
Taoist
Each night*, choose a player: if the Demon is chosen, you die and they are drunk until the next dawn.
Townsfolk
Each night*, choose a player: if the Demon is chosen, you die and they are drunk until the next dawn.
Townsfolk
You start by choosing a number: on the night corresponding to that number, you learn how many character types are alive.
Townsfolk
You start by choosing a player and learning their character type. Each night*, you learn the character type of the next non-Traveller player clockwise from the last target.
Townsfolk
If you die during the day, learn a good player tonight. If you die during the night, learn an evil player.
Townsfolk
You start knowing an in-play Minion. Once per game, if you publicly guess who they are, they die.
Townsfolk
Once per game, the Storyteller will break a rule. On the following night, learn which rule it was.
Townsfolk
If you die at night, the Demon's ability becomes "Each night*, one player may die."
Townsfolk
Each night*, if a player was executed during the day, you learn the number of living townsfolk.
Townsfolk
Each night*, if you nominated a unique player today, learn their character. Outsiders register as evil characters to you.
Townsfolk
Each night*, choose two good characters (not Patrol): if both are in play, they can't die tonight.
Townsfolk
If you die at night, you swap characters with a living Minion.
Townsfolk
Each night*, choose a player (not yourself or Travelers): if the Demon kills them tonight, you swap characters and they are drunk.
Townsfolk
Each night, choose two living players: if they are of the same alignment & one of them is targeted by an ability, the other is targeted instead.
Townsfolk
Each day, publicly name a character: at night, you learn if it is in play. The first time you learn a "No", lose this ability.
Townsfolk
Each night, choose up to 3 players: you learn whether they were selected or affected by evil abilities
Townsfolk
If there are no dead evil players, you can only die by execution.
Townsfolk
Once per game, at night*, choose a Townsfolk character: if they are in play, they become drunk and die.
Townsfolk
Each night*, you learn if a good player (not Travelers) died today.
Townsfolk
One of your good neighbors is drunk, even if you are dead.
Outsider
If you nominate and execute the Demon, you become an evil Demon. You lose this ability if there are less than 5 alive players (Travelers don't count).
Outsider
You start by choosing a player (not yourself). Each night*, if they are targeted or affected by an evil ability, you die.
Outsider
Each night, choose left or right: you learn the character of your alive good neighbor in that direction. They are poisoned and register as an evil Eagle till dusk.
Minion
On your first night, choose a living player: they die but register as alive. The next time they die, they are resurrected and you regain your ability.
Minion
Each night*, you may choose to die. Players who are "mad" they should die might be executed.
Minion
Each night*, choose a player: if they live, they choose to either lose their ability, or die and keep their ability until dusk.
Minion
Each night, choose a Townsfolk character and the information they get tonight when they wake.
Minion
On your first night, look at the Grimoire and choose a player: they will die on the 3rd night, even if they can't for some reason. Each night, choose a player: the player you chose last night dies.
Demon
Each night*, choose a player: they die. You also have the ability of the last minion who died by execution.
Demon
Each night*, choose up to 2 players: they die. The number of players you choose cannot be the same as the number of players who died last night (max 2).
Demon
Each night*, choose a player: they die. If you didn't vote during the day, choose 2 players instead.
Demon
Each night, choose up to 3 players: if 1 dies by execution today, the others die tonight. Otherwise, 1 of them dies tonight.
Demon
One of the players who rudely interrupted you during the day will be drunk that night, even after you are exiled.
Traveler
Remove restrictions on all character abilities when making choices.
Fabled