
Undertaker
On the final night, you learn which characters are dead.
Townsfolk

On the final night, you learn which characters are dead.
Townsfolk

Each night, choose a player (not yourself): they are sober, healthy and safe from all evil abilities tonight.
Townsfolk

Each night, choose 2 seats: if one dies before dusk, learn both of their characters that night.
Townsfolk

Your Townsfolk neighbours are safe from all evil abilities.
Townsfolk

On day 5, if no execution occurs, your team wins.
Townsfolk

The 1st time you are nominated, if the nominator is a Townsfolk, a good seat it executed immediately.
Outsider

Your neighbours, if Townsfolk, are Poisoned.
Minion

Each night, choose a seat, learn their character and any relevant information.
Minion

If it is day 4 or earlier & the Demon dies, you become the Demon.
Minion

Each night, you may choose to swap seats with a Minion. If you do, learn that the Imp is 1 of 2 seats.
Demon

You start knowing a good seat & their character. If they are executed, evil wins, even if you are drunk or poisoned.
Townsfolk

The seat(s) opposite you are Drunk. You can't die.
Townsfolk

Each night, choose 2 seats (not yourself): you learn how many should have woken tonight due to their ability.
Townsfolk

Each night, choose a seat (different to last night): the Demon, if chosen, has no ability tonight.
Townsfolk

The seat(s) opposite you are safe from all evil abilities: if multiple, one is drunk.
Townsfolk

Each night*, choose a Townsfolk: if on an empty seat, they die.
Townsfolk

If both your alive neighbours are good, they learn this.
Townsfolk

The first executed Townsfolk registers as evil when executed.
Townsfolk

Once per game, during the day, publicly choose that good players can't die by execution today.
Townsfolk

When a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.
Outsider

You think you are a Demon, but you are not. The Demon knows who you are.
Outsider

You might be executed instead of another seat. Whilst a player has you, you are drunk.
Outsider

After your first day, you die. If a player isn't holding you, you are drunk.
Outsider

You know which Outsiders are in which seats.
Minion

Each night, your next evil player clockwise can't die.
Minion

Twice per game, at night*, choose an empty seat: they die, even if for some reason they could not.
Minion

The 1st time you die, you live but register as dead, a player might learn this.
Demon

Your closest player that swapped tonight is poisoned.
Demon

Once per game, a dead evil seat is revived.
Demon

Each night*, you may choose to kill all other evil seats: if you do, the game ends tomorrow.
Demon

Whilst a player has you, the Demon cannot vote and learns this.
Townsfolk

Each night*, you learn if a Minion nominated or was nominated today.
Townsfolk

You start knowing how many seats are evil. Each night*, if a player has died since dawn, learn how many living seats are evil. [1 Minion might be good]
Townsfolk

On your 1st day, publicly guess up to 5 seats' current characters. That night, you learn how many you got correct.
Townsfolk

Each night, choose a seat. If you chose a Demon, learn which seats are the demon. A good seat registers as the demon to you.
Townsfolk

Each night, choose 2 empty seats, learn one of their characters. If both are good, they swap seats.
Townsfolk

All players know you are in play. The last Townsfolk that nominated is drunk.
Outsider

On day 5, if a player holds you, you must publicly choose a living player: if evil, good loses.
Outsider

Before day 4, seats your nominees nominate are executed immediately (If good).
Minion

Your Townsfolk neighbours are mad that they have the character of your other Townsfolk neighbour, or they might be executed.
Minion

Each night*, choose a seat & a character they become (if not-in-play). If a Demon is made, the previous demon must die.
Minion

Each night, a Townsfolk player may swap seats with an Outsider. [+1 Outsider]
Demon

Dead evil seats keep their ability. When a seat dies, all living players are poisoned until dusk.
Demon

Your 2 Townsfolk neighbours are poisoned.
Demon

Townsfolk abilities yield false info. Each day, if a tie occurs removing a seat from the block, evil wins.
Demon

Each night, choose a seat, learn if they are drunk or poisoned.
Townsfolk

Each night, the Balloonist learns a player of a different character type than previous.
Townsfolk

If you nominate and execute yourself, all players learn you are the Banshee. From now on, you may nominate twice per day and vote twice per nomination.
The Banshee becomes more powerful when dead, nominating and voting twice as much.
Townsfolk

On the final night, you gain the abilities of all good, dead characters.
Townsfolk

If you neighbour a minion for 2 nights, they turn good.
Townsfolk

Each night, learn which role the Storyteller believes is the most important to know.
Townsfolk

Each night, choose a living seat: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
Townsfolk

Each night, if a seat has been executed, you learn 1 alive character. The Demon knows who you are.
Townsfolk

Each night*, choose a living empty seat: if good, they die.
Townsfolk

Your neighbours (if Townsfolk), register as evil when executed.
Townsfolk

You start knowing 1 in-play Townsfolk. Each night*, If you were mad that you were this character, you gain their ability.
Townsfolk

Minions & Demons do not know their roles. If you die, they learn what they are that night.
Townsfolk

Players you execute register as evil.
Townsfolk

If a player becomes the King, you swap seats with a player. [+ the King]
Outsider

If a player becomes the Hatter, a Minion or Demon becomes a different Minion or Demon.
The Hatter changes evil players roles as it swaps.
Outsider

The storyteller has a Minion ability. If a player holds you, you are drunk.
Outsider

You must vote for every nomination. On day 5, you are drunk.
The Zealot must vote before the final day.
Outsider

If you nominate and execute a player, evil wins. One player knows you are in play.
Minion

A Minion might register as good when executed.
Minion

A player is mad that you are the demon or they might die. You register as good if executed because of them.
Minion

You think you are a good character, but you are not. The Demon knows who you are. [You start neighbouring the Demon]
Minion

All players know you are the Vizier. You cannot be swapped with. Each day, if the second nominee is good, they are executed immediately.
Minion

Each night, learn a living neighbours role and relevant information, your other living neighbour is poisoned.
Minion

Each night, learn which players swapped where.
Minion

Each night, choose 3 living seats (all players learn who): if any are executed, evil wins; but if the demon is between them, good wins.
Demon

You start as a player. On night 1, you can't swap and must choose which empty seats are which Minions, then, you swap randomly. [-? to +? Outsiders]
The Kazali chooses their own Minions.
Demon

Each night*, if a majority of Legion vote together, a good players joins Legion. Good wins unless all players join Legion. [No Minions. Most players join Legion]
Demon

Each night, a Minion babysits Lil' Monsta & "is the Demon". [+1 Minion]
Demon

The first player that chooses you at night is poisoned permanently.
Demon

Your neighbours are the Minions.
The Lord of Typhon is surround by Minions.
Demon

Each night, choose a character until it is in play, learn its seat.
Demon

Each day, if the first nominee is a Townsfolk, they die. On day 5, Minions become Riot & nominees die but nominate an alive player immediately. This must happen.
Demon

All players know your phrase, players may declare this phrase once each day. At dusk, if the last player to declare your phrase was evil, evil wins.
Demon































































































