1. There have been rumors about people vanishing without any traces of their body found anywhere, although them being dead or, at least, inflicted harm is likely: blood is often found near their last reported locations. It is unkown whose blood it actually is. Imagine if such a technology existed! Imagine if I lived to see it be invented! Nonsense, am I right?

    Of course, pardon me, Madam. I will continue...

    Commonfolk do not seem to be a target of this mysterious executioner, if they even exist. All supposed victims seem to have had some sort of criminal record or contribution in the arts or science. We do not suspect that there are currently enough victims in order to form a concrete pattern, but the case is of importance to us. Probability of this being a single entity or person is low, but with the recent sightings of similar... cases... near the County of Stonerook, or, by it's archaic name, Ravenswood Bluff seem to suggest that this might be an organization with a singular unit of murder.

    Wait, no- Please! Do not cut our funding, Madam, we can figure this out! We can solve this, week by week, or...

    Day By Day
  2. Advanced Day By Day is a script revolving around tricky circumstances that come and go as days pass. People might trust you today, but perhaps that won't hold true tomorrow. In this script, you have to maximize your potential, or die trying, for your choices matter here more than ever. The script is for those enjoy scripts with feels similar to that of Bad Moon Rising, where you can make an impact on the game, no matter your actual mechanic capabilities, and where evil abilities hold many twists for the future and need their motives uncovered to be accurately noticed.

  3. Coroner

    You start knowing the highest amount of steps between two non-Townsfolk (non-Traveller) players.


    “Such sudden drownings.. all opposition members.. You may be wondering how those two might be related, I - too.”

    The Coroner learns the distance between the furthest non-Townsfolk players

    Examples

    Susie is the Coroner and there are 12 players in the game. Ollie, the Unazoth, is sitting 6 steps away in both directions away from Ian, the Orator. On the first night, Susie learns a 6.

    Ashley is the Coroner. Richard, the Manipulator, neighbours both Alex, the Logos Dei, and Kai, the Witness. All other players are Townsfolk. On the first night, Ashley learns a 2, as the longer path is always ignored.

    Janet is the Coroner and there are 12 players in the game. Kisa is the Orator and is sitting 2 steps away from Nigel - the Logos Dei. Kisa and Nigel are sitting 5 and 3 steps away from Sterling, the Rebellion, respectively. Kisa, Nigel and Sterling and sitting 3, 5 and 4 steps away from Justin, the Summoner, respectively. On the first night, Janet learns a 5, as the longe path is always ignored.

    How to Run

    On the first night, calculate all the step counts between all pairs of non-Townsfolk players, always using the shorter of the two paths. Then, wake the Coroner to show the highest number of steps found before putting them back to sleep.

    Townsfolk

  4. Cimlaaq

    Each night, learn 3 players: tomorrow, you may name a statement about them to the Storyteller. If false, you lose your ability.


    “The wind blows away so many good things, so stay under the roof of those who you understand you.”

    The Cimlaaq finds truths about groups of players

    Examples

    Gary is the Cimlaaq. On the first night, they learn Harry, the Ravager, Roxanne, the Benefactor, and Paula, the Rebellion. The following day, Gary names the statement "Exactly 1 of them is an Outsider" to the Storyteller. That night, Gary wakes to learn 3 players.

    Clyde is the Cimlaaq and Xavier is the Festerwood. In the first night, Xavier chooses Clyde, and Clyde learns Xavier, Dianne, the Musketeer, and Rose, the Witness. The following day, Clyde names the statement "None of them are Outsiders" to the Storyteller. That night, Clyde wakes to learn 3 players.

    Nessa is the Cimlaaq and Beatrice is the Foxglove. In the first night, Beatrice chooses to poison the Cimlaaq, and Nessa learns herself, Blake, the Coroner, and Georgie, the Medium. The following day, Nessa names the statement "None of them are evil" to the Storyteller and loses her ability.

    How to Run

    During the night, wake the Cimlaaq and point to any 3 players, then put them back to sleep. Mark the players you pointed to with a "Seen" reminder token on the Grimoire. During the day, the Cimlaaq may walk up to you to privately tell you a statement that regards the group of 3 players you last pointed to. If that statement is false, place a "No Ability" reminder token next to the Cimlaaq on the Grimoire.

    At the start of the night, clear all "Seen" tokens from the Grimoire.

    If the Cimlaaq is poisoned when naming to you a statement, it is fully within your decision to rid, or not to rid, them of their ability, regardless of the statement named.

    Townsfolk

  5. Astrologist

    Each night, choose a Townsfolk character (different from before): gain their ability until dusk. You are drunk every other night.


    “Every time you gaze into the night sky, you see something different, as if a new to you person's eyes, as if a fresh painting...”

    The Astrologist adopts townsfolk abilities one at a time

    Examples

    Xavier is the Astrologist who is drunk on even nights. On the first night, they chose the Coroner and leared a 5, which is true. On the second night, they chose the Benefactor, and, the following day, learned that Nick is currently the least important player, which is false, as Nick is the Fellowfolk.

    Winona is the Astrologist who is drunk on odd nights. On the fourth night, they chose the Musketeer and chose themselves and Katie, Poetaster. The Logos Dei, Juliette, then woke to learn Katie and Winona. On the sixth night, Juliette chose Katie as one of their picks whilst Winona still alive, but Winona did not wake to learn Juliette.

    How to Run

    At the start of the game, place an "Even" or "Odd" reminder token next to the Astrologist on the Grimoire. On nights of that parity, the Astrologist is drunk.

    Every night, wake the Astrologist and make them point to a Townsfolk character on the sheet that they have not yet pointed to. Then put them to sleep. Refer to the other almanac entries for how to run the ability the Astrologist has acquired. If they were drunk when choosing the Townsfolk character to gain the ability of, they do not gain it, but believe that they have, in fact, gained it.

    Townsfolk

  6. Constable

    Each night, choose player (not you or your alive neighbours): learn their alignment. If a living neighbour is evil, it's false.


    “And what do we have 'ere, aye?.. What you starin' for, ya boot? Take a gander at what they nicked. Kids these days don't do nuttin'.”

    The Constable attempts to learn the alignments of other players

    Examples

    Barbara is the Constable that neighbours Rose, the Benefactor, and Kyle, the Phantasm, both of whom are alive. On the first night Barbara chooses Phillip, the Manipulator, and learns that they are evil.

    Bert is the Constable that neighbours Max, the Coroner, and Xavier, the Fellowfolk, both of whom are alive. On the first night Barbara chooses Janice, the evil Vacillator, and learns that they are good.

    Sid is the Constable that neighbours Zoe, the Coroner, and Tarsh, the Festerwood, both of whom are alive. On the second, Tarsh chooses Zack, the Poetaster, and Sid does too and learns that they are good.

    How to Run

    Every night, wake the Constable and make them choose a player that is neither them nor one of their alive neighbours. Check the alignment of the player they chose and show it to the Constable before putting them back to sleep. If one of the Constable's current alive neighbours is evil, show them the opposite alignment instead.

    Townsfolk

  7. Cherry Picker

    Each night*, you may choose a player. Chosen Townsfolk become not-in-play Outsiders. [+0 or +1 Outsider]


    “My desire for new toys is no visible enthusiasm, but one hidden, an excitement burning with a cold flame. Just like how I like my absinthe, heh.”

    The Cherry Picker forms trust through creating Outsiders

    Examples

    Earl is the Cherry Picker. On the third night, they decide to choose Martha, the Benefactor, who then becomes the Rebellion.

    Rory is the Cherry Picker. On the second night, they decide to choose Tim, the dead Coroner, who then becomes the Vacillator and turns Evil.

    Matrice is the Cherry Picker. On the second night, they decide to choose Winston, the Foxglove, but nothing happens.

    Abel is the Cherry Picker. On the fifth night, they decide to choose Kyle, the Astrologist, but nothing happens because all 4 Outsiders are in-play already.

    George is the Cherry Picker. On the second night, they choose Fry, the Musketeer, who then learns that they have become the Ravager, but they have actually become the Phantasm.

    How to Run

    Every night, wake the Cherry Picker and allow them to point at a player if they wish to. Then, put them back to sleep. If they pointed to a player that is currently a Townsfolk and there are currently Outsiders that are not-in-play, choose one the given Outsiders and replace the chosen's player character token on the Grimoire with that Outsider. Then, wake that player and show them their new character.

    Townsfolk

  8. Medium

    Each night*, swap characters & alignments with the Demon (choices & state persist). Demons don't learn Minions, & vice versa, until you die.


    The Medium keeps themselves and the demon neutral

    Examples

    Tom is the Medium and Ro is the Logos Dei. On the first night, Ro chooses Matt, the Foxglove, and Paula, the Beldam. On the second night, Matt and Paula die, then Ro chooses Yi, the Musketeer, and Lilia, the Ravager, and then Tom and Ro swap characters and alignments. The following night, Yi and Lilia die.

    Hubert is the Medium and Clara is the Festerwood. On the second night, Clara chooses Fin, the Phantasm, then Hubert and Clara swap characters and alignments. The following night, Hubert chooses Nigel, the Poetaster. The next day, an announcement is made that the Festerwood chose someone that isn't their first pick.

    Susie is the Medium and Cassandra is the Fellowfolk. On the first night, Cassandra learns the Astrologist. The following night, Cassandra chooses to kill Julie, the Coroner, then Susie and Cassandra swap characters and alignments. The following night, Susie chooses to kill Cassandra, causing all Minions and the Demon to wake tonight to learn the others.

    How to Run

    Every night but the first, swap the characters and alignments of the Medium and Demon players on the Grimoire. Then, individually wake them to alert them of their new character and alignment. This does not cause new iterations of the Demon to be created, and all states and choices persist even after the swap.

    As an optional rule, Travellers may be alerted of the Demon upon the Medium's death if it's different from the any they've learned previously as per their Traveller status.

    Townsfolk

  9. Ravager

    Each night*, you may name a Townsfolk character: they die. If out of play or dead, you die.


    The Ravager confirms players by killing them

    Examples

    Paul is the Ravager. On the second night, they decide to choose the Fashionista. Olivia, the alive Fashionista, then dies.

    Delilah is the Ravager and Anna is thed dead Cherry Picker. On the third night, Delilah chooses the Cherry Picker and dies.

    Riley is the Ravager, Izzy is the Festerwood. On the second night, Izzy chooses Quinn, the alive Benefactor, and Riley chooses the Benefactor, and dies.

    How to Run

    Every night but the first, wake the Ravager and allow them to point to a Townsfolk character on the sheet. Then put them back to sleep. If they pointed to a character that is currently in play and alive, place a "Dead" reminder token next to them on the Grimoire. If they pointed to a character that is currently either out of play or dead, instead place the "Dead" reminer token next to the Ravager.

    Townsfolk

  10. Beldam

    Each night*, learn a character neighbouring the player that died by execution today (skipping Travellers).


    The Beldam learns who neighbours executees

    Examples

    During the day, Julian the Benefactor is executed. They neighbour the Summoner, Micheal, and the dead Musketeer, Violet, who is actually the Phantasm. Tonight, Wendy, the Beldam, learns the Phantasm.

    During the day, no one is executed. Tonight, the Beldam, Kyle, does not wake.

    How to Run

    Whenever a player dies by execution, mark them with a "Died" reminder token on the Grimoire. Tonight, wake the Beldam and choose a character that directly neighbours the player with the "Died" reminder token, skipping over Travellers, to show to the them. Then, put the Beldam back to sleep and clear all "Died" reminder tokens off the Grimoire.

    Townsfolk

  11. Poetaster

    Each day, guess a player as a Minion to the Storyteller. If a player you correctly guessed is executed & dies, your team wins.


    The Poetaster guesses Minions in an attempt to win

    Examples

    On the first day, the Poetaster, Mick, visits the Storyteller to guess Anna, the Medium, as the Manipulator. Later that day, Anna is executed and the game continues.

    On the third day, the Poetaster, Hubert, visits the Storyteller to correctly guess Eliza as the Orator. On the fifth day, both Eliza and Hubert are still alive, and, at dusk, with Eliza executed, good wins.

    On the second day, the Poetaster, Oliver, whilst drunk due to Carrie, the Rebellion, visits the Storyteller to correctly guess Rob as the Summoner. On the third day, Carrie becomes drunk, making Oliver sober. Later that day, Rob is executed and the good team wins.

    How to Run

    Once per day, if the Poetaster requests a private chat with you, take them away from the circle so you cannot be overheard. Allow them to whisper you which player they are guessing and as what Minion character. After dispersing, if the Poetaster was correct in their guess and both sober and healthy, mark the guessed player on the Grimoire with a "Correct" reminder token. If a player with a "Correct" reminder token is executed and dies whilst the Poetaster is alive, sober and healthy, the good team wins.

    Townsfolk

  12. Fashionista

    Each day, you may learn a statement from the Storyteller that was at some point true, but is currently false.


    The Fashionista learns false statements that were true before

    Examples

    On the first day, the Fashionista, William, visits the Storyteller and learns "No good player has woken". During the first night, the Astrologist, Albert, woke, so the statement is false.

    On the first day, the Fashionista, Ian, visits the Storyteller and learns "No player has been chosen by an ability" During the first night, the Constable, Winona, woke and chose Ian, so the statement is false.

    On the first day, the Fashionista, Angelica, whilst poisoned by Julie, the Foxglove, visits the Storyteller and learns "No two characters adjacent to each other on the night order have both woken". The statement is still true.

    On the third day, the Fashionista, Cynthia, visits the Storyteller and learns "All players are sober, healthy and are receiving true information". The statement is currently false as the Beldam, Olexander, is drunk due to the Rebellion, Mia, who became the Rebellion on the second night due to being chosen by the Cherry Picker - Fin.

    How to Run

    Once per day, if the Fashionista requests a private chat with you, take them away from the circle so you cannot be overheard. Whisper them a statement that is currently true, but was false at some other point in time in the game.

    Townsfolk

  13. Benefactor

    Each day, you may visit the Storyteller to learn who they believe is currently the least important alive player.


    The Benefactor learns players with the least probable impact at the moment

    Examples

    During the fifth day, the Benefactor, Joel, visits the Storyteller and learns Penelope, the Violinist. This is because the Demon is dead.

    During the first day, the Benefactor, Ken, visits the Storyteller learns Maria, the Astrologist. This is because they are drunk on Even nights.

    During the second day, the Benefactor, Lily, visits the Storyteller learns Jim, the Musketeer. This is because the Musketeer ability is unlikely to have much impact this early on in the game.

    How to Run

    Once per day, if the Fashionista requests a private chat with you, take them away from the circle so you cannot be overheard. Whisper them who you currently believe to be the least important alive player in the game.

    Townsfolk

  14. Muskeeter

    Once per game, at night*, choose 2 other players: if the Demon chooses the 1st, you learn them. The Demon learns your choices (at random).


    “Trails of black dust fell out of the small baggie as sounds of shifting sands followed precise movements: "None for one and one for all... what a joke our world is." Suddenly, the musket felt lighter, and the burden - heavier.”

    The Muskeeter protects one of two player by threatening the demon's identity

    Examples

    Mick is the Muskeeter. They wake and choose Miley as their first player, and Peat - as their second. Linda, the Fellowfolk, learns that Mick chose Peat and Miley, and, that night, chooses to kill Peat. Peat dies and Mick learns nothing.

    Violet is the Muskeeter. They wake and choose Romeo and Danny, in that order. Romeo, the Fellowfolk, does not learn of this as Xavier is the Witness with Muskeeter as one of their characters.

    Phil is the Muskeeter. They wake and choose Miles and Daisy. Juliet, the Festerwood, picks Oliver - the Orator. That night, Miles dies due to Juliet's ability. Phil then wakes and learns that Oliver is the Demon.

    How to Run

    Every night (not on the first), unless the Muskeeter has already used their ability, wake them. If they choose to use their ability, ask them to point to 2 different players other than themselves. Put a "Chosen" token near both players, and a "Protected" token near their first pick; along with a "No Ability" token near the Muskeeter. Then, put the Muskeeter back to sleep, and wake the Demon player (or one of them if there are multiple). In any order that you wish, point to both of the players, make sure that the Demon understood who you pointed at, then put them back to sleep.

    If the Demon kills the player with the "Protected" token while the Muskeeter is alive, wake the Muskeeter, point to the Demon player and put them back to sleep.

    The Musketeer ability, if activated, lasts while the Muskeeter is alive, sober and healthy. It does NOT simply last until dusk and does not deactivate upon the 1st or 2nd player being killed.

    Townsfolk

  15. Violinist

    If an evil player kills you, until the end of next night, all evil players are drunk.


    The Violinist gives extra time if killed

    Examples

    Yan is the Violinist. On the third night, the Fellowfolk, Miles, chose to kill Yan, causing Miles and Clara, the Summoner, to both be drunk until the end of the fourth night. At the start of the fourth night, Yan was chosen by Maya, the Cherry Picker, causing the aforementioned evil players to be now sober.

    Julian is the Violinist. On the fourth night, the Storyteller decided to kill Julian using the Festerwood ability. causing Zayn, the Festerwood, Charles, the Manipulator, and Blake, the evil Vacillator, to all be drunk until the end of the fifth night.

    How to Run

    If the Violinist dies due to an evil player's ability, place an "Evils drunk" reminder token next to them on the Grimoire. Once both a night and day has ended, remove it. Until then, all evil players, even if they were not evil at the moment of the Violinist's death, are drunk.

    Townsfolk

  16. Phantasm

    You think you're a Townsfolk &, if 2 Phantasms live, have their ability. The 1st Townsfolk you nominate becomes a Phantasm.


    “When I hear music... I feel ready to die. I become wildly confident, I become mighty, despising... loving...”

    The Phantasm thinks they're a Townsfolk and can be one

    Examples

    Tess is the Phantasm, who thinks that they are the Ravager. On the first day, they nominate Jessie, the Astrologist, who does not learn of becoming a Phantasm. The following night, Tess chooses the Beldam, and Fry, the Beldam, dies.

    Sid is the Phantasm, who thinks that they are the Violinist. On the second day, Sid nominates Clara, the Constable, who then becomes the Phantasm without learning this. The following night night, Clara dies. The night after that, Sid dies, and the evil team remains sober.

    Dan is the Phantasm, who thinks that they are the Cherry Picker. On the first day, the nominate Abby, the Foxglove, but nothing happens. On the second day, Dan nominates Yosef, the Medium, who then becomes the Phantasm without learning this.

    How to Run

    If less or more than 2 Phantasms live, operate as if each of the Phantasms is the Townsfolk they think they are, when they in fact are not. If a Phantasm nominates a Townsfolk, mark the nominee with the "Phantasm" reminder token and the nominator with the "Can't Convert" reminder token on the Grimoire. If exactly 2 Phantasms live, mark both with the "Has Ability" reminder tokens, as both of them now have the abilities of the respective Townsfolk they think they are.

    Outsider

  17. Witness

    2 characters might falsely appear as in-play & belonging to 1 player, even if dead. If you die at night, learn the characters.


    “It was dark. I was there. Hid I did. Lightning flashed. Something fell. Bullets fell. I saw them. Saw it all. Really, them. I do plead. Plead I more. Don't ask more.”

    The Witness causes characters to falsely register as in or out of play

    Examples

    Liam is the Witness. At the start of the second day, it is announced that the Orator has put the following law into play: "You shall not whisper with your neighbours, or you might die that night.", whilst there is no Orator character in play. The next night, Liam dies in the night, and learns the Orator and the Violinist.

    Pablo is the Witness. In the second night, the Ravager, Sophia, named the Constable. Due to the Witness ability, the Constable, Alexandra, registered as the Rebellion to the Ravager and thus did not die.

    Theresa is the Witness. In the third night, the Foxglove, Bob, chose the Beldam, which is not in play. Due to the Witness ability, Pheobe, the Cimlaaq, registered as the Beldam to the Foxglove, and thus Pheobe became poisoned until dusk.

    How to Run

    At the start of the game, place the "Witnessed" reminder token next to a player of your choosing on the Grimoire, and write down or remember 2 characters from the script. From that points onwards, even if the Witness dies, you may make the chosen characters falsely register as in play by falsely assigning it to the player with the "Witnessed" token.

    You may also make the characters falsely appear in play by either making false public announcements, or waking players as they were woken due to another character's ability.

    Remember that alignment and character are different things. The Witness can't make the alignment of players misregister.

    You can not make characters that are in play falsely appear as in play, so you can not make false Orator announcements when an Orator is already in play.

    Outsider

  18. Rebellion

    1 Townsfolk is drunk, even if you're dead. If you nominate the Demon, you lose your ability.


    “Viva a le revolucion! Death to them all!”

    The Rebellion drunkens a townsfolk until they nominate the demon

    How to Run

    During setup, add the "Drunk" reminder token to a Townsfolk. That townsfolk is drunk. If the Rebellion is to ever nominate the Demon, remove it.

    Outsider

  19. Vacillator

    On your 1st night, choose your alignment. Each night*, swap alignments, even if dead.


    “Every gaze into my memory leads me to different views... I do not want to upset anyone, but, I don't know, it seemed blue, their suit... Or was it green... oh I do not remember.”

    The Vacillator rhythmically swaps teams

    Examples

    On their first night, the Vacillator, Giorgio, chooses to be Evil. The next night, Giorgio wakes to learn that they are now Good. The night after, Giorgio wakes to learn that they are now once more Evil.

    On their first night, the Vacillator, Ruth, chooses to be Good. The next night, Ruth wakes to learn that they are now Good, and Wanda, the Violinist, is killed by the Fellowfolk. The night after, Ruth is drunk and does not wake.

    How to Run

    Each night, wake the Vacillator. If it's their first night, tell them to name an alignment. Gesture them if that they are now the corresponding alignment, unless it didn't change. If it is not their first night, gesture to them that they are now the opposite alignment. If the Vacillator is drunk or poisoned, do not wake them unless it is their first night and do not change their alignment due to their own ability.

    Orient their token on the Grimoire accordingly: upside down if Evil, right side up if Good.

    Outsider

  20. Foxglove

    Each night, choose 1 or 2 characters: they are poisoned until dusk. If you chose 2, the Demon is poisoned as well.


    “To be able to smell blood, to scent the difference between victim and drunkard, is to be the true mean. The downfall of others should not lower it, it should only lower them.”

    The Foxglove poisons upto 2 characters each night

    Examples

    Marcus is the Foxglove. He names Astrologist. Peon is the Astrologist; she are poisoned till dusk.

    Leon is the Foxglove. On the first night, they name Reveler & Constable. Danielle is the Fellowfolk, she is poisoned. Danielle learns Reveler. Reveler is not in play. However; Lynn the Beldam is marked with the In-Play townsfolk token. On the fourth day, Lynn is executed & the Fellowfolk chooses two players.

    How to Run

    Every night, wake the Foxglove and ask them to point to a character on the character sheet. If that character is in play, near that character add the "Poisoned" token. If the Foxglove points to a second character on the character sheet, if that character is in play: near that character add the "Poisoned" token. The demon is also marked with the "Poisoned" token because two players were chosen.

    Minion

  21. Manipulator

    On days you or a good player was publicly mad they were their character, wins & losses are reversed. Each night*, you may die.


    “They wander with coats of lead on grounds scorched by deceit. They sob and they weep, dragged down by silk woven by an aspirant devil.”

    The Manipulator makes publicly revealing your role dangerous

    Examples

    Orel is the Manipulator. Nigel, the Vacillator, publicly announces that they are the Vacillator whilst they are good. That day, Patty, the Logos Dei, is executed and dies, causing the evil team to win.

    Vicky is the Manipulator and, once nominations open, claims to be the Ravager. Angelina, the Logos Dei, is executed and dies. The good team wins because Vicky is not the Ravager.

    How to Run

    Each day, if at least one good player was publicly "mad" that they are their actual character, mark them with a "Claimed" token. Whichever team would lose that day - wins instead, and vice versa. At the end of the day, clear all "Claimed" tokens from the Grimoire and replace them with "Used" tokens.

    Each night, wake the Manipulator. If they nod their head "Yes", then they die.

    The Manipulator madness condition can not be activated by good Travellers!

    The Manipulator can not activate the win-lose reversion more than once, like 2 instances of a Heretic would.

    Minion

  22. Orator

    Each day, name a law & day to the Storyteller. If accepted, a consequence is chosen & it's publicly active that day onwards.


    “The fools follow, the strawmen propagate, the airheads make the throne, the Emeperor sits: I see.”

    The Orator brings new rules into play

    Examples

    Jill, the Orator, on the 1st Day, privately visits the Storyteller and tells to them "You shall not nominate a Townsfolk while being one" and 2. The Storyteller nods, accepting it. Tomorrow morning, it is publicly announced that "If a Townsfolk player nominates a Townsfolk player, the Orator will be able to learn a true statement the following day for each aforementioned nomination." On said day, Hubert, the Constable, nominates Barbanby, the Muskeeter. The next day, when Jill visits the Storyteller, she learns 1 true statement: "Barnaby is the Musketeer who has not used their ability."

    Toby, the Orator, on the 2nd Day, privately visits the Storyteller and tells to them "You shall not vote" and 4. The Storyteller denies it due to the condition.

    Mia, the Orator, on the 3rd Day, visits the Storyteller and tells to them "You shall not say a character's name in public" and 4. The Storyteller accepts it. The following day, it is publicly announced that "If you say a character's name a public, you will be poisoned tonight". That day, Micheal, the Beldam, nominates Mia, accusing them of being the Festerwood, and Mia is put on the block, executed & killed. Micheal learns true information that night.

    How to Run

    Once per day, the Orator may visit you, the Storyteller, to propose a condition (a law), and a day number. If you deem that the condition is not something that would trigger too many times to not be able to have an appropriate condition or has a seemingly unachievable day number, you may reject it. After the date that was named comes, that dawn, announce the condition and a consequence, chosen by you. Whenever anyone would break that law, initiate the consequence, multiple times if multiple people broke it.

    If the Orator were to die, all laws and effects caused by their consequences go out of effect, and any laws that did not yet go into effect are dismissed.

    Laws affect dead players unless mentioned otherwise!

    Remember to use the character reminder tokens or a notepad for the days, on which a law would be put into effect.

    Minion

  23. Summoner

    If the same count of good & evil players are executed, or if no one is, become an out of play Demon. 1 Townsfolk is evil to you & knows this.


    “Would you like to dance? Amo tikpia amotlaxtlauas uil, heh heh.”

    The Summoner becomes a Demon if good and evil players are executed evenly.

    Examples

    On the first day, Zack, the Violinist, is executed. On the second day, Melanie, the Festerwood, is executed, causing Arsen, the Summoner, to become the Fellowfolk and learn that the Fashionista is in play.

    On the first day, Valentine, the currently good Vacillator, is executed. The following night, Valentine turns evil, and that day Kate, the Rebellion, is executed. Anise remains as the Summoner.

    By the third day, 2 good players have been executed. On the third and fourth days, Vira, the Manipulator, is executed, causing Andrew, the Summoner, becomes the Unazoth.

    How to Run

    At the start of the game, place the "Evil" reminder token next to a good player of your choosing on the Grimoire.

    On the first night, wake the chosen player and show them that they were chosen by the Summoner ability.

    Whenever a player is executed, place an "Executed Evil" or "Executed Good" reminder token next to them on the Grimoire according to their alignment at the time of execution. If the player with the "Evil" reminder token is executed, place the "Executed Evil" token instead of the "Executed Good" token.

    If at any point the count of both of reminder token types on the Grimoire is equal (and not 0), or if no one is executed during a day, change the Summoner's character to that of a not in play Demon and alert them of this when possible.

    Minion

  24. Festerwood

    Each night*, choose a player: until dusk, they're poisoned & register as you; another dies. All learn if you choose a player but the 1st.


    “Slither tither your barriers through, to tempt gluttony my own, for the fruit is you.”

    The Festerwood makes a player look like them

    Examples

    Stuart is the Festerwood. On the second night, they chose Kyle, the Phantasm, and Wendy, the Vacillator, dies. The next day, Kyle is executed. In the second night, Stuart chooses Pam. The next, second, day, it is announced that the Festerwood has chosen a player different from their first.

    Angela is the Festerwood. On the second night, they choose Violet, the Fashionista, and Dorothy, the Astrologist, dies. Then, the Constable, Micheal, chooses Violet whilst having both of their alive neighbours be good and learns that they are Evil.

    How to Run

    Every night but the first, wake the Festerwood and make them choose a player. Then put them back to sleep. Place the "Poisoned & Registers" reminder token next to the chosen player on the Grimoire, and a player different to them - the "Dead" reminder token. If no one has yet to die in the night, the player with the "Dead" reminder token must be alive and able to die.

    If it's the first time they've chosen a player, additionally mark that player with the "1st Pick" reminder token. If the Festerwood is to choose a player different to them, next dawn, announce that the Festerwood has chosen a player different to their first pick.

    Demon

  25. Logos Dei

    Each night, choose 2 players: they die next night. Each player may once privately guess 1 of them, if correct: they don't die.


    “Αγαπάμε. Η καρδιά σου. Είναι τόσο αγνό. Να θυσιαστεί. Οι φίλοι. Θυσία. Συγχώρεση.”

    The Logos Dei gives each player a chance to protect someone from death

    Examples

    Brian is the Logos Dei and chooses Mia and Alphons. Mia, on the following day, guesses Alphons as being chosen. That night, Mia dies.

    Hailey is the Logos Dei and chooses Derek and Mike. On the following day, Derek guesses himself as being chosen, while Mike guesses Cherry. That night, Hailey swaps characters and alignments with Alex - the Medium, then Mike dies. Cherry then chooses Derek and Cherry.

    How to Run

    Every night, wake the Logos Dei and ask them to point to 2 different players, near which put a "Will Die" remidner token, then put them back to sleep. On the following day, if a player that has not used their guess yet, privately tells you that they guess a player who the Logos Dei character chose last night, then remove the "Will Die" reminder token from the guessed player on the Grimoire. Then add the "No Guess" token to the player who used their guess.

    Players are allowed to guess a player as being chosen by the Logos Dei only once, and even if the Logos Dei is NOT in play. If the Logos Dei comes into or out of play later in the game, players do not "refresh" their guesses.

    Do not forget that dead and/or evil players can guess too! They are not excluded in the ability text and thus still have their own respective guess, including the Logos Dei themselves.

    Demon

  26. Fellowfolk

    Each night*, choose a player: they die. You start knowing an in-play Townsfolk: if executed, your choice count becomes 2.


    “Excuse my rustiness, I haven't had the chance to have the matters in my own hands as of late. I will not dissapoint, you better not either.”

    The Fellowfolk hunts down a player to double their killing power

    Examples

    Liya is the Fellowfolk. In the first night, they wake to learn the Cimlaaq. Dave, who is the Cimlaaq, is executed the following day. In the second night, Liya is woken to choose two players, both of which die.

    How to Run

    At the start of the game, place the "Target" reminder token next to a Townsfolk player of your choosing on the Grimoire. In the Fellowfolk's first night, wake them and show them the character of the player with the "Target" reminder token without showing them the player. If the player with the "Target" reminder token is or was ever executed, place the "2 Picks" reminder token next to the Fellowfolk on the Grimoire.

    If the player with the "Target" reminder token becomes a character that is not a Townsfolk, move the "Target" reminder token to any other Townsfolk player on the Grimoire, then, tonight, when waking the Fellowfolk, additionaly point to the new player chosen by you.

    From the second night onwards, wake and prompt the Fellowfolk to choose a (2 if there is a "2 Picks" reminder token next to them on the Grimoire) player, then put them back to sleep. Mark any chosen alive players with a "Dead" reminder token on the Grimoire.

    Demon

  27. Unazoth

    Each night*, choose 2 players: the 1st dies. If you chose all living Townsfolk, everyone learns this & evil wins at dusk. [1 Outsider]


    “لقد بدت الشمس دائمًا مثالية، مثالية لدرجة أنها لا تسمح لنا بالنظر إليها. لكننا نشعر بضغطها ولمسها في جميع الأوقات. إنها هدية.”

    The Unazoth can end the game early by choosing correctly

    Examples

    Noelle is the Unazoth. On the sixth day, all currently alive Townsfolk have been chosen by them, causing everyone to learn that the evil team will win at dusk. Later that day, Noelle is executed and the good team wins.

    Nora is the Unazoth. On the fifth day, all currently alive Townsfolk have been chosen by the Unazoth apart from Mia, the Fashionista. Later that day, Mia is executed and dies, causing everyone to learn that the evil team will win at next dusk.

    How to Run

    Every night, wake the Unazoth player and make them point to 2 players. Then put them back to sleep. Mark the first player chosen with the "Dead" reminder token on the Grimoire, and any then alive Townsfolk with the "Chosen" reminder token. If an alive Townsfolk player at any point stops being a Townsfolk or dies, feel free to remove the "Chosen" reminder token for your own clarity.

    Once all currently living Townsfolk have a "Chosen" reminder token next to them, announce that the Unazoth ability will cause the evil team to win at dusk.

    Demon

  28. Coup Caller

    When a player is nominated, you may make a public statement. The 1st time it's true and they'd be executed, they aren't.


    Traveler

  29. Secretary

    Once per game, at night, choose a player: their abilities turn into others from the same character type until you die or travel out.


    Traveler

  30. Paramour

    Each dawn, a dead player regains their vote token. If evil, you choose who it is the night before.


    Traveler

  31. Fanatic

    Each night*, if all day you were "mad" that all other players are cats, learn 2 effects: choose which occurs. All learn it.


    Attribution

    Imzecorella

    Traveler

  32. Framer

    Each night, choose another alive player: you might swap characters. The 1st Framer swaps with the current to travel out, even if dead.


    Traveler

  33. Lady Justice

    A Traveller is announced as drunk. Each dusk, the next clockwise Traveller is drunk and the previous is sober.


    Lady Justices calms games with high Traveller counts

    Fabled

  34. Night Order

    First Night

    Summoner
    Medium
    Secretary
    Framer
    Foxglove
    Vacillator
    Astrologist
    Logos Dei
    Fellowfolk
    Cimlaaq
    Constable
    Coroner

    Other Nights

    Fanatic
    Secretary
    Framer
    Paramour
    Foxglove
    Cherry Picker
    Vacillator
    Astrologist
    Muskeeter
    Ravager
    Logos Dei
    Fellowfolk
    Festerwood
    Unazoth
    Medium
    Manipulator
    Cimlaaq
    Beldam
    Witness
    Constable
  35. this almanac generated using Bloodstar Clocktica