1. Blacksmith

    Each night, choose a player (not yourself, and different from last night). They can't die until dusk.


    Townsfolk

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

    The Chimney Sweep is 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, one of the Phase Shifter's neighbors. They live, because the Blacksmith isn't evil.

    The Chimney Sweep chooses the Phase Shifter. The Phase Shifter's ability makes it so that the Chimney Sweep is actually choosing the Thrall, one of the Phase Shifter's neighbors. They die, because the Thrall is 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

  3. Conspiracist

    You must be mad that a different player is evil every day, or die at night. If you live to day 5, you learn who the demon is tonight.


    “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

  4. Cowboy

    Once per game, 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.

    Townsfolk

  5. Custodian

    Each night, if there are 6 or fewer living players, choose a player. You learn how many living players are their alignment.


    Townsfolk

  6. 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.”

    Townsfolk

  7. Infiltrator

    1/3 Demon bluffs is actually in play.


    Townsfolk

  8. Insomniac

    Each night, choose a player. If they would wake due to their ability, they do so now, while you watch. The storyteller might put you to sleep.


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

    The Insomniac stays awake and forces someone else to wake up early, too.

    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 physical actions be excused as something they would do as the character they are pretending to be? Or, are they bluffing as something that doesn't wake?

    Townsfolk

  9. Officer

    You start knowing 2 players, 1 of which is evil. [+ the Delinquent]


    Townsfolk

  10. Nurse

    Each night, pick a player. If they are drunk or poisoned, learn which.


    Townsfolk

  11. [Party Animal]

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


    Townsfolk

  12. Recordkeeper

    You start knowing 1 not-in-play character.


    Townsfolk

  13. [Secretary]

    If you do not vote on an execution, this counts as a negative vote.


    Townsfolk

  14. Strongman

    If a Demon attacks you, they do not wake tomorrow night.


    “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

  15. Vigilante

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


    Townsfolk

  16. Pickpocket

    Any player that chooses you with their ability is drunk until dusk.


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

    Outsider

  17. [Charged]

    When you die, so do your good neighbours.


    Outsider

  18. Deadringer

    Your vote doesn't count. Even if dead, if you have been mad about being the Deadringer.


    “Hello?! Can anyone hear me? I'm still alive in here!”

    The Deadringer only makes their voice known after they are dead and buried.

    Examples

    A player is nominated and voting starts. The Storyteller counts "one, two..." votes as they get to the living Deadringer, who has their hand raised. The Storyteller passes them without counting to three, because the Deadringer's votes don't count when alive.

    The Deadringer claims they are the Cowboy. They are executed and die when other players notice they don't actually have the Cowboy ability. The Deadringer's vote, using a vote token, will now count, because they have not been mad about being the Deadringer.

    The Deadringer is nominated. They say that they don't mind dying at all, and even attempt to vote on themselves, even though their vote isn't counted. They die. The Storyteller decides that the desire to die constitutes a madness break, and the dead Deadringer's votes still won't count.

    A living Deadringer attempts to vote on every nomination, and other players realize they must be the Deadringer, as there aren't enough other reasons on the script for their vote to never count. The Storyteller decides this constitutes a madness break, and when the Deadringer dies, their votes still won't count.

    How to Run

    If the Deadringer votes while they're alive, do not count their vote. When you pass them, treat them as never raising their hand. If the Deadringer dies and has been mad about being the Deadringer, place the NO VOTE reminder next to them. If a dead Deadringer has the NO VOTE reminder next to them, and they attempt to vote, do not count it, just as when they were alive. If a dead Deadringer attempts to vote, and they do not have the NO VOTE reminder token next to them, their vote may be counted.

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

    Outsider

  19. Delinquent

    A Townsfolk is evil. Even if you're dead, if you were mad about being the Delinquent.


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

    Outsider

  20. Rebel

    Your vote (or lack thereof) counts as the opposite.


    Outsider

  21. Conductor

    Outsider abilities work even in death, and their on-death abilities trigger again if their corpse is killed.


    Minion

  22. Cryptkeeper

    Once per game, at night, choose a character. If in game, they are poisoned indefinitely.


    Minion

  23. Parasite

    Each night, choose a player. Tomorrow, their vote will count the same as yours.


    Minion

  24. [Tethered]

    On your first night, select a player. When you die, so do they, and vice versa.


    Minion

  25. Thrall

    Demons and other Minions do not learn you. Demons can't die. If you're mad you're the Thrall, you are poisoned indefinitely.


    “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 Thrall claims to be a Chimney Sweep who chose the Demon and didn't die. The Demon is executed anyway. They survive execution, because the Thrall is alive and not mad as the Thrall.

    The next day, the Demon asks the Thrall if they protected them with their lie because they are a Thrall. The Thrall confirms this. That evening, the Demon is executed and dies, because the Thrall was mad as the Thrall that day and became poisoned.

    The Chimney Sweep claims to be the Thrall. The Demon is executed and does not die, because the real Thrall has not been mad as the Thrall, and can still protect their Demon.

    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-they cannot die for any reason. If the Thrall is ever mad about being the Thrall, mark them with the POISONED reminder, and remove the IMMORTAL reminder from the Demon. They can now die again.

    Minion

  26. Buckrider

    Each night*, choose a player: they die. If 6 or more players live, executed Minions become Buckrider. If all evil players are Buckrider, evil wins.


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

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

    Examples

    The Buckrider attacks the Chimney Sweep, who dies.

    The Cryptkeeper is executed, who dies, and becomes a new Buckrider.

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

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

    There are five living players. A Conductor is executed, who dies, and does not become a Buckrider, because the Buckrider is no longer recruiting.

    There are two dead and one alive Buckrider. There is an evil Blacksmith in the game. They are executed, and die, and do not become a Buckrider because they are not a Minion. The game continues, because there are evil players in the game who are not Buckriders.

    How to Run

    Each night except the first, wake the Buckrider. They point at any player. Put the Buckrider to sleep. The chosen player dies - mark them with the DEAD reminder. When only five or fewer players live, place the NO RECRUITING reminder next to the Buckrider. If a Minion dies by execution and the NO RECRUITING reminder is not next to the Buckrider, immediately change their character to a Buckrider - swap their character token with a spare Buckrider token. That night, wake them. Show them the YOU ARE info token, then the Buckrider token. Put the new, dead Buckrider to sleep. At any time during the game, if all evil players are the Buckrider, the game ends and the evil team wins.

    The recruitment win condition is a failsafe, a reason not to panic if the town keeps picking off your Minions early. But a recruitment win is not guaranteed; it is just as worthwhile to play for a regular win, by killing, and vying for the executions of, good players. It would be a shame to have personally put all your minions up for execution, removing their abilities from the game, only to find out you cannot win via recruitment because there is an evil townsfolk around that you cannot recruit!

    Demon

  27. [Paralyzer]

    Each night*, choose a player: they die. Players can only die by execution the first time they are nominated by someone from the opposing team.


    Demon

  28. Phase Shifter

    Each night*, choose a player: they die. Anything that targets you might affect one of your neighbours instead, and vice versa.


    The Phase Shifter exists on multiple planes at the same time, making them hard to pin down.

    Demon

  29. [The Ooze]

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


    Demon

  30. Night Order

    First Night

    Thrall

    Other Nights

    Chimney Sweep
    Buckrider
  31. this almanac generated using Bloodstar Clocktica