1. Cobbler

    You start knowing three evil characters, 1 and only 1 of which is in-play.


    “You oughta be more careful, missus. It's quite difficult to scrub all the blood out of this leather, ya see?”

    The Cobbler knows an evil character that is in play, and some that are not.

    Examples

    The Cobbler is shown the Imp, the Fang Gu, and the Baron. Only the Fang Gu is in-play.

    The Cobbler is shown the Scarlet Woman, the No Dashii, and the Assassin. The Recluse registered as the Assassin.

    The Cobbler is shown the Slayer, the Devil's Advocate, and the Po. The Slayer is in-play. The Slayer registers as evil due to another ability.

    The Cobbler is shown the Cerenovus, the Witch, and the Spy. There is a Witch and a Spy in play. The Spy registered as a good character.

    How to Run

    While preparing for the first night, mark an evil player's character token with the Cobbler KNOW reminder.

    During the first night, wake the Cobbler. Show them 2 character tokens that are not in play as well as the token marked KNOW in any order. Put the Cobbler to sleep.

    The tokens shown do not have to be a Minion or Demon, as long as the character shown could be evil.

    Townsfolk

  2. Architect

    You start knowing how many Outsiders neighbor evil players. [+0 or +1 Outsider]


    “We'll put support beams here, aaaaand there. That leaves room for... hmm... two windows, yes, which will let in the light to shine right at these spots here.”

    The Architect learns how many Outsiders neighbor evil players.

    Examples

    The Mutant is sitting next to the Vigormortis. The Architect learns a 1.

    The Saint is sitting next to the Imp and the Drunk is sitting next to the Baron. The Architect learns a 2.

    The Recluse is sitting next to the Poisoner. The Architect learns a 0.

    The Klutz is sitting next to the Spy. The Architect learns a 0.

    How to Run

    During the first night, wake the Architect. Show the Architect fingers (0, 1, 2, etc.) equaling the number of Outsiders neighboring evil players. Put the Architect to sleep.

    Townsfolk

  3. Prospector

    Once per game, at night*, choose a player (not yourself) & guess their character: if you guess correctly, they can't die.


    “Hee-yaw! I dun it! You-uns said there's no gold in them mountains! Hoohoohoo!! Well, lookee here! I'm RICH!”

    The Prospector protects a player who reveals who they are.

    Examples

    The Prospector points to the Dreamer player, then to the Dreamer icon. This guess is correct, so the Dreamer cannot die.

    The Prospector points to the Lleech player, then to the Empath icon. This guess is wrong, so the Lleech is not protected by the Prospector.

    How to Run

    Every night except the first, wake the Prospector. They either shake their head no or point at any player, then point at any character icon on their character sheet. Put the Prospector to sleep. If the chosen player is the same as the chosen character icon, they cannot die.

    Townsfolk

  4. Lancer

    When you die at night, choose an alive player: if they are evil or the Demon, they die instead of you. One good player registers as evil.


    “You have been weighed. You have been measured. And you, absolutely, have been found wanting.”

    The Lancer can redirect a kill from themselves to an evil player.

    Examples

    The Lancer is killed by the Imp, and then wakes to choose a player. They choose the Scarlet Woman. The Scarlet Woman dies, and the Lancer remains alive.

    The Lancer is killed by the Imp, and then wakes to choose a player. They choose the Spy. The Lancer still dies.

    The Lancer is killed by the Fang Gu, and then wakes to choose a player. They choose the Fortune Teller, who is registering as evil due to the Lancer's ability. The Fortune Teller dies, and the Lancer remains alive.

    How to Run

    During setup, mark one good player with the Lancer's RIVAL reminder.

    If the Lancer died tonight, wake them. They point at any alive player. If they chose an evil player, they die instead of the Lancer. Put the Lancer to sleep.

    Townsfolk

  5. Sheriff

    Each night, choose a player: you learn their alignment. Outsiders might register as evil to you.


    “This town ain't big enough for the both of us.”

    The Sheriff learns players alignments, but sees Outsiders as potential threats.

    Examples

    The Sheriff chooses the Kazali and learns that they are evil.

    The Sheriff chooses the Librarian and learns that they are good.

    The Sheriff chooses the Saint and learns that they are evil.

    How to Run

    During each night, wake the Sheriff. They point to a player. Give a thumbs up or a thumbs down. Put the Sheriff to sleep.

    Townsfolk

  6. Charlatan

    Each night, learn 2 characters, one of which is in-play. Tomorrow, you are "mad" you are one of those characters, or lose this ability.


    “Of course I belong here! Why else would I be so desperately trying to prove it?”

    The Charlatan lies in order to gain more information about their peers.

    Examples

    The first night, the Charlatan learns the Balloonist and the Sage. The next day the Charlatan says that they learned the name "Alex" and requests to speak to him privately. That night, the Charlatan learns 2 more characters.

    The second night, the Charlatan learns the same characters they learned the first night. They do not do anything that would make them appear as a different character compared to yesterday. That night, the Charlatan learns 2 more characters.

    During the day, the Charlatan admits they are the Charlatan to the group. The Charlatan loses their ability.

    During the day, the Charlatan declares they would like to use the Slayer ability. The Slayer was not one of the characters shown to them the previous night. The Charlatan loses their ability.

    It is the third night, the Charlatan learns the Fang Gu and the Vigormortis. They announce to the group that the demon is either the Fang Gu or the Vigormortis because they are the Charlatan and were shown those tokens. The Charlatan loses their ability.

    How to Run

    Each night, wake the Charlatan. Show them a token from a character that is in play and any token from a character that is not in play. During the next day or night, if you feel that the player has not done their best to convince the group that they are one of the characters you showed them, you can decide that they lose this ability.

    There is no requirement for the tokens shown to be new. You can show the Charlatan the same tokens every night if you wanted, but they might decide to share a few choice words with you after the game ends.

    You can show the Charlatan the Charlatan token! This could make the Charlatan look like they've come clean, only to then say they're someone else tomorrow... how strange!

    Reward the Charlatan for playing along, especially if they kept up the act for multiple days. You should typically show good roles, but after a few nights start showing evil roles as well.

    Players will quickly deduce someone claiming a new role each day is the Charlatan... or at least pretending to be the Charlatan. You might get away with one or two different claims, but eventually people will realize what you're up to. Don't be afraid to lose your ability in order to share some valuable information!

    A Charlatan not changing their claim is suspicious. If they are not learning new character tokens at night, it is likely they have already lost their ability, and they should be admitting they are the Charlatan.

    Townsfolk

  7. Impresario

    Each night*, you learn how many alive players are good Townsfolk.


    “3 violoncellisti, 2 violinisti, 4 trombettisti, e la star dello spettacolo, il nostro pianista.”

    The Impresario learns the number Townsfolk that are alive and not evil.

    Examples

    There are 4 players left alive: the good Impresario, the good Huntsman, the evil Imp, and the good Klutz. The Impresario learns a "2".

    There are 5 players left alive: the good Impresario, the evil Fool, the evil Pukka, the good Mutant, and the good Lunatic. The Impresario learns a "1".

    There are 4 players left alive: the good Impresario, the good Empath, the good Chef, and the evil Zombuul who is registering as dead. The Impresario learns a "3".

    How to Run

    Each night, wake the Impresario. Show fingers (0, 1, 2, etc.) equaling the number of alive good Townsfolk. Then, put the Impresario to sleep.

    Depending on the script, adding more than one Outsider can put the good team at a significant disadvantage.

    Make note of how many of each character type are supposed to be in play. Your ability can quickly determine if something is amiss.

    Townsfolk

  8. Prince

    Each night*, you learn whether all players who publicly pledged to serve you (not including yourself) were the same alignment.


    “My soldiers do not buckle or yield. My soldiers push forward! My soldiers scream out! My soldiers RAGE!”

    The Prince gathers his loyal subjects.

    Examples

    During the day, the Fang Gu and the Seamstress pledge to serve the Prince tonight. The Prince learns a "no".

    During the day, the Prince, the Imp, and the Baron pledge to serve the Prince tonight. The Prince learns a "yes".

    During the day, the Spy, the Empath, and the Prince pledge to serve the Prince tonight. The Prince learns a "yes".

    During the day, every player pledges to serve the Prince tonight. The Prince learns a "no".

    How to Run

    Each day, players may declare that they wish to serve the Prince tonight. If all the players who pledge are the same alignment, mark the Prince with the SAME reminder. As soon as a player of a different alignment pledges, mark the Prince with the DIFFERENT reminder.

    That night, wake the Prince. Either nod your head yes (to indicate that those who pledged were the same alignment) or shake your head no (to indicate that those who pledged were not the same alignment). Put the Prince to sleep.

    Townsfolk

  9. Mindhunter

    Each day, you may visit the Storyteller to learn something about the Demon.


    “I’ll tear apart everything they’ve done — crawling through their skull and digging until the truth bleeds through.”

    The Mindhunter pieces together a profile of the Demon.

    Examples

    The Mindhunter learns that "The Demon has not nominated this game."

    The Mindhunter learns that "The Demon has been very chatty."

    The Mindhunter learns that "The Demon modified the outsider count."

    The Mindhunter learns that "The Demon is not sitting on the black couch."

    How to Run

    Once per day, if the Mindhunter requests a private chat with you, take them away from the circle so you cannot be overheard. Whisper one piece of information, either about the player who is the Demon or about the character they are, to the Mindhunter. (If you cannot think of something straight away, either take your time or ask them to come back in a few minutes.)

    Keep the information you give helpful and related to the game. Avoid saying exactly who the Demon is, or it could be a very short game. You can focus on purely mechanical hints, such as abilities and limitations of the Demon, or you can give clues about how the Demon is playing this game socially, any behaviours they seem to be demonstrating, or physical characteristics such as appearance or locations. Anything is on the table as long as it helps identify the Demon!

    Visit the Storyteller every day, to receive as much information as you can. The more days that you visit the Storyteller, the more you learn, but the more likely the Demon is to kill you at night. The Mindhunter is often too dangerous a player for the Demon to keep alive, so if the Demon players sees you visiting the Storyteller each day, they may attack you at night, even if you have not publicly revealed that you are the Mindhunter.

    Townsfolk

  10. Cartographer

    Once per game, during the day, privately tell the Storyteller 3 unrelated statements: you learn how many statements were correct.


    “Hand me the astrolabe! Bah! You buffoon! We passed the channel leagues back! Hmph. Slow us to 3 knots! I reckon I can still chart this shoreline — I'll just have to smudge things a little.”

    The Cartographer makes 3 statements, and learns how many are correct.

    Examples

    The Cartographer states, "The Demon is an Imp. There is an evil player dead. A Chef would have learned a 1," The Storyteller answers, "2," because the Demon is an Imp, the Baron has been executed, and a Chef would have learned a 2.

    The Cartographer states, "I am evil. I am not the Cartographer. Alex is the Demon," The Storyteller answers "0," since the Cartographer is the good Cartographer, and Alex is the Seamstress.

    The Cartographer states "Josh is evil. Josh and Blake are evil. Josh, Blake, and Rachel are evil," The Storyteller tells them to make new statements, as these are not unrelated.

    The Cartographer states "The Demon resides in the 1st quartile of the grim. The Demon resides in the 1st or 2nd quartile of the grim. The Demon resides in the 1st, 2nd, or 3rd quartile of the grim," The Storyteller tells them to make new statements, as these are not unrelated.

    How to Run

    During any day, the Cartographer can request a private chat with you. Take them away from the circle so you cannot be overheard. They will make 3 unrelated statements. Whisper 0, 1, 2, or 3 to them, or if you deem the statements made to be too dependent on each other, prompt the Cartographer to make new statements. The Cartographer loses their ability - mark them with the NO ABILITY reminder.

    For statements to be unrelated, the answer the Storyteller gives should not be able to solely determine which statements were correct.

    Townsfolk

  11. Factotum

    If you are "mad" you are a not-in-play character, you might become it.


    “Cogito, ergo sum. Belief becomes becoming.”

    The Factotum can become any character they want, if they try hard enough.

    Examples

    Ten seconds into the first day, the Factotum says to the group that they're the Sailor. That night, since there is already a Sailor in play, nothing happens. The next day, the Factotum says to the group that they're the Chef. That night, since there is not a Chef in play, the Factotum becomes the Chef.

    Every day, the Factotum insists that they are the Vortox. The first two nights, nothing happens, even though a Vortox is not in play. During the third night, they become the Vortox.

    The first day, the Factotum says that they are the Factotum and asks the group which character they should try and become. They should not become another character this game since being "mad" about being another character is what someone who is "mad" about being the Factotum would do.

    A Witch privately talks to the Storyteller and says that Evin, who is playing the Factotum, told them they are the Damsel. The rest of the day, Evin is not "mad" about being any particular character. That night, the Factotum becomes the Damsel. All Minions learn a Damsel is in play.

    During the day, the Factotum declares they want to use their Slayer ability on the Demon. Nothing happens. That night, since there is not a Slayer in play, the Factotum becomes the Slayer.

    How to Run

    Each night except the first, if you feel that the player has done their best to convince the group that they are an out-of-play character, wake the Factotum. Show them the YOU ARE info token, then their new character token, then put them to sleep. Replace their old character token with the new character token. (You may need to turn character tokens upside-down to remind you that a player's alignment is opposite to the color of the token. You may need to remind the player that their alignment is unchanged, by giving a thumbs-up or thumbs-down.)

    Some characters should be more difficult to become than others. Typically, the more powerful the character, the more the Factotum is going to have to work to get it.

    If you fear that the Factotum changing into a certain character would ruin the balance of the game, don't let them change into that character. You might need to pull the Factotum aside and let them know they need to try something else.

    You can only become a character that is not-in-play, so use this ability to sleuth out any players that might be lying about who they are!

    You are not limited to Townsfolk characters! If you feel a particular Minion's or Demon's ability would be beneficial to your team, try and become it! Just know that it might not be easy...

    Do not come out as the Factotum! Once you admit your identity, anything you do can be perceived as being "mad" you are the Factotum, meaning you wont be able to use your ability!

    Be careful! Other players could use your ability against you. Make sure the Storyteller sees you acting as the character you wish to be, or else another player might tell the Storyteller you were "mad" about being a character you do not want to be!

    Attribution

    Original ability from "Howl" by Squ4ll

    Townsfolk

  12. Redeemer

    If you die by execution & the nominator is evil, they immediately secretly become good.


    “Father, forgive them; for they know not what they do.”

    The Redeemer sacrifices themselves to change an evil player's alignment to good.

    Examples

    The Washerwoman nominates the Redeemer. The Redeemer is executed and dies. Nothing happens.

    The Goblin nominates the Redeemer. The Redeemer is executed and dies. The Goblin is now good, but does not learn this.

    The Imp nominates the Redeemer. The Redeemer is executed and dies. The Imp is now good, but does not learn this.

    During the night, the Fearmonger chose the Redeemer. The next day the Fearmonger nominates & executes the Redeemer. The Fearmonger is now good. The good team loses.

    How to Run

    If the Redeemer dies by execution and the nominator is evil, flip that player's token to reflect that they are now good, but do not tell them they are good.

    The Redeemer's ability happens immediately. If an ability would normally end the game after the execution, make sure you first resolve any alignment changes caused by the Redeemer.

    Townsfolk

  13. Jeweler

    Townsfolk abilities must yield true info.


    “Beauty is truth, truth beauty — that is all ye know on earth, and all ye need to know.”

    The Jeweler ensures that good players can trust their information.

    Examples

    The poisoned Snake Charmer chooses the Demon, and nothing happens. The drunk Juggler made 3 correct guesses, and learns a "3". The poisoned Empath is sitting next to 2 evil players, and learns a "2".

    The Drunk, who thinks they are the Noble, is shown Marianna, Alex, and Abdallah. Marianna and Abdallah are good, and Alex is evil.

    The Savant is in play, and learns two pieces of information each day. One is true and the other is false. That night, the Dreamer chooses a player who is the Savant, and learns that player is either the Savant or the No Dashii.

    The Vortox kills the Sage. The Sage learns two players, one of which is the Vortox.

    How to Run

    While the Jeweler is alive, good players must get true information, even if an ability causes false information, such as a Fortune Teller, Spy, Recluse, or Vortox.

    Don't tell anyone you are the Jeweler! Don't even hint that you might be! If an evil player believes that you are the Jeweler, then you are likely to die, and the information Townsfolk gather will be susceptible to meddling!

    Tell one or two trusted players that you are the Jeweler. Those players can spread this information without revealing who you are, and good players will know they can trust what they learn!

    As an evil player, if you hear rumblings of a Jeweler in the game, find them! The longer they are alive, the more undeniably true information the good players learn.

    As an evil player, claim to be the Jeweler! Quietly! To a few people! Word might get around that you are the Jeweler without publicly announcing it and good players might fully believe some dubious information!

    Townsfolk

  14. Critic

    Each night, learn a player and an alignment. Tomorrow, you are "mad" that they are that alignment or you both might die.


    “Ghastly! Revolting! An utter failure! …And yet… the nuance, the passion—Divine! A masterpiece! A transcendent work of art!”

    The Critic disturbs the general consensus of the group.

    Examples

    The first night, the Critic is shown Adam and "evil". That day, Adam says he is the Chef. The Critic says that this is not possible and that Adam must be evil and lying about his character because he is actually the Chef. That night, neither of them are killed due to the Critic.

    One night, the Critic is shown Jake and "good". That day, the Critic agrees with the points Jake says and votes with him for an execution. That night, neither of them die because of the Critic's ability.

    On the third night, the Critic is shown Emily and "good", but the group suspects that Emily is the Demon. During the day, the Critic tries to execute Emily. That night, the Critic dies and Emily lives.

    On the third night, the Critic is shown Maurice and "evil". During the day, the Critic announces to the group that they are the Critic and are mad that Maurice is evil. The Storyteller declares that both the Critic and Maurice died.

    How to Run

    At any time (even at night), if you believe that the Critic is mad about being the Critic, you can kill them the following night.

    Each night, wake the Critic. Point to a player & give a thumbs up or a thumbs down. Mark the chosen player with the SUBJECT reminder flipped to the alignment you gave. Put the Critic to sleep.

    Tomorrow, if the Critic is not mad that the player you showed them is the alignment you gave them, you may kill one or both players.

    Do not try and use your ability as a killing tool! Deaths are not guaranteed, and you may end up making yourself look extremely suspicious when you don't die after admitting you are the Critic.

    Satisfy the madness. Even if you don't mind dying, the player you're mad about might be a useful Townsfolk! You can always patch things up tomorrow while you're critiquing someone else.

    Ignore the madness, especially if you think the player you're mad about is evil! If you break madness, you should be prepared to die and possibly have the second player die as well.

    If you think another player is the Critic, just ignore them. They don't know what they're talking about and are probably just bandwagoning... right?

    If you're evil and a good player is challenging you early in the game, paint them as the Critic! It might not make anything they say less true, but it could cast doubt onto the information that they bring, especially if they "break madness" they die during the night! This is viable if there is a minion that can cause extra deaths in your game such as the Godfather or the Assassin.

    Outsider

  15. Valkyrie

    On your 1st day, visit the Storyteller to learn 2 predictions. When one comes true, something bad might happen, even if you are dead.


    “Dread it... Run from it... Destiny arrives all the same. And now, it's finally here.”

    The Valkyrie learns events in the future that will trigger calamities.

    Examples

    The Valkyrie learns "Someone will nominate themselves" and that "A Demon will kill their own Minion." On the 1st day, a player nominates themselves. That night, the Demon learns who the Sage is. On the 3rd night, the Vigormortis kills a Minion. The Demon is instructed to pick another person to kill, resulting in 2 deaths that night.

    The Valkyrie learns "Someone will use the Slayer ability" and that "There will be a night without any deaths." On the 3rd day, a Minion pretends to use the Slayer ability. That night, some of the Townsfolk are poisoned. There is never a night without a death.

    The Valkyrie learns "There will not be an execution on day 2" and that "You will be killed during the night." On the 2nd day, the Valkyrie dies by execution. Neither prediction came true, so nothing bad happens.

    How to Run

    On the 1st day, when the Valkyrie requests a private chat with you, take them away from the circle so you cannot be overheard. Whisper two predictions for what could possibly happen during the game to the Valkyrie. (If you cannot think of two straight away, either take your time or ask them to come back in a few minutes.)

    Keep the predictions reasonable. The goal should be to give predictions that the Valkyrie (and the evil team) has some amount of influence over, either directly or by telling other players.

    The reckoning each prediction brings should match the difficulty of the prediction to happen. If a prediction was practically guaranteed to happen, then the consequences for not avoiding it should be light, and vise versa.

    Be extremely careful who you tell your predictions to! If an evil player catches wind of something they have agency over, you can be certain they will take advantage of your ability and deliver a curse upon the town.

    Keep your information to yourself, especially if you don't believe your predictions will happen! There's no reason to get others involved when all it does is risk bad actors sabotaging you and your team.

    Tell everyone immediately! If you believe you can prevent a prediction from coming true, then do everything in your power to ensure it remains a false prophecy, even if you have to die in the process.

    Pretend to be the Valkyrie and slip out a couple of false predictions to see if you can get the evil team to take the bait. If you're a role that wants to die in the night, just make that one of your "predictions" and hope that the Demon takes the bait!

    Bluff as the Valkyrie while evil to try and get Townsfolk players to out their roles and spend their abilities. Players absolutely want to avoid a calamity if they can, but don't be surprised if they decide you have to die along the way.

    Outsider

  16. Chimney Sweep

    Each night*, if you are chosen by another player’s ability, you might be executed tomorrow.


    “Aww... Must I go again? I nearly got stuck last time!”

    The Chimney Sweep is killed if they are picked during the night.

    Examples

    The Chambermaid chooses the Dreamer and the Chimney Sweep. The next day, the Chimney Sweep is executed.

    The Cerenovus chooses the Chimney Sweep to be mad they are the Clockmaker. The next day, the Chimney Sweep is executed, even though they adhered to madness.

    The Chimney Sweep has alerted the town that they are the Chimney Sweep, but nobody believes them since multiple players have chosen them in the night, and they have not been executed.

    How to Run

    If the Chimney Sweep was chosen by another player, mark them with the CHOSEN reminder token.

    At any time during the next day, if the Chimney Sweep is marked CHOSEN, you can decide to execute the Chimney Sweep. Declare this to the group. They die - mark them with a shroud.

    Outsider

  17. Secret Admirer

    1 player is drunk, even if you die. If you guess (once) who it is, you become a not-in-play Townsfolk, but guess wrong & think you do.


    “It’s you. It’s ALWAYS been you. I know the way you stand, the way you listen — HEY! Don’t shake your head, I know. I’ve been watching you. I mean... watching OUT for you.”

    The Secret Admirer tries to figure out who is drunk.

    Examples

    Sarah is the Empath who has been made drunk by the Secret Admirer and is getting false information. The Secret Admirer privately guesses that Sarah is drunk. That night, the Secret Admirer becomes the Chef, and Sarah is no longer made drunk by the Secret Admirer's ability.

    The Secret Admirer makes an incorrect guess. That night, they are told they are the Alchemist. There is another player in the game who has come out as the Alchemist with the Godfather's ability. The Secret Admirer is still making a player drunk.

    How to Run

    While preparing the first night, mark any player with the Secret Admirer's DRUNK reminder. This player is drunk.

    At any time during the game, the Secret Admirer may guess a player, either publicly or by having a private discussion with you. If their guessed player is marked by the Secret Admirer's DRUNK reminder, that night, they become a not-in-play Townsfolk. If their guess is not marked by the Secret Admirer's DRUNK reminder, that night, tell them they have become a Townsfolk character (in-play or not-in-play), but they are not. For the rest of the game, act as if the Secret Admirer is actually this Townsfolk character.

    Outsider

  18. Magneton

    Each night, choose a player, a character, and an alignment: they register as that character and alignment tonight and tomorrow day.


    “iNVERTING pOLATIRY!! uP iS dOWN... aND dOWN iS uP!! hEEHEEHEE hOOO!”

    The Magneton changes who players register as.

    Examples

    The Magneton makes the Soldier register as the evil Imp. During the day, the Slayer chooses the Soldier. The Soldier dies.

    The Magneton makes the Lord of Typhon register as the good Empath. When chosen by the Dreamer, the Dreamer learns they are either the Empath or the Scarlet Woman.

    The Magneton makes themselves register as the Kazali. The Alsaahir guesses the Demon correctly, but guesses the Magneton as a Minion. Nothing happens.

    How to Run

    Each night, wake the Magneton. They point at any player, then point at any character icon on their character sheet, then give a thumbs up or a thumbs down. Put the Magneton to sleep. Mark that player with the MISREGISTER reminder. During the rest of the night and the next day, that player registers as the chosen character and alignment.

    Minion

  19. Gladiator

    Each night*, choose a player who voted for you today: they die. If executed, you only die if all living good players voted for you.


    “ARE YOU NOT ENTERTAINED? ARE YOU NOT ENTERTAINED!? IS THAT NOT WHY YOU ARE HERE?”

    The Gladiator beckons players to execute them, only to kill them instead.

    Examples

    On the first day, the Gladiator is nominated and is about to die. The good Ravenkeeper did not vote for them. The Gladiator is executed, but does not die. That night, the Gladiator wakes and chooses to kill the good Soldier, who voted for the Gladiator.

    On the second day, the Gladiator is nominated and is about to die. The vote was unanimous. The Gladiator is executed and dies.

    The Gladiator was not nominated. They do not wake.

    The Gladiator nominated themselves and voted for themselves, but nobody else voted. That night, they wake and must choose to kill themselves.

    How to Run

    Each day, if the Gladiator receives any votes during their nomination, mark them with the GOT VOTED reminder. If the Gladiator is executed and a good player did not vote for them, the Gladiator survives execution.

    Each night except the first, if the Gladiator is marked GOT VOTED, wake the Gladiator. They point to a player that voted for them. Put the Gladiator to sleep.

    Minion

  20. Blackmailer

    Each night, choose a player: they are mad you're good & learn who you are. Tomorrow, they follow your commands, or might be executed. [-1 Outsider]


    “A little birdie told me about your... hmm... 'eventful' night last week. We wouldn't want your husband to find out about this now, would we?”

    The Blackmailer forces players to tell them their role & vouch for them.

    Examples

    The Blackmailer chooses the Empath. During the day, they go for a private chat where the Blackmailer commands the Empath to say they learned a "2" and push for their neighbors to be executed. The Empath obliges.

    The Blackmailer chooses the Klutz. At the start of the day, the Klutz announces that Adam is the Blackmailer. The Klutz is executed immediately.

    The Blackmailer chooses the Librarian. During the day, they go for a private chat where the Blackmailer commands them to publicly give their information in singsong. The Librarian obliges.

    The Blackmailer chooses the Mathematician who obliges with their commands the next day. After that, the Blackmailer chooses a new player. The Mathematician then claims that the Blackmailer is the Demon and needs to be executed. The Mathematician is executed.

    The Blackmailer chooses the Sage. During the day, they go for a private chat where the Blackmailer commands them to kiss another player. The Sage is uncomfortable with this commands and tells the Storyteller. The Storyteller issues a warning to the Blackmailer to keep it chill, and give commands that are either silly or gameplay related.

    How to Run

    Each night, wake the Blackmailer. They point at any player. Mark them with the BLACKMAILED reminder. Wake this player. Let them make eye contact. Point at the Blackmailer, then show the Blackmailer token to the chosen player. Put that player to sleep.

    During the next day, if you feel that the blackmailed player has not done their best to follow the Blackmailer's commands, you can decide to execute them. Declare this to the group. They die. If you execute them during the day before the normal execution happens, go to the night phase. (There is a maximum of one execution per day.)

    Keep commands lighthearted, funny, and mechanically advantageous. Commanding players to do silly things is funny, as long as they are comfortable with it. As soon as a boundary is crossed, the Storyteller should intervene and issue a warning.

    Minion

  21. Saboteur

    Executed Outsiders might not die. Outsiders that survive execution poison 1 Townsfolk neighbor. [+1 Outsider]


    “Gunpowder and tripwires! Pressure plates and poison darts! Tar buckets and feather bags!”

    The Saboteur poisons Townsfolk when Outsiders survive execution.

    Examples

    The Mutant is executed and survives. They neighbor the Dreamer, who becomes poisoned.

    The Saint is executed and dies. Evil wins!

    The Damsel is executed and survives. They neighbor a Minion and another Outsider. The Storyteller decides to poison the Sage, who neighbors the Minion.

    How to Run

    While setting up the game, before putting the character tokens in the bag, remove one Townsfolk token and add one Outsider character token. (If there are no Outsider tokens to add, do not remove a Townsfolk token.)

    When an Outsider is executed, they might not die. If they survive execution, the closest clockwise or closest counterclockwise Townsfolk to the Outsider becomes poisoned - mark them with a POISONED reminder.

    Minion

  22. Mycelium

    Each night*, choose a player (neighboring a dead player, if possible): they die. You wake when other Mycelium do. [1 Minion is Mycelium]


    “The rot spreads... The rot consumes...”

    The Mycelium is two Demons linked by a hive mind.

    Examples

    There are two Mycelium players. There are no dead players. The first Mycelium attacks the Clockmaker and the second attacks the Dreamer. The Clockmaker and Dreamer both die.

    There are two Mycelium players. The Librarian was executed on the first day and died. The Mycelium pair pick both of the Librarians neighbors. The Librarians neighbors die.

    There is one Mycelium player. There are several dead players. They pick the Fortune Teller who has both their neighbors alive. Nobody dies.

    How to Run

    While setting up the game, before putting the character tokens in the bag, replace one Minion character token with a Mycelium token.

    Each night except the first, wake all Mycelium. They point at any players. Put all Mycelium to sleep.

    Encourage players to execute! Otherwise, you'll be working around the circle in an extremely obvious manner!

    Sink half your kills to make the Demon type more ambiguous. Killing 2 people every night might alert the town that there is a Mycelium infestation!

    Kill as often as possible. The faster the game ends, the more likely you are to win. After all, the town has to execute twice as many Demons as normal!

    Demon

  23. Basilisk

    Each night*, choose a player: they die. You may guess another player's character: if correct, they die, but guess wrong & you don't kill tonight.


    “Come... Come to me... Let me rip you... Let me tear you...”

    The Basilisk can kill two players per night, but has to guess the second victim's character.

    Examples

    The Basilisk attacks the Minstrel, then points to the Pacifist, then the Pacifist icon. The Minstrel and the Pacifist dies.

    The Basilisk attacks the Mayor, then points to the Slayer, then the Soldier icon. Only the Mayor dies.

    The Basilisk attacks the Soldier, then signals that they do not want to guess another player's character. Nobody dies.

    How to Run

    Each night except the first, wake the Basilisk. They point at any player. That player dies. They point at a second player, then point at any character icon on their character sheet. If they guessed correctly, the second player also dies.

    You (or your Minions) should be gathering as much information about the other players as possible without looking suspicious! Knowing who each player is allows you to kill more people per night and figure out when someone has lied to you!

    Demon

  24. Succubus

    Each night*, choose a player: they die. The 1st drunk or poisoned player this kills becomes a sober & healthy evil Succubus & you die instead. 1 Townsfolk is poisoned.


    “Oh, come on sugar. Just give me a little... taste.”

    The Succubus steals the souls of inebriated players.

    Examples

    The Succubus attacks the Empath, who dies. The next night, the Succubus attacks the drunk Sailor, who becomes the Succubus while the old Succubus dies. The next night, the Succubus attacks the Drunk, who dies.

    How to Run

    Each night except the first, wake the Succubus. They point at any player. Put the Succubus to sleep.

    If the chosen player is sober and healthy, that player dies—mark them with the DEAD reminder.

    If the chosen player is drunk or poisoned and the ONCE reminder is in the center of the Grimoire, that player dies—mark them with the DEAD reminder.

    If the chosen player is drunk or poisoned and the ONCE reminder is not in the center of the Grimoire, the Succubus dies—mark them with the DEAD reminder. Wake the chosen player. Show them the YOU ARE info token, then the Succubus token, then the YOU ARE token, then a thumbs down. Change their character to a Succubus—swap their character token with the spare Succubus token. They become evil. Put the new Succubus to sleep. Put the ONCE reminder in the center of the Grimoire. (Unlike "Once per game" abilities, this reminder stays there for the rest of the game. Don't remove it, even if the Succubus dies or changes character.)

    Demon

  25. Rat King

    Each night*, choose a player: they die. When you die, an evil Townsfolk becomes a Rat King and is poisoned tonight. [1 Townsfolk is evil]


    “Join me... Join me... Wrap your tail with mine, and let us become intertwined.”

    The Rat King convinces evil Townsfolk to join their mischief.

    Examples

    During the night, the Rat King chooses a player, who dies. The next night, the Rat King chooses themselves to die. The Rat King dies, and the evil Investigator becomes the Rat King.

    The evil Soldier is executed and dies. The next day, the Rat King is executed and dies. The game ends since there are no living evil Townsfolk to become a new Rat King.

    How to Run

    During setup, turn one Townsfolk character token upside down, to represent that they are evil.

    Each night except the first, wake the Rat King. They point at any player. Put the Rat King to sleep.

    If the Rat King dies at any point, choose an alive evil Townsfolk and replace their character token with a spare Rat King token, changing their character to the Rat King. Wake the new Rat King, show them the YOU ARE info token, then show them the Rat King token. Put the new Rat King to sleep.

    You add an extra evil into the game... Find them!!

    Demon

  26. Night Order

    First Night

    Magneton
    Blackmailer
    Cobbler
    Architect
    Charlatan
    Sheriff
    Critic

    Other Nights

    Magneton
    Saboteur
    Factotum
    Blackmailer
    Prospector
    Succubus
    Mycelium
    Basilisk
    Rat King
    Gladiator
    Lancer
    Charlatan
    Impresario
    Prince
    Sheriff
    Critic
    Chimney Sweep
    Valkyrie
  27. this almanac generated using Bloodstar Clocktica