1. The threat of sudden deaths and bad executions makes it so the Townsfolk of Ravenswood Bluff really have to rely on - and protect - the more powerful information gatherers among them, while the evil team attempts to pinch off the lines of communication, cause infighting, and occasionally even bait out a nomination that'll work in their favor. Both good and evil will have to figure out who's what in order to work around powerful opposing abilities.

  2. Registrar

    You start knowing 1 not-in-play Outsider.


    Townsfolk

  3. Enforcer

    You start knowing 3 players, at least 1 of which is evil. [+ the Delinquent]


    Townsfolk

  4. Blacksmith

    Each night, choose a player (not yourself, & different to last night): they can only die to a Demon until dusk.


    Townsfolk

  5. Priest

    Each night, choose a character (different to last night): they can't die until dusk. If not in play, the Storyteller chooses.


    Assigning the protection after the Priest has missed should go to a dead player in most cases, effectively wasting the ability. Protecting a living player should mostly be done to aid the evil team's bluffs.

    Townsfolk

  6. Mentalist

    Each night, choose a player and 3 good characters they might be (not your own): learn whether 1 of them is correct.


    Townsfolk

  7. Insomniac

    Each night, choose a player: you might learn the choices made & info learnt due to their ability tonight.


    “Hey, buddy. I can't sleep. I really could use some company...”

    The Insomniac can't sleep and elects to watch what someone else is doing tonight instead.

    The Insomniac should be put to sleep if their choice would not have woken tonight, if they are drunk or poisoned, but also in a lot of cases where they choose evil players. Base these decisions on what you know the evil team is bluffing. Could their info or actions be excused as something that fits the character they are pretending to be? Or, are they bluffing as something that doesn't wake?

    Townsfolk

  8. Custodian

    Each night, if there are 5 or fewer living players, choose a player: you learn how many living players are their alignment.


    Townsfolk

  9. Chimney Sweep

    Each night*, choose a living player: if they are evil, you die.


    “I promise I didn't see nor hear noffink! I were just cleanin' out some soot!”

    The Chimney Sweep peeks at others, until they see something they weren't supposed to and pay the ultimate price.

    Examples

    The Chimney Sweep chooses the Enforcer. They live, because the Enforcer is not evil. The next day, they choose the Enforcer again. However, the Bokryder selects the Chimney Sweep that night, so they die anyway.

    The Chimney Sweep was chosen by the Hedonist yesterday, so they are drunk as they choose the Cryptkeeper. They live, even though the Cryptkeeper is evil, because they were drunk and had no ability.

    The Chimney Sweep chooses the Phase Shifter. The Phase Shifter's ability makes it so that the Chimney Sweep is actually choosing the Blacksmith, who is sitting a seat clockwise. They live, because the Blacksmith isn't evil.

    How to Run

    Each night except the first, wake the Chimney Sweep. They point at any player. If they point at a dead player, shake your head and prompt them to choose again. After they point at an alive player, put them back to sleep. If the player chosen was evil, mark the Chimney Sweep with the DEAD reminder token. The next morning, announce that they died in the night. If the player chosen was not evil, nothing happens.

    Townsfolk

  10. Vigilante

    Each night*, choose a player (different to last night): they die if not a Demon. If they were Townsfolk, you're drunk for 2 days.


    Townsfolk

  11. Hedonist

    Each day, you may publicly choose a player: if no-one else publicly chose the same player today, they are drunk tonight.


    Townsfolk

  12. Devotee

    On your 1st night, pick a player: if they are good, the 1st time they would die at night, you die in their stead.


    Townsfolk

  13. Strongman

    If a Demon attacks you, they do not wake tomorrow night, even if this killed you.


    “I will go down swingin' pal!”

    The Strongman fights back against Demons that try to kill them, wounding them so badly they need to spend a day recovering.

    Townsfolk

  14. Conspiracist

    Each day, you’re mad that a different player is evil, or die tonight. If the dead outnumber the living, learn the Demon player.


    “It's all connected, I'm telling you! It's a grand conspiracy, and everybody is in on it! You have to believe me! I'll prove it to you, just give me a little bit more time to connect the dots!”

    Townsfolk

  15. Pickpocket

    Each night, choose a player (different to last night): they are drunk whenever they choose you with their ability.


    “Ha! How are ya gonna spy on me without yer binoculars? Stab me without yer knife? Arrest me without yer handcuffs?”

    The Pickpocket grows their collection of stolen goods every night, taunting anyone that tries to get them back.

    Outsider

  16. Loadbearer

    When you die, so might any Townsfolk responsible for your death tonight.


    Outsider

  17. Delinquent

    When you die, if you weren't mad about being the Delinquent, the Townsfolk you turned evil turns good. [1 Townsfolk is evil]


    The Delinquent is a bad influence, but luckily that only lasts while they live, right?

    A Delinquent advocating for their own death should be treated as a madness break in most cases.

    Outsider

  18. Loudmouth

    Outsiders may register as evil to Townsfolk abilities, even if you're dead.


    Outsider

  19. Bloodsucker

    Each night, choose an alive player (different to last night): you get their ability, and you both might be poisoned tonight.


    Minion

  20. Cryptkeeper

    Once per game, at night, choose a character: they have no ability & learn this.


    Players with no ability should not be woken at all, rather than be given false or arbitrary info.

    Minion

  21. Trickster

    On your 1st night, choose 2 players: if 1 of them dies, the other dies at night. You choose again if both are dead.


    Minion

  22. Thrall

    Demons and other Minions do not learn you, and vice versa. The 1st time each of them would die, they don't.


    “Ahh, Master! Please, do not gaze upon me. I am unworthy!”

    The lowly Thrall humbly protects their master, without expecting any acknowledgement in return.

    Examples

    The Demon is executed on the first day. They survive execution, because this is the first time they would have died.

    The Vigilante chooses the Trickster at night. The Trickster does not die, because this is the first time they would have died. The next day, the Vigilante nominates the Trickster, because they did not die and might be the Demon. The Trickster is executed and dies, because the Thrall is no longer protecting them.

    How to Run

    When you do the Demon and Minion info steps, wake the Thrall separately from any other Minions, and do not tell Demons and other Minions about the Thrall player. Place the IMMORTAL reminder by the Demon and other Minions-they cannot die for any reason. The first time each of them would have died, remove the IMMORTAL reminder. They can now die again.

    Minion

  23. Noxispora

    Each night*, choose 1 or 2 players: if you chose 1, they die. If you chose 2, both are poisoned until you choose again.


    Demon

  24. Wrok

    Each night*, choose a player: they die. If you were nominated today, choose 2.


    Demon

  25. Phase Shifter

    Each night*, choose a player: they die. Townsfolk abilities' player choices apply 1-3 steps clockwise (you start knowing how many).


    The Phase Shifter distorts reality, making it so no one is certain what plane they exist on.

    Demon

  26. Bokryder

    Each night*, choose a player: they die. Executees become Bokryder tonight & might die. You win if all evil players are Bokryder.


    “Over huis, over tuin, over staak, en dat tot Keulen in de wijnkelder!”

    The Bokryder's gang punishes a bloodthirsty town, overrunning it with its growing number of members.

    Examples

    The Hedonist is executed, who dies, and becomes a new, good Bokryder.

    The Bokryder unknowingly attacks the Thrall, who dies, and does not become a Bokryder because they were not executed.

    The Strongman is executed, but does not die, as they were chosen by a Priest last night. They become a Bokryder. They are still good, but die before they are woken to kill, to prevent too many night deaths.

    There is one dead and one alive evil Bokryder. The only other evil player is a Bloodsucker. They are executed, become the Bokryder, and the evil team wins, because all evil players are Bokryders.

    All Minions are Bokryders, because they were executed. There is an alive evil Blacksmith in the game. The game continues, because there are evil players in the game who are not Bokryders.

    How to Run

    Each night except the first, wake the Bokryder. They point at any player. Put the Bokryder to sleep. The chosen player dies - mark them with the DEAD reminder. If a player is executed, regardless of whether they die or not, immediately change their character to a Bokryder - swap their character token with a spare Bokryder token. That night, wake them. Show them the YOU ARE info token, then the Bokryder token. Put the new Bokryder to sleep. If they survived execution, decide whether to kill them before you wake them to choose a player to kill. If you do, mark them with a DEAD reminder. At any time during the game, if all evil players are the Bokryder, the game ends and the evil team wins.

    If a player was executed and did not die, there will be 2 living Bokryders in the game, and you should elect to kill them before they wake in most cases. If multiple Bokryders are alive, the most sensible thing to do is to wake the original one first, as they might want to kill the extras (especially since they won't know whether you already chose to do so or not).

    Demon

  27. Cowboy

    If a vote ends on a tie, you may decide which one, if any, of the nominees is immediately executed anyway.


    It is the Cowboy's own responsibility to speak up and use their ability when they want to. The Storyteller should not be asking them after every tie.

    Traveller

  28. Groundskeeper

    Once per game, at night, choose a dead player: they get 2 extra vote tokens.


    “I've come to pay my respects. Hopefully this helps a little.”

    Traveller

  29. Night Order

    First Night

    Thrall
    Phase Shifter
    Cryptkeeper
    Bloodsucker
    Delinquent
    Pickpocket
    Trickster
    Registrar
    Enforcer
    Devotee
    Blacksmith
    Priest
    Mentalist
    Insomniac

    Other Nights

    Cryptkeeper
    Bloodsucker
    Delinquent
    Trickster
    Pickpocket
    Blacksmith
    Priest
    Chimney Sweep
    Noxispora
    Wrok
    Phase Shifter
    Bokryder
    Vigilante
    Mentalist
    Custodian
    Conspiracist
    Insomniac
    Loadbearer
    Groundskeeper
  30. this almanac generated using Bloodstar Clocktica