediction and write it down.

    The first time the prediction comes to pass, mark the Medium with the Realized reminder. At night, wake them, tell them yes, and put them to sleep. Then flip the reminder upside down to remember that the Medium has learned the information.

    The prediction has to refer to future events changing the game state. Predictions such as "Bob is the Demon" are not valid, but "Bob becomes the Demon" is.

    It can be fun to offer several predictions to the Medium and let them choose their favourite one, or ask them what they would like their prediction to refer to.

    Townsfolk

  11. Midwife

    You start knowing 2 players: one is a Minion (if possible), the other is an Outsider (if possible).


    “At birth I could barely tell them apart. Interesting to see how different they've grown.”

    The Midwife knows that two players belong to different character classes.

    Examples

    Lola is the Midwife, and the game contains at least a Minion and an Outsider. She learns that among Alex and Ben, there is a Minion and an Outsider.

    Chiara is the Midwife. In this game, there is a Succubus and no Outsider. On the first night, the Succubus registers as a Townsfolk to Chiara, which then learns two arbitrary players as no Minion and no Outsider can be found.

    Derek is the Midwife. In this game, there is a Eve the Cursed, Fred the Vampire and Giada the Sacrificial Lamb. Derek learns Eve and Giada, as Eve registered as a Minion to Derek.

    How to Run

    During setup, mark a Minion and an Outsider with the "Known" reminder.

    During the first night, wake the Midwife and show her the two marked players. Put the Midwife to sleep.

    In a Madman game, the Midwife must learn two players who are neither Minion nor Outsider. She could learn two Townsfolk or a Townsfolk and a Demon. Misregistration from the Cursed or the Succubus can still apply.

    Townsfolk

  12. Palm Reader

    Each night, choose a player: if they are good, you learn their character. Otherwise, you learn arbitrary information.


    “Every line tells a story. Let me see yours.”

    The Palm Reader learns information about good players, and might confront evil players about their lies.

    Examples

    Ann is the Palm Reader. At night, she picks Ben the Midwife and learns "Midwife".

    Next night, she picks Tom the Vampire and learns "Dhampir".

    Next night, she picks John the Dark Lord and learns "Templar".

    How to Run

    Each night, wake the Medium and ask them to choose a player. If good, show them that players character token. If evil, show them any character of your choice. Then put the Medium to sleep.

    When the Medium picks an evil player, it is advised to either show them the good character they were bluffing as (like a Vampire bluffing Dhampir), a good character that doesn't know himself (like the Devotee), or a character that would have reasons to hide (like the Sacrificial Lamb or Templar).

    Townsfolk

  13. Psychopomp

    Each night*, you learn a character that was killed by the Demon tonight.


    “The dead whisper. Such anguish. Such hatred. Let me speak for them, so that they may finally be at peace.”

    The Psychopomp learns the identity of players that are killed by the Demon.

    Examples

    Tonight, the Werewolf kills the Midwife and the Medium. The Psychopomp wakes and is shown the Medium token.

    Tonight, the Body Stealer targets a player who is protected by the Hedge Witch and survives. The Vampire kills the Medium. The Psychopomp wakes and learns that no one was killed by the Demon tonight.

    Tonight, the Maiden of Lust targets a player who is blessed by the Guardian Angel. The Angel decides to die instead. The Psychopomp wakes and learns "Guardian Angel".

    How to Run

    Each night except the first, wake the Psychopomp. Show them the character token of a player that was killed by the Demon tonight. If multiple players were killed, choose only one. If no player was killed, shake your head "No". Then put the Psychopomp to sleep.

    Townsfolk

  14. Soulcatcher

    Once per game, at night*, choose a dead player: you learn and gain their ability. If they are evil, you are poisoned.


    “Lend me your power and let me avenge your death!”

    The Soulcatcher can borrow the ability of dead player.

    Examples

    Ava is the Soulcatcher. At night, she targets the dead Medium. Until she dies, each night, she wakes up and chooses a player to learns its character. This includes the current night, as the Medium comes after the Soulcatcher in the night order.

    Benjamin is the Soulcatcher. At night, he targets Rob the Black Bishop. Rob was bluffing Medium. Each night, the Stortyteller asks Benjamin to choose a player and shows him an arbitrary character token.

    How to Run

    Each night excep the first, if no player is "Caught", offer the Soulcatcher to choose a player. If they choose a living player, shake your head no and ask to choose again. If they choose a dead player, place the "Caught" reminder on the chosen player. If Good, show them that player's token. From now on, including this night, treat the Soulcatcher as if they had that ability. If Evil, pretend that the Soulcatcher has any ability of your choosing.

    When targetting an Evil player, it is usually advised to pretend that the Soulcatcher now has either the ability that the Evil player was claiming, or an ability of a character that would usually not publicly reveal themselves.

    Townsfolk

  15. Templar

    You start knowing an in-play Minion. Your Townsfolk neighbors are safe from Minions' & Outsiders' abilities.


    “Stand behind me. Faith holds us together.”

    The Templar protects his Townsfolk neighbors against Minions and Outsiders.

    Examples

    Helen the Medium sits next to Hugh the Vampire who sits next to Hyam the Templar. At night, Hugh targets Helen and correctly guesses her role, but she does not die.

    Hugo the Medium sits next to Hannah the Templar. At night, Hugo picks Henry the Cursed. The Storyteller shows Hugo the Cursed token: Henry is not allowed to misregister to Hugo, because Hugo is protected by Hannah.

    Hylia the Palm Reader sits next to Hubert the Templar. When the Coward dies, he names both Hylia and Hubert among other. Both are Drunk today and tonight. Indeed, since Hubert is Drunk, he does not protect Hylia anymore. If the Coward had only targeted Hylia, Hylia would not have been made Drunk, as she would be under the protection of Hubert.

    How to Run

    On the first night, show the token of an in-play Minion to the Templar.

    The closest Townsfolk to the left and to the right of the Templar are safe from the abilities and misregistration of Minions and Outsiders. This protection skips non-Townsfolk players but does NOT skip dead Townsfolk.

    The protection will usually not move during the game, unless a player's character changes. A character misregistering to the Templar could also cause the protection to behave inconsistently.

    Townsfolk

  16. White Bishop

    You start knowing the length of the longest line of Townsfolk.


    “Faith is a simple thing. Tending to the wounded. Comforting the bereft. Our Faith makes all of us stronger.”

    The White Bishop knows the size of his parish, but not who they are.

    Examples

    The game consists of Ann the Body Stealer, Brad the Midwife, Chloe the Blood Artist, Dan the Confessor, Eve the Vampire, Fred the Soulcatcher and Gem the White Bishop, sitting in that order. On the first night, Dan learns a 3: the longest line consists of Brad, Chloe and himself.

    How to Run

    On the first night, wake the Confessor and show them how many Townsfolk are in the longest line of Townsfolk. Put them to sleep.

    Townsfolk

  17. Coward

    When you learn that you died, name any number of living players. If you don't name at least 1 good & 1 evil, your team loses. Named Townsfolk are drunk until dawn.


    “The monsters are everywhere! Everywhere!”

    When the Coward is about to die, they panic and cause paranoia in Town.

    Examples

    The Coward is executed. Among named players, there is the Sacrificial Lamb, the Dark Lord, the Palm Reader and the Psychopomp. Until Dawn tomorrow, the Palm Reader and the Psychopomp are Drunk.

    At Dawn, the Storyteller announces that Greg died tonight. Greg announces that he was the Coward. He names Alice, Bob and Cindy, who are respectively the Black Bishop, the Cursed and the Vampire. The Storyteller chooses that the Cursed registers as evil. Evil wins the game.

    Laura the Coward is executed on day 1. She panics and names everyone. All Townsfolk are Drunk until Dawn tomorrow.

    How to Run

    When the Coward learn that they died, they have to declare themselves as the Coward and name as many players as they want. Mark all named Townsfolk as Drunk. Check that at least one Evil and one Townsfolk have been named, otherwise declare that the Coward's team (usually Good) loses the game.

    At Dawn, remove the Drunk reminders.

    The Coward has to come forward on their own. Do not publicly remind them to do it. Allow a few seconds for them to realize that they have to do it. If they don't do it quickly enough, declare that they named no one and that Evil wins the game.

    Players misregistering can make the Coward lose the game, which is part of the fun and paranoia of the character. However, if the situation is such that players misregistering would make the Coward task impossible to solve, do not force an Evil win that way. For instance, if most players have been Cursed by a Succubus, it is fair to expect the Madman to name a large set of players to make sure they catch at least one Townsfolk. In such a case, rigging the misregistration of the Cursed to punish the Coward would not be very fun. Conversely, if the Coward gets greedy and names a very small amount of player while the game had clear signs of Cursed or Succubus, it is fine to punish them for it.

    Outsider

  18. Cursed

    You think you are a Townsfolk. You have that ability of the character you believe to be. You might register as any character and any aligment, even if dead.


    “What have I done to deserve your doubts?”

    The Cursed unwillingly creates a lot of disinformation around themselves.

    Examples

    Alice is the Cursed who believes she is the Templar, Ben is the Vampire, Cindy is the Soulcatcher, and Zoe is the Midwife. There are no other Outsiders. The first night, Alice registers as the Vengeful Spirit. Zoe is shown Alice and Cindy: a Minion and another player, because no Outsider can be found.

    Diane is the Cursed who believes she is the Palm Reader, Eric is the Pscyhopomp. When Diane is killed by the Demon, Eric is told Diane is the Sacrificial Lamb.

    Fred is the Cursed who believes he is the Blood Artist, Ginny is the Inquisitor. Ginny targets Fred at night. Fred registers as Evil and dies.

    Hugo is the Cursed who believes he is the Templar. Isabel is the Soulcatcher. Hugo is executed during the day. At night, Isabel targets the Hugo and learns she got the ability of the Sacrificial Lamb. Note that even if she believes that Hugo was the Cursed, she does not know if she really has the Lamb ability: Hugo could have registered as a Good Sacrificial Lamb, or as Evil and poisoned Isabel.

    Janet the Coward learns that she died. She nominates Kevin the Body Stealer and Laetitia the Cursed. Laetitia unknowingly registers as evil, and good loses the game.

    How to Run

    Don't put the Cursed in the bag. After characters have been assigned, choose a Townsfolk to become the Cursed and put the Cursed reminder.

    Treat the cursed player as though they were the original character they drew: they wake up normally and their ability works.

    When the player is involved in any character or alignment check, decide how they register.

    It is fair to make the Cursed misregister to a couple of abilities per game, especially ongoing abilities with chosen targets. Redirecting more than one "You Start Knowing" ability to them would be extremely biased against Good.

    Outsider

  19. Madman

    You think you are a Townsfolk. You have the ability of the character you believe to be. Townsfolk abilities yield false information.


    “Don't listen to him. His words will poison your mind.”

    The Madman unknowingly makes almost all information false.

    Examples

    Arnaud the Madman believes he is the Palm Reader.

    When Barbara the Medium targets Cindy the Inquisitor at night, she sees a false information: "Hedge Witch".

    When Damien the Soulcatcher targets the dead Templar, he gets the "Coward" ability.

    When Arnaud uses his Palm Reader ability, he receives correct information, as he is not a Townsfolk.

    How to Run

    Put another Townsfolk instead of the Madman in the bag. Secretly decide which Townsfolk will be the Madman this game and put the Madman reminder in front of them.

    When a Townsfolk ability yields information while the Madman lives, do as follows:

    • Decide what information you would give them if there had been no Madman. This includes potential misregistration or poison and drunk effects.
    • Give something else. The final information might end up being true due to misregistration.

    Note: This differs from the way the Vortox is usually run in Sects & Violets, where false information has to be false, even if the player using the ability is drunk.

    It is better to give an information ability to the Madman so that they get a chance to figure out that they are the Madman.

    When a Cursed player uses his ability, you can choose to make them register as a Townsfolk and give them false information, or as an Outsider and give them true information. This is a powerful combination, where the Cursed will almost behave like a Drunk in addition to their own misregistration.

    Outsider

  20. Sacrificial Lamb

    If the Demon dying would end the game & 5 or more players live, you swap character and alignment with the Demon. (Travellers don't count)


    “Bring the virgin sacrifice. The Dark Lord will return!”

    The Sacrificial Lamb is an unwilling backup to the evil team.

    Examples

    There are 5 living players, including Alice the Werewolf and Ben the Sacrificial Lamb. Alice is executed and the game does not end. That night, Ben is told he is an evil Werewolf. Alice is told she is a good Sacrificial Lamb.

    There are 5 living players, including Charlie the Maiden of Lust. Diane the Sacrificial Lamb is already dead. When Charlie is executed, the game ends and Good wins.

    There are 3 living players, including Emily the Werewolf and Fred the Sacrificial Lamb. When Emily is executed, the game ends and Good wins.

    How to Run

    When the Demon is about to die, check if there are at least 5 living players, including the Demon. Check that no other ability could save Evil from losing (this does not happen in Witch Hunt, but could happen in other scripts). If so, swap the Lamb's and the Demon's characters and alignments. If this happens at night, immediately tell the players their new characters and alignments. If this happens during the day, wake them the following night.

    Outsider

  21. Black Bishop

    You know who the Devotees are & what Demon they believe you to be. Evil players might register as Devotees to other Devotees and to you. [+1 to +3 Devotees]


    “Your faith will be rewarded. Glory to the Dark Lord.”

    The Black Bishop steals Good characters from Town and replaces them with delusional Devotees, who believe themselves to be the Minions of the Black Bishop.

    Examples

    Anya is the Black Bishop. Ben and Cedric think they are the Succubus and the Vampire, and that Anya is the Demon. Ben and Cedric are actually Good players.

    At night, when Cedric tries to kill someone, nothing happens. When Ben is nominated, his nominator does not become Cursed. When Ben is targeted by a Medium, he registers as a Devotee.

    Anya is told that Ben and Cedric believe that Anya is the Body Stealer. During the day, Ben puts Anya on the block. At night, Ben is told that he is the Body Stealer, and picks a player to kill. That player does not die. Ben is still a Devotee.

    How to Run

    During setup, replace some Townsfolks with Devotees, but do not exceed the normal Minion count for the game. Players who draw a Devotee are real Minions. Among Players who draw Minions, choose which ones are Devotees, and which one, if any, are real Minions.

    During the first night, wake the players who drew a Devotee token, and give them Minion roles, with one of them getting the Black Bishop. Show the Black Bishop a Demon token that will be faked to the Devotee, for cases where the Demon type changes the information that the Minions may receive.

    Do Minion and Demon Information twice, once for the real Demon and Minions, and once for the Black Bishop and his Devotees plus some evil players (Minions and / or Demons) that you choose to register as Devotees. Make sure that the amount of Devotees plus evil players registering as Devotees matches the Minion count for the game.

    Use the "Minion X" reminders to keep track of what Minion each Devotee believe they are.

    Real Minions can be given any Minion role, even if a Devotee already think they are that Minion.

    Some Demons have very obvious tells as to their nature, which might make them very hard to bluff for the Black Bishop. As an expert rule, feel free to alter the setup slightly to accommodate for a specific script. Warn your players in advance of your ruling decisions. For instance, you could inform the Bishop that he is seen as a Maiden of Lust and who he has "chosen" to convert into a specified Minion. Then, put one less Minion into the bag, and convert a Good players into a Devotee during night 1, as though they had just been converted by a real Maiden of Lust. You could even have the extra Good players be a duplicate, so as not to give them free knowledge of not-in-play roles.

    Minion

  22. Succubus

    Townsfolk that nominate you or are nominated by you become Cursed. You might register as good & as a Townsfolk or Outsider, even if dead.


    “You won't hurt me, will you? Haven't I been a... good friend?”

    The Succubus has an easy time infiltrating the Good team and framing good players.

    Examples

    Aline the Succubus is nominated by Bryan the Palm Reader. Bryan becomes the Cursed who believe they are the Palm Reader. Even if Aline dies, Bryan does not change back.

    How to Run

    When the Succubus is nominated by a Townsfolk, add the Cursed reminder to their nominator. Warning: this changes their character to the "Cursed" character. It is not merely a status inflicted by the Succubus. As such, it does not revert, even when the Succubus dies or loses her ability.

    It is legal to make the newly cursed player believe they are a different Townsfolk than the one they were, and tell them about the change at night. Only do this if the script contains another possible explanation for the change.

    Minion

  23. Vampire

    Each night*, choose a player & guess their character: if correct, they die.


    “May I come in?”

    The Vampire kills people who trusts them or are too open about their character.

    Examples

    Anna is the Vampire. At night, she guesses that Bob is the Midwife. She is correct, and Bob dies.

    Carl is the Vampire. At night, he guesses that Diane is the Madman. He is wrong, and nothing happens.

    How to Run

    At night*, wake the Vampire. They point at a player and then at a character on their character sheet. Put them to sleep. If they are correct, the chosen player dies.

    Minion

  24. Vengeful Spirit

    The 1st time you die by execution, you live but register as dead. From now on, each night, choose a player: they die.


    “My curse upon you!”

    The Vengeful Spirit takes revenge on the Town if they are executed.

    Examples

    Ahmed the Vengeful Spirit is executed and the Storyteller announces their death. Tonight, they wake and kill someone. On the next day, players nominate and execute them again. They die for good.

    Alya is the Vengeful Spirit and Ben is the Inquisitor. At night, Ben chooses Alya. Alya dies and her ability does not trigger.

    How to Run

    The first time the Vengeful Spirit would die by execution, announce their death and end the day as normal. Mark them with the Awakened reminder.

    Minion

  25. Body Stealer

    Each night*, choose a player: they die. When put on the block by a Minion, if 5 or more players live, you switch character with them.


    “This one has become useless. Bring me another!”

    The Body Stealer can abandon their current host of they are under too much suspicion.

    Examples

    Alfred is the Body Stealer. Bea is the Black Bishop. Bea nominates Alfred but doesn't get enough votes. Nothing happens.

    Carla is the Body Stealer and Dave is the Succubus. Dave nominates Carla and she is put on the block. There are 5 players alive, so they immediately swap roles. Later, someone else is put on the block. At night, Carla learns she is the Succubus. Dave learns he is the Body Stealer and chooses someone to die.

    How to Run

    When the Body Stealer is put on the block, check how many players remain and if the nominator is a Minion (not just Evil). If so, swap their characters in the Grimoire. They will only learn of the change at night, but the change is effective immediately.

    Demon

  26. Maiden of Lust

    Each night*, choose a player: they die. Once per game, at night, choose a player & a not-in-play Minion: they become evil & that Minion. [-1 Minion, +1 Outsider]


    “Would you rather serve in Heavens or rule in Hell?”

    The Maiden of Lust sows distrusts in the Town by adding Outsiders and creating Minions. When she is in play, there is no such thing as a confirmed Good player!

    Examples

    Liliana is the Maiden of Lust. On night 1, she chooses not to use her ability. On night 2, she uses her one-time ability on Katia the Hedge Witch and turns her into the Vengeful Spirit.

    How to Run

    During setup, replace a Minion with an Outsider.

    Each night except the first, wake the Maiden of Lust, they point at a player who dies. Then offer them to use their one-time ability. If so, they point at a player and a Minion role on their character sheet. If not-in-play, the chosen player becomes Evil and becomes the chosen character. Put the Maiden of Lust to sleep and mark them with the "Charm Used" reminder. Wake the chosen player and inform them of the character and alignment change. If the chosen Minion is already in play, shake your head "No" and ask them to choose again.

    On the first night, only offer them to use their one-time ability but not to kill someone.

    It is not advised for a Maiden of Lust to create a Black Bishop. As the Black Bishop only has a setup ability, converting an existing player into a Black Bishop would have no further effect on the game.

    Demon

  27. The Dark Lord

    Each night*, choose a player: they die. One Minion has an Outsider ability in addition to their own ability. They know which and still know they are a Minion.


    “Rise, my Minions! Rise and obey your true Master!”

    The Dark Lord empowers their Minions with unnatural abilities.

    Examples

    Adam is the Dark Lord. Lilith is the Vengeful Spirit and has the Coward ability. When she is executed, she registers as dead and her Coward ability activates. She pretends to panic and names everyone.

    Adam is the Dark Lord. Eve is the Succubus and has the Sacrificial Lamb ability. When Adam dies while at least 5 players live, Eve becomes an Evil Demon. If she becomes a Dark Lord, another Minion gains an Outsider ability.

    How to Run

    During setup, choose which Minion receives which Outsider ability. Put one of the "Outsider X" reminder in front of the chosen Minion. This means that the Minion has the ability of the Xth Outsider of the script. During the first night, wake the Minion, show them "This player targeted you", the Dark Lord token, and then the corresponding Outsider token. From now on, treat this Minion as though they had this ability (they wake when this Outsider would wake, and so on).

    Each night except the first, wake the Dark Lord. They point at a player to kill.

    The Minion can have the same ability as in-play Outsiders.

    If a Minion has the Cursed or Madman ability, they still think they are a Minion. This means that they do not get the Townsfolk ability that these Outsiders normally get.

    Demon

  28. Werewolf

    Each night*, choose a player: they die. On odd numbered nights, choose 2.


    “Awooooo!”

    The Werewolf's power depends on the lunar cycle.

    Examples

    On night 1, the Werewolf does not wake.

    On night 2, the Werewolf kills once.

    On night 3, the Werewolf kills twice.

    On night 4, the Werewolf kills once. And so on.

    How to Run

    Each night but the first one, wake the Werewolf. If the night is even, they choose a player. If the night is odd, they choose two players. Those players die. Put the Werewolf to sleep.

    Warning: some players incorrectly refer to the first night as night ZERO. The first night is night ONE and thus is odd. Usually, the Werewolf wakes for the first time on night TWO which is EVEN.

    Demon

  29. Fallen Angel

    Each time someone is executed, you may choose to die instead. If you do, that night, you learn their character.


    “What could cause such a pure being to lose her light?”

    The Fallen Angel may sacrifice herself to protect an innocent from execution and in doing so, gain the knowledge to clear their name. Unless she is secretly working for the lords of Hell.

    Examples

    Eleonore is the Fallen Angel. When Sam is executed, she decides to save him. Sam lives, Eleonore dies. At night, the Storyteller shows Eleonore the "Palm Reader" token.

    How to Run

    Each time someone is executed, ask the Fallen Angel whether they want to take their place. If so, the Angel dies, and the nominee lives. Place the Known reminder on the nominee. That night, wake the Angel, show them the character token of the nominee, and put them to sleep.

    Traveller

  30. Gatekeeper

    Dead players may publicly sacrifice their vote token. If they do so, they regain their ability until dusk tomorrow. You secretly decide if they are drunk.


    “You have spoken the words and offered payment. You shall pass. Return before the sun sets tomorrow, lest you be trapped forever in the worlds between.”

    The Gatekeeper lets dead players back into the world of the living for a cost. Before making the payment, keep in mind that this cosmic entity is neither known for its fairness.

    Examples

    Alex is the dead Inquisitor. He sacrifices his vote token to regain his ability. Bonny, the Evil Gatekeeper, decides that Alex is Drunk. At night, Alex tries to kill the Vampire. Nothing happens.

    Cynthia is the dead Guardian Angel. She sacrifices her vote token to regain her ability. Damien, the Gatekeeper, allows it. At night, Cynthia wakes and learns a new Protégé.

    Eve is the dead Soulcatcher. She sacrifices her vote token to regain her ability. Flora, the Gatekeeper, allows it. At night, the Demon kills the Gatekeeper. Eve does not wake.

    How to Run

    During the day, any player may publicly sacrifice their vote token. If they do so, mark them with the "Returned" reminder. Privately ask the Gatekeeper whether they want the returned player to be Drunk. If so, mark them with the "Drunk" reminder. At Dusk tomorrow, remove both reminders.

    Until Dusk tomorrow and while the Gatekeeper lives, treat the returned player as though they had their ability. "Once per game" abilities are also refreshed.

    Traveller

  31. The Night

    At the start of each day, before night death are announced, you may silently point at someone. Everyone may vote. If a majority is reached, the designated player dies.


    “Primal. Uncaring. Cold. Just.”

    If the village allows it, the Night herself may come to claim the lives of those She deems unworthy.

    Examples

    During the night, Alan was killed by the Demon, and Benji died to the Vampire ability.

    At sunrise, the Storyteller says nothing and points at Elena, The Night. All other players are silent. Elena silently points at Alan. The Storyteller silently performs the usual vote, only counting the voters out loud and nothing else. There are 8 players in total (counting dead players). Four players vote for Alan to die. Alan dies. The Storyteller announces "Morning rises. Alan and Benji died in the night." Players do not know that Alan was already dead. They may wrongly believe that Benji was killed by the Demon, and that Alan's death comes from their vote.

    How to Run

    At the beginning of each day, except the first, say nothing and point at The Night to make a nomination. No one is allowed to talk, not even the Night or the nominee. Proceed with a vote in which everyone votes, regardless of their alive or dead status, and without spending vote tokens. If a majority votes, the nominated player dies.

    Then, announce the night deaths, without mentioning whether the nominee was among them.

    If The Night shakes her head, proceed with the day as usual.

    Traveller

  32. Will o' Wisp

    Each night*, choose a player you haven't chosen yet. They wake and may accept your guidance. If they do, that night, they either die or cannot die and play twice, your choice.


    “Witches would have you believe they are helpful spirits, guiding travelers through the glades. Do not be fools! These abominations will only lead you to your death. Mark my word!”

    The Wisp offers a choice to players who venture in the night. Will they risk their lives for a chance at guidance?

    Examples

    On night 2, Ann the Evil Will o' Wisp chooses Byron the Medium. Byron refuses Ann's guidance. Nothing happens.

    On night 3, Ann cannot choose Byron again. She chooses Cedric the Dark Lord. Cedric accepts. Ann chooses that Cedric is safe an plays twice tonight. Cedric wakes and chooses two players to kill.

    On night 4, Ann cannot choose either Byron or Cedric again. She chooses Denise the Psychopomp. Denise accepts. Ann chooses that Denise dies. Denise does not wake again tonight and is announced as dead in the morning.

    How to Run

    Each night except the first, wake the Will o' Wisp. They choose a player and choose either death (thumbs down) or guidance (thumbs up). Mark the player as "Guided". Then wake the chosen players, show them "This character picked you" and the Wisp token. They either accepts guidance (nod) or refuse (shake head). If they accept, they are safe for the night. Wake them again on their normal turn order and ask them to play twice. Otherwise, they die.

    Traveller

  33. Devotee

    You think you are a Minion. You think other Devotees are Minions & that the Black Bishop is a Demon. [the Black Bishop is in play]


    “We live to serve.”

    Don't put Devotees in the bag unless a Black Bishop is also in play. See the Black Bishop page for more information.

    Outsider

  34. Night Order

    First Night

    Black Bishop
    Maiden of Lust
    The Dark Lord
    Hedge Witch
    Templar
    Guardian Angel
    Midwife
    White Bishop
    Palm Reader
    Confessor

    Other Nights

    Will o' Wisp
    Fallen Angel
    Hedge Witch
    Sacrificial Lamb
    Body Stealer
    Werewolf
    Maiden of Lust
    The Dark Lord
    Vampire
    Vengeful Spirit
    Dhampir
    Inquisitor
    Soulcatcher
    Psychopomp
    Confessor
    Palm Reader
    Medium
  35. this almanac generated using Bloodstar Clocktica