1. The snowstorm came in earlier than expected and there isn't a passable inn for several miles. Like the others in your party, you came north to exploit the wealth of the mountain before the company transfers the territory to the newly formed government at year's end; at least, that's why you came ostensibly. It's a bit of an open secret that there's more than one way to make your tin off the greed and ambition that gets dredged up in these rushes but sitting here now, snowed-in at a poorly maintained lodging house suddenly playing host to more mouths than it appears it was adequately prepared feed, you can't believe that you'll come out of this experience better for wear.

    Still, there is a little solace in the disquiet of the other lodgers. By good rights no one here deserves to bilk a single cent from that mountain as it weren't exactly unclaimed in the first place, and the smell of ill-temper that permeates the lodge does at least bolster a sense that something akin to fate or justice may be more responsible for your current state of affairs than folly or misfortune. Better to be one of the rightfully damned than one day too late to a feast, you reckon.

    While you find what comfort you can in the spiteful warmth of disgruntled faces stuck with tepid black water for both stew and coffee, the last thought that passes through your mind before the void of sleep is that you are just. so. hungry.

    Wendigo Economics
  2. is a late 1800s North American Frontier Themed Script with primarily Homebrew Characters to better achieve its mechanical aims, while still featuring 7 familiar Blood on The Clocktower roles.

    The mechanical intention of this script is to focus gameplay around daytime deaths and specific character identity. In short, to encourage players to think they are characters they are not and for some people to get shot in the face while working it out. As such, the script has been populated by multiple roles that kill during the day depending on what other players' characters are, multiple roles that think they are other characters, and multiple roles that directly interrogate other players' character.

    "Wendigo Economics" itself is a term coined by environmentalist and former American vice-presidential candidate Winona LaDuke to critique certain forms of the exploitation of natural resources. This script does not intend to endorse or investigate her economic critique in any substantive way; rather, this script merely intends to appropriate the term to evoke the idea of a community harming itself for gain.

    On a related topic, it bears noting that the popular conception of "the Wendigo" in media is the product of a long process of cultural appropriation from the traditionally Algonquian-speaking people from which LaDuke descends, and while this script aims to remain in reasonably good taste there is no utilization of the concept of a Wendigo that does not build off of that original act of appropriation. With this in mind, lengths should always be taken to make people feel welcome in the game and players should be conscious that even the word "Wendigo" is considered taboo by some segment of living people, as there does exist a belief in which saying the name of the Wendigo invites its evil and the original stories of the Wendigo are centered around establishing a taboo. While this is unlikely to be an issue for the vast majority of players, and lengths have been taken here to represent the Wendigo as more of a concern over what you are becoming than simply another stand-in monster, the author labors under the belief that the minimum cost for participating in any form cultural appropriation is some consciousness of the context of the dynamics you choose to engage in, and the popular reinterpretation of "the Wendigo" is historically recent enough (1910) that the author believed that this deserves some highlighting that "a Djinn", for example, might not.

    A Playable JSON for the script is available here:

    https://klutzbanana.com/api/public/scripts/wzbm82oc8t/Wendigo%20Economics%202.0%20by%20Sean%20Deignan.json

    Warning: Do not attempt to retrieve the script by altering the url of this almanac with /script.json. It was necessary to code the JSON directly as this script has requirements that Bloodstar cannot handle, so the /script.json is non-functional.

    A PDF of the Script Handout is available here:

    Wendigo Economics

    https://drive.google.com/file/d/1OZTWTKUGU8sqyG17XNH4J3hMtpEU4wXG/view?usp=sharing (Preferred Source; Kept Up-To-Date)

    https://drive.google.com/file/d/13CqmYrbHNhiaIMj3BRzWyiPmN_0PA2Sb/view?usp=drive_link (Backup Source; Up-To-Date as of 4/28/25)

    "Print and Play" tokens for physical play for this script are not currently available, as the script is still being iterated upon. If and when the script is finalized to the author's satisfaction, these will be made available. In the meantime, you are more than welcome to download and print the character images from this almanac.

    The only copyrighted images here are those that are the property of The Pandemonium Institute (namely the Chambermaid, the Dreamer, the Gambler, the Goon, the Drunk, the Summoner, the Pukka, the Bootlegger, the Djinn, the Professor icon that appears in exactly one text box but is not on the script, and the little chair used to indicate that a tip is directed towards players rather than storytellers).

  3. Changelog


    Below is a timeline of the ongoing development and improvement of this script:

    [7.5.24 - The initial (rough) draft. At this stage the only Bootlegged character roles are the Sheriff, the Prospector, and the Derrickhand, but room exists for more if and as the need arises.]

    [9.1.24 - Updated to v1.1 based on feedback and iteration. Reworked the Prospector entirely and added the Ferrotypist, the Outlaw, and the Snake Oiler (replacing the Investigator, the Innkeeper, and the Fool).]

    [1.11.25 - Updated to v1.2 based on feedback and iteration. Added Quickdraw, the Dakobijige, and the Wendigo (replacing the Balloonist, the Lycanthrope, and the Assassin). Changed the Godfather to the Xaan. Removed the Omen of Hunger Fabled Character (no longer necessary now that the Wendigo is its own character).]

    [1.19.25 - Updated to v1.3 to simplify character designs. Removed the setup clause of the Outlaw and Snake Oiler. Added the Lickspittle to recreate the removed setup mechanic (replacing the Seamstress). Added the word "adjacent" to the Prospector's ability to reduce player cognitive burden. Renamed the Dakobijige the Slink.]

    [1.27.25 - Updated to v1.4 based on feedback and iteration. Added the Gi Yose, the Pinkerton, and the Lumberjack (replacing the Yaggababble, Xaan, and Oracle).]

    [2.1.25 - Updated to v1.5 based on feedback and iteration. Added the Powder Boy (replacing the Farmer). Changed the Snake Oiler to no longer be as confirmable. Altered the Pinkerton misregistration to no longer be a threat to the Quickdraw and to minimize the complication it can add to the Ferrotypist. Reworded the Quickdraw and Lumberjack.]

    [2.5.25 - Updated to v1.6 based on feedback and iteration. Added the Nocker (replacing the Imp) and the Banjo Player (replacing the Bootlegged Summoner/Goon Jinx).]

    [2.10.25 - Updated to v1.7 based on feedback and iteration. Reworked the Lickspittle to not repeatedly swap alignments. Reworked the Wendigo to resolve a rules issue.]

    [3.30.25 - Updated to v1.8 based on lots of iteration. Big Update. Added An Owl, the Survivalist, and the Lunger (replacing the Recluse, the Boomdandy, and the Pinkerton). Reworked the Lickspittle to switch characters, not alignments. Renamed the Slink the Ropemaker and reworked the Ropemaker and Snake Oiler to only save Townsfolk. Renamed the Powder Boy the Coal Miner, and changed it from creating Boomdandies to creating Survivalists. Reworked the Banjo Player to provide the script's source of positive Outsider manipulation. Added custom Jinxes to resolve the Summoner/Goon 'nombo', clarify the Summoner/Nocker ruling, and provide an option to prevent the Spy from undercutting the Lickspittle. Changed the Spy Icon to better fit the script's theme. Added the Curio Trader to clean up and anchor some mechanical minutia now that the script is taking shape.]

    [4.2.25 - Updated to v1.81. Changed WANTED reminder tokens to HUCKLEBERRY reminder tokens as a nod to Val Kilmer, who died.]

    [4.11.25 - Updated to v1.82. Added 2 Outsiders (The Fur Trader and The Hangman) to resolve issue with running out of bluffs at high player-count.]

    [4.16.25 - Updated to v1.83. Removed the cumulative nature of the Prospector's ability, simplifying both it and the Curio Dealer. The cumulative nature was more "interesting" than "fun", and not worth the complexity cost.]

    [4.23.25 - Reverse engineered some HTML code to give the Almanac a small facelift.]

    [4.28.25 - Slightly tweaked the Hangman to avoid the Evil Goon problem, but kept it nominally v1.83 in order to preserve existing links.]

    [5.1.25 - Added a Hidden Showcase Script to the Almanac for the Nocker ("Nock Nock Jokes"). Other Bootleg characters on the script may receive similar Hidden Showcase Scripts in the future.]

    [7.12.25 - First Major Revision, Update to v2.0. Slightly updated most characters based on external testing and feedback. Completely reworked the Lumberjack and added 5 Homebrew Travellers.]

  4. Ferrotypist

    You start knowing 2 characters that neighbor each other. Demons register to you as not-in-play characters.


    “Look, here, in the corner. There's one kind of beast or another in the woods behind him; big one by the look of it, I just prolly always assumed it was ... ... tell me that hokum story o' yours again. From the top.”

    The Ferrotypist learns a pair of neighboring characters, but the image is a little blurry and it's not impossible that one of them is a Demon.

    During the first night, the Ferrotypist learns the characters of two players who neighbor each other. If one of these players is a Demon, they see them as any not-in-play character instead.

    They learn both of these characters at once and only once and then learn nothing more.

    Examples

    • There are 3 Prospectors in play, one of which neighbors the Wendigo. On the first night, the Ferrotypist learns Wendigo and Prospector, meaning that unless all the players claiming Prospector are lying or mistaken one of them neighbors either the Wendigo or a Demon.

    • The Drunk (who believes they are the Dreamer) neighbors the Demon. The Ferrotypist learns Dreamer and Drunk, because the Demon is seen as the Dreamer (which is not actually in play). The Ferrotypist incorrectly makes the assumption that one of the neighbors of the player claiming Dreamer is likely to be the Drunk until later in the game when the Ferrotypist realizes that the Dreamer cannot be sober.

    • The Porter babysitting An Owl neighbors the Sheriff who believes they are the Hangman due to the Fur Trader. The Ferrotypist learns Sheriff and Hangman, because the Porter registers as a Demon to the Ferrotypist's ability because of An Owl and the Hangman is not in play. As no player claims to be the Sheriff many players assume the Porter registered as a Demon and was subsequently seen as the Sheriff, meaning the player claiming Hangman was actually the Hangman, drawing suspicion towards the Fur Trader as there were no other claims of Outsider.

    How to Run

    While preparing the first night, put the Ferrotypist's SEEN reminder tokens by any 2 neighboring players.

    During the first night, wake the Ferrotypist and show them 2 corresponding character tokens (replacing any Demon tokens with out-of-play characters).

    Storytellers QRCodewould be well advised not to select the Summoner and one of their good neighbors who is aware of their own character (as that may well get the Summoner killed quickly).

    Townsfolk

  5. Chambermaid

    Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.


    “That's ... flattering but, no, I just clean the rooms; what you're looking for is downstairs. Ask for Jenny. Based on the silence coming from down the hall, she hasn't had any work all evening.”

    The Chambermaid learns who woke up at night.

    Each night, the Chambermaid chooses two players and learns if they woke tonight. They must choose alive players, and may not choose themself. This does not detect which of those players woke, only how many.

    This ability only detects characters who woke in order to use their ability. It does not detect characters who woke for any other reason—such as if the Storyteller woke a Minion to let them know who the Demon is, woke the Demon to give them their starting Demon info, woke a player due to the ability of a different character, or woke someone accidentally.

    If the character woke on a previous night but not this night, they are not detected by the Chambermaid.

    Players that woke tonight due to their ability but are drunk or poisoned still count as having woke tonight.

    If the Chambermaid chooses a dead player accidentally, the Storyteller prompts them to choose again.

    Examples

    • The Chambermaid chooses the Outlaw and the Coal Miner, and learns a "0." The next night, the Summoner chooses the Outlaw and changes them into the Pukka, which causes the Pukka to wake and learn they are now the Pukka. Later, Chambermaid chooses the Coal Miner and the Pukka (formerly the Outlaw) again. Since the Pukka woke to the Pukka's ability that night as well, not just to learn that they had changed character, the Chambermaid learns a "1".

    • It is the second night. The Chambermaid chooses the Snake Oiler and the Goon, and learns a "2." Only the Goon woke tonight, but the Chambermaid is drunk because they chose the Goon.

    • It is the first night. The Chambermaid chooses the Wendigo (who believes they are the Gambler) and the Derrickhand, and learns a "0" because the Gambler does not wake to use their ability on the first night (meaning the Wendigo does not wake to simulate this with its ability). The next night, they choose the Wendigo and the Prospector. The Wendigo woke to their own ability as thinking they are the Gambler is part of their ability, and they woke to allow the Storyteller to simulate them being the Gambler. The Prospector woke but elected not to use their ability. The Chambermaid learns a "2", as both players work due to their own characters' ability text.

    How to Run

    Each night, wake the Chambermaid. They point at any two alive players except themself. Show the Chambermaid fingers (0, 1, or 2) equaling the number of chosen characters who woke tonight. Put the Chambermaid to sleep.

    Wendigo QRCodeEconomics has 3 different Demons with 3 different waking patterns (to the degree that the 3rd demon can even be said to have a consistent "waking pattern"). It behooves the Chambermaid to figure out which Demon is in play, than, to best evaluate their information.

    Managing QRCodethe Chambermaid's information can be a little overwhelming for some players, so to help ease that burden a Chambermaid Waking Pattern Reference Sheet has been made available specifically for this script, so you can easily compare the claim that a player is a certain character to what characters should or should be seen as waking on a given night: https://i.imgur.com/xPI1hci.png

    Attribution

    The Chambermaid was created by The Pandemonium Institute.

    Townsfolk

  6. Dreamer

    Each night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.


    “When I was a child I used to dream of a spider spinning a gigantic web to shield me from bad dreams. These days all I see is an endless parade of faces, half of which I can only describe as nightmares. I wonder if she no longer knows where to find me.”

    The Dreamer learns player's characters, but is not sure if their information is entirely correct.

    Each night, the Dreamer chooses a player and learns two characters—one that the player is, and one that the player isn’t.

    The false character token depends on the chosen player’s true character type. If the Dreamer chooses a player who is a Townsfolk or Outsider, the false character token is any Minion or Demon. If they choose a player who is a Minion or Demon, the false character token is a Townsfolk or Outsider.

    The Dreamer may not choose themself, and may not choose a Traveller.

    Examples

    • The Dreamer chooses a player who is the Drunk. The Dreamer learns that this player is either the Drunk or the Summoner.

    • The Dreamer chooses a player who is the evil Outlaw. The Dreamer learns that this player is either the Outlaw or the Pukka, as the Outlaw is a good character irrespective of the player who is the Outlaw being evil.

    How to Run

    Each night, wake the Dreamer. They point at any player. If the chosen player’s character is a Townsfolk or Outsider, show their character token and any Minion or Demon token to the Dreamer. If the chosen player’s character is a Minion or Demon, show their character token and any Townsfolk or Outsider token to the Dreamer. Then, put the Dreamer to sleep.

    Some QRCodepeculiarities of the script to keep in mind as the Dreamer: 1) Townsfolk can be Evil, so ruling out the Evil Character that you learn does not mean that a given player is Good. 2) Any Evil Player could be babysitting the Nocker, therefore Minions and Evil Townsfolk can still be "the Demon". 3) The character of the Lunger is Evil (they are a Minion), but a living Lunger is invariably Good.

    If QRCodethe Dreamer chooses an evil player, you can help the evil team as the Storyteller if you show the Dreamer the good character that that evil player is bluffing as, or if you show a more secretive character such as the Goon, Drunk, Coal Miner, Outlaw, or Snake Oiler.

    Attribution

    The Dreamer was created by The Pandemonium Institute.

    Townsfolk

  7. Quickdraw

    Each night, you learn 2 characters: if you nominate either the following day & 1 of you votes the other dies; if you both vote, 1 of you dies.


    “"Let me see here, his heart be on the left but in the mirror it'd be on the right, course we is both facing the same way and the gun is upside down so ... eh, best not to play it too fancy." - The Ballad of Buster Scruggs (2018)”

    The Quickdraw searches for wanted characters, sometimes with fatal results.

    Each night the Quickdraw learns two characters which may or may not be in play. This will often consist of 1 good and 1 evil character, but can consist of any two characters at the Storyteller's discretion. These are the Quickdraw's potential targets for the following day.

    If the Quickdraw nominates someone who registers as neither of the characters they learned the previous night, no one will die regardless of who does or does not vote (due to the Quickdraw at least).

    If the Quickdraw suspects that a player might be one of their targets, or just wants to rule it out, they may choose to nominate that player. No matter what happens, the Quickdraw is likely to learn something.

    When the Quickdraw nominates one of their targets, the vote is (either secretly or openly) a duel. The nominee wins if they vote and the Quickdraw does not. The Quickdraw wins is they vote and the nominee does not. If both players vote, the Storyteller chooses the winner, and if neither vote no one wins or loses. When the vote ends, the clocktower strikes noon and the loser dies.

    If the Quickdraw nominates a dead player whose character they learned the previous night the Quickdraw's ability still triggers, but the town will not be informed if the already dead player is killed by the ability.

    If the Quickdraw dies while their ability is in the process of resolving (in the middle of a "duel"), their ability will not finish resolving.

    Deaths caused by the Quickdraw, as well as deaths caused by outside abilities during the vote, should not be announced until the vote is over and a player declared on the block or spared from it. This is both for practical reasons (the Storyteller should not be expected to make announcements while they are busy running the vote), and for various abilities to better simulate each other and leave the puzzle of what occurred to the players.

    Examples

    • The Quickdraw learns the Drunk and the Wendigo at night. The following day the Quickdraw nominates the Ropemaker. After the vote nothing happens.

    • The Quickdraw learns the Sheriff and the Survivalist at night. The following day the Quickdraw nominates the Sheriff. The Sheriff votes for their own execution. After the vote, the Quickdraw dies.

    • The Quickdraw learns the Lickspittle and the Gi Yose at night. The following day the Quickdraw nominates the Derrickhand, who registers as the Lickspittle due to its own ability. The Quickdraw votes for the nomination. After the vote, the Derrickhand dies.

    • The Quickdraw learns the Coal Miner and the Lunger at night. The following day the Quickdraw nominates the Coal Miner, who is babysitting An Owl. The Coal Miner is put on the block, but An Owl moves to the Quickdraw, removing its ability before any deaths occur. No one dies.

    How to Run

    Each night, wake the Quickdraw. Show them any two character tokens; put the HUCKLEBERRY reminder token next to each player who is one of those characters. The next day, if the Quickdraw nominates a player with a HUCKLEBERRY reminder token (or who is otherwise registering as one of the learned characters), take note of which players voted for execution:

    • If the Quickdraw voted and the nominee did not, kill the nominee (or a player that registers as the nominee due to an Agent) immediately after the vote is over.

    • If the nominee voted and the Quickdraw did not, kill the Quickdraw (or a player that registers as the nominator due to an Agent) immediately after the vote is over.

    • If both the Quickdraw and the nominee voted, kill either the Quickdraw or the nominee (or a player that registers as either due to an Agent) immediately after the vote is over.

    • If neither the Quickdraw nor the nominee voted, kill no one.

    It QRCodeis fair for the Quickdraw to worry about being the Wendigo and their kills being a result of that, as it is fair for the Quickdraw to worry about being a Lunger and their death being the result of that. You cannot be both, however, so consider both killing and dying with your ability to confirm yourself more strongly.

    It QRCodeIS NOT recommended that the Storyteller regularly give the Quickdraw two good characters as targets, or give the in-play Demon as a target unless that Demon is aware of who the Quickdraw is.

    It QRCodeIS recommended that the Storyteller often consider giving the Quickdraw two out-of-play, non-evil-bluff characters to prevent the Quickdraw ability from going off consistently and repeatedly. Allowing the Quickdraw to "rule out worlds" by eliminating possibilities this way is still a positive use of their ability.

    Giving QRCodethe Quickdraw a potentially 'hidden' character likely to be good such as the Drunk or Lunger as one of their targets can help the player feel a greater sense of agency, as the optimal use of their ability becomes less prescriptive.

    If QRCodethere is a healthy and sober Hangman in play, consider regularly giving the Quickdraw 'Hangman' as one of their two characters in order to give Town the ability to maintain a mechanical escape hatch in case they end up with a dead body or another Outsider on the block without a way of putting anyone else on the block in their place.

    Townsfolk

  8. Lickspittle

    Each night, choose a Townsfolk: if an opposing player is that character you swap characters. [-1 Minion, 1 Townsfolk is Evil]


    “"You know, Brisco, there's nothing like a good revolution to break up the ennui of ordinary life." - The Adventures of Brisco County, Jr. (1993)”

    The Lickspittle think you're just great and wants nothing more than to be just like you. Maybe even wear your hat? It's a pretty great hat. You know, they're a bit of a [your profession] themself.

    The Lickspittle replaces a Minion with an Evil Townsfolk during setup and swaps characters with opposing Townsfolk at night. This doesn't change the total count of evil players, but effectively trades a Minion for an uninformed Townsfolk.

    Evil Townsfolk do not receive Minion Information, and the Demon does not learn who they are.

    If a Lickspittle successfully switches characters with an opposing Townsfolk, the new Lickspittle does not wake tonight (that portion of the turn order is over), but if the new Lickspittle is still alive by tomorrow night they now have the ability to steal any opposing Townsfolk ability they know is in play.

    The term "swap characters" is an instruction to the ST to perform a unique action (swapping the two players' character tokens); it is not a portion of the Lickspittle's ability that independently registers the character of the two players and changes their characters according to that registration (the term just happens to contain the word "characters" to describe this action). It is the mechanical intention, therefore, for a Lickspittle to swap character tokens with an opposing player who is misregistering as the Townsfolk in question, not for the Lickspittle to become the character that a player misregistered as (or to allow the ST to turn the other player in the exchange into any arbitrary Townsfolk by having the Lickspittle misregister to itself via a Derrickhand). That being said, this ruling is based primarily on the authorial intention and mechanical understanding of the script's author, so while that view and intention is actively promoted here if it is ruled the other way by the ST due to either adamance of their interpretation or ignorance of this one no harm has been done so long as that ST has been clear to players regarding their ruling in this matter. It's ultimately not a critical element of the script's balance or design either way, and a specific interpretation is only stressed here to provide a potentially consistent ruling that enables clear guidance in the 'world-solving' attempts of players.

    Examples

    • The good Lickspittle chooses Sheriff at night. The Sheriff is in play, but the Sheriff player is good so nothing happens.

    • The good Lickspittle chooses Lumberjack at night. The Lumberjack is in play and evil, so the good Lickspittle becomes a good Lumberjack and the evil Lumberjack becomes an evil Lickspittle.

    • The good Lickspittle chooses Outlaw at night. The Outlaw is not in play, but the Derrickhand causes the evil Wendigo (who currently thinks they are the Sheriff) to register as the evil Outlaw. The evil Wendigo becomes the evil Lickspittle, and the good Lickspittle becomes the good Wendigo. Because the Wendigo's ability involves thinking it is good character, the Storyteller decides for the good Wendigo to think they are the Lickspittle, and the good Wendigo is not informed that they changed characters. The Lunger (who currently thinks they are the Outlaw) is then lied to and informed that they are the Lickspittle, because their ability causes them to think they are a Non-Minion character and the Storyteller can change which Non-Minion character this is whenever they wish. All 3 players now think they are the Lickspittle, the one that is correct is the unknowingly evil Lickspittle who is likely to switch with many possible characters if they get the chance to use their new ability, and the original Lickspittle has unwittingly become a good Minion that may accidentally kill their teammates going forward.

    How to Run

    On setup, put one fewer Minion into the bag and make one Townsfolk Evil. Each night, including the first, signal the Lickspittle to choose a Townsfolk. If they choose a Townsfolk that is in play and being run by a player of the opposing alignment, swap the two players' characters.

    While QRCode your ability is best used to "rule out worlds" (making sure that that isn't an evil Quickdraw, that there isn't an Evil Lumberjack disrupting the game by secretly choosing a disruptive ability that was announced, etc), don't forget that a successful guess not only gives you a new Townsfolk ability, it creates an Evil Lickspittle. If swapping characters doesn't immediately tell you who you swapped characters with and you can't make sure they die the following day, think ahead to what abilities are in play that they might now be able to steal. The confirmation you receive from town when the dead Sheriff becomes the Lickspittle might be cold comfort when you're then shot down by the Evil Sheriff in Final 3.

    Along QRCodea similar note, it's worth appreciating that so long as you are the most recently killed player (not including executions), a Survivalist now has your character swapping power. If you suspect there is a Survivalist on the Evil Team maybe try not to get yourself killed, or, failing that, maybe do what you can to make sure another body gets thrown on top of yours before the Survivalist has a chance to use your power to steal a Townsfolk ability.

    If QRCoderunning the script for players largely unfamiliar with it, it is generally recommended that you not put BOTH an Evil Sheriff and a Hangman directly into the same game from setup (as they are more likely to fall into the trap of over-voting for a nominee while a Hangman is still alive, who the Evil Sheriff can then kill, leaving them unable to avoid the Hangman's loss condition).

    Townsfolk

  9. Gambler

    Each night*, choose a player & guess their character: if you guess wrong, you die.


    “"The rule is this; you spot a man's tell, you don't say a fuckin' word." - Rounders (1998)”

    The Gambler can guess who is who... but pays the ultimate price if they guess wrong.

    Each night except the first, the Gambler chooses a player and guesses their character by pointing to its icon on the character sheet. If the guess is correct, nothing happens. If the guess is incorrect, the Gambler dies.

    The Gambler does not learn from the Storyteller whether their guess is correct or incorrect.

    The Gambler may choose any player, dead or alive, even themself.

    Examples

    • The Gambler points to the Coal Miner, then to the Coal Miner icon. This guess is correct, so the Gambler remains alive, but is killed by the Demon tonight anyway.

    • The evil Snake Oiler is bluffing as the Outlaw. That night, the Gambler points to the Snake Oiler player, then to the Outlaw icon. This guess is wrong, so the Gambler dies.

    How to Run

    Each night except the first, wake the Gambler. They point at any player, then point at any character icon on their character sheet. Put the Gambler to sleep. If the chosen player is a different character from the chosen character icon, the Gambler dies—mark them with the DEAD reminder.

    Be QRCodeextra cognizant of how the Ropemaker can convert your ability into a haphazard kill, making you function a bit more like a Gossip than a traditional Gambler. This could be a good thing, but it could also be a very bad thing, and in either case means seeking out and potentially coordinating with a Ropemaker might be in your interest. In all matters even outside of this game, you should always be cautious when gambling with other people's lives.

    Attribution

    The Gambler was created by The Pandemonium Institute.

    Townsfolk

  10. Ropemaker

    Each night*, choose a Townsfolk: the next time a Townsfolk dies tonight, the chosen Townsfolk dies instead if good & able.


    “"I'll keep the money and you can have the rope." - The Good, The Bad, and The Ugly (1966)”

    [EDITOR'S NOTE: NEEDS AN UPDATE TO THE 2.0 TEXT]

    The Ropemaker ties up expendable members of town at night in order to appease the Demon and protect more valuable Townsfolk ... like the Ropemaker!

    The Ropemaker cannot redirect a death to a player that cannot be killed by players, such as a character protected by the Snake Oiler's ability.

    The Ropemaker can redirect a death to a player that can replace its death with another effect, such as the Sheriff, as the Sheriff is able to die but simply converts that death into another mechanical effect.

    Examples

    • The good Ropemaker chooses the good Coal Miner at night. That night, the Demon attacks the Chambermaid. The Coal Miner dies instead, but no one is turned into the Survivalist by the Coal Miner's ability as mechanically they were killed by the Ropemaker's ability, not the Demon's.

    • The Snake Oiler is mad about being the Prospector. The Ropemaker chooses the Prospector at night. That night, the Demon attacks the Dreamer. The Dreamer dies as normal, as the Prospector cannot be killed and therefore the Ropemaker cannot replace the Dreamer's death with the Prospector's.

    • The Ropemaker chooses the evil Coal Miner at night. That night, the Demon attacks the Chambermaid. The Chambermaid dies as normal, as the Coal Miner was evil despite being a good character.

    • The Ropemaker chooses the player babysitting An Owl at night, who registers as evil. That night, the Pukka kills the Prospector. The Prospector dies as normal, as the player babysitting An Owl was not given a 'Sacrifice' reminder token.

    • The Ropemaker chooses the good Sheriff at night. That night, the Gambler chooses the Sheriff and guesses "Pukka". The Gambler lives and the Ropemaker dies as the Ropemaker redirected the Gambler's death to the Sheriff and the Sheriff's ability redirected the kill to the Ropemaker. The Sheriff's "Sacrifice" reminder token is still removed.

    How to Run

    Each night except the first, wake the Ropemaker. They point at any player. Put the Ropemaker to sleep. If the chosen player is alive, good, and not protected by the Snake Oiler, mark them with a SACRIFICE reminder token. The next time that night a Townsfolk would die, kill the player with the SACRIFICE reminder token instead and then remove the SACRIFICE reminder token.

    This QRCodeis probably some kind of character design oversight, but what you are doing as the Ropemaker is arguably hard to distinguish from what the Wendigo is doing, meaning you could be the Wendigo with the only hint being an outcome that looks a lot like how your ability is supposed to look. The important distinction to make will often be the number of kills. If you are a Ropemaker, you are not adding to the number of kills at night. If you are a Wendigo, you are adding to the number of kills.

    It's QRCodeokay if the Storyteller forgets that the Ropemaker can redirect a kill to the Sheriff despite the Sheriff having its own form of protection ability. If they forget the distinction here, the result is mechanically the same as if the Sheriff redirected the kill back to the original target, which is entirely legitimate! If a Storyteller wants to take full mechanical advantage of the character, however, the distinction the Ropemaker makes is between "can't die" and "if dies, X might happen instead" as the former means the 'cost' of the Ropemaker's replacement ability can't be 'paid', while the latter simply means that when that 'cost' is paid, it is replaced by yet another replacement ability.

    Make QRCodesure to remember, however, that the Ropemaker cannot redirect a kill to a character protected by the Snake Oiler to "dissipate" the kill. The death of the sacrifice is the cost for saving the original target, and a character protected by a Snake Oiler cannot pay it.

    Townsfolk

  11. Prospector

    Once per game at night, choose 3 players: you learn how many unchosen players are Minions. [+0 to +2 Prospectors]


    “"Every force of his being impelled him to spring up and confront the unseen danger, but his soul dominated the panic, and he remained squatting on his heels, in his hands a chunk of gold." - All Gold Canyon (1906)”

    [EDITOR'S NOTE: NEEDS AN UPDATE TO THE 2.0 TEXT]

    Prospectors have a good sense of the danger at their backs. Who knows who might be looking over their shoulder, coveting their discovery all alone out here in the wilderness?

    Examples

    • There is a Survivalist, a Spy, and an Evil Gambler in play, and no other Minions. The Prospector chooses 3 players, one of which is the Survivalist and the other 2 of which are Outsiders. The Prospector learns a '1', because the Survivalist was chosen, the Spy was not chosen and is unable to misregister to the Prospector, and the Evil Gambler is not a Minion.

    • In a 7-player game, there are 3 Minions in play (2 Lungers and an additional Minion babysitting the Nocker). The Prospector chooses 3 players, one good Lunger, one good Prospector, and one good Hangman. The Prospector learns a '2', because the Minion babysitting the Nocker is still a Minion despite being "the Demon", and the unchosen good Minion is still a Minion despite being good.

    How to Run

    Each night, wake the Prospector. They either shake their head no or point at any three adjacent players (one player and their two immediate neighbors). If they point to three players show the Prospector a number that corresponds to the number of Minions in play they did not choose and put a NO ABILITY reminder token next to them in the Grimoire.

    A QRCodedirect take on the Prospector is that the character wants to choose Minions at night, and so long as the appropriate Minion count can be determined (be cognizant of the three characters on the script that provide effective Minion modification) or if they can find another Prospector to compare notes with, the Prospector serves as a Minion detector. A slightly less direct take on the Prospector is that if the Prospector can be confident that the three players they select at night are not Minions (for example, if the Prospector is confident that neither of their neighbors are Minions and they choose themself and those two neighbors), the Prospector's ability gives them a read on how many Minions are in play (which in turn can inform the plausibility of any Lickspittle claims, whether or not a death can be attributed to a Lunger, or if the Demon is a Nocker).

    While QRCodethe information from a single Prospector can still be quite powerful in "solving worlds", be aware that it can often create a somewhat difficult puzzle for some players as it links which players can and can't be Minions with different combinations of which Minions / Townsfolk / Demon might potentially be in play. The 2nd Prospector, however, is not only powerful, but makes deciphering the utility of the information much clearer for many players. When combined with the social benefits of encouraging players to synthesize their information with those of other players, it is recommended that STs favor putting 2+ Prospectors in the bag more often than a single Prospector (especially with less veteran players). For fairly intuitive reasons, however, this rate should probably not favor including 2+ Prospectors by an overwhelming amount (especially if the ST expects players may read / have read this very Almanac entry).

    Townsfolk

  12. Sheriff

    Once per game, during the day, you may guess a player’s character: if you get it right, they die. If you die another player might die instead.


    “"Fast is fine, but accuracy is final. You must learn to be slow in a hurry." - Commonly Attributed to Lawman Wyatt Earp (1848 - 1929)”

    The Sheriff investigates what is occurring in town and can arrest (well, kill) another player by guessing who they are.

    The Sheriff can choose to use their ability at any time during the day, and must declare to everyone when they're using it. If the Sheriff correctly guesses the character of the player they choose, that player dies immediately. Otherwise, nothing happens.

    A Sheriff that uses their ability while poisoned or drunk may not use it again.

    Players may say whatever they want at any time, so a player who's pretending to be the Sheriff may pretend to use the Sheriff ability.

    To survive, the Sheriff sometimes "accidentally" gets someone else killed. If the Sheriff is attacked and would die, the Storyteller may choose that a different player dies. Nobody learns how they died at night, just that they died.

    If the Sheriff would die and the Storyteller instead chooses to redirect the kill to a Snake Oiler or a player protected by a Snake Oiler, no deaths occur.

    Examples

    • The Sheriff chooses the Pukka and guesses 'Pukka'. The Pukka dies, and good wins!

    • The evil Sheriff makes it to final 3 without knowing the identity of the other 2 players and decides to use their ability on themself so they can die and evil will win the game. Because allowing the kill to bounce and kill the Demon would be too punishing and unfun a response to a reasonable play, and because allowing the kill to go through would be too rewarding for a Sheriff that failed to guess either of the other players, the Storyteller announces "that the kill bounces" and openly flips a coin to determine who will be killed in the Sheriff's place.

    How to Run

    During the day, the Sheriff can declare that they wish to use their ability. If so, the Sheriff points at any player and names a character on the script. If the chosen player is that character, declare that the chosen player dies—put a shroud on their character token in the Grimoire. If the chosen player is not the character that was guessed, say "Nothing happens." Either way, the Sheriff loses their ability—put the Sheriff's GUESS USED reminder token by the Sheriff token.

    If a player is bluffing as the Sheriff and declares they wish to use their ability, act as if they were indeed the Sheriff—allow time for discussion, let them make the decision, and act like you're fiddling with tokens in your Grimoire, then say "Nothing happens."

    When the Sheriff declares that they wish to use their ability, leave verbal space for the group to discuss who the Sheriff should guess as what if they wish to voice an opinion. This allows the group to feel responsible for the win (or the loss!), but the Sheriff always makes the final choice.

    While QRCodeit is common for the Sheriff to attempt to wait for the end game and guess the Demon, it often makes sense to use your ability in other ways. Don't forget that your ability can also be used to confirm other players, confirm yourself, and even get rid of unwanted Hangmen.

    If QRCodean evil Sheriff chooses to kill themselves while there are 4 or fewer players remaining, it is recommended that the Storyteller allow the Sheriff's protection ability to bounce the kill and randomly and openly (but not explicitly while there are 4 living players) determine which player dies. Doing this openly makes either result (a kill locking in the win for Evil despite the Sheriff not being able to guess another character or a deflection that kills the Demon despite a potentially intelligent play by Evil depending on the context) seem more fair, but doing it explicitly while there are 4 players unfairly confirms the Sheriff in a situation where play may not immediately end. To do this openly but not explicitly, simply make a silent show of some form of physical randomization, such as flipping a coin or rolling a die - players will understand the implication.

    Townsfolk

  13. Lumberjack

    You have a recommended Traveller ability; so might an opposing player, even if you are dead. [+0 to +1 Lumberjack]


    “I wouldn't call it "respect"; that implies some amount of social feeling. It's just lumber. No, I'd call it appreciation. You spend enough time out here logging and you learn to appreciate that what these trees really are are a million enormous wooden boots dangling above your head.”

    [EDITOR'S NOTE: NEEDS AN UPDATE TO THE 2.0 TEXT]

    The Lumberjack gets to choose between fun new abilities every game (assuming they survive to do so, of course).

    Examples

    At the start of Day 1, the Storyteller announces "The Lumberjack abilities are 1: 'You have a Traveler ability.' and 2: 'You start knowing if the Drunk is in play.'". On Night 2, the (Evil) Lumberjack chooses '1', and gains the Gunslinger ability.

    How to Run

    At the start of Day 1, whether or not a Lumberjack is in play, announce that you are describing the Lumberjack abilities and clearly read out two abilities designated '1' and '2'. (It is best to make sure you have these written down somewhere.)

    Each night after the first, until the Lumberjack chooses, wake the Lumberjack and give them an opportunity to signal to you. If they signal a '1' or a '2', put them back to sleep and put either the ABILITY 1 or ABILITY 2 reminder token next to their token in the grimoire. If they shake their head, put them back to sleep.

    As QRCodea player, why are you looking for advice here? I don't know what your abililty does. That being said, the one constant about playing the Lumberjack is that you'll have to evaluate the relative utility of two different abilities, both of which may be abilities you've never heard of or considered before. If you're uncertain on which ability sounds the most helpful, and you don't trust other players' intentions enough to seek them for advice, consider how effective each ability is at confirming either yourself or others and see if there is a Clocktower ability you are more familiar with that you can compare each of them to.

    If QRCodeyou are in search of some potential Lumberjack abilities, a d100 table of "Back-Pocket Lumberjack Abilities" is provided to you here: https://drive.google.com/file/d/1PvEseoNiGPvGam5-Vl5et_NgOoZiXP4o/view?usp=sharing

    Townsfolk

  14. Outlaw

    The first time you or a Townsfolk you are mad about being is put on the block, someone dies.


    “"You see what I mean, Maria, you understand me? If I don't kill him, we'll never be out of danger. You see, it's his life or ours." - Django (1966)”

    [EDITOR'S NOTE: NEEDS AN UPDATE TO THE 2.0 TEXT]

    If the Outlaw is caught and put on the block they are sentenced to die on the spot, unless, of course, they successfully set someone else up to take the fall.

    If the Outlaw chooses to be mad about being the Outlaw their ability amounts to dying immediately when put on the block.

    If the Outlaw chooses to hide and be mad about being another Townsfolk, their ability amounts to one of them (either the Outlaw or the Townsfolk they are mad about being) dying when one of them (either the Outlaw or the Townsfolk they are mad about being) is put on the block.

    In practice, this means the Outlaw can either choose to take a fall when suspicion lands on them without using up town's only execution for the day, or they can turn their ability into a way to either confirm other players.

    Like all madness, it is left to the discretion of the Storyteller to determine if a player is sufficiently convincing to be deemed "mad" about being another role.

    Examples

    • The Outlaw is mad about being the Outlaw. They are nominated and put on the block. They die, but they are still on the block. The nomination phase continues.

    • The Outlaw is mad about being the Drunk. The Drunk is nominated and put on the block. Nothing happens, as the Drunk is not a Townsfolk.

    • The Outlaw is mad about being the Gambler. The Gambler is nominated and put on the block. The Outlaw dies. The Gambler is still on the block and the nomination phase continues.

    • The Outlaw is mad about being a Prospector. A Prospector is nominated and put on the block. A different Prospector dies. The first Prospector is still on the block and the nomination phase continues.

    • The Outlaw is mad about being the Coal Miner. The Outlaw is nominated and put on the block. The Spy misregisters as the Coal Miner and dies, despite a real Coal Miner being in play. The Outlaw is still on the block and the nomination phase continues.

    • The Outlaw is mad about being the Sheriff. The Sheriff is nominated and put on the block. The Outlaw's ability attempts to kill the Sheriff, but the Sheriff's ability redirects the kill Snake Oiler, whose ability cannot currently save them as they are mad about being the Outlaw. The Snake Oiler dies, the Outlaw's ability is used and will no longer function, the Sheriff is still on the block, and the nomination phase continues.

    • The Outlaw is mad about being the Ropemaker. The Outlaw is nominated and put on the block. The Derrickhand causes the Sheriff to misregister as the Ropemaker, causing the Outlaw's ability to attempt to kill the Sheriff, but the Sheriff's ability redirects the kill to the Wendigo. The Wendigo dies and the Outlaw's ability is used and will no longer function. The Outlaw is still on the block and the nomination phase continues.

    How to Run

    Keep track of what/who the Outlaw is MAD AS (using the reminder token if desired) and, if either ends up on the block or the character they are mad as ends up on the block select one to die immediately (unless the Outlaw is Drunk or Poisoned). Do not announce why the character has died. Place the NO ABILITY reminder token on the Outlaw once their ability is used (it does not trigger again).

    The QRCodeOutlaw's ability is most useful as a way of testing other players' claims to being a particular Townfolk. This might happen when they get put on the block and one of the two of you dies (or, more interestingly, if no one does), or if you get put on the block and they happen to die. Bear in mind, however, that even though both sides of your ability (who being put on the block triggers it and who dies) work in either direction, if they get put on the block any result is information, but if you get put on the block and you're the one to die that tells you almost nothing. It is far safer, therefore, to make sure that the player whose claim you want to investigate is the one who ends up on the block, rather than yourself.

    As QRCodethe Outlaw, given the presence of other characters on the script capable of simulating your ability being triggered, consider how quickly to give up your madness after you believe your ability has gone off and killed another player. There's a good chance town will understand it was likely an Outlaw kill anyway (including who was responsible, especially if you then change who you are mad about being), and if the kill came from another source instead of you dropping the act might just be surrendering some of your ability's utility due to your own misconception.

    Townsfolk

  15. Snake Oiler

    Other Townsfolk you are mad about being can't be killed by abilities. If you are mad about being a not-in-play Townsfolk, you can't instead.


    “"I represent the only company that makes the genuine article that cures headaches, neuralgia, earaches, toothaches, backaches, swelling, sprains, sore chest, swelling of the throat, contracted cords and muscles, anxieties and ravaged nerves, stiff joints, wrenches, dislocations, cuts and bruises ..." - Red Dead Redemption (2010)”

    The Snake Oiler weaves a web of lies but all with the intent of sparing town from unnecessary malady.

    The Snake Oiler's ability requires them to be mad about being another player. A Snake Oiler who is mad about being the Snake Oiler has no functional ability.

    If the Snake Oiler is mad about being a character that is in play, that character cannot be killed by player ability (they can still die from execution).

    If the Snake Oiler is mad about being a character that is not in play, and that character happens to be a Townsfolk, they cannot be killed by other players (they can still be poisoned by them, though).

    The Snake Oiler's protection functions against all character abilities, even Good Character ones.

    Examples

    • The Snake Oiler is mad about being the Prospector. In the night, the Nocker's babysitter attacks one of two Prospectors in play. The Prospector lives because they were protected by the Snake Oiler.

    • The Snake Oiler is mad about being the Coal Miner. There is no Coal Miner in play. The Quickdraw that learned Snake Oiler nominates the Snake Oiler, but after the vote nothing happens as the Quickdraw's ability attempts to kill the Snake Oiler but fails to do so as the Snake Oiler cannot currently be killed by players.

    • The Snake Oiler is mad about being the Outlaw. In the night, the Ropemaker chooses the Outlaw. Later that night, the Demon kills the Gambler. The Ropemaker's ability is unable to save the Gambler because it cannot kill the Outlaw, as the Outlaw is protected by the Snake Oiler.

    How to Run

    Keep track of who the Snake Oiler is protecting using the PROTECTED reminder token. If a player who is PROTECTED would be killed by a character ability, such as the Demon killing in the night or the Sheriff killing in the day, they don't. When the Snake Oiler is mad as an out-of-play Townsfolk, move the PROTECTED reminder token to the Snake Oiler themself.

    Be QRCodewary about choosing to be mad as the Quickdraw, Outlaw, or Gambler unless you are Evil, as your ability can interfere with the intended function of those roles. If you are Evil, actively considered choosing to be mad as the Quickdraw, Outlaw, or Gambler, as your ability can interfere with the intended function of those roles!

    While QRCodeyou can register the Spy as any Townsfolk to prevent the Snake Oiler from protecting himself, don't; at least, not unless the Snake Oiler dying is important to keeping the game fun, interesting, and/or competitive.

    Townsfolk

  16. Coal Miner

    If you are killed by an opposing player, a living good player becomes a Survivalist tonight.


    “"My name is Steve, and as a child I yearned for the mines." - A Minecraft Movie (2025)”

    The Coal Miner works long hours in unsafe conditions. When tragedies occur in coal mines, otherwise good people sometimes do what they must to survive - in this case, gaining fun powers!

    If the Demon kills the (good, sober, and healthy) Coal Miner, they will change the character of a living good player into the Survivalist. This player will remain good, despite the fact that the Survivalist is a Minion (a nominally "evil character").

    Only players that are good (or have the ability to register as good) can become Survivalists this way.

    Coal Miners that die by execution do not create a Survivalist regardless of anyone's alignment. Being killed via execution is not being killed by a player mechanically, merely being killed by the game rules.

    If a Coal Miner is killed by a player of the same alignment (such as a good Coal Miner being killed by a good Quickdraw) their ability does not trigger.

    If a Coal Miner is killed by a Pukka, their ability does not trigger regardless of alignment as they were poisoned at the time of their death.

    Evil Coal Miners can create Survivalists, but only do so when killed by a good player. The player that would become a Survivalist must still be a living good one.

    When a Coal Miner turns a player into a Survivalist, the Coal Miner does not learn who the Survivalist is or that this happened, nor does the Survivalist learn the Coal Miner (merely that they are now a Survivalist, assuming, of course, no character with the ability to think they are a different character died in the interim between the Coal Miner dying and becoming the Survivalist).

    When a player becomes a Survivalist, they are no longer their old character, and do not have that ability. Any ongoing effects of their old ability immediately end.

    Because the Survivalist cannot gain the ability of a Survivalist through its own ability, if a Coal Miner dies making a Survivalist, and that Survivalist is then killed in turn without another character being killed by a player in the interim, that Survivalist will not lose the Coal Miner's ability when it itself dies, retaining the Coal Miner ability until the Coal Miner's turn in the night order and potentially making yet another Survivalist.

    Examples

    • The Good Coal Miner is killed at night by the Pukka. Because they were poisoned at the time, nothing happens.

    • The Evil Coal Miner is killed at night by the Nocker's babysitter. Because they were both Evil, nothing happens.

    • The Good Coal Miner is killed during the day by the Evil Quickdraw. That night, the Prospector becomes a Survivalist.

    How to Run

    If the Coal Miner was killed today or tonight by a player of opposing alignment, wake an alive good player. Show them the YOU ARE info token and a Survivalist character token, then put them to sleep. Replace their previous character token with a Survivalist character token.

    Maybe QRCodedon't tell people that you're the Coal Miner, at least not straight away. You do want the other team to kill you, after all. Also, it's more valuable to confirm the player you've turned into a Survivalist when you die is good than to confirm anything about yourself (you're dead), so volunteering the information ahead of time that that is supposed to happen when you die means the player claiming to have turned into a Survivalist might just be lying. Try to subtly convince people that you're a character that would incidentally make you a good player for Evil to kill.

    Townsfolk

  17. Goon

    Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.


    “"My whole life, I tried to fight change. It's a waste ... I see that now ... it's a waste. You can't fight nature, Captain. You can't fight change. You can't fight ... gravity." - Dutch van der Linde, Red Dead Redemption 2”

    The Goon is immune to other characters at night, but keeps changing allegiances.

    Each night, the first time a player wakes to use their ability and chooses the Goon, that player becomes drunk immediately. Their ability does not work tonight, nor the next day. Later on the same night, if another player wakes to use their ability and chooses the Goon, their ability works as normal.

    The Goon cannot make a player drunk unless the player chose the Goon. The Storyteller choosing the Goon due to an ability, such as the Grandmother’s, doesn’t count.

    As soon as the Goon makes a player drunk, the Goon changes alignment to match theirs. The Goon still changes alignment, and makes the player drunk, if the player choosing the Goon was already drunk or poisoned. If chosen by the Assassin, the Goon dies but still turns evil.

    Examples

    • The Prospector chooses the evil Goon. The Goon turns good, and the Prospector becomes drunk.

    • The player babysitting the Nocker, who is evil, attacks the good Goon. The Goon becomes evil and does not die because that player is now drunk (the Nocker grants that player the ability in question, meaning it is susceptible to drunkenness).

    • The Chambermaid chooses the Goon and the Outlaw, and learns a "1" because the Chambermaid is drunk.

    How to Run

    At night, if a player chooses to use their ability on the Goon and nobody is marked with the Goon’s DRUNK reminder, this player immediately becomes drunk—mark them with the DRUNK reminder. Finish resolving this player’s ability and put them to sleep. If this player’s alignment is different from the Goon’s alignment, rotate the Goon’s character token—right side up for good, upside-down for evil—to match this player’s alignment, then wake the Goon, give them a thumbs-up or a thumbs-down (indicating their new alignment), then put the Goon to sleep.

    The next dusk, the player that the Goon made drunk becomes sober—remove the Goon’s DRUNK reminder.

    Find QRCodeout if there's a Hangman! You have lots of incentive not to be open about your role right away (you might be Evil before the game is over, so why help other players solve the game before you know for sure?), but the threat of the Hangman is a serious concern to you. If and when you become evil, it gives you an incredible alternative win condition, but on any day you are good it represents a 'Sword of Damocles' hanging over your head. If you're good, there is or is potentially a Hangman out there, and attention starts converging on you for a potential execution, find a way out of it fast!

    Attribution

    The Goon was created by The Pandemonium Institute.

    Outsider

  18. Derrickhand

    Once per game a player might register as evil & as another character, even if you are dead. When this happens, you die that night.


    “"DRAINAGE! Drainage, Eli, you boy. Drained dry; I'm so sorry. Here ... if you have a milkshake ... and I have a milkshake and I have a straw, there it is, that's the straw, you see ... watching?" - There Will Be Blood (2007)”

    [EDITOR'S NOTE: NEEDS AN UPDATE TO THE 2.0 TEXT]

    The Oil Industry can cause normal people to act in very selfish ways, often resulting in the death of oil workers themselves!

    The Derrickhand is worded the way it is (using the term "misregister" instead of the more common "register"), to clearly outline that the death only occurs when the first part of the ability triggers, and not merely when a real evil Townsfolk registers as their own character / alignment (this just usually doesn't come up on other characters as most all other misregistration characters generate the misregistration in themselves, not others, but this is a story about inspiring greed).

    Examples

    • The Coal Miner is killed by the Gi Yose at night. The Derrickhand causes the Coal Miner to register as to itself as evil. No one changes character, as the Coal Miner does not register the player that killed it as on the opposing team.

    • The Outlaw is mad as the Lickspittle and the Lickspittle is nominated and put on the block. The Derrickhand causes the Goon to register as the Lickspittle. The Outlaw kills Goon. The Derrickhand dies the following night.

    • The Quickdraw, having learned the Gambler and the Summoner on the previous night, nominates the Summoner who is bluffing Gambler. The Summoner does not vote, and the Gambler is not in play, but the Derrickhand causes one of the players who voted to register as the Gambler. The Quickdraw dies. The Derrickhand dies the following night.

    • The Dreamer chooses the Pukka at night. The Dreamer learns Chambermaid and Lunger, because the Derrickhand causes the Pukka to register as the Chambermaid. The Derrickhand dies immediately, because it is already night.

    How to Run

    Once per game the Derrickhand may cause a player to register as an evil Townsfolk. When they do, either kill the Derrickhand (if it's night) or the put DIES TONIGHT reminder token on the Derrickhand. Kill the Derrickhand at the end of any night in which it had a DIES TONIGHT reminder token.

    While QRCodethe notification of misregistration that your death provides can be useful, so can the abilities of, you know, Townsfolk. Furthermore, your life going into Night 2 is one of the most obvious tools a Storyteller has for obfuscating the presence of a Summoner on this script (or tool a Nocker with a Spy has of suggesting the possibility of one that doesn't exist), so why give either of them the opportunity? It might not be worth fighting that hard to stay alive on Day 1 (unless, of course, there is a Hangman in play, whose ability you should familiarize yourself with if you haven't already).

    The QRCodeDerrickhand's ability is templated to allow them to die on Night 1, but you probably shouldn't do that. That being said, given that a Lunger can die at this same time it does not actually hard-confirm them as the Derrickhand in isolation, although it does unnecessarily "bleed" more information than you likely would want an Outsider to in most games.

    Outsider

  19. Fur Trader

    1 Townsfolk thinks they are an Outsider. You wake for their choices & information instead even if you are dead, drunk, or poisoned.


    “"Early man, who's a tool maker, doesn't have to do this (...) if he arrives in a colder environment and sees an animal that has those genes which favour a thicker coat, he says 'I'll have it off him'" - Douglas Adams (1998)”

    The Fur Trader has hidden a Townsfolk by dressing them up as an Outsider. If that Townsfolk's ability would cause them to wake in the night, the Fur Trader does that for them.

    When the Fur Trader wakes in the night (assuming the Townsfolk that believes themself to be an Outsider is even a Townsfolk that wakes in the night), they are waking both to that Townsfolk's ability (as it is a direct manifestation of that Townsfolk's ability that they are interfering with) and to their own (as it is their own ability that is causing this to happen). This means that they will register to the Chambermaid as having woken to their own ability in the night on nights they wake this way.

    Because the Fur Trader's ability is formatted that they wake for "that player's information", rather than merely "that player's ability's information", it is mechanically permissible to have the mistaken Townsfolk be one of the good Townsfolk who receive the Banjo Player's ping and wake the Fur Trader to actually receive this information. It is, however, strongly recommended that STs not do this, as this creates a situation where an Outsider is receiving the true information that points to the presence of an additional Outsider in player (which they in turn represent), which is contrary to the intention of the Banjo Player.

    Examples

    • The Sheriff thinks they are the Goon. The player who thinks they are the Goon (the Sheriff) claims Sheriff and guesses that the Fur Trader is the Fur Trader. The Fur Trader dies, because the Sheriff retained their ability despite thinking they are the Goon.

    • The Sheriff thinks they are the Goon. The Fur Trader claims Sheriff and guesses that the player who thinks they are the Goon is the Sheriff (which they are). Nothing happens because the Fur Trader does not gain the Sheriff's ability.

    • The Outlaw thinks they are the Goon (because of the Fur Trader) and is mad about being the Sheriff. The player who thinks they are the Goon (the Outlaw) is put on the block. The Outlaw attempts to kill the Sheriff, whose ability redirects the kill to the Fur Trader. The Fur Trader dies.

    • The Outlaw thinks they are the Goon (because of the Fur Trader) and is mad about being the Sheriff. The Fur Trader is put on the block. Nothing happens because the Fur Trader does not gain the Outlaw's ability.

    • The Gambler thinks they are the Derrickhand (because of the Fur Trader). At night, the Fur Trader wakes up and guesses that the player who thinks they are the Derrickhand (the Gambler) is the Derrickhand. That night the player who thinks they are the Derrickhand (the Gambler) dies, because the ability was still theirs, the Fur Trader merely woke to do the guessing on their behalf (and guessed incorrectly).

    • The Ferrotypist thinks they are the Hangman (because of the Fur Trader). On Night 1, the Fur Trader wakes to learn two characters as per the Ferrotypist's ability. They are not informed why, and do not know whether or not the information they received is Ferrotypist info or Quickdraw info. On Night 2, they learn no further information. The Ferrotypist who thinks they are the Hangman never wakes.

    • The Quickdraw thinks they are the Hangman (because of the Fur Trader). On Night 1, the Fur Trader wakes to learn two characters as per the Ferrotypist's ability. They are not informed why, and do not know whether or not the information they received is Ferrotypist info or Quickdraw info. On Day 1, the Quickdraw that thinks they are the Hangman nominates one of the characters the Fur Trader learned. and all players vote to put them on the block. The Quickdraw that thinks they are the Hangman is killed by their own ability.

    • The Quickdraw thinks they are the Hangman (because of the Fur Trader). On Night 1, the Fur Trader wakes to learn two characters as per the Ferrotypist's ability. They are not informed why, and do not know whether or not the information they received is Ferrotypist info or Quickdraw info. On Day 1, the Fur Trader nominates of the characters the Fur Trader learned. Nothing happens, as those characters pertain to the Quickdraw's ability, and the Fur Trader does not gain the abilities of the player it affects.

    • The Lumberjack thinks they are the Goon (because of the Fur Trader). On Night 2, the Fur Trader wakes to choose an ability, and they choose to gain the Lumberjack ability "Each night, you learn how many of your living neighbors are Outsiders." That same night, the Fur Trader learns a '1' despite having no living Outsider neighbors. This is because the Lumberjack (that thinks they are the Goon) has 1 Outsider neighbor, and the ability belongs to the Lumberjack; the Fur Trader is merely waking to make the choices and receive the information in their place.

    How to Run

    During Setup, include 1 additional Outsider in the bag (this must, obviously, be an Outsider that can go into the bag - the Drunk and An Owl are not Outsiders that a Townsfolk can think they are). Place a IS THE ____ reminder token for a Townsfolk that is not currently in play next to the additional Outsider to indicate which character they really are. If that Townsfolk's ability is one that would necessitate them waking in the night, place an additional WAKES THE FUR TRADER reminder token next to them. Proceed with the game as normal, but whenever the Townsfolk that thinks they are that additional Outsider would wake (either to make a choice or learn something), wake the Fur Trader in their place.

    As QRCodethe Fur Trader, you're really not the most disruptive Outsider in the world. It can be argued that you are, in effect, "this script's Butler". Like the Butler, you even have a friend out there it may be worth coordinating with a little. They might want to know how much to value their own life, as you're the only one with a sense of what ability they are providing Town.

    While QRCodethe ability is templated to function with any Townsfolk, the most fun choices are often the more mechanical roles: The Quickdraw, Gambler, Sheriff, Outlaw, and Coal Miner can all be entertaining. The Snake Oiler can work well if they saw the Goon token. The Lumberjack can work well if both abilities either affect the player themselves, react to what the player does, or give information based on where the player is positioned (such as an Empath or Shugenja-type ability). Also, don't forget that the Fur Trader can interact with the Evil Townsfolk generated by the Lickspittle as well.

    Attribution

    Base Art by Cal Winter, Made on Commission For This Script

    Outsider

  20. Hangman

    If the highest living good Outsider in script order is executed, evil wins.


    “"The good part about frontier justice is it's very thirst quenching. The bad part is, it's apt to be wrong." - The Hateful Eight (2015)”

    The Hangman provides a constant Saint-like threat over the game, but asks for a bit of puzzle-solving to avoid its threat (or for someone to attempt to kill the Hangman before the day's execution). It's not always simple to cheat the Hangman.

    Examples

    • The Hangman is in play and the good Goon is executed. Evil wins.

    • The Hangman is in play and the Lunger who believes they are the good Goon is executed. Nothing happens because they were the Lunger, not the Goon.

    • The Hangman is in play and the Fur Trader is executed. The Goon is dead and the player who believes they are the Derrickhand is the Outlaw (because of the Fur Trader). Evil wins.

    • The Hangman is not in play but the Coal Miner believes they are the Hangman (because of the Fur Trader). The Goon is executed. Nothing out of the ordinary happens because the Hangman is not in play.

    • The Hangman is in play and the Derrickhand is executed. The Goon is in play, alive, and good. Nothing happens, because the Derrickhand is not the highest living good Outsider in script order.

    • The Hangman is in play and the Derrickhand is executed. The Goon is in play, alive, and evil. Evil wins, because the Derrickhand is the highest living good Outsider in script order.

    • The Hangman is the only Outsider in play and is executed. Evil wins, because the Hangman was the highest living good Outsider in script order.

    • The Hangman is in play (and good) and the good Drunk is executed. Nothing happens, because the Drunk is not the highest living good Outsider in script order while the Hangman is in play, alive, and good.

    How to Run

    At the end of the day, if the highest living good Outsider in script order is executed, declare that the game ends and evil wins.

    As QRCodethe Hangman, the Ropemaker and the Sheriff are the easiest ways out of the danger you produce. If you are interested in risky and bold swings, however, bear in mind that if you are targeted by a Summoner on Night 3 who chooses specifically 'Nocker', you will become the Evil Hangman, who might catch Town executing a Drunk while you and the Drunk are the only living Outsiders (although you would need to get someone to safely move the Nocker off of you before you would regain your ability).

    Outsider

  21. Drunk

    You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.


    “I’m only a *hic* social drinker, my dear. Admittedly, I am a heavy *burp* socializer.”

    The Drunk player thinks that they are a Townsfolk, and has no idea that they are actually the Drunk.

    During setup, the Drunk's token does not go in the bag. Instead, a Townsfolk character token goes in the bag, and the player who draws that token is secretly the Drunk for the whole game. The Storyteller knows. The player does not.

    The Drunk has no ability. Whenever their Townsfolk ability would affect the game in some way, it doesn't. However, the Storyteller pretends that the player is the Townsfolk they think they are. If that character would wake at night, the Drunk wakes to act as if they are that Townsfolk. If that Townsfolk would gain information, the Storyteller may give them false information instead—and the Storyteller is encouraged to do so.

    Examples

    • The Drunk, who thinks they are the Gambler, chooses their neighbor the Gi Yose and guesses Farmer. They live.

    • The Drunk, who thinks they are the Sheriff, is nominated by the Quickdraw who learned Sheriff. After the vote, nothing happens.

    • The Drunk, who thinks they are the good Coal Miner, is killed at night by the player babysitting Nocker. Nothing happens.

    How to Run

    While setting up the game, before putting character tokens in the bag, remove the Drunk token and add a Townsfolk character token. Add the Drunk's IS THE DRUNK reminder token to the Grimoire. Put the swapped Townsfolk character token in the bag, not the Drunk character token.

    While preparing the first night, put the Drunk's IS THE DRUNK reminder token by any Townsfolk character token, changing that player's character to the Drunk. They are now an Outsider, and do not have the ability of this Townsfolk character. (But they think they do.)

    During the game, act as if the Drunk is actually this Townsfolk character. (If that character would wake to act at night, the Drunk wakes to act. If their ability would give them information, you can give false information to them if you wish. See "Drunkenness and Poisoning" in the rulebook.)

    Attribution

    The Drunk was created by The Pandemonium Institute.

    Outsider

  22. An Owl

    A player babysits An Owl & if good their ability is now: "At night you might register as an evil Demon." If the babysitter is put on the block a new player babysits.


    “Hoo.”

    It's just an Owl. Don't worry about it.

    Examples

    • A player babysitting An Owl is killed in the night. An Owl will remain with them unless town puts their body on the block during the day, but they will no longer register as evil or an evil character at night as An Owl modifies their ability directly, and they are dead (thus have no active ability).

    • A Gambler is informed on Night 1 that he is babysitting An Owl. He is not put on the block Day 1, so he is still babysitting An Owl Night 2. Because his ability has become "At night you might register as evil or an evil character", the Gambler does not wake on Night 2. That night, a Dreamer sees the Gambler as either the Drunk or the Summoner, because An Owl causes them to register as the Summoner, and a Chambermaid registers them as not waking to their own ability, because they did not. The Gambler is reminded of the presence of An Owl at the end of the second night. On Day 2, the Gambler is nominated by the Quickdraw who saw Gambler and put on the block. Because An Owl moved to the Quickdraw when the Gambler was put on the block, nobody dies, and the vote is ultimately tied taking the Gambler back off the block before dusk. That night, the Gambler finally wakes to use their Gambler ability, but the Quickdraw does not wake to learn 2 characters as usual; instead, they are woken at the end of the night to learn they are now babysitting An Owl.

    How to Run

    If An Owl is part of the game's starting setup, do not put it in the back and instead put in one extra Townsfolk (much like you would for Lil' Monsta or Nocker were they not to have the setup ability of [+1 Minion]).

    At the start of Night 1, choose a player to babysit An Owl (this player need not be good, and can be a Townsfolk, Outsider, Minion, Demon, or even Traveler - although Travelers are not recommended babysitters since they would undermine An Owl's core mechanic) and put the AN OWL reminder token next to them. This player's character ability is replaced by the Owl's replacement ability until such time as the owl can be removed, which happens whenever they are placed on the block (the Storyteller can actively decide where An Owl moves to); this move happens immediately (move the AN OWL reminder token at this time), but players do not learn where An Owl has moved immediately.

    Each night, wake the player currently babysitting An Owl to let them know the owl is stalking them.

    Heard QRCodean Owl in the night, have you? Well, this just means (assuming you're on the Good team) that your functional role is currently closer to the Recluse than the token you saw. No reason to fret, there is a way out of this. If you can convince Town to "put you on the block", you'll be free and be a full and proper Townsfolk. Of course, then you'll need to find a way off the block unless you want to also die before dusk, but if another player receives the Owl and hears it in the night that at least helps confirm the Outsider count, right? You're potentially throwing a teammate under the metaphorical bus, but, balance of probabilities, when you consider the chance it moves to an Evil Player or an Outsider on top of the confirmation of the Outsider count, that may well be a risk worth taking.

    Attribution

    Base Art by Cal Winter, Made on Commission For This Script

    Outsider

  23. Agent

    On Night 1, look at the characters in the Grimoire. Minions mad about being other players' characters & those players might register as each other.


    “Faith may make you strong, but it's doubt that makes you decent. When Uncle Sam heard about your problem, he sent me here to grant the workers a little more decency.”

    [EDITOR'S NOTE: NEEDS AN UPDATE TO THE 2.0 TEXT; is no longer the Spy]

    Examples

    Abdallah and Douglas are neighbors. The Ferrotypist learns that the Drunk is in play and might neighbor the Survivalist. Abdallah is the Survivalist, and Douglas is the Spy registering as the Drunk.

    The Outlaw is mad as the Prospector and is put on the block. The Spy registers as the Prospector and dies.

    How to Run

    Each night, wake the Spy and show them the Grimoire for as long as they need. Put the Spy to sleep.

    Each time the Spy is targeted by an ability that detects or affects good characters, choose what character and alignment the Spy registers as. (Do whatever is appropriate, such as showing a good character token, nodding, giving finger signals, or allowing an ability to work that would normally only affect good, Townsfolk, or Outsider players.)

    Remember to keep your Grimoire tidy and show it to the Spy in the correct orientation, so the Spy can easily see who is who.

    "Why QRCodedoes the Spy have a different icon on this script?" It's the Spy. It can have whatever icon it wants, that's the whole point of being the Spy.

    In QRCodethe context of this script, you, as the Spy, have the important ability of misregistering to the Quickdraw (whose ability you should familiarize yourself with if you haven't already). If you are more interested in eliminating the Quickdraw than hiding either yourself or the possibility of a Spy, consider voting aggressively.

    Attribution

    The Spy was created by The Pandemonium Institute.

    Minion

  24. Summoner

    You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]


    “"The thunder moved up from the southwest and lightning lit the desert all about them, blue and barren, great clanging reaches ordered out of the absolute night like some demon kingdom summoned up or changeling land that come the day would leave them neither trace nor smoke nor ruin more than any troubling dream." - Blood Meridian (1985)”

    The Summoner creates a Demon.

    The Summoner may choose any player to become the Demon, even themselves.

    The new Demon does not learn which players are Minions, or vice versa. The evil players will need to talk amongst themselves to figure this out.

    Even though there is no Demon in play for two days, the game does not end. However, if the Summoner becomes unable to create a Demon (due to dying, becoming drunk on night 3, etc.) good wins.

    The newly created Demon acts on the same night that it is created.

    A player who is chosen by the Summoner to become the Nocker will simply turn evil and begin babysitting the Nocker. Their actual role will not change.

    Examples

    • On the first day, the Summoner is executed. Good wins.

    How to Run

    During the setup phase, remove the Demon and add a Townsfolk.

    When preparing the first night, put the Summoner’s NIGHT 1 reminder by the Summoner. When preparing the second night, put the Summoner’s NIGHT 2 reminder by the Summoner. When preparing the third night, put the Summoner’s NIGHT 3 reminder by the Summoner.

    During the first night, show the Summoner 3 not-in-play characters as bluffs.

    During the night, if the Summoner has a NIGHT 3 reminder, wake the Summoner. They point at a player, and to a Demon icon on the character sheet. Put the Summoner to sleep. Wake the chosen player. Show the YOU ARE info token, then the Demon token. Show the YOU ARE info token, then give a thumbs down. Replace their character token with the Demon token and put the new Demon to sleep.

    When QRCodechoosing a player to 'Summon', be forewarned about your interaction with the Banjo Player. The Banjo Player states that for each Outsider it has added, a "good Townsfolk knows". This means that if you turn a good Townsfolk who heard the Banjo Player into an evil anything, the game rules dictate that a new good Townsfolk must learn the Banjo Player to maintain the appropriate number, and there are only so many reasons that a player would learn the Banjo Player after Night 1 (either one of the previous Townsfolk who learned the Banjo Player was turned evil and/or into a non-Townsfolk, or they are the Drunk/Lunger/Wendigo whose "think you are" ability is permitting them to 'hallucinate' a Banjo Player 'ping'). The consequence of all of this is that Banjo Player 'pings' function somewhat like trip-wires for you, and a kind of "alarm" will go off if you turn a good Townsfolk who received a genuine Banjo Player 'ping' into a Demon.

    The QRCodepresence of the Goon provides a complication for you as the Summoner. The Summoner / Goon interaction is jinxed on this script so a Demon will still be made if you are made drunk by the Goon, but the implication remains that if you are not 100% confident that the player you choose in the night is not the Goon, you cannot be 100% confident that the player you made into a Demon is the player you chose. What you can be confident of, however, is that the player you chose is at least currently evil (if they are the Goon, either you were not the first person to choose them in the night and you successfully made them into the Demon, or they were and, even if not now a Demon, you turned them evil in the night). If you are suspicious that you may have chosen the Goon, consider approaching them in a way that, even if tipping part of your hand, minimizes the information they receive that they could weaponize against you if they become good again before they die. "Hey, so you're currently the Evil Goon, yeah?" might, in this world, be a better opener than "Okay, so I should have turned you into the Pukka last night. That did happen, right?".

    Attribution

    The Summoner was created by The Pandemonium Institute.

    Minion

  25. Wendigo

    You think you are a good character (players receiving bluffs learn which). Players you nominate or choose at night might die until dawn. [-1 Outsider]


    “"Nothing really can describe that ghastly caricature, that parody, masquerading there in the firelight as Défago." - The Wendigo (1910)”

    The Wendigo begins the game thinking they are good, but they are responsible for the deaths of their colleagues as they begin to turn into a flesh-eating monster.

    The Wendigo does not learn of the Demon or other Minions at the start of the game because they do not wake with the other Minions, similar to the Marionette.

    The player receiving bluffs (almost always the Demon or the Summoner on Night 1) learns who the Wendigo thinks they are, but this is not conflated with their bluffs. They clearly learn that the Wendigo thinks they are _____. The reason for this being tied to receiving bluffs is so that the Summoner learns this as well, that a Summoned Demon does not, and that the difference in timing distinguishes it from similar information from Lungers. Because this is the only additional information that occurs while receiving bluffs, it is entirely acceptable for the ST to indicate the Wendigo and signal that they are the Wendigo AND the character that they think they are as it does not reveal any additional information that is not implicit.

    If the Wendigo believes they are a character that would wake in the night to choose players, they may feed on these players and kill them in the night. This still counts as choosing a player with their own ability, for the purposes of the Goon.

    If the Wendigo nominates a player during the day, they might attack and kill that player at any point Until Dawn.

    Examples

    • The Wendigo, thinking they are the Ropemaker, chooses the Chambermaid at night. The Chambermaid dies immediately.

    • The Wendigo, thinking they are the Quickdraw, nominates the Drunk. After the vote, the Drunk dies.

    • The Wendigo, thinking they are the Quickdraw, nominates the Derrickhand. After the vote, nothing happens. That night, the Derrickhand is killed by the Wendigo.

    • The Wendigo, thinking they are the Ropemaker, nominates the Coal Miner. After the vote, the Coal Miner dies.

    • The Wendigo, thinking they are the Prospector, chooses 3 players at night. None of them die, because the Wendigo's ability is that they might die, and this is left up to the Storyteller's discretion.

    How to Run

    While setting up the game put an additional good character into the bag (in the place of 1 Minion). Put a IS THE WENDIGO reminder token next to a good character in the Grimoire. During Night 1 Info, inform the Demon (or the Summoner) of the character the Wendigo believes they are.

    During the game, act as if the Wendigo is actually that character. Whenever they nominate or choose a player at night, put a MIGHT DIE reminder token by the player they choose in the Grimoire. You may decide to kill players with a MIGHT DIE reminder token at any time.

    Each Dawn, remove all MIGHT DIE reminder tokens.

    Worried QRCodeyou're the Wendigo? There are a few different ways your true status in this matter can be derived. First off, if you believe you have been killing at night, appreciate that that would mean that no one else caused those deaths so paying attention to how many people died in the night and all the ways they could have died is one potential clue. Secondly, the Wendigo has a setup ability of [-1 Outsider] to allow it to slide into the place of an Outsider without noticing (or backup into a Drunk claim if their Townsfolk information is called out as nonsense); this means if the token you saw was that of a Townsfolk and you have trouble creating a world with the Banjo Player claims (if any) and the current Outsider count try seeing if it makes more sense if there is one fewer Outsider than you would otherwise expect. Lastly, there are a wealth of characters on this script that specifically register alignment or character identity; the Dreamer, the Quickdraw, the Gambler, the Ropemaker, the Prospector, the Sheriff, and the Outlaw are all characters whose interactions with you will usually differ based on if you're the token you initially saw or the Wendigo (and whose attention can be brought your way with a little coaxing).

    Minion

  26. Survivalist

    You have the ability of the most recent Townsfolk or Minion to be killed by a player.


    “They claim that what they are doing is civilizing this land, but hungry men cannot be civilized. Hungry men can only be fed.”

    The Survivalist finds food wherever they must, regularly gaining new abilities in the process.

    The Survivalist only gains the abilities of players killed by character abilities. Those who die via public execution are not eligible for such discrete activities.

    The Spy allows the Survivalist to gain a variety of abilities by misregistering to the Survivalist; the Survivalist gains the ability of the character they are registering, not the player who is registering as that character. In theory, the Derrickhand can be used in a similar way, but the "single instance" element of the Derrickhand ability can prove an awkward rules fit with the "continual checking" of the Survivalist's ability. If the Derrickhand is used in this way, make sure that the Survivalist only obtains an ability through misregistration for what can be argued to be "an instant" (meaning an ability like the Sheriff's is easier to justify this way than the Quickdraw's).

    The Survivalist cannot gain the ability of Outsiders, Demons, other Survivalists, or itself. Even when doing whatever is necessary to survive, people have standards.

    If a Survivalist gains the ability of a Lumberjack, they will only retain whatever ability they gain as a Lumberjack so long as they also retain the Lumberjack's ability.

    If a Survivalist gains the ability of a Wendigo or a Lunger, it will believe itself to have changed character (even if this impression is untenable).

    If a Survivalist gains the ability of a Lickspittle and switches characters with another player, that player will become a Survivalist, not a Lickspittle.

    If a Survivalist gains the ability of the Outlaw or the Snake Oiler, optimally using their new abilities may depend on how successfully than can be mad as a role they may not have before claimed.

    While it is technically possible for a good Survivalist (either made via a Coal Miner or a Survivalist with the Lickspittle ability) to gain the Spy ability, given the capability of the Spy to simply register as a different character it is unlikely the Storyteller will allow this interaction to take place. If tempted to, it is recommended they reconsider.

    Examples

    The Survivalist has the ability of the Sheriff. They guess that the Snake Oiler (who is mad that they are the Quickdraw) is the Snake Oiler. The Snake Oiler dies. The Survivalist now has the ability of the Snake Oiler, and, as the Survivalist is mad that the Snake Oiler must be the Lunger because they are the Lumberjack (who is not in play) cannot currently be killed by player abilities, including the actual Quickdraw that learned Survivalist. The Quickdraw nominates the Outlaw instead, who is put on the block, killing the Outlaw. The Survivalist now has the ability of the Outlaw. Town then nominates the Survivalist and puts the Survivalist on the block. Because the Survivalist currently has the ability of the Outlaw and is mad about being a Townsfolk that is not in play, the Survivalist dies immediately.

    How to Run

    Whenever a Townsfolk or Minion is killed by a player (including when characters like the Outlaw or Lunger kill themselves), move the FOOD reminder token onto them. The Survivalist has that character's character ability so long at that reminder token remains on them.

    The QRCodeDemon is a player who likes to kill other players; coordinate with them for some fine dining options. Rumor has it that Sheriff, Lickspittle, and Quickdraw are particularly tasty. Lumberjack is a more seasonal affair as it depends on what abilities are on the menu as well, but there are times when it might outshine all of the aforementioned. Outlaw can be satisfying as well, though, be warned, it is a bit spicy and has been known to cause heartburn.

    Minion

  27. Lunger

    You think you are a non-Minion (the Demon knows which) & might die. The first Lunger to die becomes evil at night. [2 Lungers, Both are good]


    “Mom used to say that man's greatest enemies were selfishness, war, and the Devil. I suspect Mom was wrong. Going purely on body count, man's greatest enemy is Tuberculosis.”

    The Lunger is dying of consumption but the real Minion is not the player, it's the Disease. The first player the Disease chooses to kill will speak on behalf of the Disease.

    The Lunger's setup ability is "[2 Lungers, Both are good]" rather than "[+1 Lunger, Both are good]", because the former would necessitate that you have 1 more Lunger than you have Lungers, which is logically impossible unless changed to "+0 to +1". Like all other setup abilities, the formatting implies that the Demon, Minion, and Outsider counts are explicitly determined by the non-Traveler player count, and that the number of Townsfolk is simply whatever it needs to be to bridge the gap between the sum of these numbers and the number of non-Traveler players. As such, the 2nd Lunger takes up a "Townsfolk slot", not a "Minion slot" in the setup bag.

    Lungers do not learn of the Demon or other Minions at the start of the game because they do not wake with the other Minions, similar to the Marionette. A new Demon made via a Summoner, or a player who has become the Nocker, will learn who any living, healthy, sober Lungers who still possess their ability believe themselves to be. The Demon will also be informed if a Lunger is erroneously told that they changed characters at night (such as a Lunger being told they have become a Lickspittle when they have not), as the ability is templated so that the Demon always knows who the Lunger (erroneously) believes themself to be (even if this changes).

    The Lunger is also comparable to the Tinker, only they do not know they are the Tinker and the first one to die becomes evil. Players learn when their alignment changes, so the first Lunger to die will likely deduce their true role when this happens.

    The Lunger can believe they are any non-Minion character. This includes Outsiders and Demons. This does not make a Lunger the direct equivalent of a Lunatic, however, as the Demon would not learn who the Lunger picks at night.

    Because the Lunger's ability is that they believe they are another character, if they believe they are a Townsfolk they can receive simulated Banjo Player pings and be arbitrarily told that they are now the Lickspittle. They can never be told that they are the Survivalist, however, as the Survivalist is a Minion.

    Examples

    • The Lunger is nominated by the Drunk that thinks they are the Quickdraw. After the vote, the Lunger dies.

    • The Lunger who thinks they are the Quickdraw nominates the Drunk. After the vote, the Lunger dies.

    • A player nominates the Sheriff. After the vote, the Lunger dies.

    • The Sheriff guesses that the Lunger is the Wendigo. The Lunger dies.

    • The Lunger who believes they are the Outlaw is put on the block. The Lunger dies immediately.

    • The Lunger is chosen by the Ropemaker Night 1. Despite the fact there is no Demon in play yet due to the Summoner, the Lunger dies.

    • The Lunger voices an obnoxious opinion. The Lunger dies.

    • It's Tuesday. The Lunger dies.

    How to Run

    While setting up the game put an additional 2 non-Minion characters into the bag (in the place of 1 Minion and 1 Townsfolk). Put a IS A LUNGER reminder token next to two characters in the Grimoire such that the game is left in a legal setup. During Night 1 Info, inform the Demon of the characters the Lungers believe they are.

    During the game, act as if the Lungers are actually the characters they believe they are. The first time one of them dies (either due to their own ability or any other cause), change their alignment that night and inform them of the change.

    On QRCodea purely flavor-level, why does one of the Lungers become Evil? Good, Evil, Young, Old, Prince, or Pauper, Tuberculosis does not discriminate. Also, it's still, you know, a Minion. (As mentioned above, not the player, the Disease.) The real Minion is the Disease and we're letting it pick where it manifests with all its usual capriciousness.

    Fun QRCodeFact: Irrespective of the token art, human lungs are not symmetric.

    Minion

  28. Pukka

    Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.


    “You truly have been kind welcoming me into your beautiful home. I am so sorry I accidentally scratched you. A little thing. No matter. But please, take this golden toothpick as a humble token of my regret.”

    The Pukka poisons its victims, who die at a later time.

    When the Pukka attacks, their victim is poisoned immediately. The next night, just after the Pukka attacks again, that player dies.

    Unlike other Demons, the Pukka acts during the first night.

    If the Pukka is drunk and chooses a player, that player does not become poisoned, so does not die the following night.

    If the Pukka was sober when they chose a player the previous night, but is drunk at night, that player does not die. But when the Pukka sobers up, the poison resumes and kills the player at night.

    Examples

    • The Pukka poisons the Chambermaid. The Chambermaid gets false information. The next night, the Chambermaid dies.

    • The Pukka poisons the Snake Oiler. The next day, the Snake Oiler is executed and dies because they have no ability. The next night, nobody dies and the Pukka poisons the Quickdraw. The next night, the Pukka is drunk after choosing the Goon. The Goon becomes evil, but does not become poisoned. The next night, the Quickdraw dies because the Pukka is sober.

    How to Run

    Each night, wake the Pukka. They point at any player. Put the Pukka to sleep. The chosen player is poisoned—mark them with a POISONED reminder.

    Each night except the first, the other player marked POISONED dies—mark them with a DEAD reminder, then remove their POISONED reminder.

    If QRCodeyou know or believe a Coal Miner is out there, give some thought to how you want to approach any day where they have died the previous night (given that your poison will have presumably prevented their ability from firing, which is itself a form of information that can be used to narrow in on you or make it easier for the Sheriff to take you out). Also, if there is a Ropemaker out there, be aware that you may end up functioning more like a Poisoner for a stretch of time.

    Players QRCodethat the Pukka kills are still poisoned at their time of death. As the Storyteller you may need to keep the POISONED reminder by the DEAD reminder until their death ability is resolved. For example, if the Pukka kills the Coal Miner, the Coal Miner does not make a Survivalist regardless of alignments.

    Attribution

    The Pukka was created by The Pandemonium Institute.

    Demon

  29. Gi Yose

    Once per game on night X, choose X players: they might die after the vote if nominated. All other nights*, a player dies.


    “"There is also a legend of a place called the Black Lodge: the shadow self of the White Lodge, a place of dark forces that pull on this world. A world of nightmares. Shamans reduced to crying children, angry spirits pouring from the woods, graves opening like flowers." - Twin Peaks (1991)”

    A spirit of violence, the Gi Yose induces people to murder, killing in broad daylight by means of other players' accusations.

    The Gi Yose does not have the ability to choose its nightly kills. Instead, it has the ability to inspire town to slaughter players of their choice during the day. These kills are still considered to be from the Gi Yose mechanically.

    Examples

    • The Gi Yose chooses the Coal Miner and the Lickspittle at night. The next day, the Coal Miner is nominated by the Drunk. After the vote, the Coal Miner dies.

    • The Gi Yose chooses the Sheriff and the Spy at night. Two days later the Sheriff is nominated by the Gi Yose. After the vote the Outlaw dies, because the Sheriff redirected the kill.

    • The Gi Yose chooses the Quickdraw and the Lumberjack at night. The next day, the Lumberjack is nominated by the Gambler. The Storyteller has the option of killing the Lumberjack after the vote, but chooses not to as they neither believe this was the Gi Yose's intent nor that this death would be beneficial for the Evil Team as it would clearly indicate a Gi Yose is one of the 5 remaining living players to the still living and unspent Sheriff.

    • The Gi Yose chooses the Chambermaid and the Dreamer at night. The next day, the Gi Yose nominates the Dreamer. The Storyteller has the mechanical ability to kill the Lumberjack after the vote, but chooses not to as there are only 4 living players remaining, two of which have already used their nominations, and killing the Lumberjack now would condemn Good to lose as they would not be able to put the Gi Yose on the block and would subsequently lose in the night.

    How to Run

    Each night until they use their ability, wake the Gi Yose. They either shake their head no or point to a number of players equal to the night number.

    If they shake their head no, nothing happens. Put the Gi Yose to sleep.

    If they point to X players, put them to sleep. Place CHOSEN reminder tokens next to them in the Grimoire. Each time one of them is nominated by anyone other than the Quickdraw you may kill them after the vote ends, at Storyteller discretion.

    When QRCodeit comes to how efficiently you can kill off Town, when played to maximize this potential and with some smart timing you're coming in just a bit behind a Shabaloth, which is still pretty good. That being said, the Sheriff and Dreamer mean there is a lot of potential danger in trying to go on a rampage and making it clear to Town that you're in play, so give some thought to exactly how loud you actually want to be with your additional kills.

    The QRCodeStoryteller would be well advised never to give the Gi Yose a daytime kill while there are fewer than 5 players remaining.

    A QRCodeGi Yose using its ability on Night 1 or 2 may be trying to stay relatively silent, and the Storyteller should keep that in mind when choosing to trigger their ability if someone on the Evil Team is bluffing Quickdraw or Outlaw and wanting those kills to simulate a particular thing. A Gi Yose using its ability on Night 3 or later is potentially risking being very loud on a Dreamer/Chambermaid/Sheriff script in exchange for potentially quite a lot expedited kills, and the Storyteller should keep that in mind when choosing whether or not to trigger their ability.

    It QRCodeis almost always best that the Storyteller avoid killing a good Goon at night with the Gi Yose's ability unless that Goon was targeted by the Ropemaker or the Gambler that night. If a Goon dies in the night while staying good, and it's clear that the Ropemaker and the Gambler did not target them, their Outsider ability will suddenly turn into a powerful piece of information for the good team.

    Demon

  30. Nocker

    A player babysits Nocker & their ability is now: "Each night*, choose a player: they die." If the babysitter is chosen at night another living evil player babysits. [+1 Minion]


    “AYES SEEEN IT! Down in da mines! Runs shaway when ye make too much noise, but ayes I seen it. None of ye' beleeve ol Tommy ... none of ya' ever but it was a - NO! NO LISTEN!”

    The Nocker is a friendly spirit that lives in the mine and wishes to deal with those that have been causing you sorrow, but runs away when it hears anyone else approaching.

    On the first night, the Storyteller will choose a (presumably Evil) player to babysit the Nocker. This player is now "the Demon" and will receive Demon info regardless of their true character type.

    Functionally, the Nocker is a hybrid of the 'Imp' and 'Lil' Monsta'. In comparison, it is babysat like Lil' Monsta but rather than evil team choosing where to hide it every night, it wanders about on its own, fleeing whenever another player mechanically interacts with the babysitter by choosing them in the night. As an upside, however, the Nocker does follow the babysitter's choice of kills.

    The Nocker directly overwrites the host's ability for as long as they are babysitting it. Their normal ability is lost and is replaced with the standard Demon rider of "Each night*, choose a player: they die." This means that a Spy no longer sees the Grimoire or misregisters, a Wendigo no longer has the simulated abilities of the character it "thinks" it is, and an Evil Lickspittle can no longer change characters (at least until they ditch the Nocker, that is).

    When the Nocker retreats to another Evil player, the storyteller does not need to distinguish between Minions and Evil Townsfolk (or even Evil Outsiders). While an Evil Townsfolk is less likely to be "in touch" with who the rest of the Evil team is and vice versa, that is all part of the benefit of the Lickspittle's ability (or, alternatively, the cost of the Summoner not communicating with the player they chose).

    While a player is babysitting the Nocker, its replacement ability of "Each night*, choose a player: they die" becomes the babysitter's ability for all other abilities that would make the distinction. For example, should the babysitter select the Goon in the night before any other player, the babysitter will still turn the Goon Evil, become drunk, and the kill will still fail to go through as even though the Nocker is not drunk, the player that it gave the ability to is. Likewise, should a Chambermaid target a babysitter who woke in the night to the Nocker's ability at a point in which the Nocker has lost the ability to flee, the Chambermaid will register that player as having woke in their night to their own ability as when they woke in the night to the Nocker ability that was their own ability (and, conversely, if the Nocker was able to flee from the Chambermaid ability during a night in which the babysitter had lost their original ability when they would have otherwise woken up, the Chambermaid would register that player as not waking to their own ability as the ability that is currently theirs did not wake them). This all being said, it is one unique ability that is continually generated by the Nocker, and when the Nocker moves that ability does not disappear (it merely changes the player with whom ownership is attributed) and does not wake again that night.

    Should the player choose to kill themself in the night they will succeed in doing so barring any relevant protection ability, but their selection of themself will trigger the Nocker's fleeing and the Nocker will safely move to another player (if there is another such living Evil player to flee to). In this way, the Nocker has a functional version of the Imp's "star-passing" ability. Despite the fact the player loses the ability that kills them before the kill resolves, the ability still exists as it is preserved by the Nocker and the ability finishes resolving (mechanically, it is the player that the Nocker passed to that kills them). On a rules-level, this occurs because the ability granted by the Nocker to players, while it becomes "their ability", is the same ability as kept track of by the game (just with the player it is tied to changing); it is for this same reason that after passing the Nocker in this way, the new Nocker does not have the opportunity to utilize "their" Nocker ability - it is the same ability and it was already awoken in the night order.

    A player who is chosen by the Summoner to become the Nocker will simply turn evil and begin babysitting the Nocker. Their actual role will not change.

    Examples

    • The Summoner chooses the good Fur Trader to become the Nocker. The good Fur Trader becomes the evil Fur Trader and begins babysitting the Nocker. The Nocker does not flee as the babysitter was only chosen at a point in time before the Nocker existed. The Fur Trader loses its ability as long as it is babysitting the Nocker, and any Townsfolk that currently think they are Outsiders will wake for their choices and information in the night as usual (which may be detrimental for the evil Fur Trader).

    • The Nocker is being babysat by the Wendigo. The Gambler picks the Wendigo in the night, guessing "Wendigo". The Nocker immediately flees to the Survivalist before the Gambler's ability finishes, and the Gambler lives because they guessed correctly. The Wendigo is then woken and chooses the Survivalist with their simulated Ropemaker ability in the night. The Nocker then flees back to the Wendigo. The Wendigo then makes the Nocker's kill.

    • The Nocker is being babysat by the Spy. At night, the Spy chooses themself, the Spy dies, and the Nocker flees to the Evil Lumberjack. The Evil Lumberjack learns this at the end of the night.

    • The Nocker is being babysat by the Evil Lumberjack. The Dreamer chooses the Evil Lumberjack in the night. There are no more other living Evil players, so the Nocker does not flee.

    How to Run

    At the start of Night 1, choose a (presumably Evil) player to babysit Nocker. Whenever the player babysitting the Nocker is chosen at night by any player, move the Nocker to another Evil player if possible and inform the players of this change. Treat whichever player is babysitting the Nocker as an Imp that registers as the Drunk, ignoring whatever ability they would otherwise have when they were not babysitting the Nocker.

    The QRCodegood news is the Nocker does a lot to help insulate your team from the Dreamer, the Sheriff, and arguably even the Quickdraw and Chambermaid. The bad news is that if you're not controlling where it goes, the most vulnerable player on the Evil team might end up with it and lose you the game. If that's you, maybe you shouldn't even hesitate before taking yourself out and passing the Nocker back (you might even confuse a Ropemaker on your way out). If that's another player ... maybe things would be better if you whinnied the Evil team down a little bit.

    If QRCodethe Nocker starts the game in play, logically speaking at least one of the Spy, the Wendigo, the Survivalist, or an Evil Townsfolk must as well (the Summoner and the Nocker cannot simultaneously start the game in play, and the Nocker's [+1 Minion] ensures that even if the Lunger is in play so must be one of the aforementioned characters). It is recommended to start the Nocker with either the Spy or the Survivalist. If neither the Spy or the Survivalist are in play, this means that the Nocker will need to start with either the Wendigo or an Evil Townsfolk (unless the Storyteller chooses to start the Nocker on a good player and hope that they assume they are the Wendigo, which is mechanically permissible but not recommended); if neither the Spy or the Survivalist are in play, starting the Nocker on either the Wendigo or the Evil Townsfolk is fine (we just default to avoiding them to preserve the Wendigo's self-uncertainty and part of the Lickspittle's benefit respectively, although the former is more important on players who are not actually the Wendigo anyways, and the latter is less of an issue when none of the remaining Minions will be capable of directly learning the Evil Townsfolk anyways).

    Looking QRCodeto get a feel for the Nocker character in isolation? Feel free to play around with it free from other Bootleg characters in its hidden showcase script: https://botc-scripts.azurewebsites.net/script/7214

    Demon

  31. Stranger

    If the Storyteller has publicly described one or more abilities, you have one of these.


    “Who are the ones that we kept in charge? Killers, thieves, and lawyers. God's away, God's away. God's away on Business. Business. - Tom Waits, God's Away On Business (2002)”

    The Storyteller may describe one or more abilities publicly. The Stranger has one of these abilities.

    The Stranger may attempt to negotiate an ability with the Storyteller. The Storyteller is not obligated to grant them the ability they want.

    The Stranger is not told which ability they have. If only one ability has been described, however, they must have that ability.

    If the Storyteller announces more than one ability, the Stranger's ability might change at any time.

    The Storyteller may choose to describe an ability even if no Stranger is in play, in order to simulate a possible Lumberjack with the Stranger ability (or that the Lumberjack is granting the Stranger ability to an opposing character).

    The Storyteller should be willing to recite all abilities they have publicly described upon request.

    The Stranger cannot gain any abilities from its inherent ability until the Storyteller has publicly described at least one. Due to this, the Stranger ability is unable to meaningfully affect the game on Night 1 unless the Storyteller decides to make a nighttime announcement.

    Dropping the name of an existing character does not qualify as "describing an ability". For example, the Stranger cannot gain the Psychopath ability simply because the Storyteller used the word "Psychopath". In order for the Stranger to gain the ability it must be described clearly, publicly, and in full by the Storyteller while all players are present to hear it.

    While players are free to make ability requests of the Storyteller, it is not the player's responsibility to think of an ability. The Storyteller should have one or more prepared before adding a Stranger to the game, even if these might not end up being announced. (A large table of pre-made abilities is included at the bottom of this Almanac entry as a supplemental resource.)

    Examples

    On Day 1, the Storyteller announces the ability "You start knowing 5 characters, 3 of which are in play". That night, the Stranger learns 5 characters.

    On Day 1, the Storyteller announces 2 abilities. The first is "Each night, choose a player: they receive true information". The second is "Each night, choose a player: they receive false information". That night, the Stranger is woken to choose a player, but does not know which ability they have.

    The Stranger has their own Homebrew character they would like to be. After describing it to the Storyteller, the Storyteller agrees and announces the ability. However, they also announce the ability "You might die at any time". Ostensibly, this second ability is announced as a failsafe for the player's Homebrew ability should it prove to be too powerful, but secretly they are giving this 2nd announced ability to an evil Lumberjack with the Stranger ability. The evil team picks up on this and utilizes the Lumberjack to simulate a Sheriff kill.

    There is no Stranger in play, but the Storyteller chooses to announce the ability "Once per game, at night, choose a player: they become a Lickspittle" just to provide potential misinformation for when the evil Lickspittle swaps characters with a good Townsfolk, due to the potential existence of an evil Lumberjack.

    How to Run

    Whenever you deem it appropriate, publicly announce you are going to describe an ability; then, describe it in full. Once you have done this at least once, keep explicit track of which such ability each player with the Stranger ability has at all times.

    The QRCodeStranger is much like the Amnesiac in that it is good to come prepared with an ability or two before adding them to a game. Unlike the Amnesiac, however, you can solicit the player if there is an ability they would like to have. In this way, the Stranger can be used as a tool to let players run their own Homebrew characters without having to go to the effort of creating an entire script for them.

    The QRCodeStoryteller is encouraged to write down all abilities they publicly describe. This allows the exact wording of the ability to be referenced later to resolve any mechanical questions that may arise.

    Traveller

  32. Boilerman

    The 1st time 4 or more players (not Travellers) rob your train and 3 are good, a robber on your team might become an Outlaw tonight.


    “I got scars on my back, the truth on my tongue, I had the money in my hand when that alarm got rung. - Boots Riley, Magic Clap (2012)”

    The Boilerman may choose to run a train and other players may choose to rob it. If there is a traitor on the crew that robs the train and not enough good players to stop them, one of the robbers may become an Outlaw.

    Similar to the Cult Leader, once per day the Boilerman may announce they are running a train and players may vote to partake in the robbery.

    A player only becomes an Outlaw at night if there are exactly 3 good robbers on the heist crew. If there are 4 good robbers on the team, the ability does not trigger.

    The Boilerman does not need to turn a player into an Outlaw even if the condition is met, if the ST believes it would not be beneficial for the game (such as, for example, if it would turn the Demon into an Outlaw and immediately win the game for good). However, once the condition of 3 good robbers has been met, the ability will not trigger again on subsequent instances where the condition is met, even if no Outlaw was made the first time.

    Examples

    • During the day, 4 good players rob the train. That night, no one changes character due to the Boilerman's ability but the Drunk who robbed the train is told that they are now the Outlaw due to their own ability.

    • During the day, 3 good players and 3 evil players rob the train of the good Boilerman. That night a good player who robbed the train becomes an Outlaw, but is not told this because the Fur Trader is making them think that they are an Outsider.

    • During the day, 3 good players and 2 evil players rob the train of the evil Boilerman. That night, one of the evil players becomes an Outlaw, but chooses not to reveal this fact the following day. The following day, 3 good players and 1 evil player rob the train of the Boilerman. That night nothing happens, because the Boilerman ability had been triggered previously.

    • During the day, 1 good player and 3 evil players rob the train of the evil Boilerman. That night nothing happens, as the condition is always 3 good players regardless of the Boilerman's alignment.

    • During the day, 2 good players and 2 evil players rob the train of the Boilerman. That night nothing happens.

    How to Run

    During the day, the Boilerman may declare that they wish to use their ability. If so, enter the circle and run a vote in the same way that you would for an Exile. The first time that exactly 3 good players out of a total of at least 4 players raise their hand this way, one of the players who raised their hand and is of the Boilerman's alignment becomes an Outlaw that night.

    While QRCodemost characters on this script were designed mechanically and given a flavor treatment afterwards, the Boilerman is one of the few characters here that was designed flavor-first. If you have players who are interested in running this script more due to thematics than mechanics, consider adding a Boilerman.

    Traveller

  33. Ghost Caller

    You have the ability of the most recent player to use their vote token. If you are killed or exiled, they get their vote token back.


    “Mortality! It's inescapable. Want to get out of it? Nobody's capable. - MC Frontalot, Invasion Of The Not Quite Dead (2011)”

    The Ghost Caller allows themself to become possessed by a dead player.

    When a dead player uses their vote token, the Ghost Caller gains their character ability until another player uses their vote token.

    When the Ghost Caller dies or is exiled, the player whose ability they had at the time of their death regains their vote token.

    Examples

    • The dead Ferrotypist uses their vote token. That night, the Ghost Caller learns two characters. The following day, the Wendigo uses their vote token and the Ghost Caller is exiled. The Wendigo's vote token is returned, but the Ferrotypist's is not.

    • The Lunger uses their vote token. The Ghost Caller gains the Lunger ability and immediately dies.

    • The Drunk uses their vote token. That night, the Ghost Caller is woken to learn that they are the Lumberjack with the Stranger ability (but they are not).

    • The Survivalist uses their vote token. That night, the Ghost Caller gains the Survivalist ability which in turn grants the Ghost Caller the Wendigo ability. The Ghost Caller is woken to learn they are the Lickspittle and asked to choose a character, but does not learn that they ever gained the Survivalist ability.

    • The Lickspittle uses their vote token. That night, the Ghost Caller is woken and told to choose a Townsfolk (but not that they are the Lickspittle). The Ghost Caller chooses the Quickdraw, who is both in play and an opposing alignment. The Ghost Caller becomes the Quickdraw and the Quickdraw becomes the Ghost Caller (and, thustly, a Traveller).

    How to Run

    When a dead player uses their vote token, immediately move the "Possessing" reminder token onto them (and off of any player that previously had it). The Ghost Caller has the character ability of whichever character has the "Possessing" reminder token.

    When the Ghost Caller is exiled or dies, return a vote token to the player that currently has the "Possessing" reminder token.

    Traveller

  34. Telegrapher

    You may privately ask the Storyteller to change all instances of 1 of these words in an ability to another: 'Townsfolk', 'Outsider(s)', or 'Minion(s)'. If accepted (once), all players learn an ability changed.


    “To digest this bounty we have transformed America into the great beast of capital, the rails her iron stomach, the telegraph lines her electric blood.”

    The Telegrapher has the ability to change the wording of another player's ability.

    The Telegrapher may privately ask the Storyteller to change an ability by changing the word 'Townsfolk', 'Outsider(s)', or 'Minion(s)' to 'Townsfolk', 'Outsider(s)', or 'Minion(s)'. If the Storyteller agrees, which they can only do once, this ability changes and all players learn that an ability has changed (but not which ability or how).

    The Telegrapher may change either an on-script character ability, or an ability generated by the Stranger ability.

    The Storyteller may reject an attempt to change an ability if they feel it would be harmful to the game. For example, changing the Lickspittle to "Choose a Minion" in a Summoner game. They may also choose to reject an attempt to change an ability to simulate that they have such a concern, even if no Summoner is in play.

    Examples

    • The Telegrapher changes the Drunk's ability from "You think you are a Townsfolk character" to "You think you are a Minion character". That night the Drunk is woken up and told that they are the Survivalist.

    • The Telegrapher changes the Prospector's ability from "You learn how many unchosen players are Minions" to "You learn how many unchosen players are Townsfolk". That night, the Prospector chooses the 3 dead players and learns that the number of living Townsfolk is the same as the number of living players who are claiming Townsfolk.

    • The Telegrapher, with the Storyteller's consent, changes the Hangman's ability from "If the highest living good Outsider in script order is executed, evil wins" to "If the highest living good Townsfolk in script order is executed, evil wins". Subsequently, the Ferrotypist is executed. Evil wins.

    • The Telegrapher changes the Lickspittle's ability from "Each night, choose a Townsfolk" to "Each night, choose a Minion". That night, the Lickspittle swaps characters with the Wendigo.

    • The Telegrapher changes the Agent's ability from "Minions mad about being other players' characters & those players might register as each other" to "Outsiders mad about being other players' characters & those players might register as each other". This causes the Drunk that thinks they are the Prospector and the Prospector to register as each other to the Quickdraw, causing the Quickdraw to kill the Prospector.

    • The Telegrapher changes the Avenger's ability from "... unless this would kill an Outsider ..." to "... unless this would kill a Townsfolk ...". The Hangman then nominates the Prospector, who is put on the block, executed, and asks for vengeance, allowing the Avenger to kill the Hangman.

    • The Storyteller has described a Stranger ability of "Each night, you learn how many of your neighbors are Townsfolk". The Telegrapher changes this to "Each night, you learn how many of your neighbors are Minions".

    How to Run

    The Telegrapher may approach you with a request to change an ability. At any point between now and the following dawn, you may enact this change, place an appropriate reminder token in the Grimoire on all instances of the character in question, the "EDIT USED" reminder token on the Telegrapher, and announce to all players that "an ability has changed".

    Consider QRCodethe timing before you agree to a change. Letting the Lickspittle swap with the Summoner before the Summoner has used their ability, or allowing an evil Telegrapher to change the wording of the Hangman during the nomination phase are both likely too powerful but might be acceptable a bit later on.

    If QRCodean ability changes what a player thinks themself to be, consider waiting for the end of the day to announce the change to avoid questionable mechanical rulings.

    Traveller

  35. Avenger

    When a player learns they died, they may ask for vengeance. If you (privately) agree, they receive it unless this would kill an Outsider or end the game.


    “I've consented to trade what meager life I still have for a less insulting end to this story. Your consent was your crime. Let's not pretend this is anything other than us coming together in agreement just because now you fear oblivion.”

    The Avenger allows the recently deceased to obtain vengeance.

    "Vengeance", as described by the Avenger's ability, consists of either killing the player who nominated the executed player or killing the player who possessed the ability responsible for killing the dead player. It is not a license to kill any player that is perceived as socially responsible for the player's death through pushing narratives, incentivizing the Storyteller to trigger an ability, being a "key vote" to place that player on the block, or any similarly subjective reason; it is narrowly targeting mechanical responsibility.

    "Kill redirection" abilities are responsible for the death of the player to whom a kill was "redirected". This means that a Ropemaker who is mechanically responsible for the death of a Townsfolk will die if that Townsfolk receives vengeance, and a Sheriff whose ability "redirected" the Sheriff's death to another player would be killed to grant that player vengeance (although their death could simply be redirected again).

    Lungers whose abilities kill themselves are not subject to vengeance as they are already dead. If a Lunger dies to their own ability and asks for vengeance, this vengeance has no valid target.

    The Avenger is unable to kill Outsiders. This is nominally to prevent it from being a tool to remove such characters, but is worded broadly enough to have other implications.

    The Avenger is unable to use its ability to end the game. This prevents it from killing the Demon (unless some effect is in play that would prevent such an action from ending the game), or killing one of the last 3 players alive (again, unless for some reason this would not end the game).

    Examples

    • The Wendigo kills the Coal Miner at night. When the Coal Miner finds out they died, they ask for vengeance and the Avenger (privately) agrees. The Wendigo dies.

    • The Quickdraw nominates a character they learned the previous night. That character votes on the nomination, causing the Quickdraw's ability to kill itself. The Quickdraw then asks for vengeance and the Avenger (privately) agrees. Nothing happens, because the Quickdraw's ability killed the Quickdraw and the Quickdraw is already dead.

    • The Demon nominates the Coal Miner and the Coal Miner is put on the block. When the Coal Miner is executed, they ask the Avenger for vengeance and they (privately) agree. Since killing the Demon would end the game, nothing happens.

    • The Drunk nominates the Coal Miner and the Coal Miner is put on the block. When the Coal Miner is executed, they ask the Avenger for vengeance and they (privately) agree. Since the Avenger cannot kill an Outsider with their ability, nothing happens.

    • The Gambler nominates the Coal Miner and the Coal Miner is put on the block. When the Coal Miner is executed, they ask the Avenger for vengeance and, while they publicly claim to agree, they (privately) tell the Storyteller that they do not. Nothing happens.

    How to Run

    When a newly dead player publicly asks for vengeance, the Avenger may privately tell you that they wish to enact vengeance on that player's behalf. If they do and the dead player was executed, kill the player that nominated them (unless they are an Outsider or their death would end the game). If they do and the dead player was killed by another player's ability, kill the player that possessed that ability (unless they are an Outsider or their death would end the game).

    Traveller

  36. Banjo Player

    For each Outsider the Banjo Player has added, a good Townsfolk knows this; if the Banjo Player has not added any Outsiders, an evil player might know this. [+0 to +2 Outsiders]


    “"Yeah, seven times I left the world in heresy. I woulda noticed but I killed it in my sleep, and it took you seven glances just to notice me. I'm not quiet, I'm not broken, but it's all a misery." - Candle Kid, Waiting for Death (2014)”

    Rather than Outsider Manipulation linked to the presence of a specific character, the Banjo Player provides (optional) Outsider Manipulation linked to player claims of receiving a "ping". Those "pings" could either be genuine, evil bluffs, or the result of a hallucinations by a character that only "thinks" they are a good Townsfolk, such as the Drunk, the Wendigo, or a Lunger.

    While QRCodeit's usually the case that it might benefit Evil to lie about learning the Banjo Player and it's not useful for Good to lie about learning the Banjo Player, be wary of the interaction this character has with the Summoner. Since the ability is templated "a good Townsfolk knows this", if this is you and you suddenly become not a good Townsfolk, game rules would dictate that another player would suddenly learn the Banjo Player partway through the game to maintain the appropriate number of good Townsfolk who know. There are only so many reasons a player would learn the Banjo Player after Night 1 (either a good Townsfolk who learned the Banjo Player has become evil and/or a non-Townsfolk, or the player receiving the late 'ping' is simply 'hallucinating' as they are a "think you are" type character that can be lied to in this way), so being open about knowing the Banjo Player could be potentially dangerous if the Summoner is so bold as to pick you despite you being open about this.

    When QRCodeall else is equal, it is often the better wisdom to give the authentic Banjo Player 'pings' to the less confirmable Townsfolk (the Ferrotypist, the Prospector, and the Snake Oiler are great choices), although you obviously shouldn't stick to this standard too rigidly.

    Fabled

  37. Curio Dealer

    Characters being babysat die with their babysitter & players babysitting Minions & Demons register as such during info steps. Players learn what they are babysitting each night.


    “Me? Well, I used to be a taxidermist but now I collect the strange and the wonderful for show. There's a good living at it. Why, take a look at what was fished out of the Saskatchewan not but last month.”

    The Curio Dealer creates a time every night for players to learn what they are babysitting.

    As of the creation of this script, "babysitting" is not well established enough as a mechanic for generalizable rules to exist around the informing of players regarding who or what they are babysitting, and the only TPI character that invokes the mechanic is the 'Lil' Monsta'. The Curio Dealer both clarifies the authorial intention of players being informed at night on a repeating basis, and insulates the script from the possibility of the norms of the mechanic being detailed in another way by TPI in the stretch of time between this script's creation and the day it is lost to time.

    Examples

    • Both the Nocker and An Owl are in play. At the end of the night, the players currently babysitting them learn this.

    As QRCodeof the creation of this script (2025), the "mermaid" alluded to by the token art can currently be found at Pier 54, 1001 Alaskan Wy, Seattle, WA.

    Fabled

  38. Bootlegger

    This script has homebrew characters or rules.


    “"I've got the latest shipment from home, a brew I'd like to call 'Barrowfog'. Wanna try?"”

    The Bootlegger enables homebrew characters and/or rules and announces their presence to players at the start of the game.

    The Bootlegger allows Storytellers to use characters that are not official Blood on The Clocktower characters or allows them to use non-standard rules in the game.

    If there are homebrew characters on the character sheet, or homebrew rules in effect, the Storyteller tells all players what they are before play begins.

    The Bootlegger allows for multiple characters or rules to be in effect at once.

    Examples

    • A script contains a homebrew character called the 'Wendigo'. As the game starts, the Storyteller alerts all players to the presence of the Wendigo and ensures players understand how the character functions.

    • A script contains a homebrew rule. As the game starts, the Storyteller alerts all players to the presence of this rule and carefully explains how it functions.

    How to Run

    At the start of the game, if there are homebrew characters on the character sheet or you are running homebrew rules, declare that the Bootlegger is in play and inform the group of all the homebrew characters and/or rules you are using in this game.

    As QRCodethe cognitive cost of accepting new characters or rules is very real, the Bootlegger functions best as a tool to make or improve toys for the players than as a toy itself for the Script Writer or Storyteller. Whether the Bootlegger on this script succeeds in this regard is left to your judgement, but the guideline is proposed to help push the Bootlegger's use towards player entertainment rather than script writer's entertainment.

    Attribution

    The Bootlegger was created by The Pandemonium Institute.

    Fabled

  39. Djinn

    Use the Djinn's special rule. All players know what it is.


    “تدقيق الرغبة. لم يسبق لي أن واجهت هذا من قبل. جيد جدًا، لقد تم تلبية رغبتك.”

    There are many different Djinn special rules. Each is tailored to a specific pair of jinxed characters.

    If there are jinxed characters on the character sheet, even if there are no jinxed characters in play, the Storyteller tells all players what the Djinn’s special rule is at the start of the game.

    The Djinn may have several special rules at once. If there are multiple pairs of jinxed characters on the character sheet, the players learn all the Djinn’s special rules.

    On a script with both a Djinn and a Bootlegger, it is common practice for many Storytellers and Script Writers to include custom jinxes. In reality, these are custom rules that are being generated by the Bootlegger, but are often treated as Djinn jinxes to communicate to players that they are designed to regulate specific character interactions in the same way as official, canon jinxes. These jinxes should still be announced and read to players at the same time as all other canon jinxes as if they were coming from the Djinn, although their nature as custom (homebrew) jinxes should be announced to town as well to avoid confusion.

    How to Run

    At the start of the game, if there are jinxed characters on the character sheet, declare that the Djinn is in play and inform the group of all Djinn special rules for this game. (Do this even if there are no jinxed characters in play.)

    Attribution

    The Djinn was created by The Pandemonium Institute.

    Fabled

  40. Summoner / Goon

    If the Summoner is drunk when they would create a Demon, the Summoner chooses which Demon, but the Storyteller chooses which player.


    “"I'm sorry, what? Jinx Flavortext? Listen website, I've just written over 15,000 words describing a script I've spent 100 hours making just so far with no guarantee anyone will ever even play it, and now you're asking me for flavor text for a Jinx? No." - Sean Deignan (2025)”

    Jinxes are rules added to the game by the Djinn in order to regulate the interaction of two characters that might otherwise interact poorly. As this is not an official jinx for Blood on The Clocktower, it is (in reality) being added to the game by the Bootlegger, but is grouped with the Jinxes for the sake of clarity (as it pertains to a specific and niche interaction of two characters).

    Jinxes

  41. Summoner / Pukka

    The Summoner may choose a player to become the Pukka on the 2nd night instead.


    “"Let's be real, I couldn't even be bothered to write unique flavor text for all the actual characters, which is why there are so many movie quotes. I'm not going to spend any real effort coming up with fun flavor text for the Jinx entries on the Almanac. This particular Jinx entry isn't even mine, this is an official Jinx." - Sean Deignan (2025)”

    Jinxes are rules added to the game by the Djinn in order to regulate the interaction of two characters that might otherwise interact poorly. This is an official jinx for Blood on The Clocktower. An up-to-date list of all jinxes can be found on the Djinn's wiki entry on the primary Blood on The Clocktower website and almanac at https://wiki.bloodontheclocktower.com/Djinn.

    How to Run

    On the 2nd night, wake the Summoner and ask if they want to create a Pukka. If they signal that they do, have them choose a player. That player becomes the Pukka, and the Summoner does not wake on the 3rd night. If they signal that they do not, wake them as normal on the 3rd night.

    As QRCodethe Summoner, if you feel like suspicion is directed your way early in the game, consider making a Pukka on the 2nd night to make yourself expendable on the 2nd day.

    Attribution

    This Jinx was created by The Pandemonium Institute.

    Jinxes

  42. Summoner / Nocker

    If the Summoner chooses to make a player the Nocker, that player becomes evil without changing character and begins babysitting Nocker.


    “"My grandma used to tell me a true vagabond needs nothing more than a knapsack full of kitty litter." - Don't Let The Riverbeast Get You! (2012)”

    Jinxes are rules added to the game by the Djinn in order to regulate the interaction of two characters that might otherwise interact poorly. As this is not an official jinx for Blood on The Clocktower, it is (in reality) being added to the game by the Bootlegger, but is grouped with the Jinxes for the sake of clarity (as it pertains to a specific and niche interaction of two characters).

    Jinxes

  43. Night Order

    First Night

    Nocker
    An Owl
    Summoner
    Pukka
    Gi Yose
    Lickspittle
    Ferrotypist
    Prospector
    Dreamer
    Quickdraw
    Chambermaid
    Banjo Player
    Curio Dealer
    Agent

    Other Nights

    Lumberjack
    Ropemaker
    Gambler
    Summoner
    Pukka
    Nocker
    Gi Yose
    Coal Miner
    Lickspittle
    Prospector
    Dreamer
    Quickdraw
    Derrickhand
    Chambermaid
    Curio Dealer
    Agent
  44. this almanac generated using Bloodstar Clocktica