1. Changelog


    V 1.1.3 :

    • Changed Whisperer's ability to they become the Demon & your alignment instead of you become the Demon. One of your neighbors is poisoned.
    • Changed Thespian name to Director, to better represent their new ability.
    • Remade Director's ability to If you died today, choose a player, if they are an Actor: a player is poisoned. All Actors might register as outsiders, even if you are dead. [+1 extra poisoned Actor, -1 outsider]
    • Remade Actor's ability to If you were "about to die" today: you learn your nominator's character.
    • Changed Pythoness name to Prophet, to better represent their new ability.
    • Changed Prophet's ability to Each night, learn if the statement was true or false for today instead of You learn when the statement becomes definitively true or false (without possibility to change)*
    • Reworded Paranoid's ability.
    • Remade the Actor's and Director'd Icons.

    V 1.1.0 :

    • Added Whisperer minion: The first time one of your neighbors nominates, executes and kills the Demon: you become the Demon. One of your neighbors is poisoned.
    • Remade Medium ability.
    • Remade Flea Master ability.
    • Changed Chemist's ability to might kill outsiders instead of poisons all outsiders.
    • Changed Hypnotist's ability to choose info selected player got tonight if they weren't selected yesterday instead of choose info they get tonight.
    • Changed Actor's ability to you learn their character instead of you learn each other character.
    • Reworded Rat Prophet ability.

    V 1.0.0 :

    • Created Script.
  2. Housekeeper

    You start knowing how many of your alive neighbors are townsfolk.


    “Cleaning, nosing, and commanding the other servants. Well... nosing is more of a hobby, but I am as passionate on it as with my actual duties.”

    The Housekeeper starts knows how many of their neighbors are from the town.

    The first night, when they wake up they get told they have X townsfolk neighbors (0, 1, 2).

    They learn this only once and then learn nothing more.

    Examples

    The Housekeeper is sitting between the Mutant, and the Washerwoman. They learn they learn a 1 .

    The Housekeeper is sitting between the Imp, and the Drunk. They learn a 0.

    How to Run

    On the first night, wake up the Housekeeper, and show them the finger signal (0, 1, 2) for a number of townsfolk neighbors they have. Put them back to sleep.

    Townsfolk

  3. Spotter

    You start knowing how many Minions are seatted between you and the Demon taking the shortest path. If the clockwise and counter-clockwise paths are equidistant, any path may be chosen.


    “I love watching the forest. Yesterday I saw a heard of deer. Today I watched two hooded figures around a satanic fire in the woods. Wonderful things, truly wonderful.”

    The Spotter has an accurate read on the board, and learns how many Minions are between them and the Demon on their first night.

    The first night, when they wake up they get told they have X Minions between them and the Demon (0, 1, 2, 3).

    They learn this only once and then learn nothing more.

    The number of Minions is counted taking the shortest path to the Demon.

    If both paths to the Demon are equidistant, any may be chosen.

    Examples

    The Spotter is sitting next to the Demon. They always learn a 0.

    The shortest path from the Spotter to the Pukka is: Spotter, Fortune Teller, Sailor, Poisoner and the Pukka (10+ player game ). The Spotter learns a 0.

    How to Run

    Wake the Spotter on their first night, count the number of minions sitting between them and the Demon, taking the shortest path (aka: passing through the lower number of players). Show them the hand signal (0, 1, 2, 3) for the number of minions you counted.

    Townsfolk

  4. Stargazer

    You start knowing any 3 characters: 2 of those are in play.


    “Oh, look at that! Saturn is in its waning crescent phase, and if we are in winter that means... You are a Demon!!”

    The Stargazer has starting info of some of the identity of the town. But one of them is false.

    The first night, they learn 3 character. Of those, 2 are in play and the other one may or may not be in play.

    They learn this only once and then learn nothing more.

    They might learn character of any type.

    The Stargazer does not learn who is which character, just that they are in play.

    They might learn a character that is in the Demon bluffs as their 'Wrong' character (since those are not actually in play).

    Examples

    The Stargazer learns that the Saint, the Ogre and the Washerwoman are in play. The Ogre is not in play.

    The Stargazer learns that the Fortune Teller, the Virgin and the Poisoner are in play. All three of them are in play.

    The Stargazer learns that the Fortune Teller, the Virgin and the Poisoner are in play. The Imp is bluffing as the Fortune Teller, but is not actually in play.

    The Stargazer is poisoned in their first round, and they learn that the Fortune Teller, the Virgin and the Poisoner are in play. Only the Fortune Teller is in play.

    How to Run

    In the setup phase, place the 'In play' reminder tokens on 2 players them, then place a not in play character outside of the town distribution, and place the 'Extra' reminder on it, or place the 'Extra' reminder in another character.

    In the first night, wake the Stargazer, and show them the 3 character tokens with the reminders on them. Put the Stargazer to sleep.

    Townsfolk

  5. Undercovered

    Once per game, at night*, choose a player. The first time you nominate and execute that player, learn their character tonight.


    “Lying is an art. Sometimes you know someone must go, but you have no way of proving it. So it is fair to make people believe something that is a little not true. Just a little.”

    The Undercovered can discover someones role if they manage to execute them with a bit of premeditation.

    The Target may be any player with any character.

    You must nominate, and execute the Target for the ability to take effect. If the player is already dead, they can still be nominated and executed.

    Examples

    The Undercovered chooses Player 1 ( Scarlet Woman ) as their Target. They nominate and execute them, and that night they learn that the executed player was the Scarlet Woman.

    The Undercover chooses Player 1 ( Scarlet Woman ) as their Target. They nominate and execute them, but that night, they get killed by the Demon. They learn nothing.

    The Undercovered chooses Player 1 ( Chef ), that is dead, as their Target. They nominate and execute them. The Undervercovered learns they are the Chef. The following day, the Undercovered nominates and executes Player 1 again: they learn nothing (as the ability works only the first time)

    How to Run

    Each night after the first, wake the Undercovered if they have no Target. They point to a player or shake their head: place the 'Target' reminder token on the pointed player, they are now the Undercovered Target. Put the Undercovered to sleep

    If today they nominated and executed the 'Target' player, wake up the Undercovered, and show them the 'Target' character token. Put the Undercovered to sleep, and remove the 'Target' reminder token, as they are no longer a target.

    Townsfolk

  6. Prophet

    On you first day, visit the storyteller privately to learn a statement. Each night*, learn if the statement was true or false for today. You might influence the statement theme.


    “Guard your lips from offense, those who ask for oracles. Let the God's answer come, pure from all private fault. ”

    The Prophet sees a possible future and knows if it was accurate for today or not.

    The Prophet can influence what the statement is about, but not choose it themselves.

    Each night, the Prophet learns whether the statement was true or false only for today.

    If on their first day, the Prophet did not learn the statement by visiting the storyteller, they will not learn anything at night.

    Examples

    The Prophet learns privately: "One of your alive neighbors is drunk" as their statement. Later that game, the Poisoner poisons one of the Prophet's neighbors. That night the Prophet learns a 'yes'.

    The Prophet learns privately: "3 player woke up at night ". On the the first night, a Washerwoman, Stargazer, Chef and Boot Cleaner woke up tonight, the Prophet learns a 'no'.

    How to Run

    On the first day, if the Prophet visits you during the day, write down a statement related to a theme they give you & show it to them.

    Each night wake them up tell them either 'Yes' if the statement was true for today, and 'No' otherwise.

    If the Prophet is drunk or poisoned when they learn their prediction, during the following nights, they will learn if the "original" prediction (the one they would have gotten if they were not drunk/poisoned) was true or false.

    Townsfolk

  7. Flea Master

    Each day, you might visit the storyteller to learn a piece of information about one of your alive neighbors. If any of them are evil. you get false info.


    Townsfolk

  8. Boot Cleaner

    Each night*, select a player (different from last night), if they died tonight, you learn their character


    “But... why do your dress boots have dirt stains on them if you only went to the church? The way there is well paved, there is no way... Oh.”

    The Boot Cleaner learns the character of tonight's demon kill, if they manage to guess who it is.

    The ability works with any death that occurred this night. Not just the demon's.

    If they don't guess correctly, they don't get any info.

    Examples

    The Demon kills Player 5. The Boot Cleaner chooses Player 5, they died tonight, so the Boot Cleaner learns they are the Fortune Teller.

    The Demon kills Player 5. The Boot Cleaner chooses Player 4, they learn nothing.

    The Monk protects Player 5. The Demon chooses Player 5, but they don't die, as they are protected. The Boot Cleaner chooses Player 5, they learn nothing.

    How to Run

    Wake up the Boot Cleaner, they point to a player. If that player died this night, they learn their role. Put them back to sleep

    The Boot Cleaner always wakes up after the Demon.

    Al-Hadikhia Jinx: If Al-Hadikhia is in play, wake the Boot Cleaner, before the Al-Hadikhia kills, for them to choose a player; and again after if they got their choice right to give them the info.

    Townsfolk

  9. Blacksmith

    The first time you die, you don't & you become drunk. Once per game, at night*, choose a living player: they gain the ability: "The first time you die, you don't, even if you are drunk or poisoned" & you become drunk.


    “Look at this quality Mr Morozov, this chain mail will stop the deadliest of the arrows, the strongest of the claws, and the mightiest of the blades. Take it, as a gift; I believe you will find more use in it than myself.”

    The blacksmith has a second chance at live, but can give it away to another player.

    If the blacksmith uses their own protection they become drunk, and can not give it to another player anymore.

    If the blacksmith chooses a player at night, they become drunk themselves, and the chosen player has the ability: "The first time you die, you don't, even if you are drunk or poisoned".

    The blacksmith must choose a living player (including themself) to give their protection to.

    If the blacksmith gave away their protection, it remains even after the blacksmith dies, since its now an ability of the affected player.

    Examples

    The Demon targets the Blacksmith. The Blacksmith does not die, and becomes drunk. After, the Demon targets the Blacksmith again, they die.

    The Blacksmith chooses the Ravenkeeper, making themselves drunk. The Demon chooses the Blacksmith, they die. The following night the Demon chooses the Ravenkeeper, but they do not die.

    The Posioner poisons the Blacksmith. The Blacksmith chooses the Undertaker. The Undertaker is not actually protected, and dies the next time they would die.

    How to Run

    During setup, place the 'Second Live' reminder token on the Blacksmith.

    Wake up the blacksmith every night until they point to a player. If they chose a player, place the 'Drunk' reminder on the Blacksmith, place the "Second Live" reminder token on the selected player, and remove it from the Blacksmith. Put them back to sleep.

    The first time the player with the "Second Live" reminder would die, instead remove the reminder; they remain alive. If they were the Blacksmith, place the 'Drunk' reminder token on them.

    If the Blacksmith changes character, their protection is not removed.

    Townsfolk

  10. Prosecutor

    Once per game, during the day, publicly choose a player: if they are a Minion, they die and you may choose another player. Tonight, you learn if the other player is an outsider.


    “Justice brought me to your mate, and now here you are. Unfortunately for you, I differ from Justice's methods.”

    The Prosecutor can kill a minion by guessing who they are. If they guess correctly, they can learn if other player is an outsider.

    The Prosecutor can choose to use their ability at any time during the day, and must declare to everyone when they're using it. If the Prosecutor chooses a Minion, the Minion dies immediately, and the Prosecutor can publicly choose another player; tonight, if they are an outsider, the Prosecutor will learn a 'Yes', and a 'No' if not otherwise.

    If the first player the Prosecutor chooses does not die, they can't choose again.

    If the Prosecutor becomes drunk/poisoned before receiving their night info, the info will be drunk info.

    The second time the Prosecutor chooses a player, they can choose a dead player.

    Examples

    The Prosecutor publicly chooses the Scarlet Woman. The Scarlet Woman dies, and the prosecutor publicly chooses the Poisoner. Tonight they learn a no.

    The Prosecutor publicly chooses the Ravenkeeper. Nothing happens.

    The Prosecutor publicly chooses the Baron. The Baron dies, and the prosecutor publicly chooses the Barber. Tonight, the Demon kills the Prosecutor. They do not learn anything.

    How to Run

    During the day, the Prosecutor can declare that they wish to use their ability. If so, the Prosecutor points at any player. If the chosen player is an alive minion, declare that the chosen player dies, and prompt the Prosecutor to choose again. If they do, place the 'Selected' reminder token on whoever they choose. Place the 'No Ability' reminder token on the Prosecutor.

    Tonight, if there is a player with the 'Selected' reminder token, wake up the Prosecutor and tell them a 'Yes' if the player is a outsider, and 'No' otherwise.

    Townsfolk

  11. Paranoid

    Each day* if you are "mad" about the Demon killing you tonight: you are safe from the Demon. If you are "mad" about being the Paranoid, you might die tonight. You learn if you got targeted by the Demon tonight, even if dead.


    “Please, please, no more... Make them leave. Make them stop. Please...”

    The Paranoid is safe from the Demon and knows if the Demon tried to kill them, at the cost of being unable to disclose their role and making themselves the center of attention, or facing the consequences.

    Every day, if the Paranoid is "mad" that the Demon would kill them tonight, they are protected from the Demon.

    If the Paranoid is mad they are the Paranoid, they might die during the night.

    They wake up at night if the Demon chose them, even if they were already dead (or if the demon killed them this way).

    Examples

    The Paranoid bluffs as the Fortune Teller on day night, and is "mad" they are going to be killed by the Demon because of their role. Tonight the Demon targets them but the Paranoid does not die, and learns that.

    The Paranoid bluffs as the Fortune Teller on day night, and is "mad" they are going to be killed by the Demon because of their role. They are executed by town: nothing happens.

    The Paranoid tells town they are the Paranoid to avoid being executed. They die tonight.

    The Paranoid tells town they are the Paranoid to avoid being executed. They don't die tonight because they are drunk.

    How to Run

    If during the day they were "mad" about getting killed by the Demon, place the 'Protected' reminder token on them, they are protected, if not, remove it.

    If they got targeted by the Demon while 'Protected', wake them up, and do a 'Yes' head motion. Put them back to sleep. Do not wake them otherwise.

    If during the day they were "mad" about being the Paranoid, they might died tonight.

    Townsfolk

  12. Drinking Buddy

    If you die at night, the demon is drunk tonight and tomorrow's day and night.


    “One, two, or three tonight! Lets have fun together, and we may see another day. Anyways, this round is on you.”

    The Drinking Buddy makes the demon drunk if its killed at night.

    Examples

    The Drinking Buddy gets killed by the Demon. The following night, the Demon chooses the Chambermaid, but nothing happens, as they are drunk.

    The Drinking Buddy gets executed during the day. Nothing happens

    How to Run

    When the demon kills the Drinking Buddy, the Drinking Buddy dies, and the Demon is drunk: place the "Drunk" reminder on them. On the dawn of the following day remove the reminder, they are sober again.

    Townsfolk

  13. Actor

    If you were "about to die" today: you learn your nominator's character.


    “Everyone wears a mask, and it's my duty to not let them see ours. Why?... They would be horrified of what lies underneath.”

    Townsfolk

  14. Medium

    Each night*, if one of your living neighbors nominated today: you learn if either them or their nominee are evil.


    “I hear them, the spirits, their wishes and desires... and they seem to have a certain fixation on you”

    The Medium can confirm themself by executing someone, because the execute will come back to life.

    The Medium ability is used the first time they nominate someone, regardless if the nominate is executed or not.

    The Medium ability can only bring back to live one player.

    The Medium ability can't trigger on an already dead player if they are executed while dead, as they would be nominated, executed but not killed by the Medium.

    Examples

    The Medium nominates and executes a Chef. Tonight they come back to live, and learn their information again.

    The Medium nominates and executes an Actor. The Actor trigger their ability because they were executed, and comes back to live tomorrow. Having their ability available again.

    The Medium nominates and executes a Slayer. The Demon kills the Medium tonight. Nothing happens.

    The Medium nominates and executes a dead Slayer. Nothing happens.

    How to Run

    The first time the Medium nominates someone, place the 'No ability' reminder token on the Medium. They no longer have an ability. If the nominee is executed and killed, tonight, they come back to live, and its their first night again. During the day, announce they are alive again and continue the game as normal.

    Townsfolk

  15. Mimic

    You have another in play outsider's ability, even if dead, but think you have all of them. [+1 outsider]


    “Me.. me is you... You are me?... Who is me?”

    Outsider

  16. Rat Prophet

    Your alive neigbour abilities might instead affect someone sitting next to the player they originally would. Their abilities work if it should work on the original player, or if it can work on the new one.


    “Did you know that rats are one of the most sociable animals? ...No, I have nothing to do with your silo being infested with mice”

    The Rat Prophet causes their neighbor townsfolk's abilities to switch targets unexpectedly.

    The new target is always sitting next to the original target.

    The new target can be a dead player.

    The redirected ability will work if it could with the original target, or if it can with the new one. But will always affect the new target.

    The ability will not trigger on game effects (ej: nominations, executions, ...)

    Examples

    The Slayer, sitting next to the Rat Prophet, 'shoots' the Demon. Instead the Washerwoman (neighboring the Demon) is targeted, and no one dies.

    The Spy neighbors the Rat Prophet. They might get the Grimoire rotated one seat ( or scrambled in pairs ).

    The Plague, sitting next to the Rat Prophet, targets a the Rat Prophet. The other neighbor of the Rat Prophet might die (even if the Plague could not have killed them by targeting them )

    The Empath, sitting next to the Rat Prophet and another townsfolk, might learn a 1 tonight if the neighbor of the Rat Prophet or the other townsfolk is evil.

    The Empath, sitting next to the Rat Prophet and an evil player, might learn a 0 tonight if the ability is redirected to themselves.

    How to Run

    On setup, place the 'Missfire' reminder on the 2 townsfolk neighbors of the Rat Prophet.

    Each time a player with the 'Missfire' where to target another player with their ability, it can be redirected to the player sitting adjacent to the original targeted player, either clockwise or counterclockwise. Do not announce that there is a new target or who it is.

    If the new targeted player, or the old one would have triggered the ability, it triggers for the new one. Otherwise, do nothing.

    Outsider

  17. Allurer

    Start choosing a player (not yourself), if good: they are drunk.


    “I am the nicest person you will ever meet! ”

    Outsider

  18. Hoarder

    If you die, the Demon learns your character, and the characters of your alive neighbors.


    Outsider

  19. Hypnotist

    Each night, choose a player, if different from last night: you learn their character & choose the information they get tonight & they register as poisoned tonight.


    “Watch the balance. Slow and steady... Now, when I snap my fingers you won't remember any of this, you will do as I say...”

    Minion

  20. Director

    If you died today, choose a player, if they are an Actor: a player is poisoned. Actors might register as outsiders, even if you are dead. [+1 extra poisoned Actor, -1 outsider]


    “I will make them dance, I will make them sing, I will make them die.”

    Minion

  21. Chemist

    All Outsiders might die at any time. One outsider might know you are in play. [+1 or +2 outsiders]


    “If you are versed enough in science, you can take any compound and make tiny additions, imperceptible additions, that change everything.”

    Minion

  22. Whisperer

    If there are 5 or more alive players, the first time one of your neighbors nominates and kills the Demon: they become the Demon & become your alignment.


    “Come here my child, listen closely. All they tell is lies, come and listen to me. I am the only one that will tell you the truth.”

    Minion

  23. Plague

    On your first night, choose a player: they might die tomorrow at night. Each night*, point to 1 or 2 players. If they are sitting next to you, a dead player or they are drunk or poisoned: they die.


    “Slow and silently, the infection spreads. It will make you deaf and blind, and you wont even feel an itch when it finally takes you away”

    The Plague has the ability to kill multiple players each night, with harsh limitations to its targets.

    On the first night, the Plague chooses a player, they die the following night if the Storyteller so.

    Every other night, the Plague chooses 2 players to die, but they only die if they are sitting next to the plague, or a dead player, or if they are drunk or poisoned.

    A player does not register as 'sitting next to a dead player' if their dead neighbor died today. ( The Plague can not kill 2 consecutive players on the same night if only one of their neighbors is dead )

    Examples

    The Plague starts knowing that Player 1 is 'Weak'. On the first night, they choose Player 1, and a neighbor of the Plague. They both die.

    The Plague chooses Player 1 (that neighbors a dead player) and Player 2 ( that neighbor 2 alive players). Only Player 1 dies.

    The Plague chooses Player 1 (that neighbors a dead player) and Player 2 ( that neighbors Player 1 and another alive player). Only Player 1 dies.

    The Plague chooses Player 1 (that neighbors a dead player) and Player 2 ( that was poisoned tonight ). Both players die.

    The Plague chooses a Monk-protected player. No one dies.

    The Plague chooses a dead player next to another dead player. The targeted player is killed, and no one dies ( as they are already dead ).

    How to Run

    The first night, wake up the Plague, they choose a player. Place the 'Marked' reminder token on them. Put the Plague to sleep.

    Each night, wake up the Plague, they point to 1 or 2 players: if they are neighboring the Plague, a dead player, or are poisoned/drunk, they die. Otherwise, nothing happens. Put the Plague to sleep.

    On the second day, the 'Marked' player might die. Remove the 'Marked' reminder token from them, as they are no longer marked for kill, even if they did not die.

    Note: The Drunk is not a drunk townsfolk, the same way a Lunatic is not a drunk Demon. Therefore they do not satisfy the Plague's ability and can only be killed if they are drunken/poisoned by another player's ability.

    Demon

  24. Night Order

    First Night

    Plague
    Hypnotist
    Housekeeper
    Stargazer
    Spotter
    Allurer
    Mimic

    Other Nights

    Hypnotist
    Blacksmith
    Plague
    Director
    Drinking Buddy
    Prosecutor
    Actor
    Prophet
    Undercovered
    Medium
    Boot Cleaner
    Paranoid
    Mimic
    Whisperer
    Hoarder
  25. this almanac generated using Bloodstar Clocktica