
Clockmaker
You start knowing how many steps from the Demon to its nearest Minion.
Townsfolk
You start knowing how many steps from the Demon to its nearest Minion.
Townsfolk
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
Townsfolk
Each night, you learn how many of your 2 alive neighbours are evil.
Townsfolk
Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.
Townsfolk
Each night*, choose a player & guess their character: if you guess wrong, you die.
Townsfolk
Each night*, you learn which character died by execution today.
Townsfolk
Each night*, choose a player (not yourself): they are safe from the Demon tonight.
Townsfolk
Each night*, choose a living player: if good, they die, but they are the only player that can die tonight.
Townsfolk
Each day, you may make a public statement. Tonight, if it was true, a player dies.
Townsfolk
The first time you die, you don't.
Townsfolk
If both your alive neighbours are good, they can't die.
Townsfolk
If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
Townsfolk
You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Townsfolk
All Minions know you are in play. If a Minion publicly guesses you (once), your team loses.
Outsider
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Outsider
1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.
Outsider
If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
Outsider
Each night, choose a player: they are poisoned tonight and tomorrow day.
Minion
Each night, choose a living player (different to last night): if executed tomorrow, they don't die.
Minion
There are extra Outsiders in play. [+2 Outsiders]
Minion
If the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.
Minion
Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
Demon
Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Demon
Each night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if & only if they die.
Demon
Law 1: All players always exist in a superposition of all characters and states in which they could possibly be. Law 2: Players tell the Storyteller their choices and information each night, which become true unless mechanically impossible. Players learn when they make an impossible choice, and must change that choice. If mutually exclusive events would occur simultaneously, one occurs at random. Law 3: Players receive specific prompts if and only if their superposition has collapsed to only contain states where they receive that specific prompt.
Fabled
Law 4: Players appear to die if and only if their superposition has collapsed to only contain states where they have died. If a player’s superposition collapses in such manner during the day, the player appears to die after the execution of that day. Law 5: Players can nominate and vote without consuming their vote token if and only if they appear alive.
Fabled
Law 6: The game proceeds in strict night order, but if a player's choice is impossible, they make a new choice for the entire night (ideally submitting multiple possibilities at once, processed in order submitted), so they may submit a choice that will happen before their first attempt would have happened in the night. Law 7: Starting alignment will be rolled randomly. After that, starting evils (if any) will learn each other and then submit who they learn as demon/minions within that team when they submit N1 actions. Evil starting information happens simultaneously, at the very start of N1.
Fabled
Law 8: All game rules are always followed, and the setup is always valid. Law 9: The game continues if possible, ending if and only if its superposition has collapsed to only contain states where it ends. Law 10: When the game ends, good wins ties within a possible game state (per normal BotC rules; example is executing the demon at final 3). Evil wins ties between possible game states (unique Quantum rule; example is executing the superpositioned Lleech/Pukka at final 3).
Fabled