1. Heavy rain hammers steadily against the windows of Abercroft Manor. The cypresses shake violently amidst the howling winds, and the massive iron gate that guards the premises creaks and rattles in an erratic rhythm. Solely kept at bay by a few lonely lanterns, a deep, engulfing darkness creeps its way ever closer towards the manor doors.

    Inside, however, earthly worries are cast aside, guests frolic merrily amongst one another, the highest members of high society are all gathered here, in the presence of His Lordship himself. It is only when lightning strikes at the most inopportune of moments and the darkness closes in on the gathered crowd that the mood starts to shift. And when the first dead body makes its appearance on the premises, all pretense of class crumbles, and all in attendance are more than happy to point fingers and shift blame.

    The air is prickling with hidden resentment (and, quite possibly, knives), and one thing is clear above all: This will be a...

    Charged Dinner
  2. Charged Dinner follows in the footsteps of your classic murder mystery dinner. Nominations, executions and voting stand front and center in this script: Many characters have lots to gain from nominating or being nominated; from the promise of information, to trust, or even power. It is however also those who nominate who expose themselves to the most danger. Be it poison, drunkenness, suspicion, or even death, not throwing around accusations may prove more fruitful in the long run.

    When playing Charged Dinner...

    Good players will need to use nominations to their advantage to make the most out of the information they get. The town square is littered with dangerous traps, and the Demons that haunt the mansion require different approaches to be dealt with. The Lady poisons everyone she nominates, meaning those who nominate frequently might often be your most dangerous opponents. The Guvna can choose a player who allows them to kill multiple times at night, so town needs to execute often and fast if they wish to hurt the Guvna's influence. The Mansel can make the first player to nominate them turn evil, which means pointing fingers is a difficult decision that must be considered twice. Lastly, the Noster can kill Outsiders or even their Minions to unleash a killing spree, which means Outsiders should be careful about who they are and the most trustworthy players might very well be those who are still alive.

    Each Outsider is a trap for the good team to step into. They throw a wrench into smooth proceedings by ending games earlier than expected, being forced into making people drunk, or dying at inopportune moments.

    Evil players will want to dismantle the good team's potent threats as quickly as possible. Some Demons can do great amounts of damage by themselves, others are helped by the Nightmare or Curfew. The Slanderer can protect players at just the right moments, and the Snob makes neighboring an Outsider a dangerous and suspicious endeavor. Just as it is tempting for good players to nominate recklessly in spite of the dangers, the evil team should be careful about nominating too often, should they wish to avoid suspicion befalling them...

  3. Inquisitor

    You start knowing a Minion and a Demon character, 1 of which is in play.


    “Rest easy, my wayward little lamb. Your sins may weigh heavy upon your conscience, but in His eyes, they are but flies to be purged in the eternal flames of hell.”

    The Inquisitor knows that only one of a specific Minion and Demon is in play.

    • On the first night, the Inquisitor learns a Minion and a Demon character, of which only one is assigned to a player.

    Examples

    The Demon is the Guvna, and their Minions are the Curfew and the Slanderer. The Inquisitor learns the Guvna and the Nightmare.

    The Demon is the Mansel and their Minion is the Snob. The Storyteller decides to let the added Outsider's neighbor register as the Nightmare. The Inquisitor learns the Lady and the Nightmare.

    How to Run

    During the first night, wake the Inquisitor. Show the Inquisitor the character token of a Demon and a Minion, of which only one is in play. Put the Inquisitor to sleep.

    Townsfolk

  4. Flirt

    You start knowing an in-play Outsider (or that 0 are in play). They are drunk.


    “Oh, why, aren'tcha a charming little thing? Don'tcha wanna join us at the feast instead of sittin' here all by yourself? C'mon, it'll be fun, I promise!”

    The Flirt knows an Outsider that is in play and removes their ability.

    • On the first night, the Flirt learns an Outsider character that is in play. The player with that character is drunk.

    • When the Flirt dies, the drunkenness is removed from that player and the Outsider's ability resumes.

    Examples

    The Flirt learns that the Spirit is in play. That night, the Demon kills the Spirit. In the morning, the storyteller announces that the Spirit has died.

    The Flirt learns that the Grudge is in play. That day, the Grudge nominates the Sleuth, who remains sober. The Flirt is then executed and the Sleuth becomes drunk.

    The Flirt learns that the Maiden is in play. That day, the Maiden is executed and dies and the Demon kills the Flirt in the night. No one is drunk due to the Maiden's ability that night.

    How to Run

    During setup, mark an Outsider with the DRUNK reminder. During the first night, wake the Flirt and show them the character token of the chosen Outsider.

    Townsfolk

  5. Postman

    You start knowing how many players are part of the longest chain of Townsfolk sat next to one another.


    “Yeah, pretty good neighborhood, that. About damn time the cat people took over.”

    The Postman knows the size of the largest area of the Town Square that contains only Townsfolk.

    • On the first night, the Postman learns the longest chain of neighboring Townsfolk. To figure out which chain is the longest, look for the spot in the circle that is least interrupted by Outsiders, Minions and Demons, and count how many Townsfolk there are before a different character type breaks the chain.

    • Travellers, much like any other character type, break the chain of Townsfolk.

    Examples

    The Spinster, the Groundskeeper, the Countess, the Sleuth, and the Curfew neighbor each other. There are no longer chains of Townsfolk in the circle. The Postman learns a 3.

    There are 8 players. The Snob adds an Outsider. Each Townsfolk only neighbors an Outsider or an evil player. The Postman learns a 1.

    There are 2 chains of 2 Townsfolk in the circle and no other, longer chains. The Postman learns a 2.

    How to Run

    During the first night, wake the Postman. Show the Postman fingers (0, 1, 2, etc.) equaling the number of players that are part of the longest chain of Townsfolk. Put the Postman to sleep.

    Attribution

    Avicons

    Townsfolk

  6. Occultist

    Each night, choose a player: if you died today or tonight, learn if any chosen player is the Demon.


    “Oh yes, I can see it... I can see it... the number 7... a cyclone... a doll with no head... you will soar to great heights...”

    When the Occultist dies, they learn if they chose a Demon while alive.

    • Each night, the Occultist chooses a player. If they then die, they learn if there was a Demon among their choices.

    • The Occultist's choices are evaluated correctly even if they are drunk or poisoned. A drunk Occultist choosing the Demon still gets the "Demon chosen" reminder placed beside them. If they die and wake to learn their information while drunk or poisoned, the Storyteller may lie to them as usual.

    Examples

    The Occultist chose the Countess, the Socialite and the Slanderer, then died. They learn a "no".

    The Occultist chose the Guvna, the Maiden and the Doctor. Today, the Maiden was executed and died. Tonight, the Guvna kills the Occultist. They learn a "no".

    How to Run

    Each night, wake the Occultist. The Occultist points at any player. If the chosen player is a Demon, mark the Occultist with the DEMON CHOSEN reminder. Put the Occultist to sleep.

    If the Occultist died today or tonight, wake them at their point in the night order and nod your head yes if they are marked with the DEMON CHOSEN reminder or shake your head no if they aren't.

    Attribution

    Maxicons

    Townsfolk

  7. Groundskeeper

    Each night, learn how many players (not you) woke tonight due to their ability.


    “Saw ye out playin' wit da crows last night. Seem ta like ya, they do. Well, yer a good kid...”

    The Groundskeeper knows how many people got up to do something last night.

    • Each night, the Groundskeeper wakes to learn how many players other than them woke to use their ability.

    • Players that woke due to another player's ability don't count for this.

    Examples

    It's the first night. The Inquisitor, the Flirt, the Occultist and the Slanderer woke. The Groundskeeper learns a 4.

    The Countess killed the Slanderer tonight after the Slanderer chose a player. The Mansel killed the Sleuth. No other players woke. The Groundskeeper learns a 3.

    The Snob-poisoned Socialite woke tonight to learn their info. The Guvna woke to choose 2 players. The Sleuth, the Spinster, the Prosecutor and the Anomaly (who thinks they're the Doctor) also woke. The Groundskeeper learns a 6.

    How to Run

    Each night, wake the Groundskeeper. Show fingers (0, 1, 2, etc.) equaling the number of players (not counting the Groundskeeper) that woke tonight. Then, put the Groundskeeper to sleep.

    Townsfolk

  8. Merrymaker

    Each day, publicly choose up to 3 players (not yourself): if all are good, they can't die tonight.


    “Ohh, Jerry... Hm? Nooo, I'm not having a party, who told you that? Allison? Yeah, no, she must have meant some other party, one that isn't happening... here.”

    The Merrymaker gets to publicly invite people to his party to protect them from the Demon - as long as the evil team doesn't infiltrate its ranks.

    • Each day, the Merrymaker may publicly name up to 3 players (not themself) to make merry with. If all chosen players are good, none of them can die that night. If even one of them is evil, they are all vulnerable.

    • Mumbled names, whispers, or names that someone cannot hear don’t count. Like the Slayer’s ability, the Storyteller and every player must be able to hear and understand the Merrymaker and be aware that the Merrymaker is using their ability in order for the Storyteller to judge what happens next.

    • If the Merrymaker made merry with only good players during the day while drunk or poisoned, but is sober and healthy when their ability triggers that night, the chosen players are still protected.

    Examples

    During the day, the Merrymaker says, "I am the Merrymaker. I would like to protect Anna, Beatrice and Clara." Anna, Beatrice and Clara are all good. That night, all three cannot die.

    The Merrymaker makes merry with two people. One of them is evil. That night, the Demon targets one of the named people: they die.

    The Merrymaker makes merry with both their neighbors. They are good. That night, the Demon kills the Merrymaker. Immediately after, the Nightmare kills one of the Merrymaker's neighbors.

    How to Run

    Each day, if the Merrymaker names only good players to protect, put the Merrymaker's CANNOT DIE reminders next to every player who will be protected that night.

    Attribution

    Icons Network

    Townsfolk

  9. Sleuth

    Once per game, at night, choose a character (not a Demon): learn that it is 1 of 2 players. If not it play, learn arbitrary info.


    “Hmm... This dirt tells me a lot about our killer. Seems like I've finally got some... dirt on him! HA! I'm a genius!”

    The Sleuth can find characters in the town square.

    • Once per game, during the night phase, the Sleuth gets to choose a character to learn where on the town square that character might be.

    Examples

    The Sleuth chooses the Occultist. The Occultist is in play. The Storyteller points to the Occultist and the Paranoiac.

    The Sleuth chooses the Curfew. They are not in play. The Storyteller points at the Anomaly and the Maiden.

    How to Run

    Each night, wake the Sleuth. The Sleuth may point at a character on their character sheet. If the chosen character is in play, point at 2 players, 1 of which is that character. If it isn't, point at 2 players of your choosing. Put the Sleuth to sleep.

    If the Sleuth used their ability, put the NO ABILITY reminder next to the Sleuth and don't wake them any following nights.

    Townsfolk

  10. Countess

    Once per game, at night*, you may choose to kill the player you nominated today. A killed Demon lives, but is drunk until dusk.


    “My husband? Oh, a lovely fellow he was, I miss him every day. It is most unfortunate that he wound up dead so suddenly, my grief is indescribable.”

    The Countess can kill one player that she nominated the day before or keep the Demon from killing for a night.

    • If the Countess nominated during the day, that night, she may kill the player she nominated. She can only do this once per game, and if the player she hits is the Demon, they don't die, but rather become drunk until dusk the next day.

    • If the Countess didn't nominate today, they are not woken and do not register as having woken to abilities like the Groundskeeper.

    Examples

    The Countess didn't nominate today. Tonight, she doesn't wake.

    The Countess nominated the Socialite today. Tonight, she chooses to kill them. They die.

    The Countess nominated the Lady today. Tonight, she chooses to kill them. The Lady lives but is drunk. The Groundskeeper was nominated by the Lady today, but because the Lady is drunk, they receive healthy info tonight.

    How to Run

    If the Countess nominates, mark that player with the NOMINEE reminder. That night, wake them and ask them if they want to use their ability. If they do, mark the player they nominated with the DEAD reminder, or, if they're the Demon, with the DRUNK reminder. Put the Countess to sleep.

    Townsfolk

  11. Paranoiac

    The 1st time the Demon kills you, a Minion dies instead.


    “What was that? I swear I heard the door shut! Who's there?! Show yourself!”

    The Paranoiac can survive getting killed in their sleep and kill a Minion instead.

    • The Paranoiac only gets lives and kills a Minion when attacked by a Demon. Being executed or killed some other way does not count.

    • If the Paranoiac is chosen the first time, they don't die and aren't shown to be dying to the Doctor - the Minion they kill however does get shown to the Doctor.

    Examples

    During the third night, the Demon chooses the Paranoiac. The Paranoiac lives and the Nightmare dies instead.

    During the second night, the Countess chooses to kill the Paranoiac. The Paranoiac dies.

    How to Run

    If the Paranoiac was chosen by the Demon for the first time, don't place the Demon's DEAD reminder and instead place the Paranoiac's DEAD reminder next to a Minion.

    Townsfolk

  12. Prosecutor

    If you nominated today, tonight, learn a player of the nominee's alignment.


    “Your Honor! It is a gross indignity to have this witness brought before my stand! Look at them - they're dead!”

    The Prosecutor can find witnesses for the people they accuse.

    • If the Prosecutor nominated today, they learn a player of the nominee's alignment tonight.

    • Which player they are shown is entirely up to the Storyteller's discretion.

    • If the Prosecutor didn't nominate today, they are not woken and do not register as having woken to abilities like the Groundskeeper.

    Examples

    Today, the Prosecutor nominated the Anomaly. Tonight, the Storyteller points at the Postman.

    Today, the Prosecutor didn't nominate. Tonight, they don't wake.

    Today, the Prosecutor nominated the Guvna. Tonight, the Storyteller points at the snob-poisoned Sleuth.

    How to Run

    If the Prosecutor nominates, mark that player with the NOMINEE reminder. That night, wake them and show them a player of the same alignment as the marked player. Put the Prosecutor to sleep.

    Townsfolk

  13. Socialite

    If you nominated today, tonight, learn the character of one of the nominee's neighbors.


    “Oh, you simply must tell me about Agatha! No! She did what?! Oh my, wait 'till Evelyn hears of this. Evelyn! Evelyn, darling, wait!”

    The Socialite can learn the characters of the players that neighbor the player they nominate.

    • If the Socialite nominated today, they learn the character of one of the nominee's neighbors tonight.

    • Which neighbor's character they learn is entirely up to the storyteller's discretion.

    • If the Socialite didn't nominate today, they are not woken and do not register as having woken to abilities like the Groundskeeper.

    Examples

    The Socialite nominated a player who neighbors the Merrymaker and the Countess. That night, she learns the Countess.

    The Socialite nominates a player who neighbors the Noster and the Spinster. She learns the Spinster. The following day, she nominates a player that neighbors the Noster and the Prosecutor. She learns the Prosecutor.

    How to Run

    If the Socialite nominates, mark that player with the NOMINEE reminder. That night, wake them and show them the character token of one of their neighbors. Put the Socialite to sleep.

    The Socialite is a very powerful character. Try to avoid confirming a player too quickly and cast doubt on players at the right moments instead of at every turn.

    Townsfolk

  14. Anomaly

    You think you are a Demon bluff, but you are not. A good player knows you are in play.


    “#ERROR#: DATA NOT FOUND. ASSIGNING BACKUP VALUE.”

    The Anomaly player thinks that they are a good character, and has no idea that they are actually the Anomaly. A good player knows to look out for the Anomaly.

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

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

    • Any good player may learn that the Anomaly is in play, even the Anomaly themselves.

    • The token the Anomaly pulls must then also be shown to the Demon as part of the three characters they see during the first night.

    Examples

    The Anomaly thinks they are the Countess. The Demon is shown that the Groundskeeper, the Maiden and the Countess are not in play.

    The Anomaly thinks they are the Paranoiac. The Demon attacks them in the night. They die.

    The Anomaly thinks they are the Grudge. Although they could nominate without repercussions, they have no way of truly knowing they are the Anomaly and thus should still adhere to the character's rules.

    How to Run

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

    While preparing the first night, put the Anomaly's IS THE ANOMALY reminder token by any good character token, changing that player's character to the Anomaly. They are now a Townsfolk, and do not have the ability of their supposed character. (But they think they do.)

    During the game, act as if the Anomaly is actually this character. (If that character would wake to act at night, the Anomaly 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.)

    If the Anomaly thinks they are an Outsider, the Outsider count must still be satisfied without counting the Anomaly (i.e. there has to be an additional Outsider in play)

    Attribution

    Google

    Townsfolk

  15. Doctor

    Other players don't die at night until after you wake. Each night*, you learn who & may (once), choose one of them: if good, they live.


    “Show me where it hurts. Mhm. Mhm. Yes, considering all your symptoms, my professional medical diagnosis is that something bit off half your face.”

    The Doctor can save players from dying at the last second.

    • Each night except the first, the Doctor learns which players will die. They can choose to save a player, and if they do (and that player is good), this is as if the player never died.

    • While the Doctor is in play, all player deaths in the night except their own are suspended until the Doctor has woken. That means that effects that occur upon death must be withheld until the Doctor has made their choice.

    • The Doctor saving a player is not a resurrection, because the player has not died. The saved player does not have a new instance of their ability, nor do effects that occur upon death (like Occultist or Nightmare) trigger.

    • Once the Doctor has used their ability, stop waking them. Since the information they would get doesn't benefit them anymore, this allows you to save time during the night.

    • The Doctor also learns of potential deaths that would be caused by another player's death, such as the Spinster. They may save that player separately, or both by choosing the player responsible for the other's death.

    • The Doctor cannot save themselves.

    Examples

    The Lady kills the Postman. The Doctor saves the Postman. They live, but do not receive their starting info again.

    The Countess kills the Snob. The Doctor chooses to save the Snob, who dies anyway because they are evil.

    The Nightmare kills the Groundskeeper. The Doctor saves them. The Groundskeeper lives and still gets to act at their point in the night order, and no good player is woken to learn a player who is not the Demon.

    The Spinster chose the Prosecutor tonight. The Prosecutor gets chosen by the Demon. The Doctor learns both the Spinster and the Prosecutor and chooses to save the Prosecutor. The Spinster also doesn't die.

    How to Run

    Each night except the first, wake the Doctor. Point to all players that would die tonight. Ask if they want to use their ability. If they do, they point to a player. Mark that player with the SAVED reminder and remove any DEAD reminders. Put the Doctor to sleep.

    Townsfolk

  16. Spinster

    Each night*, choose a living player (not yourself): if the Demon kills them, you die too.


    “Lost is my quiet for ever, lost is life’s happiest part; lost all my tender endeavour to touch an insensible heart.”

    The Spinster dies too if the player who hosts them for the night passes.

    • Each night except the first, the Spinster chooses an alive player. If the Demon kills that player, the Spinster dies as well.

    Examples

    The Spinster chose the Countess. The Countess is killed by the Guvna. The Spinster dies as well.

    The Spinster chose the Socialite. The Socialite is killed by the Nightmare. The Spinster doesn't die.

    The Spinster chooses the Prosecutor. The Maiden is killed by the Noster, who then also chooses the Prosecutor. The Spinster dies as well.

    How to Run

    Each night except the first, wake the Spinster. The Spinster points at any player. Mark the chosen player with the CHOSEN reminder. Put the Spinster to sleep.

    If the chosen player dies tonight, mark the Spinster with the DEAD reminder. Announce their death at dawn.

    Outsider

  17. Spirit

    If you die, you might register as alive.


    “I don't *feel* dead, you know? Like, I know I technically am, but aside from some light floating and some moderate invisibility, I feel fine.”

    The Spirit can appear alive to town and make players unsure about whether they're still alive.

    • If the Spirit dies, the Storyteller can decide to have them register as alive to the game. If they do, the Spirit may still nominate and vote as normal.

    • The Spirit should create uncertainty when it comes to knowing how many players are still alive. For game end conditions they should always be treated as dead, so if three players live and one of them is actually the dead Spirit, the game is over.

    • A dead Spirit can register as alive or dead at any point and differently to different abilities simultaneously, but their state should remain consistent and believable at any time their state is known.

    Examples

    The Lady kills the Spirit. They die. The next morning, the Storyteller announces that no one died in the night.

    The Spirit is dead but registers as alive. They nominate and vote for the Countess.

    The Spirit is dead but registers as alive. Four other players live. A player other than the Demon is executed and the Demon kills a player during the night. The game is over because only two players live.

    How to Run

    If the Spirit dies, you may decide to have them register as alive. While they register as alive, they can nominate and vote as normal. Don't count them as alive for game end conditions.

    Make the survival believable for the script. In Charged Dinner, there is no execution survival, it is therefore advised to have the Spirit die if executed and not to resurrect them at some point during the game, although these are technically possible.

    Outsider

  18. Maiden

    If you died today or tonight, all Townfsolk are drunk until tomorrow dusk.


    “These flowers are right pretty, wouldn'tcha say so too? My papa always says I'm a right pretty flower myself. Though, I ain't too sure about that.”

    The Maiden, when they die, causes the whole town to be drunk for one night.

    • The Maiden's drunkenness triggers immediately, not at its point in the night order. If they were executed, characters like the Countess or the Doctor are also drunk.

    Examples

    The Maiden died today and all Townsfolk are drunk. The Demon kills the Occultist who has not chosen a Demon. The Occultist learns a "yes".

    The Maiden died today and all Townsfolk are drunk. The Demon kills the Paranoiac, who dies.

    The Doctor is in play. The Demon chooses the Maiden. The Maiden doesn't die until the Doctor chooses not to save her.

    How to Run

    If the Maiden dies, mark the Maiden with the FEAST reminder. All Townsfolk are drunk until the next dusk. The Maiden does not lose this ability when dead.

    Outsider

  19. Grudge

    You may only nominate if nominated & must then nominate a living player. The good player you last nominated is drunk, even if you die.


    “Oh really? Is this how you want to play? I'll show you "you're just kinda rude"! I am VERY rude!”

    The Grudge has to nominate when provoked and makes the good players they nominate drunk.

    • The Grudge can't nominate of their own accord. They can only nominate once they have been nominated. This also means they can't nominate themselves.

    • If the Grudge nominates a good player, they become drunk. That player stays drunk until the Grudge nominates another good player. If the Grudge nominates an evil player, the previously drunk good player stays drunk.

    • It is not the Storyteller’s responsibility to prompt the Grudge to nominate after they've been nominated. The Grudge must do this on the same day that they are nominated. Deliberately not doing so is considered cheating.

    Examples

    The Grudge is nominated. They nominate the Flirt, who becomes drunk.

    The Grudge nominates the Sleuth. The Sleuth becomes drunk. The next day, the Grudge nominates the Curfew. The Sleuth remains drunk, because the Curfew is an evil player. The day after that, the Grudge nominates the Merrymaker. The Merrymaker becomes drunk.

    How to Run

    If the Grudge is nominated, they must nominate another player. If that player is good, mark them with the DRUNK reminder. The next time they nominate a good player, move the DRUNK reminder to that player.

    If the Grudge player doesn’t realize that they must nominate when they are nominated, privately remind them. Some players may not understand how their character works.

    Attribution

    Maxicons

    Outsider

  20. Slanderer

    Each night, choose a player: executions caused by your or their nomination fail tomorrow. If 3 or 4 players live, you lose this ability.


    “Breaking News! Erica actually SUCKS ASS! Yeah, take that, Erica!”

    The Slanderer can effectively undercut a player's ability to have their nomination execute.

    • Each night, the Slanderer chooses a player to slander. If that player or the Slanderer nominates any player on the next day, the vote tally for that nominee is zero.

    • The Slanderer's slander lasts only for one day, but the Slanderer may slander the same player again and again each night.

    • As soon as three or four players are left alive, the Slanderer's slander is immediately removed, and the Slanderer acts no more.

    Examples

    There are 12 alive players. The Slanderer chooses the Merrymaker. The Merrymaker nominates the Guvna. The Guvna gets 8 votes. The Inquisitor also gets nominated and gets 6 votes. At the end of the day, the Inquisitor is executed and dies.

    There are 10 alive players. The Slanderer chooses the Flirt. The Slanderer nominates the Maiden. The Maiden gets 5 votes. No one else gets enough votes. No one is executed that day.

    The Slanderer chooses the Postman. The Postman calls for the exile of a Traveller. The Traveller is exiled, because abilities do not affect exiles.

    How to Run

    Each night, wake the Slanderer. They point at any player. Put the Slanderer to sleep. Mark the chosen player with the SLANDERED reminder.

    The next day, if the Slanderer or the player marked SLANDERED makes a nomination, the final vote tally on that nomination is 0.

    You may declare that a zero-tally vote is successful but secretly keep a record of which player is really about to die by marking them with the Slanderer's ABOUT TO DIE reminder, then execute them when nominations are over.

    Minion

  21. Nightmare

    Each night*, you may choose a player: they die. For each player you kill, a good player learns a player who is not the Demon.


    “Shh, shh, shh. Hush now, my darling. Don't worry, come sunrise, everything will be over.”

    The Nightmare can kill players each night - at a cost.

    • On each night except the first, the Nightmare can decide to choose a player to kill. If the Nightmare's ability is then responsible for the death of that player, a good player learns a player who is not the Demon.

    • Any good player may learn a non-Demon player, even the player the Nightmare killed.

    Examples

    The Nightmare wakes and chooses the Grudge. The Grudge dies. The Storyteller wakes the Socialite and tells them that the Anomaly is not the Demon.

    The Nightmare wakes and chooses not to use their ability. The Storyteller puts them to sleep.

    The Nightmare wakes and chooses the Paranoiac. The Paranoiac dies, and does not kill a Minion.

    The Nightmare wakes and chooses the Spirit. The Spirit dies. The Storyteller wakes the Anomaly and tells them the Nightmare is not the Demon. In the morning, the Storyteller doesn't announce the Spirit's death.

    How to Run

    Each night except the first, wake the Nightmare. The Nightmare either points at any player or shakes their head. Put the Nightmare to sleep. A player chosen by the Nightmare dies - put the Nightmare's DEAD reminder by the chosen player's character token in the Grimoire and put a shroud on it.

    If the chosen player died, wake a good player. Show them the THIS CHARACTER SELECTED YOU and Nightmare character tokens and point at a non-Demon player. Put the good player to sleep.

    Attribution

    Maxicons

    Minion

  22. Curfew

    Each day, the 4th nominator or their nominee is executed immediately. Each night, choose if you are drunk until dusk.


    “That's it, no more Xes for you, big fella! Now, get out of my establishment or I'll give you what for!”

    The Curfew cuts days short.

    • The Curfew ends days early by making the 4th nomination always execute.

    • The Curfew can choose to be drunk each night to hide their existence or pretend that they died.

    • Which player is executed because of the Curfew's ability is up to the Storyteller.

    Examples

    The 4th nomination of the day is the Doctor nominating the Socialite. The Socialite is executed and dies.

    During the night, the Slanderer chose the Spirit. That day, the Spirit is the 4th player to nominate. Since executions caused by the Spirit's nomination fail today, neither they nor the player they nominate is executed and the day continues. Next, the Paranoiac nominates the Postman. Since it is no longer the 4th nomination, the day continues as normal.

    The 4th nomination of the day is the Snob nominating the Countess. The Snob is executed and dies.

    The Curfew's ability is to cut days short. It should not be a tool for evil to control executions. If an evil player (barring the Demon) is the 4th player to make a nomination on any given day, don't be afraid to execute them for it.

    Minion

  23. Snob

    An Outsider's Townsfolk neighbor is poisoned & might register as evil & as a Minion. [+0 or +1 Outsider]


    “Ohhhhhmygod, did you *see* what Janet was wearing??? Where did she get dressed, the dumpster?”

    The Snob makes it suspicious to neighbor an Outsider.

    • If the Snob is in play, this might add one Outsider to the game.

    • The Snob's poison may skip over an evil player to poison a player who does not directly neighbor an Outsider, though it is advised that this only be done if not otherwise possible.

    • The player who is poisoned and the player who might register as evil must be the same, the ability cannot be split up to affect two different players.

    Examples

    The Snob adds the Grudge to a 7-player game. The Socialite, who neighbors the Grudge, is poisoned. The second night, the Demon chooses the Paranoiac, who lives and instead kills the Socialite who registers as a Minion.

    The Snob added the Spirit. The Spirit neighbors the Snob and the Lady. The Lady neighbors the Merrymaker. The Merrymaker is poisoned & might register as evil, because the Snob can only poison Townsfolk.

    How to Run

    While setting up the game, remove any Townsfolk character token and add any Outsider character token. This Outsider token goes into the bag instead of the Townsfolk token. Choose a good player who neighbors an Outsider and mark them with the POISONED reminder. When the Snob dies, remove the POISONED reminder from that player.

    Minion

  24. The Lady

    Each night*, choose a player: they die. Townsfolk you nominate are poisoned.


    “I always get what I want... and if I don't, well... there's ways around that, darling.”

    The Lady can disarm her most dangerous threats by poisoning them through her nomination.

    • Each night except the first, the Lady gets to choose a player to die. During the day, the Lady poisons any Townsfolk she nominates.

    Examples

    The Lady nominates the Doctor. That night, she chooses the Socialite. The Doctor chooses to save the Socialite. The Socialite dies.

    The Lady nominates the Occultist. That night, the Occultist chooses the Lady and later dies. They learn a no.

    The Lady nominates the Maiden who is executed and dies. That night, all Townsfolk are drunk.

    How to Run

    Each night except the first, wake the Lady. The Lady points at any player. Put the Lady to sleep. The chosen player dies—put the Lady's DEAD reminder by the chosen player's character token in the Grimoire and put a shroud on it.

    If the Lady nominates a Townsfolk, mark them with the POISONED reminder.

    Attribution

    Aha-Soft

    Demon

  25. Mansel

    Each night*, choose a player: they die. The 1st good player to nominate you turns evil that night.


    “I am truly sorry that I have made you feel this way. Truly. However, I have an offer for you that I believe you cannot say no to.”

    The Mansel makes the first player to cast suspicion on them join their ranks.

    • Each night except the first, the Mansel gets to choose a player to die. The first time they are nominated by a good player, that player becomes evil.

    • An evil player nominating the Mansel does not use up their ability.

    Examples

    The Prosecutor nominates the Mansel. That night, they turn evil and learn themselves.

    The snob-poisoned Paranoiac nominates the Mansel. That night, they don't turn evil because they registered as evil. The next day, the Flirt nominates the Mansel. They turn evil that night.

    How to Run

    Each night except the first, wake the Mansel. The Mansel points at any player. Put the Mansel to sleep. The chosen player dies—put the Mansel's DEAD reminder by the chosen player's character token in the Grimoire and put a shroud on it.

    The first time the Mansel is nominated by a good player, mark that player with the TURNS EVIL reminder. That night, wake them and show them the YOU ARE token and a thumbs down. Put them to sleep. Mark the Mansel with the USED ABILITY reminder.

    Demon

  26. Noster

    Each night*, choose a player: they die. Once per night, if you choose a Minion or Outsider, act again. [+1 or -1 Outsider]


    “All it needs is a piece of its own flesh... The scorned shall know no rest.”

    The Noster can kill multiple times if it kills Outsiders or sacrifices its Minions.

    • Each night except the first, the Noster gets to choose a player to die. Once each night, if that player is a Minion or Outsider, they get to choose again.

    • The first player does not have to die for the Noster to get to choose again. As long as they are a Minion or Outsider, they get to make another choice.

    • If the Noster is in play, this adds or removes one Outsider from play.

    Examples

    The Noster chooses the Socialite. They die and the Noster goes back to sleep.

    The Noster chooses the Snob. They get to choose again and choose the Postman. Both die.

    The Noster chooses the Curfew. They get to choose again and choose the Maiden. They don't get to choose a third time.

    Demon

  27. Guvna

    Each night*, choose a player: they die. You start by choosing a good player: if they nominate, that night, choose 2 players.


    “The streets are bursting with the poor, sick and homeless! Others might say this calls for swift action to end poverty! But I suggest: Why not just end the poor?”

    The Guvna chooses a player to strengthen their influence and allow them to kill twice if that player nominates.

    • The Guvna may choose any player, as long as they are good.

    • The Guvna may not move their choice. If their leverage is dead, they cannot kill twice in a night anymore.

    Examples

    During the first night, the Guvna chose the Inquisitor. During the first day, the Inquisitor nominated. That night, the Guvna gets to choose two players.

    During the first night, the Guvna chose the Grudge. During the second day, they nominate the Grudge, who has to nominate another player. That night, the Guvna gets to choose two players.

    How to Run

    During the first night, wake the Guvna. They point at a good player. That player is their leverage - mark them with the LEVERAGE reminder. Put the Guvna to sleep.

    Each night except the first, wake the Guvna. They point at a player. If their chosen player nominated today, they point at a second player. Mark all of their choices with the DEAD reminder. Put the Guvna to sleep.

    Attribution

    Maxicons

    Demon

  28. Night Order

    First Night

    Slanderer
    Curfew
    Guvna
    Anomaly
    Inquisitor
    Flirt
    Postman
    Occultist
    Sleuth
    Groundskeeper

    Other Nights

    Slanderer
    Curfew
    Spinster
    Countess
    Nightmare
    The Lady
    Mansel
    Noster
    Guvna
    Doctor
    Maiden
    Paranoiac
    Occultist
    Sleuth
    Prosecutor
    Socialite
    Groundskeeper
  29. this almanac generated using Bloodstar Clocktica