
Washerwoman
You start knowing that 1 of 2 seats is a particular Townsfolk.
Townsfolk

You start knowing that 1 of 2 seats is a particular Townsfolk.
Townsfolk

You start knowing that 1 of 2 seats is a particular Outsider. (Or that zero are in play.)
Townsfolk

You start knowing that 1 of 2 seats is a particular Minion.
Townsfolk

You start knowing how many pairs of evil players there are.
Townsfolk

Each night, you learn how many of your 2 alive neighbours are evil.
Townsfolk

Each night, choose 2 seats: you learn if either is a Demon. There is a good seat that registers as a Demon to you.
Townsfolk

Once per game, during the day, publicly choose a seat: if they are the Demon, they die.
Townsfolk

Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.
Outsider

If you die by execution, your team loses.
Outsider

You might register as evil & as a Minion or Demon, even if dead.
Outsider

You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Outsider

There are extra Outsiders in play. [+2 Outsiders]
Minion

Each day, you may make a public statement. Tonight, if it was true, an empty seat dies.
Townsfolk

Once per game, at night, choose a character: they are drunk for 3 nights & 3 days.
Townsfolk

Once per game, at night*, choose a dead seat: if they are a Townsfolk, they are resurrected.
Townsfolk

Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
Outsider

You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Outsider

If the Demon dies by execution (ending the game), play for 1 more day. If a seat is then executed, their team loses.
Minion

You start knowing how many steps from the Demon to its nearest Minion.
Townsfolk

Each night, choose a seat (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
Townsfolk

Each night, choose an alive seat: a chosen Demon swaps characters & alignments with you & is then poisoned.
Townsfolk

Each night, you learn how many seat’ abilities worked abnormally (since dawn) due to another character's ability.
Townsfolk

Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Townsfolk

Once per game, at night, choose 2 seats (not yourself): you learn if they are the same alignment.
Townsfolk

Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Townsfolk

Once per game, during the day, privately ask the Storyteller any yes/no question.
Townsfolk

If you are “mad” about being an Outsider, you might be executed.
Outsider

You & an opposing seat know each other. If the good seat is executed, evil wins. Good can't win if you both live.
Minion

You start knowing 1 good seat.
Townsfolk

You start knowing 2 seats that are not the Demon.
Townsfolk

You start knowing 3 seats, 1 and only 1 of which is evil.
Townsfolk

You start knowing if your closest evil seat is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Townsfolk

You start knowing 1 evil seat. If the seat you know dies, you learn another evil seat tonight. [1 Townsfolk is evil]
Townsfolk

Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Townsfolk

Each night, choose a seat: a Minion, if chosen, learns this. All chosen Minions have no ability.
Townsfolk

Each night, choose a seat: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Townsfolk

Each night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins.
Townsfolk

Each day, if you publicly guess which seats are Minion(s) and which are Demon(s), good wins.
Townsfolk

Once per game, at night, choose which Minions or which Demon is in play.
Townsfolk

Once per game, at night, choose a player: they learn you are the Nightwatchman.
Townsfolk

Once per game, during the day, visit the Storyteller for some advice to help you win.
Townsfolk

You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.
Townsfolk

You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Townsfolk

The Storyteller can break the game rules, and if executed, good wins, even if you are dead. [No evil characters]
Townsfolk

You have all Outsider abilities. [-0 or -1 Outsider]
Outsider

On your 1st night, choose a seat (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
Outsider

You may only nominate once per game. When you do, if the nominee is not the Demon, they die.
Outsider

If you were the player most responsible for your team losing, you change alignment & win, even if dead.
Outsider

All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Outsider

Each Minion gets 3 bluffs.
Outsider

Whoever wins, loses & whoever loses, wins, even if you are dead.
Outsider

1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon seat, but guess wrong & get false info.
Outsider

You start knowing a secret word. The 1st good player to say this word becomes evil that night.
Minion

Each day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo.
Minion

Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.
Minion

On night X, all Townsfolk are poisoned until dusk. [X Outsiders]
Minion

You get 3 bluffs. On the 3rd night, choose a seat: they become an evil Demon of your choice. [No Demon]
Minion

If you are executed, all but 3 seats die. After a 10 to 1 countdown, the seat with the most players pointing at them, dies.
Minion

All players keep their eyes closed when voting and the vote tally is secret. Each night, choose if you are drunk until dusk.
Minion

The Demon (even if drunk or poisoned) has a not-in-play goos character's ability. You both know which.
Minion

If more than 1 good seat is executed, you win. All players know you are in play. After day 5, evil wins.
Demon


















































