
Barrelman
You start knowing the highest number of neighbouring alive Townsfolk. When you die, you learn again.
Townsfolk
You start knowing the highest number of neighbouring alive Townsfolk. When you die, you learn again.
Townsfolk
You start by choosing a number: on that night, you learn how many times the Captain has been evil.
Townsfolk
Each night, choose a player (different to last). You learn how many evil players voted for your previous choice to become Captain yesterday.
Townsfolk
Each night, choose a player: they are drunk until dusk. Drunk Townsfolk can't die.
Townsfolk
Each night, choose a player: you see 1 reminder token on them (if none, you learn arbitrary info). When you see the Treasure token, you die.
Townsfolk
Each night*, aim left or right at the players opposite you: your choice dies if good, and you learn the alignment of the other.
Townsfolk
Each night*, you learn if the recently killed executee is the same alignment as the Captain.
Townsfolk
Each night*, the Captain can choose for one of their alive neighbours to die. If they do, you learn the character of that neighbour (even if dead).
Townsfolk
Each night, choose a player (not yourself). If you are the Captain tonight, choose for all chosen players to die, or that they can't die until dusk.
Townsfolk
Once per game, at night*, choose for all players to swap seats so that all other Townsfolk are on your left or right.
Townsfolk
During the day, you may attempt to mutiny: if a majority of the good players join you, the Captain dies, and a new Captain is voted for.
Townsfolk
If either of your alive neighbours is the Captain, learn a not in-play evil character.
Townsfolk
The player you nominated today can't die tonight. If you nominated the same player yesterday, they die instead.
Townsfolk
Each night, choose a different alive player (not yourself). When you die, you and all chosen players change seats.
Outsider
Each night, choose a different alive player (not yourself): they can choose to be drunk until dusk or pass. If they pass, you choose again, and extra players are drunk for each pass.
Outsider
If you are the Captain, all Townsfolk are drunk. If you are mad you are the Kegheart, your Townsfolk neighbours are drunk.
Outsider
The 1st player to nominate you or choose you at night has the spot, even if dead. When they are nominated or chosen at night, the spot moves on, and they die if good.
Outsider
You start by choosing 2 numbers: on night X, you choose Y pairs of players to swap seats at the end of the night; on night Y, you choose X players to be poisoned until dusk.
Minion
Each night*, if the Captain is evil or a previous Captain, you can choose to swap characters with the Demon.
Minion
Each night*, 1 player who would've died instead survives and can't die until dusk, and 1 good player who can't die dies. You learn both.
Minion
Outsiders who are your alive neighbours are your alignment, even if dead. [+1 Outsider]
Minion
Each night, choose to kill all chosen players, then choose a player.
Demon
Each night*, choose 2 neighbouring players: they die. Your neighbours can't die.
Demon
Each night*, choose a player: they die. You may choose again for each dead Outsider. [+1 Outsider]
Demon
Each night*, choose a player (3 if you are the Captain): they die. Once per game, all evil players register as the Captain tonight instead.
Demon
During the day, before nominations, all players vote for an alive player to become the new Captain. The Captain cannot die.
Fabled