1. In the quiet, misty village of Ravenswood Bluff, the townsfolk awaken to grim news. The beloved mayor, Daniel Curien, has been found dead in the shadow of the clocktower, his body marked by arcane symbols and strange energies. Just as if things couldn't get any stranger, a giant burst of arcane energy floods out of the entrance to the clocktower and imbues all of the Townsfolk with strange powers. As the Townsfolk investigate Curien’s murder, they discover that Curien was fiddling with the occult, and was seemingly trying to use the spiritual world of tarot cards in order to protect Ravenswood Bluff. But from what, exactly? Before Curien's body is cremated in the local morgue, a note is found in his coat that states the following:

    “If you are reading these words, then I am dead. My name is Daniel Curien, and I was once the mayor of Ravenswood Bluff. But in truth, I was little more than a desperate man standing at the edge of a darkness few dared to see. For months, I have felt it—a presence, ancient and vile, weaving itself into the bones of our village. Crops failed. Livestock twisted. People vanished. I knew something unnatural had taken root here, something evil. I turned to the old ways, the forgotten arts—tarot, not as fortune-telling, but as a conduit for power. I believed that by harnessing the positive outcomes of tarot, the darkness would not consume us all. I was wrong. If I am gone, it means I have failed. It means the Demon that haunts this village is free to tighten its grip, to spread its lies through the mouths of those it has already corrupted. It walks among you now, cloaked in the guise of friend and neighbor. You must not let my death be in vain. As you've probably now figured out, the tarot’s power now lives in each of you. You must use it. You must trust it. You must trust each other. Find the evil. Root it out before it’s too late. Save our village. I beg you.”

    Now, it's up to you, the Townsfolk and Outsiders from Ravenswood Bluff to come together and exterminate the evil that Daniel Curien couldn't on his own.

    The stage has now been set. It's time for...

    Tragedies & Tarot
  2. High Priestess

    Each night, learn which player the Storyteller believes you should talk to most. Once per game, during the day, visit the Storyteller to recieve a hint about this player.


    “I beseech thee! Guide me so that I may send thy Hellspawn back to it's rightful place! ”

    The High Priestess relies on cryptic information given by the Storyteller in order to determine who they should prioritize talking to each night.

    Examples

    The High Priestess goes to the Storyteller on the first day and they are told they should speak to another player. They then use their one-time ability to ask the Storyteller why they should talk to them. The Storyteller then explains that the person they should talk to apparently knows what kind of Demon is in play.

    Townsfolk

  3. The Juggler

    If executed, you may live. If you are nominated and the execution fails, you may die.


    “You see? I told you that guillotine wouldn't work! Wait... why are you all walking at me with knifes?”

    The Juggler can survive being executed, but will die if they are unfortunate enough to survive a nomination.

    Examples

    On the first day, The Juggler is executed after receiving enough votes. Because of this, The Juggler lives. On the second day, The Juggler dies after not receiving enough votes during a second nomination.

    Townsfolk

  4. The Tower

    Your vote counts as 3 votes.


    “We are many! You are but one.”

    The Tower can be used to turn the tide in a vote, as their vote counts as 3 votes.

    Examples

    The Devil is being nominated, and needs 5 votes to be executed. Everyone has been given the opportunity to vote, except for The Tower. The Devil currently has 2 votes, but then The Tower votes for them. They now have 5 votes and are then executed.

    Townsfolk

  5. The Lover

    The 1st evil player to choose you (and only you) with their ability is drunk until dusk.


    “You sure can try, but you're not touching these goods...”

    The Lover makes it so that the first time an evil player would target them (either killing them or using an ability on them), it instead backfires and the evil player becomes drunk.

    Examples

    Death decides to use their ability on The Lover, and since they're the first evil player to target The Lover, Death's ability does not activate and they are now drunk until dusk.

    Townsfolk

  6. Strength

    You may only vote once per game. When you do, if the nominee is not the Demon, they are executed.


    “If this works, I'll save everyone. If not, I'll be a cold blooded murderer...”

    Strength allows a failed nomination to instead succeed as long they vote, but they only have one vote for the entire game.

    Examples

    Strength suspects that the player current being nominated is the Demon. They only have one vote, and they decide to use it. The nomination succeeds, but the player doesn't die, confirming to Strength that they are the Demon.

    Townsfolk

  7. The Chariot

    Each day, privately make an assumption about the Demon. If true, you are safe from the Demon tonight. If false, tonight, a Townsfolk might die.


    “I just need to trust my intuition and choose wisely.”

    The Chariot makes informed assumptions about the unknown Demon, in the hope of uncovering the truth.

    Examples

    On the first day, The Chariot makes the assumption that the Demon is one of their neighbors. During the night, two players die (that aren't The Chariot's current neighbors), which means one of them died due to The Chariot's assumption being wrong. The Chariot now knows that neither of their current neighbors are the Demon.

    Townsfolk

  8. The World

    Each night, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins. If you are executed, someone who chose to join your cult is executed instead.


    “Together, we shall craft a new, pure world!”

    The World convinces others to join their cult to end the game. But which team will win? And how many innocent lives will be lost for the sake of a new, safer World?

    Examples

    The World is evil. The World requests that all players join their cult. All evil players put their hand up to join, but only half the good players put their hand up to join. Nothing happens. That night, The World turns good. The following day, The World requests that all players join their cult. No evil players put their hand up to join, but all the good players put their hand up to join. The game ends and good wins, because The World is good.

    Townsfolk

  9. The Hanged Man

    If you and both of your neighbours voted, the nominee is executed.


    “That bastard is a monster and I'm sure of it! If none of you are going to do anything about this, the three of us bloody will!”

    The Hanged Man uses the power of teamwork to ensure the death of suspicious players, regardless of if the majority likes it or not.

    Examples

    The Hanged Man suspects that The Fool currently being nominated isn't actually The Fool and is an evil player instead. They convince both of their neighbors that this player is evil and all three players vote to kill The Fool. Despite not receiving enough votes, The Fool is executed regardless, which proves that they weren't The Fool in the process.

    Townsfolk

  10. Temperance

    If you are executed, another player might be executed instead. When you die, choose 3 players tonight: you learn how many are evil.


    “I wouldn't mind dying if it meant saving all of you. But sometimes, Death can decide it's not someone's time.”

    When Temperance dies, they learn valuable information about the evil team. Unfortunately, they might accidentally get someone killed before they obtain that information.

    Examples

    Temperance is executed, but instead of dying and learning about the evil team, their ability activates and someone is executed in their place. Temperance is later killed that night by the Demon, allowing them to learn how many players out of 3 that they chose are evil.

    Townsfolk

  11. The Fool

    The first time you are executed, another Townsfolk or Outsider is executed instead.


    “Please don't do this! You're going to get somebody innocent killed!”

    The Fool can inadvertently get another innocent player killed if they end up getting themselves executed.

    Examples

    The Fool accidentally gets themselves nominated for saying some false information during the day. The vote goes through and they are executed, which causes another innocent Townsfolk/Outsider to be killed in their place.

    Townsfolk

  12. The Star

    Each night, choose a player; they can't die tonight, and all players learn their character. If they are evil, this information is arbitrary


    “I shall illuminate the darkness and shine some much needed light on the situation!”

    The Star can reveal exactly what characters are in play, but with great power, comes great responsibility.

    Examples

    The Star decides to protect The Magician during the night, which results in them not dying when targeted by The Devil. When all the players wake up the following day, they are all notified that The Star is in play and that they protected The Magician, but who The Star and who The Magician are is kept secret.

    Townsfolk

  13. Judgement

    Each night*, choose a player: if also chosen by the Demon, they cannot die tonight. If they are the Demon, you die.


    “If you want to hurt my friends, you're going to have to kill me first!”

    Judgement can protect his fellow Townsfolk from dying during the night, but one wrong choice can result in them being abruptly buried 6 feet under.

    Examples

    On the 2nd night, Judgement guesses that the Demon is going to kill The Tower. The Demon chooses to kill The Tower, but it fails. On the 3rd night, Judgement guesses that the Demon is going to kill The Hanged Man, but the Demon is actually bluffing and is pretending to be The Hanged Man. This results in Judgement dying during the night.

    Townsfolk

  14. The Hermit

    Each night*, choose a player; they are drunk until dusk. If they are evil, a Townsfolk becomes drunk instead.


    “My vodka is so strong, you'll forget that you even drank it in the first place! Just tell me who's the evil bastard and I'll make sure they can't walk in a straight line!”

    The Hermit can stop potentially destructive abilities from going off by getting a good player drunk during the night. Just make sure you don't accidentally pick an evil player, otherwise they'll just hand off the drink to someone else!

    Examples

    On the 2nd night, The Hermit gets The Magician drunk. On the 3rd day, The Magician is executed. Because The Magician was drunk, his ability doesn't activate and the game keeps going.

    Outsider

  15. Wheel Of Fate

    Each night*, choose an alive player; you or the Demon learns their role.


    “Round and round, the truth turns… where it stops, none can say—until the wheel wills it so.”

    The Wheel Of Fate is an incredibly dangerous Outsider, as the information it can reveal can either help the good team quickly narrow down their options, or allow the Demon to wisely choose it's next target with fatal accuracy.

    Examples

    The Wheel Of Fate decides to try and learn the character of a player who's currently The Chariot during the 2nd night. The Devil ends up learning the character instead, and finds out that The Chariot is in play and exactly who is playing as The Chariot.

    Outsider

  16. Justice

    If the player you nominated dies by execution, you learn an evil player tonight.


    “My job is by no means easy, but somebody has to restore some law and order to this town.”

    Justice can help narrow down who the evil players are by instigating an execution. Should all go according to plan, you'll have your next suspect up on the chopping block in no time at all.

    Examples

    Justice decides to nominate The Hermit and the execution is successful. Justice is then informed during the night that a specific Townsfolk is evil.

    Outsider

  17. The Magician

    If you are executed on the 3rd day, only you win.


    “And for my next trick...”

    The Magician has to meticulously plan out their own death, which will result in victory for them, and them alone, should they decide that victory as a member of the good team is not an option.

    Examples

    On the 3rd day, The Magician helps The Hanged Man execute an evil player, who turns out to be The Sun. The Magician purposely doesn't vote, as refusing to vote will result in them being executed. When times runs out, The Magician is executed and they win the game.

    Outsider

  18. Death

    Each night*, choose a good player. If they are nominated tomorrow (not by you) and you vote for them, they are executed.


    “In death, there are no accidents, no coincidences, no mishaps, and no escapes.”

    Death's job is to ensure that people die, even if they technically deserve to live.

    Examples

    On the 1st night, Death chooses The High Priestess to be "marked for death". The next day, The High Priestess is nominated and Death votes for them alongside a few other players, but the nomination fails. The High Priestess dies anyway.

    Minion

  19. The Sun

    If you are executed, all players must close their eyes and remain silent. After a 10 to 1 countdown, the players with the most players pointing at them and players that do not vote get executed. [+2 Outsiders]


    “If I'm going to die, I'm dragging all of you to hell with me!”

    The Sun triggers a sudden special nomination where you have to vote for someone else to immediately die. Your job is to take as many bodies with you to the grave as possible.

    Examples

    The Sun is executed, which results in every player being forced to execute another player, but they're not allowed to discuss who to kill, they can't see who is being killed, abstaining results in what is essentially suicide and a draw results in several playing dying together.

    Minion

  20. The Moon

    All players keep their eyes closed and remain silent when voting. The vote tally and uses of vote tokens are secret.


    “You know what they say: hear no evil, see no evil.”

    The Moon makes it so that voting is uncertain and full of distrust. As long as The Moon is alive, nobody can be certain of anything when it comes to voting.

    Examples

    The Magician is nominated on the 2nd night, so everybody closes their eyes and nobody speaks as the voting commences. The Magician needs 6 votes to be executed, but only receives 5. The Storyteller reveals that The Magician did not receive enough votes, but doesn't reveal how many players voted.

    Minion

  21. The Devil

    Each night*, choose a player; they die. Once per game, at night, choose a Minion and a Townsfolk: they swap roles and alignments. They are "mad" they are their original character tomorrow, or might be executed.


    “The greatest trick I ever played was convincing the world that I never even existed. And once they realize that I do, they'll wish that my lies were the truth.”

    The Devil puts everyone under immense pressure, as should too many Townsfolk be executed, The Devil automatically wins. But that's not the only trick the Devil has up his sleeve. He can also swap around his Minion's with innocent Townsfolk to throw players off of his scent.

    Examples

    The good team are positive that they know who one of the Minion's (in this example, Death) is. During the night, The Devil swaps out the player playing as Death for the player playing as The Star. The following day, the former Death (now playing as The Star) is executed, tricking the good team into thinking they killed a Minion.

    Demon

  22. The Emperor

    Each night*, choose a good player, they die. For each dead evil player, choose an additional player.


    “One word, and heads will fall...”

    The Emperor becomes more vicious and desperate as the game goes on. The closer you get to ridding them of all of their power, the more tyrannical and bloodthirsty they become.

    Examples

    On the 2nd night, The Emperor is only able to kill 1 player since both of their Minions are alive. By the 4th night, both of their Minions are dead, which allows them to kill 3 people in 1 night.

    Demon

  23. The Chaos Ruler

    Each night*, choose 2 players. The 1st player dies. If executed tomorrow, the 2nd player may live, and if nominated and the execution fails, they may die. If you choose The Juggler, all players gain the The Juggler ability until dusk.


    “Order is a lie told by the weak to comfort themselves.”

    The Chaos Ruler makes it so that players become uncertain as to whether they are truly safe or not during nominations, and there is always a persistent fear of all hell breaking loose if they can locate The Jester. In the mind of The Chaos Ruler, "Life is Death and Death is Life".

    Examples

    The Chaos Ruler targets The Wheel Of Fate on the 2nd night. The Wheel of Fate is then executed the following day, but instead lives. On the 3rd night, The Chaos Ruler targets The Juggler, causing everyone to acquire The Juggler's ability the following day.

    Demon

  24. Night Order

    First Night

    Other Nights

  25. this almanac generated using Bloodstar Clocktica