Swindler
An evil player has your ability and knows this. If executed, the demon becomes your alignment.
Townsfolk
An evil player has your ability and knows this. If executed, the demon becomes your alignment.
Townsfolk
You start knowing that a player is an outsider. Once, you may make them permanently evil until you die. [+1 outsider]
Townsfolk
Each night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins.
Townsfolk
The Demon thinks you are a Minion. Minions think you are a Demon.
Townsfolk
Minions & Demons do not know each other. If you die, they learn who each other are that night.
Townsfolk
Each night, choose a player. Learn if it would help good if they changed alignment.
Townsfolk
Each night, choose a player(not yourself). Learn advice that would help them win.
Townsfolk
Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Townsfolk
If you were the player most responsible for your team losing, you change alignment & win, even if dead.
Outsider
When they die, people may claim Sacred One(you must) and someone may choose to die instead. If you die, or a Demon dies instead, you lose.
Outsider
If you die, Outsiders gain demon abilities and learn what they are, but cannot kill. [-? to +? Outsiders]
Minion
Each night*, choose a player, they die. Whoever wins loses, and whoever loses wins. If you die at night, lose this ability.
Demon