1. Biologist

    Each night, choose 2 players: learn 1 of their characters. If either are drunk or poisoned, learn false info.


    The Biologist learns other players' characters, but can't correctly read contaminated samples.

    • The Biologist must learn false information if they chose a drunk or poisoned player.

    How to Run

    Every night, wake the Biologist. They point to two players. Check if either player is drunk or poisoned -- if one of them is, show a character belonging to neither of them. If not, show the Biologist one of their character tokens. Put the Biologist to sleep.

    The Biologist's incorrect reads should generally be plausible.

    Attribution

    from Minutes to Midnight V2

    Townsfolk

  2. Physicist

    If the Demon kills you, learn the in-play evils & choose 1 to make drunk until the 2nd dusk from now.


    “When the apple fell from the tree and hit Newton on the head, did it think that this would lead to revolutionary study into the nature of gravity? And, when you broke down my door, did you think that this would lead to revolutionary study into the nature of you and your cohorts?”

    When attacked, the Physicist uses the opportunity to study their assailants.

    • If the Demon kills the Physicist, the Physicist wakes to learn every in-play evil character.
    • The Physicist does not learn good characters that are in-play but evil. They do learn evil characters that are in-play but good.
    • They then choose one of the characters they learned to make drunk for the remaining night, the next day, night and day.

    Examples

    Vitoo kills the Physicist. The Physicist then learns the in-play evil characters, which are Vitoo, the Chessmaster and the Signal Jammer. The Physicist chooses Vitoo, and during the next day, the Vitoo player nominates the Signal Jammer. However, Vitoo does not swap with the Signal Jammer that night and is shot by the Gunsmith as a result.

    The Quaesitor kills the Physicist, who then learns that Quaesitor, Hypnotist and Errata are in play. The Physicist chooses the Hypnotist, who then is handed a pizza takeout menu that night instead of the Grimoire. They are very confused.

    How to Run

    If the Demon kills the Physicist, immediately wake them, and show them the character token of each in-play evil character. They then point to one of the characters they saw on their character sheet. They are put to sleep.

    That character is DRUNK for the rest of the night, the next day, the next night and then the following day. (Example: The Physicist is attacked on the 3rd night. The drunkenness will expire at the end of the 4th day.)

    Attribution

    from Minutes to Midnight V2

    Townsfolk

  3. Psychologist

    1 evil player thinks they're good & doesn't get evil info. If you die, they learn the truth & their team.


    The Psychologist brainwashes a Minion into thinking they're good.

    Attribution

    Scrapped

    Townsfolk

  4. Chemist

    You have a fusion of 2 in-play characters' abilities. Each day. privately guess which: if right, learn your ability.


    “Annotation: Solute M ionizes completely in Solvent N. Annotation: Stable Hydroxide-ion transfer has been achieved. Solute L is now ready for titration. Annotation: New substance (Y) contains traces of Solutes L, M, and P. I am now going to ingest Substance Y. Annotation: Nothing appears to have occurred. I feel fi—”

    The Chemist fuses together 2 abilities into a more potent one, but is unsure of its effects.

    • The fusion can be of Townsfolk, Outsider, Minion or even Demon abilities. (Technically, it can be of a Traveller or Fabled too.)
    • The Chemist doesn't know their ability until they guess the characters they fused together.
    • If one of the characters the Chemist fused together is a "non-conformist" (Amnesiac, Cryptid, Obscrul, Renegade), the fusion must be relevant to the actual in-play character's ability.

    Examples

    The Pixie and Assassin are in play. The Chemist's ability is "You start knowing 1 in-play Townsfolk. If they died today or tonight, choose a player: they die, even if for some reason they could not."

    The Fortune Teller and Savant are in play. The Chemist's ability is "Each night, choose 2 players. Today, when you visit the Storyteller, learn 1 fact about each: 1 is true & 1 is false."

    How to Run

    On the Chemist's first night, mark two players with the SYNTHESISED reminders, then design an ability fusing aspects of both of them together. Run this ability.

    Each day, when the Chemist visits you and guesses 2 characters, if those 2 characters are the ones marked SYNTHESISED, tell them they are correct and what their ability is. Otherwise, tell them they are incorrect. Nothing happens.

    Chemist abilities are a tricky balance to strike. They should be guessable, but require a bit of experimentation to figure out. Keep in mind that if the Chemist guesses their ability, they learn 2 in-play characters; the Chemist's ability should be stronger than a regular Townsfolk, but not as strong as the Amnesiac.

    The examples provided are not necessarily "good" Chemist abilities; they were meant to showcase "fusions", not to serve as well-designed abilities.

    Attribution

    from Minutes to Midnight V2

    Icon & flavour by Temporary!

    Townsfolk

  5. Insurrectionist

    Once per game, at night, choose a player: if good, they become & learn your character. If evil guesses you (once), your team loses.


    “This town of Ravenswood Bluff, under the iron fist of the Demon and its underlings, is diseased. We need to pull it out by the roots! Cure it by killing this demonic spirit! Burn it down! And then, a new Ravenswood Bluff will be born! Risen from the ashes, free from the titanium grasp of evil! Where everybody is free to live their own life!”

    The Insurrection is an underground faction of good players who know each other but can't be discovered.

    • Evil only gets one guess, even if more Insurrectionists are created afterwards.
    • If an Insurrectionist tries to recruit evil, nothing happens.

    Examples

    The Insurrectionist chooses the Pacifist on the first night. The Pacifist is now a second Insurrectionist who learns the identity of the original. They then choose the Muras on night 2. The Muras is evil, so nothing happens. Neither Insurrectionist may choose again.

    The Insurrectionist chooses the Huli Jing on the first night, then confidently walks up to them and tells them, assuming they are good. The Huli Jing publicly guesses the Insurrectionist. Evil wins.

    There are 2 dead Insurrectionists and one alive Insurrectionist. The Fluxicon publicly guesses a dead Insurrectionist. Nothing happens, because that Insurrectionist is dead and no longer has their ability. The good team then execute the Fluxicon and good wins.

    How to Run

    Each night, if the Insurrectionist does not have NO ABILITY, wake them. If they choose a player, mark the Insurrectionist with the NO ABILITY reminder, then put them to sleep.

    If their target was evil, nothing happens. Otherwise, swap out the target's character token for an Insurrectionist token. Wake them: show them the THIS PLAYER IS token, then the Insurrectionist token, then point to the Insurrectionist who created them. Then, show them the YOU ARE token and the Insurrectionist token to tell them that they have changed characters. Put them to sleep.

    If an evil player publicly declares they are evil and guesses who the Insurrectionist is, mark them with the GUESSED reminder. If they were wrong, nothing happens -- the whole evil team may not guess again. If they were right and guessed a living Insurrectionist, declare that evil has won.

    Townsfolk

  6. Cryptographer

    Each day, guess what the setup modification is: if right, learn the Demon. [???]


    “Wkh Ghprq lv d vpdoo, khosohvv fklog. Exw lw'v vwloo d Ghprq.”

    The Cryptographer decrypts the setup anomaly to decipher the Demon.

    • The setup modification may be anything.
    • The Cryptographer learns the Demon in private. It is easier if they guess privately too.
    • The Cryptographer may make one guess each day.
    • If the Cryptographer is wrong, they learn nothing.

    Examples

    The Cryptographer is in play. There are 9 players and the setup modification is [+1 Minion]. A player is executed and learns the Crawler is in play. while the Earthmover annihilates 2 players. THe Cryptographer, on the 3rd day, guesses "There's an extra Minion" and learns the Demon.

    The setup modification is [2 Saints]. On the 1st day, the Cryptographer guesses "+1 Outsider" and learns nothing. On the 2nd they guess "+1 Saint" and learn the Demon, as that was close enough to 2 Saints.

    How to Run

    During setup, make a modification of your choice.

    Each day, the Cryptographer may privately make a guess on what this modification was. If they are right, tell them who the Demon is. If they are wrong, tell them they are wrong.

    The setup modification should be harmful & should be hard, but not impossible, to guess. The Cryptographer all but wins the game if they identify it!

    Townsfolk

  7. Fact Checker

    Players may make 1 public uncertain statement a day. Each night*, learn how many were true: if 0 were, you're drunk tonight.


    Townsfolk

  8. Gunsmith

    If you nominate & execute 2 players, choose a player that dusk: if both executees were good, they die.


    Townsfolk

  9. Revenant

    If the Demon kills you, from now on, each night*, choose a player: if not the Demon, they die.


    Townsfolk

  10. Psychic

    Each day, visit the Storyteller to learn 1 thought they had last night.


    The Psychic has insight on the thoughts of deities.

    How to Run

    Make note of the most interesting thought you have each night while running the game.

    Each day, when the Psychic visits you, tell them what this thought was. If you can't remember a thought you had while running the previous night, look at the Grimoire and tell the Psychic the first thing that comes to your head.

    Townsfolk

  11. Cavalry

    Each night*, choose a player: if Cavalry dies tonight, they're drunk until dusk tomorrow. [+0 to +2 Cavalry]


    “I think we look funny on these horses.”

    The Cavalry attack when one of their fellow soldiers die.

    • The drunkenness lasts throughout the whole of the next day, night and following day.
    • Cavalry choose every night, but drunkenness only takes effect when one of them die.
    • The killed Cavalry's choice still becomes drunk.

    How to Run

    When setting up the game, you may have from 0 to 3 Cavalry tokens in the bag.

    Every night except the first, wake each Cavalry member one by one. They choose a player: if you want, mark them with an upside-down DRUNK reminder to mark that they've been chosen, but it hasn't been activated.

    If a Cavalry dies during the night, activate all DRUNK reminders. They will last tonight, the next day and the following night.

    Townsfolk

  12. Seditionary

    You start knowing 1 in-play Minion. If you nominate & execute a good player, they are drunk until dusk tomorrow.


    Townsfolk

  13. Operative

    Each day, visit the Storyteller to learn 1 word relating to some in-play characters & how many it relates to.


    “Transmission received. ....okay, seriously, what does "FINDS 2" MEAN????”

    The Operative learns clues from their spymaster.

    • Each day, the Operative may visit the Storyteller to learn one word. This word is relevant to something on the Grimoire.
    • They will also learn the number of things it is relevant to.
    • It is up to the Operative to talk with the Storyteller, not the other way around. This isn’t a public conversation, and the group can’t listen in. It’s private.

    Examples

    The Operative learns "Drunk 3" from the Storyteller. This is because there are exactly three characters in play that cause drunkenness; the Sailor, Innkeeper and Goon.

    The Operative learns "Bird 2" from the Storyteller. This is because there are exactly two characters in play with bird theming; the Pacifist and the Ravenkeeper.

    The Operative learns "Weight 2" from the Storyteller. This is because the Strongman and Devil's Advocate (scales!) are in play.

    The Operative learns "Orthodontist 3" from the Storyteller. This is because the Operative player knows about the Orthodontist, and there are exactly 3 in-play characters that would be valid targets for it; the Snitch, Goblin and Shabaloth.

    How to Run

    Once per day, if the Operative requests a private chat with you, take them away from the circle so you cannot be overheard. Whisper one word, and the number of things it relates to, to the Operative. (If you cannot think of a good clue straight away, either take your time or ask them to come back in a few minutes.)

    The links between characters can be as tangential as you want, as long as you think it's reasonable for the Operative player to figure it out!

    Attribution

    Haunted came up with the idea of a Codenames Spymaster as a grimoire-seeing traveller, and I came up with this as a result.

    Townsfolk

  14. Bodyguard

    Each night*, choose a character: if the Demon (they learn your choice) kills them tonight, learn the Demon player.


    Townsfolk

  15. Arsonist

    Once per game, during the day, publicly declare that if you've only nominated good, they all die.


    “It's a pleasure to burn. Don't you know?”

    The Arsonist sets the town alight.

    • Once per game, the Arsonist may publicly declare that they are lighting a fire.
    • When they do this, if they have only nominated good players this game, they all die; otherwise, nothing happens.

    Examples

    The Arsonist nominates the Banshee, Cleric and Rancher. On the third day, after nominating the Rancher, they declare "I'm lighting the fuse!". All three die.

    The Arsonist nominates the Calligrapher and Maligmaere. On the third day, before nominations, they declare that they are using their ability, and nothing happens.

    How to Run

    When the Arsonist nominates a player (before they use their ability), mark that player with the DOUSED reminder.

    During the day, the Arsonist may publicly declare that they are lighting a fire. If they do so, check the alignment of all DOUSED players; if they are all good, declare that all of them die. Otherwise, declare nothing happens. Either way, the Arsonist loses their ability -- mark them with the NO ABILITY reminder.

    Townsfolk

  16. Cartographer

    Each night, you may choose a player: learn the direction of the Demon. After the Xth time, you're drunk. [+X Outsiders]


    The Cartographer uses those who've lived beyond the town to create a map.

    • The Cartographer adds extra Outsiders to the game...
    • ...but, for each extra Outsider, the Cartographer may choose a player and find out what direction the Demon is from them.
    • Once the Cartographer runs out of extra Outsiders, they're drunk.

    Townsfolk

  17. Perfectionist

    You start knowing a set of players including the Demon. If a non-Demon you know is executed, evil wins (even if you are dead).


    The Perfectionist narrows down the Demon but can't afford to make the wrong judgement.

    Outsider

  18. Mindwarp

    Each night, learn a statement: if you're not mad it's false tomorrow, the Demon learns it & may choose if it is true or false.


    The Mindwarp warps the topics they discuss.

    • The Demon is woken every night and asked if they want the Mindwarp's topic to be inverted.
    • If they say no, nothing happens.
    • If they say yes, 1 thing the Mindwarp was mad about yesterday becomes false if it was true and vice versa.
    • The Demon does not know who the Mindwarp is; they only know that one exists and is alive.

    How to Run

    During the day, keep note of 1 true thing & 1 false thing the Mindwarp is mad about being true.

    Every night except the first, wake the Demon. Show them the THIS CHARACTER SELECTED YOU token, and then the Mindwarp token. They either show a thumbs up, thumbs down, or shake their head. Put them to sleep.

    If they put a thumbs up, do anything in your power to make the true thing false. If they put a thumbs down, do anything in your power to make the false thing true.

    Make sure your inversions still keep the game fun! The Mindwarp might be mad they're not the Demon, but if that ends up getting inverted, at least make them evil and kill the old Demon... or keep them good alongside the evil Demon, if you so desire.

    Remember the Mindwarp is an Outsider! Its inversions should be harmful to the good team. (But probably not overtly so. It's a case-by-case basis, really.)

    Outsider

  19. Conspiracist

    You get reversed info & it moves to a Townsfolk neighbour each night, even if you die. Each night*, learn which direction.


    “This whole Demon is a ruse perpetuated by the Mayor in order to execute people he doesn't like! ...I'm crazy? All I'll say is when the Lizards take over, don't say I didn't warn ya.”

    The Conspiracist's ramblings confuse the Townsfolk, but they can trace it while they themselves live.

    • The false info persists after the Conspiracist's death. The Conspiracist learning where it's going does not.

    Examples

    The Empath is learning false info on night 1 and neighbours one evil, but learns a 0. Later that night, it moves clockwise. The Conspiracist learns this. The Empath's clockwise neighbour, the Savant, gets 2 false statements today. That night, the Empath learns a 1 and the Conspiracist learns counter-clockwise. On night 3, the Empath learns a false 0 again.

    The Fortune Teller chooses their Red Herring and learns a false no. That night, the Conspiracist learns a clockwise. Today, the Fortune Teller's clockwise neighbour, the Puzzlemaster, correctly guesses their drunk and learns the true Demon, as the Conspiracist's reversed info skips over non-Townsfolk. The player clockwise to the Puzzlemaster, the Artist, asks "Does 2+2=4?" and learns a false no.

    How to Run

    While preparing the first night, mark one of the Conspiracist's Townsfolk neighbours with the REVERSED INFO reminder. If the player marked REVERSED INFO would receive true info, it becomes false, and vice versa.

    Each night, move the REVERSED INFO reminder to one of the holder's Townsfolk neighbours. Then, if the Conspiracist is still alive, wake them and signal which direction it has moved.

    Outsider

  20. Bar Fighter

    Each night*, if you would be drunk or poisoned, you aren't & a living good neighbour dies.


    “Oi, you wanna go at me? Come on then, let's ave' it! C'mere!”

    The Bar Fighter might end up killing someone if they are inebriated.

    • The player they kill is one of their 2 neighbours, skipping dead and evil players.
    • The Bar Fighter, of course, ignores drunkenness and poisoning.
    • If the Bar Fighter is under constant drunkenness or poisoning, such as being drunk by the Courtier or in the grasp of the Chessmaster, a player will die each night they are not sober & healthy.

    Examples

    The Bar Fighter neighbours the Moonflower and the Ravenkeeper. The Poisoner chooses them, and the Moonflower dies.

    How to Run

    Every night except the first, check if the Bar Fighter is drunk or poisoned. If so, they are no longer drunk or poisoned & choose 1 of their living good neighbours: they die. Mark them with the DEAD reminder.

    Outsider

  21. Gentleman

    If a player publicly declares their true character & is executed, evil wins.


    The Gentleman can't kill the honest.

    Outsider

  22. Dealer

    Evil abilities are altered (they know what into), even if you die. Each day, guess an ability: learn if evil has it.


    The Dealer allows evil to bolster their abilities, then tries to trace where the deal happened.

    How to Run

    Alter the abilities of all evil players so that they are stronger. Wake each evil player and show them their new ability written on a piece of paper.

    Each day, the Dealer may visit you to make a guess on an ability: tell them if an evil player has that ability.

    Abilities altered by the Dealer should be stronger variations of their original abiliity.

    Outsider

  23. Brigand

    On the final day, dead players' votes secretly don't count, even if you are dead.


    The Brigand steals all vote tokens on the final day.

    • If the Brigand is in play, on the final day, votes from dead players will secretly count as 0 votes.
    • The Storyteller will still announce that the vote counted, even though it actually did not.
    • The player who is actually executed may differ from the one publicly announced as "about to die" due to this.
    • The Brigand affects the final day even if they are dead by then.
    • The "final day" is the day where if the Demon is not executed, evil will win one way or another.

    How to Run

    On the final day, mark the Brigand with FINAL DAY.

    When a dead player votes while the Brigand is marked FINAL DAY, their vote secretly counts as zero. Announce their vote as if it had counted, but keep track of who is really "about to die" with the ABOUT TO DIE reminder.

    At the end of the final day, execute the player marked ABOUT TO DIE (if any).

    Outsider

  24. Ghoul

    You can't die. The 3rd time you should, your team loses.


    “Even after all of that dark magic cast against me, the axe in my head, the radiation in the air, the bullets filling my head... I'm still standing! How? Well... uh... my neighbour sells tea, and... what the hell do both of you mean, you would never do such a thing?”

    The Ghoul is immortal... but can't let anyone find out about this.

    • The Ghoul is completely unable to die, unless they are attacked by an Assassin, drunk or poisoned.
    • When the Ghoul would have died without their ability, they're fine -- but they have to be careful!
    • The 3rd time this happens, the Ghoul's team loses on the spot.

    How to Run

    If the Ghoul would die, they don't.

    • If this the first time: Mark them with the FIRST STRIKE reminder.
    • If this is the second time: Remove the FIRST STRIKE reminder. Mark them with the SECOND STRIKE reminder.
    • If this is the third time: Declare that the Ghoul's team has lost.

    Outsider

  25. Wrench

    The Demon starts knowing the setup modification: if they kill you, learn it. [???]


    The Wrench is thrown into the gears of the setup.

    Outsider

  26. Inspector

    You start knowing 2 players. Each day, if you weren't mad 1 is evil, you might be executed.


    “This is not enough to prove it yet! No, I need to get to the bottom of this! He's guilty, I'm sure of it!”

    The Inspector is determined to prove somebody's guilt in the name of the law... even if the one they're chasing is wrongly accused.

    Outsider

  27. Malpractitioner

    Each night, choose a player: their ability is altered (you know what into).


    The Malpractitioner performs human experiments.

    Minion

  28. Graverobber

    You learn the character and gain the ability of executees.


    “Oh, nice ring. I'm sure you'll not need it now...”

    The Graverobber steals from the corpses of executees.

    • The Graverobber keeps their abilities permanently (as long as they themselves are alive).
    • If the Graverobber has an "even while dead" ability, they keep that ability even when dead.

    Examples

    The Heretic is executed. The Graverobber learns this and now has the Heretic ability. Since there are 2 Heretic abilities in play, win conditions are back to normal.

    The Recluse is executed. The Graverobber learns this. Later, the Graverobber is executed. The Undertaker sees them as the Baron.

    How to Run

    If a player was executed today, wake the Graverobber and show them the character token of the executee. Put the Graverobber to sleep. Mark the executee with the GRAVEROBBED reminder: the Graverobber now has their ability.

    Attribution

    from Final Masquerade & Minutes to Midnight V2

    Minion

  29. Chessmaster

    You start by choosing a player to poison. You know & have their ability. If they die, choose again.


    “Checkmate.”

    The Chessmaster uses their pawn for themselves & poisons them on top.

    • The Chessmaster wakes on the first night to choose a player. They learn that player's character and have their ability until they die.
    • The Chessmaster loses the ability when their prey dies. When this happens, the Chessmaster is woken at the first possible opportunity to choose another victim.
    • The Chessmaster's stolen ability resolves after their victim's poisoned ability "resolves".
    • The Chessmaster's victim is poisoned themselves.

    How to Run

    On the first night, wake the Chessmaster. They point to a player. Mark that player as POISONED and show the Chessmaster their character token. Put the Chessmaster to sleep.

    The Chessmaster has the ability of the player marked POISONED. When the POISONED player wakes, the Chessmaster does afterwards to resolve the stolen ability. If the player marked POISONED dies, wake the Chessmaster at the first opportunity as if it was the first night: they choose another player, who becomes the new POISONED plyer, and the Chessmaster learns their character.

    Attribution

    from Final Masquerade & Minutes to Midnight V2

    Minion

  30. Shapeshifter

    You can't die during the day. Twice per day, publicly use a non-Demon's ability.


    The Shapeshifter warps in front of everyone.

    • The effects of the Shapeshifter's ability last until they would normally expire (i.e., Cerenovus at dusk). If the effect is permanent (i.e., Philosopher), it lasts until they use another ability.
    • The Shapeshifter makes their choice in public. Storyteller initiative might be required for specific abilities -- for example, if they use the Al-Hadikhia, try making all players close their eyes, going through the procedures of the Al-Hadikhia's ability, then waking all players and telling them who is dead.
    • Generally, notifying affected players of something such as Cerenovus madness is not required due to the nature of the Shapeshifter having to make all choices about their ability in public. If you must, start an "eclipse phase" and notify the affected player.
    • If the Shapeshifter is to learn something from their ability, "consult" them and tell them in private.

    Attribution

    from Final Masquerade

    Minion

  31. Earthmover

    Once per game, before nominations, publicly choose 2 players: they die tonight (even if for some reason they couldn't).


    “Earthmovers were the pinnacle of the arms race. Often called the horsemen of the apocalypse, it took only one to level an entire city and leave nothing but fire in its wake.”

    The Earthmover annihilates a portion of the town, but must telegraph its attack first.

    • The Earthmover's targets remain alive until the following night.
    • The Earthmover killing its players "even if for some reason it could not" is completely unavoidable. Those players will die and nothing can stop it, not even killing, drunking, poisoning, preaching or Pranking the Earthmover.

    Examples

    The Earthmover publicly chooses the sober Sailor and the Moonflower. The Innkeeper protects the Earthmover and Moonflower that night, and the Earthmover is drunk. That night, the Sailor and Moonflower still die.

    The Earthmover publicly chooses 2 players and is promptly executed. That night, those 2 players still die.

    The Earthmover publicly chooses 2 players. That night, they are chosen by the Courtier, Preacher and Prankster. The 2 chosen players still die.

    How to Run

    Once per game, before you have called for nominations, the Earthmover may publicly choose 2 players. Mark them as DOOMED.

    That night, even if the Earthmover has no ability (drunk, poisoned, dead, preached, pranked) or the DOOMED players have some protective effect, those players die -- mark them with the DEAD reminder. The Earthmover loses their ability -- mark them with the NO ABILITY reminder.

    Minion

  32. Signal Jammer

    Nominators are secret. Executees may guess their nominator: if right, they are executed instead.


    “Sorry, the- -s cutti- ut! I ca- -ear yo- ”

    The Signal Jammer makes nominations anonymous and gives an escape hatch to executees.

    • While nominations are open, players close their eyes so they cannot see who makes a nomination. As well, nominations are silent.
    • While voting on a nomination, players may open their eyes to see who is voting.
    • When the day ends, the "about to die" player may make one guess at who nominated them: if right, the execution fails & the nominator gets executed instead.

    Examples

    The Saint nominates the Obscrul, but publicly declares it. The Obscrul is about to be executed, but guesses the Saint: the Saint is executed and evil wins.

    The Moonflower dies. The Fool is nominated by the Lleech and executed. The Fool successfully guesses the Lleech, who is executed and survives. The game does not end.

    How to Run

    (In-Person): During nominations, instruct all players to close their eyes. If they ask why, tell them the Signal Jammer is in play. Players may nominate silently by pointing in the direction of their nominee. Once the nomination has been made, tell the players that they may open their eyes. Once voting has concluded, tell them to close their eyes again.

    (Online): Players do not publicly declare their nominations and instead make them by privately messaging you.

    Whenever declaring a nomination, do not specify who the nominator is, but do specify who the nominee is.

    If a nomination succeeds, mark the nominator with the NOMINATOR reminder. Once the nominee is about to be executed, give them a chance to make a guess. If they guess the player marked NOMINATOR, declare that the nominator is executed and that the day ends. If they guess any other player, the execution proceeds as normal.

    Make sure that players have enough space between them so that it is clear who the nominator is pointing at. It's a bit harder to confirm their choice when they have their eyes closed. If your group enjoys the dynamic of potentially misnominating, you can choose not to do this.

    If the Signal Jammer is in play, you may want to give your players enough time to get an idea of where the other players are before closing their eyes, so they know where to point to nominate a specific player.

    Minion

  33. Chronomancer

    The 1st time the Demon dies while 5 live, they live but register as dead (they wake every other night), but all learn this when you die.


    “Everything will happen in due time. Unfortunately for your small town of Ravenswood Bluff, the time to purge the Demon will never be.”

    The Chronomancer turns back time at night to keep the threat of the Demon alive.

    • When the Demon would die for any reason while the Chronomancer is alive, they actually don’t die, but the Storyteller acts as if they died. The second time the Demon dies, they die for real and good wins.
    • The seemingly dead Demon counts as a dead player in almost every way. The player’s life token on the Town Square flips to indicate their death. The next time they vote, they lose their vote token. They cannot nominate, they may vote with the Voudon, they’re not an alive neighbor for the Tea Lady, and so on. The only differences are that the game continues, the Demon still attacks every other night, and the game continues if just two other players are alive.
    • If the Chronomancer dies and the Demon is registering as dead, all players learn this at the following dawn. The Demon continues to register as dead while being alive; they do not die for real nor do they appear to be alive again.
    • A Demon who lives but registers as dead only attacks every other night.

    How to Run

    The first time the Demon would die, they remain alive. Declare that they died, but do not add a shroud to the Demon. (Flip the life token on the Town Square, as normal.) From now on, the Demon registers as dead. Mark them with TURNED BACK TIME.

    A Demon marked TURNED BACK TIME only wakes to attack every other night. When they wake, mark them with WOKE LAST NIGHT; if they are marked as such, remove the reminder but do not wake them.

    If the Chronomancer dies and the Demon is marked TURNED BACK TIME, announce this at dawn the following day (not immediately).

    Minion

  34. Hypnotist

    Each night, see the Grimoire then choose a player & a character: they think something about that character (you know what).


    “You're feeling very sleepy, aren't you? Oh, but before you do sleep... we can't have you forgetting about how you saw a man sleepwalking in the middle of the night today, can we?”

    The Hypnotist plants falsehoods in the memories of the town.

    • The Hypnotist sees the Grimoire each night.
    • Then, they choose a player and a character: the Storyteller will do something to make that player think something related to that character.
    • The Hypnotist will learn what they were told, usually by being told it themselves, afterwards.
    • The Hypnotist wakes twice per night, the second time to be told what their victim was told, if any characters care about that.
    • The Storyteller has a lot of creative liberty in how to achieve the Hypnotist's ability. They can go as far as making a player not wake or feeding them misinfo, if needed; however, this will be reflected in the results of characters like the Mathematician.

    Examples

    The Hypnotist chooses the Dreamer player and Marionette. That night, the Dreamer chooses the Quaesitor to learn they are the Magician or Marionette.

    The Hypnotist chooses the Town Crier player and Preacher. That night, the Town Crier learns the Preacher chose them and does not wake. They are convinced they are the Marionette.

    There is 1 Minion, so the Hypnotist chooses the Mathematician player and Cryptid. The Mathematician learns the Cryptid is in play and that half of their ability is "...becomes an Outsider. [+2 Snake Charmers]". They are sufficiently terrified.

    How to Run

    Each night, wake the Hypnotist. Show them the Grimoire for as long as they need. Then, they choose a player (by pointing at them or their character token), and a character (by pointing at that character either on their sheet or in the Grimoire). Mark the target as HYPNOTISED, then put the Hypnotist to sleep.

    Wake up whoever the Hypnotist chose and make them think something about that character. Feel free to take creative liberties here, such as giving them misinformation from their actual ability, or more extreme!

    Then, wake the Hypnotist again and show them whatever you showed their target. If you deceived them by not waking them, don't wake the Hypnotist for this!

    Feel free to do whatever is needed to deceive the Hypnotist's target. The Hypnotist lets you do a lot of things, so don't be scared to do something as drastic as outright not waking them! However, do note you cannot deceive players other than the target themselves.

    Minion

  35. Quixote

    If the Demon dies (ending the game), play for 1 more day (all learn this). The living executee's team (or good, if no-one dies) loses.


    The Quixote makes a last-ditch attempt at victory.

    • The dawn after the Demon's death, all players learn that the Demon has died and that the Quixote has activated.
    • The game continues until the next execution of a living player. That player's team loses.

    Attribution

    [NOTES] The evil team always has a chance to lose, since this character always has to be alive

    Vigormortis jinx: If there are no living evil players (not Travellers) after the Demon dies, the Quixote's ability does not activate.
    Bone Collector interaction: Since an evil Bone Collector can't be executed, if they bone-collect the Quixote when the Demon dies, game might be unwinnable for good. In this case, feel free to bootleg that the Bone Collector's exile counts as an execution. If a good Bone Collector does this, well played to evil for deceiving them.

    Minion

  36. Sentry

    If your team loses, all players claim a character: if no-one lied or you guess an opposing player who did, your team wins. [-1 to +1 Outsider]


    “You, intruder, forgot the final test! And you can't pass until it's best! Oh, please, don't cry and whine! For this victory is now mine!”

    The Sentry has one last challenge before they admit defeat.

    • If the Sentry's team would lose, all players learn this and must publicly claim a character. They are allowed to and encouraged to lie, if they think they can get away with it.
    • If no good players lie, evil wins on the spot.
    • The Sentry must then choose a good player: if they were lying, evil wins; otherwise, good gets to claim their win!
    • If for some reason the Sentry is good, they must choose an evil player (if they choose a good player, tell them to choose again) and good wins if no evil players lie.

    How to Run

    During setup, you may replace an Outsider with a Townsfolk or vice versa.

    At the end of the game, if the Sentry's team lost, all players learn this and must publicly claim to be a specific character. If no opposing (usually, good) player lies, the Sentry's team wins on the spot.

    Then, prompt the Sentry to try to choose a lying opposing player. If they get it right, their team wins instead.

    Minion

  37. Killswitch

    Once per game, at night*, if you've executed a player, choose that from now on, good players' eyes are closed & tallies are secret (even if you die).


    The Killswitch's nomination blacks out the town if allowed -- permanently.

    • If the Killswitch nominates & executes a player, from now on, they wake every night and may choose to activate.
    • If they do, from now on, players on the good team can't open their eyes until the game ends. Not when woken at night, not during votes, not during discussion time.
    • This means they cannot learn anything at night, except that they were woken. They are still expected to choose.

    If you are playing in real life, and it is possible for good players to turn evil on the script, then devise a special sign to inform players at night that they are no longer good and are no longer subject to the Killswitch's limitation.

    It is hard to walk away with somebody if you can't see; simulate this online by drastically reducing discussion time, or even starting nominations immediately.

    It is hard to point at a specific player if you can't see; you may simulate this online if you wish by occasionally having a player choose a neighbour of who they intended to choose.

    If players do not wish to close their eyes for the entirety of the game, you may choose that they may open them if they are covering them.

    If it makes things easier, if a character such as the Chambermaid chooses but the choices are meaningless since they do not affect the game beyond what they learn, feel free to skip them outright. It is advised to tell all players you are doing this.

    Minion

  38. Scale

    Each night*, choose which players are dead (the total number remains).


    “You stand in front of the pearly gates, and you feel your strength weaken before you as the trapdoor threatens to open... and it does, but you feel next not the scorching inferno, but hard, dry land. Not yet. You won't be burning in hell while you're still useful.”

    The Scale creates the ideal composition of life and death.

    • The Scale wakes every night except the first while they themselves live.
    • The Scale does not have any influence on how many players are dead and alive, only who is.
    • The Scale cannot attempt to kill a player who cannot die, or resurrect a player who cannot come back to life.

    Examples

    The Scale wakes every night, but only makes an edit on one night, resurrecting a Townsfolk and killing the Tinker. They flawlessly bluff Professor until the final three players. On the final night, they make sure the final three players consists of only evil players, and the evil team wins.

    The Scale resurrects every Minion executed and kills a Townsfolk on top, until they themselves are executed and become helpless.

    How to Run

    Every night except the first, wake the Scale and bring them to the Town Square. Signal to them the number of dead players. They may flip any number of tokens, as long as the end result has the same number of dead players. If they attempt to make an invalid change (i.e. killing a protected Sailor), flip the token back in front of them. When they are done, put them back to sleep, then transfer the shrouds in your Grimoire.

    Each dawn, make sure all players acknowledge the new Town Square.

    Attribution

    JINXES:

    • Evil Twin: The Scale cannot attempt to resurrect an Evil Twin if their good twin is alive.
      (The Evil Twin/Demon combo could otherwise be perpetually kept alive, making it impossible for good to win unless they kill the Scale too.)
    • Imp/Fang Gu/Scarlet Woman: If the Scale resurrects a Demon while another Demon already lives, they must kill the old Demon.
      (Otherwise, 2 Demons could be alive at one time.)
    • Mastermind: The Scale does not wake if there is no alive Demon.
      (The Mastermind/Demon combo could otherwise be perpetually kept alive, making it impossible for good to win unless they kill the Scale too.)
    • Lycanthrope: If the Lycanthrope kills a player, the Scale does not wake that night.
      (Otherwise, the Lycanthrope would be hard-countered by the Scale.)

    Minion

  39. Carnifex

    Each night, choose 3 players (they learn this): if 1 dies today, choose a player: they die.


    The Carnifex strikes if their target is executed.

    Minion

  40. Viper

    Each night*, if you were nominated today, you may choose a player who didn't vote: they die.


    “Thank you for the support. That crazy mob outside... I don't know what got into them! Jumped me when I walked outside my house this morning and I think I saw one of them holding rope! Again, I can't put into words how thankful I am for people like you! Er... could you lead me to the kitchen? Running all day made me hungry.”

    The Viper murders the people who trust them.

    • The Viper doesn't wake unless they were nominated that day.
    • If they were, they may choose to kill one of the players who didn't vote for them.
    • The Viper can choose to abstain from killing.
    • If everyone voted for the Viper that day and they're somehow still alive, they don't wake.

    Examples

    The Viper is nominated by the Bounty Hunter. The Bounty Hunter isn't believed and nobody but them votes on the Viper. That night, the Viper kills the Flowergirl.

    A player is "about to die". The Viper self-nominates and jokingly says "minion panic". Nobody votes. The Viper can choose to kill any player tonight.

    The Viper is nominated, gets 50% of votes, and is executed and dies. They don't wake that night.

    How to Run

    When the Viper is nominated, mark them with the NOMINATED token. Keep track of who doesn't vote; rotate their character token 90 degrees clockwise.

    Each night, if the Viper is marked NOMINATED, wake the Viper. They point at a player whose token is rotated (if they point at a player who is not, shake your head no and prompt them to choose again) or shake their head no. If they shake their head no, put them to sleep. Otherwise, their chosen player dies -- mark them with the DEAD reminder token and a shroud. Put the Viper to sleep, and either way, remove the NOMINATED reminder token.

    If the Viper forgets who didn't vote for them, remind them by walking around the players and pointing at the valid targets.

    Minion

  41. Perjurer

    Townsfolk receive reversed info unless they are mad they are a different character.


    “They say honesty is a virtue. They'd be correct. What they forget to mention is that bad things happen to good people.”

    The Perjurer punishes honesty.

    • The Perjurer does not prevent other characters from reversing the info of dishonest Townsfolk; it only spares them from the Perjurer reversing it.
    • If a piece of info is reversed, then it will be false if it were to be true. Likewise, if it were to be false then it is instead true.
    • This takes into account other sources of misinformation prior to it, and will have no effect on a drunk or poisoned player.
    • If a player registers falsely, then for the sake of reversed info the truth will be determined by what they are registering as.
    • Information that is reversed twice becomes straight again.

    Examples

    The Fortune Teller claims to be the Chef. That night, they choose two good players, neither of which are the Red Herring, and learn "no". The next day, they come out as the Fortune Teller, then choose the Demon and learn a "no" that night. The next night, they claim to have been made mad by the Cerenovus and that they are actually the Chef, then choose the Red Herring and learn "yes" that night.  The Undertaker says nothing during the day. That night, they learn that the executed Empath was the Imp.  The Occultist claims to be the Occultist every day. When they get their information, it is still true, because the Occultist is an Outsider.  The Nightshade learns the Town Crier player. That day, the Perjurer nominates, the Town Crier publicly claims their character, and learns a "yes" that night, because their information was reversed twice. The next day, the Nightshade learns them again, the Town Crier claims to be the Flowergirl who was previously made mad by the Cerenovus, no Minions nominate, and the Town Crier learns "yes" that night.

    How to Run

    If you see that a Townsfolk is mad about being a character they are not, tilt their token clockwise by 90 degrees. If they start being mad about being their true character, tilt their token back to the correct orientation.

    When giving information to a Townsfolk whose token is not tilted to show they are lying, that information is reversed. It is false if it would be true, and vice versa.

    If the Perjurer is on the script, allow players to visit you to learn what character you believe they are currently mad as. This removes any ambiguity.

    Minion

  42. Veraxillus

    Each night*, choose a player: they die. You might have the abilities of characters you're mad you are: if you do, learn this.


    “Yes, I am indeed the Professor. I brought your husband back to life. It is true that I am also the Virgin. I got your husband executed in the first place. It is, finally, also true that I am the Saint. Please don't execute me.”

    The Veraxillus mimics the abilities of those they pretend to be.

    • The Veraxillus can also gain Outsider, Minion and even other Demon abilities. They just have to get away with claiming to be those.
    • If the Veraxillus gains an ability, they are woken that night to learn this.
    • The Veraxillus keeps "even while dead" abilities while dead if the game continues past that point for some reason.

    Examples

    The Veraxillus claims to be the Virgin and asks for a Townsfolk to nominate them. The Slayer does and is executed immediately. The oblivious players think the Veraxillus is confirmed until it's too late.

    The Veraxillus claims to be the Psychopath publicly. The Slayer discusses potentially shooting the Veraxillus, but the Veraxillus publicly attacks them, and they die.

    The Veraxillus claims to be the Goblin when nominated. They are executed, die, and lose the game, as the Storyteller decided not to give the Demon the Goblin ability.

    How to Run

    Every night except the first, wake the Veraxillus. They point to a player: that player dies. Mark them with the DEAD reminder.

    If the Veraxillus is mad they are a particular character, you may choose to give them that ability until they stop being mad. If so, wake them and show them that character's token to tell them this. For as long as they are mad they are this character, they have that ability.

    Don't give the Veraxillus any game-breaking abilities such as the Goblin. Outside of Minions who publicly claim normally, reward the Veraxillus for publicly claiming a Minion and getting away with it -- this is extremely risky!

    Attribution

    from Final Masquerade

    Demon

  43. Quaesitor

    You start knowing 5 characters: if none live, evil wins at dusk (all learn this). Each night*, choose a player: they die.


    “Unparalleled power only restrained by guardians, though oblivious guardians.”

    The Quaesitor triggers Midnight once all their marks are out of the picture.

    • The Quaesitor's win condition is not announced to specifically be because of the Quaesitor. If you're playing Minutes to Midnight or feel flavourful, refer to it as "Midnight".
    • On the first night, the Quaesitor learns 5 characters. Not all of them have to be in play, but at least one should be. (Yes, you can show 5 out of play characters, but don't.)
    • If none of the characters the Quaesitor learned are alive at the start of a day, announce that Midnight has struck! If the Demon is not killed today, evil wins.

    Examples

    The Quaesitor learns of the Magician, Chemist, Sleepwalker, Physicist and Mathematician. Of them, only the Magician and Sleepwalker are in play.

    All five characters the Quaesitor learned are in play, and the Quaesitor kills that last one at night. Today, the Storyteller announces that Midnight has struck.

    How to Run

    On the first night, wake the Quaesitor. Show them five character tokens (preferably a mixture of in-play and not, the amount of in-play fitting the player count). Put the Quaesitor to sleep, then mark the in-play characters you showed the Quaesitor as MARKs.

    Every night except the first, wake the Quaesitor. They point at a player. That player dies -- mark them with the DEAD reminder.

    Each dawn, right after waking the players up, if there are no living MARKed players, announce that MIDNIGHT has struck and mark the Quaesitor with the respective token.

    Each dusk, after the execution, if the Quaesitor is marked MIDNIGHT, announce that evil has won.

    The combination of in-play and not- characters to be shown to the Quaesitor should be tailored to the player count! Generally, in a 7 player game, show 1 or 2, and don't be afraid to show 4 or 5 in a 15 player game! However, feel free to shake this up if you don't want to be predicted!

    Attribution

    from Final Masquerade

    Demon

  44. Doomsday Clock

    Each night*, choose a player: they die. Executed Minions keep their ability & if 0 live, evil wins at dusk (all learn this). [+1 good Minion not in evil info]


    “Tick, tock... 15 seconds to midnight.”

    The Doomsday Clock triggers Midnight when no Minions remain.

    • The Doomsday Clock's win condition is not announced to specifically be because of the Doomsday Clock. If you're playing Minutes to Midnight or feel flavourful, refer to it as "Midnight".
    • In setup, one Townsfolk is replaced by a good Minion. They register as a Minion in almost every way, but do not learn and are not learned by the evil team.
    • If there are no Minions alive at the start of a day, announce that Midnight has struck! If the Demon is not killed today, evil wins.

    Examples

    The in-play Minions are the evil Chessmaster and good Cryptid. The Chessmaster dies by execution. The Doomsday Clock kills the Cryptid that night. The next day, the Storyteller announces that Midnight has struck and that evil wins at dusk.

    How to Run

    Each night except the first, wake the Doomsday Clock. They choose a good player, who dies -- mark them with the DEAD reminder.

    Each dawn, if there are no Minions alive, announce that MIDNIGHT has struck and mark the Doomsday Clock with the respective token.

    Each dusk, after the execution, if the Doomsday Clock is marked MIDNIGHT, announce that evil has won.

    Attribution

    from Minutes to Midnight V2

    Demon

  45. Bio-Weapon

    Each night*, choose a player: they die. Evil & poisoned players poison their good nominees. If all alive good are poisoned, evil wins at dusk (all learn this).


    “**Breaking news!** A dangerous, mind-hijacking pathogen has escaped the laboratory! Patient Zero of the outbreak has yet to be discovered! Quarantine is to be initiated tomorrow.”

    The Bio-Weapon spreads poison like the plague through nominations, and triggers Midnight when everyone succumbs to it.

    • The Bio-Weapon's win condition is not announced to specifically be because of the Bio-Weapon. If you're playing Minutes to Midnight or feel flavourful, refer to it as "Midnight".
    • When an evil or poisoned (not drunk) player nominates a good player, the nominee becomes poisoned themselves. Evil players cannot become poisoned this way.
    • If, at the start of a day, all good players are poisoned, announce that Midnight has struck! If the Demon is not killed today, evil wins.

    Examples

    The Bio-Weapon nominates the Occultist, who is poisoned. The Occultist nominates the Physicist, who is poisoned and then nomnates the Hypnotist, who is not poisoned.

    Through frantic nominations in one day, the last alive good player becomes poisoned in the middle of the day. The night goes through as usual, and Midnight is announced at the start of the next day.

    How to Run

    During the day, when an evil or poisoned player nominates a good player, that good player becomes POISONED.

    Each night except the first, wake the Doomsday Clock. They choose a good player, who dies -- mark them with the DEAD reminder.

    Each dawn, if all alive good players are POISONED, announce that MIDNIGHT has struck and mark the Bio-Weapon with the respective token.

    Each dusk, after the execution, if the Bio-Weapon is marked MIDNIGHT, announce that evil has won.

    The Bio-Weapon might work better with a Mixologist (see: Tales from Tir-Far's Archive) on the script.

    Attribution

    from Minutes to Midnight V2

    Demon

  46. Absolut

    Townsfolk abilities yield false info except 1. Evil may (once) publicly guess who: if right, or after day 5, evil wins.


    “We are not interested in those stupid crimes that you have committed. The Party is not interested in the overt act: the thought is all we care about. We do not merely destroy our enemies, we change them.”

    The Absolut and its Minions hunt for a thought criminal and if they can find them, they win.

    • At the start of the game, a Townsfolk is marked as the thought criminal. All other Townsfolk must receive false info.
    • If an evil player publicly guesses the thought criminal correctly, evil wins. Each evil may only do this once.
    • After day 5, evil wins.

    Examples

    The Absolut is 4 steps away from the Baron. The Dreamer chooses the Absolut and learns that they are either the Cannibal or the Baron. The Empath, neighbouring the Absolut, learns a 0. The Clockmaker learns a 4. The Baron publicly guesses the Clockmaker. Evil wins.

    There are 2 Minions and the Dreamer is receiving true info. The Baron guesses the Saint and the Mastermind guesses the Empath. The good team fails to execute the Absolut before dusk on day 5, however, so evil wins.

    How to Run

    After all tokens are in the Grimoire, mark one Townsfolk with the THOUGHT CRIMINAL reminder. When giving information to any Townsfolk not marked THOUGHT CRIMINAL, it must be false.

    If an evil player publicly guesses who the thought criminal is and is right, declare that evil has won. If not, mark that evil with the SPENT reminder. They may not guess again.

    After day 5, declare that evil has won.

    If a guess was coerced, you can choose to not count it.x

    Attribution

    Icon by Temporary!

    Demon

  47. Hysteria

    On day 3, the living may duel (all learn this): both learn a question & whoever fails to answer it correctly 1st dies. After day 3, evil wins.


    “And can you hear the sound of hysteria?”

    Hysteria forces players to answer questions or die, but the good team can figure out who knows too much.

    • If one player challenges another to a duel, both learn a question and one must answer.
    • If right, their opponent dies; if wrong, they die.
    • There is still an execution on day 3 if the players wait for it.
    • After day 3, evil wins.

    Examples

    I'll do these later

    How to Run

    On dawn of day 3, tell all players that Hysteria has broken out!

    During day 3, players may challenge each other to a duel. If they do, give them both a question and wait for an answer. If right, the opposer dies immediately. If wrong, the answerer dies immediately.

    At the end of day 3, after the execution, if Hysteria is still alive, declare that evil has won.

    When the Demon is dueling, give a question that they know the answer to. The challenge for good isn't to kill the Demon directly by a duel, but deduce that they know too much and execute them.

    Demon

  48. Muras

    Each night, choose 3 players: if any nominate tomorrow, they die that night. If none do, all die.


    “There will be blood! Shed!”

    Muras slashes players, causing them to bleed out and succumb upon nomination... but if none nominate, they all die.

    • Players do not know if they are bleeding.

    How to Run

    Each night, wake Muras. They point to any three players. Remove any existing BLEEDING and NOMINATED reminders, then mark them with the BLEEDING reminder.

    If a player marked BLEEDING nominates during the day, mark them with the NOMINATED reminder.

    Before Muras wakes each night, all players marked NOMINATED die. if no player is marked NOMINATED, they all die.

    Attribution

    Remind me to finish this almanac when it isn't 2am

    Demon

  49. Fluxicon

    Each night*, choose up to the number of alive evils: that many players die tonight.


    “Oh, reaper, I summon thee, and command thee to reap these bodies three.”

    The Fluxicon kills in strategic numbers, but can't control who they end up killing.

    • The Fluxicon does not choose who they kill. They may even end up killing their own Minions if they get too greedy.
    • If the Fluxicon signals a negative number, you may choose to either make them choose again or let them bring players back to life.

    How to Run

    The Fluxicon wakes and chooses "1". The Moonflower dies. The next night, they choose "3". The Harpy, Banshee and spent Bookie die.

    There are 12 players. On the 1st day, the Earthmover dies by execution. That night, the Fluxicon tries & fais to choose "3", as there are less than 3 alive evils.

    If the Fluxicon kills 1 player, kill a player whose death would be good for the evil team. If the Fluxicon kills 3 players, feel free to hit characters such as the Banshee, Sage or even Minions. If the Fluxicon chooses 1 and asks you to kill a certain player, you should generally follow through on their wishes.

    No matter how greedy or patient the Fluxicon is, even if there is a Heretic on the script or in play, do not even think about making them kill themselves unless they specifically requested it or if they have a back-up plan such as a Scarlet Woman, Evil Twin or Mouldwarp.

    Optional rule: Let the Fluxicon choose negative numbers in order to bring players back to life.

    Demon

  50. Cataclysm

    Each night*, choose a player: they die. For each failed nomination by good today, or if none nominated, choose 1 more.


    “ The sky might shine a bright red, but we can do this! We just have to be quick, spend as little time as we can outside, and-- Robert just died? Listen to what I'm saying, then!”

    Cataclysm becomes more lethal the longer the day takes.

    • Each time a good player nominates, if that nomination does not result in the nominee being "about to die", the Cataclysm will choose an extra player tonight.
    • If no good players nominate in a day, the Cataclysm chooses 2 players that night.

    Examples

    On the 1st day, the Seraph nominates & executes the Damsel. There are no other nominations. The Cataclysm kills 1 player.

    On the 2nd day, the Earthmover nominates & executes the Cryptographer. There are no other nominations. Because no good players nominated, the Cataclysm kills 2 players.

    How to Run

    At dawn on each day, mark the Cataclysm with NO GOOD NOMINATED. Remove this reminder once a good player nominates.

    If a good player nominates & the nomination fails (the nominee does not become "about to die"), mark the nominator with FAILED NOMINATION.

    Every night except the first, wake the Cataclysm. If they are marked NO GOOD NOMINATED, they choose 2 players tonight. Otherwise, they choose 1, +1 for each FAILED NOMINATION reminder on the Grimoire. If needed, signal to them how many players they will choose tonight. They choose players, who die -- mark them with a DEAD reminder. Put the Cataclysm to sleep, then remove all FAILED NOMINATION reminders.

    Demon

  51. Excelsus

    Each night*, choose any amount of characters: learn how many are in-play. If all are, all die.


    “When blood and sweat is the real cost, thinking ceases, the truth is lost!”

    Excelsus is exceptionally lethal, but only if it's accurate.

    Examples

    The *Excelsus chooses the Fortune Teller, Undertaker, Cryptographer, Biologist and Chemist. All 5 of these characters have been claimed, but the Undertaker is actually a Banshee bluffing. The Excelsus** learns a '4' and nobody dies.

    There are 8 players alive out of 12 and the Excelsus chooses the Chessmaster, Signal Jammer, Biologist, Conspiracist, Insurrectionist, Fact Checker and Chemist. (Those are the 7 alive non-Demon characters.) All are in-play, so the Excelsus learns a "7". That morning, the town wakes up to all 7 dying and evil winning.

    How to Run

    Each night except the first, wake the Excelsus. They point to any amount of characters on their sheet. Show them how many of those characters are in play. If all of them are, the players with those characters die -- mark them with the DEAD reminder.

    Demon

  52. Vitoo

    Each night*, choose a player: they die. If you nominate a Minion & they live, swap characters tonight.


    “This is the only way it could have ended. This is the only way it should have ended.”

    Vitoo publicly dashes out of danger if they can get away with it.

    • Vitoo can and will not swap with a dead Minion.
    • The swap only happens that night: if Vitoo dies before then, good still wins. If the Minion is executed, the swap doesn't happen as the Minion no longer lives.

    Examples

    Vitoo nominates the Signal Jammer, who lives. That night, the Gunsmith shoots the nominating Vitoo, but the Demon has already escaped to the nominee.

    Vitoo nominates the Graverobber, who lives. Right before dusk on that day, the Slayer shoots and kills Vitoo. Good wins.

    How to Run

    If Vitoo nominates a Minion, mark that Minion with SWAPS TONIGHT. That night, if the Minion is still alive, the Vitoo swaps character with the marked Minion.

    Every night except the first, wake Vitoo. They point to a player. That player dies -- mark them with the DEAD reminder.

    Demon

  53. Singularity

    Good players' abilities are altered. Each night*, choose a player: they die & learn their ability.


    “We are all now beyond your comprehension.”

    The Singularity makes everything incomprehensible for the living.

    Demon

  54. Cessation

    After day 12, evil wins. For each nomination, the end comes 1 day sooner; for each executed Minion, it comes 2 later.



    Cessation ends the game in a heartbeat if the good team are impatient.

    • The timer is essentially a fluctuating variable when playing with Cessation. It starts at 12 and decrements by 1 every time a player is nominated and at the end of each day. It increments by 2 every time a Minion is executed.
    • If the timer reaches zero, evil wins immediately, not at the end of the day.

    How to Run

    During setup, count 12 times anti-clockwise from Cessation and mark that player with BEAT — Mark Cessation with the ONCE (12+ players) or TWICE (11 or less players) reminder.

    After each day & nomination, move BEAT clockwise to the next player. If a Minion is executed, move it anti-clockwise twice.

    If, at any time, BEAT has reached Cessation, and:

    • This is from BEAT moving anti-clockwise, or BEAT started on Cessation: Nothing happens.
    • Cessation is marked ONCE: End the game, and evil has won.
    • Cessation is marked TWICE: Remove the TWICE reminder and add the ONCE reminder.

    Thank you to Luis for telling me how to accomplish Cessation without needing 15 reminder tokens!

    Demon

  55. Skayl

    All know that the game ends after day 3 (the team with more dead loses) or if no-one dies in a day (evil wins).


    “The burden of the dead tips the ethereal scales. Of this town's duality, one shall ascend to heaven, leaving the other to be dragged to the depths below.”

    Skayl forces the town to kill more evil players than good.

    How to Run

    At the start of the game, announce that Skayl is in play. (If you want to run it rules as written for SOME reason, then announce that the game will end on and only on day 3, at which point the team with the most dead players loses, or if no-one dies in a day, in which case evil wins. They should make the same deduction by themselves. But, if you do this, you're not exactly funny.)

    If, on any day, nobody dies for whatever reason, declare that the game is over and that evil has won.

    After day 3, declare that the game is over. Look at which players are dead; whichever team has more dead players loses. Declare that the other team has won.

    Demon

  56. Infernoplex

    Each night, all players learn a question & must answer it correctly tomorrow or evil wins at dusk. After day 5, evil wins.


    “'Oh pardon me. This Koi doesn't have that smokey tinge I like, could you be so kind to get this little situation, ahem, fixed?' They asked. All I did was answer... I'm a kind soul.”

    Infernoplex burns down the town unless staved off.

    • Each night, the Storyteller announces today's question.
    • The next day, each player may (once) publicly propose an answer to the question. Then, players put up their hand if they agree with this answer.
    • The answer with the most hands up by the end of the day is the final answer. Ties are broken by which answer was proposed first. If it is incorrect, evil wins.
    • If an incorrect final answer is given on a day Infernoplex is executed, good wins.
    • After day 5, evil wins.

    How to Run

    Each night, publicly announce to all of the player what today's question is.

    During the next day, give the players time to agree on one final answer to the question. If the answer is correct, mark the Infernoplex as STAVED OFF. Do not place this reminder on the fifth day.

    At the end of each day, if Infernoplex is alive and not marked STAVED OFF, declare that evil has won.

    Note that Infernoplex, while an incredibly dangerous Demon to face, gives Klutz-fallacy information to the good team every day they survive. Keep this in mind when designing questions.

    Demon

  57. Panopticon

    Each night*, a player might die. 1 good player knows that whoever wins, loses & vice versa.


    The Panopticon flips the game on its head.

    • When the Panopticon is in play, the base win conditions are reversed and 1 good player learns this.
    • The Panopticon kills each night, but the Storyteller chooses who dies.

    Attribution

    Idea, name and art by Nunny

    Demon

  58. Specimen

    Each night*, you may choose a good player who publicly declared an ability today: have that ability until dusk. Otherwise, 2 players die.


    Under ideal conditions, the Specimen becomes what is theorised about it.

    • Each day, players may publicly declare Demon abilities for the Specimen.
    • That night, the Specimen may, if they wish, become one of these until dusk. If they do not, 2 players die of the Storyteller's choosing.
    • If the Specimen opted for "2 players die", the Storyteller is allowed to ask the Specimen who they would choose to kill, but does not have to adhere to this.

    If no player offered a reasonable ability, let the Specimen choose who dies to punish the town for not interacting with the Specimen's ability.

    Demon

  59. See-Ling

    Each night*, if no-one died today, choose a player: they die. After the 3rd execution, evil wins.


    “Don't you see now? Reckless application of the death penalty... well, that's how you incite hysteria and bring this town to ruin without me even lifting a finger against it.”

    The See-Ling forces good to ration their executions.

    • If a player is executed, no matter who it is or the circumstances, the See-Ling notes it.
    • The third time this happens, evil wins if that execution didn't win good the game.
    • If the 3rd execution is spent on the Demon, good wins.
    • The See-Ling only wakes to kill if nobody died the previous day.

    Demon

  60. Deadlock

    Each night*, choose 2 players: the 1st dies & the 2nd's team loses if they nominate tomorrow (they learn this).


    The Deadlock locks down a player's ability to influence the town.

    Demon

  61. Loonboon

    Players chosen by Lunatics die (you may choose they don't). You choose for dead Lunatics. [Outsiders are 2 Lunatics]


    “Why? Because I'm CRAAAZY!!!!!”

    The Loonboon weaponises the delusions of some misguided good players.

    Examples

    There are 2 Lunatics, who think they are the Po. The Lunatics both choose not to attack on the 2nd night, so the Loonboon doesn't wake and nobody dies. The next night, they choose 6 unique players, and the Loonboon does not cancel any of them. Six players die on the 3rd night.

    The Lunatics think they are Zombuuls. The 1st Lunatic is executed on the 1st day, and the 2nd on the 2nd day. On the 3rd day, a player survives execution. That night, the Lunatics both wake, choose 2 unique players, the Loonboon wakes for both of the dead Lunatics and chooses 2 more players, and the Loonboon does not cancel any of them. 4 players die on the 4th night.

    How to Run

    During setup, replace Outsider tokens with 2 Demon tokens (these are Lunatics).

    Every night except the first, mark the players chosen by Lunatics as CHOSEN (the Lunatic's reminder). Then, wake the Loonboon and point to the CHOSEN players. They may point to neither, one, or both of them: remove the CHOSEN reminder from who the Loonboon pointed at. Put the Loonboon to sleep -- all players marked CHOSEN die.

    If a Lunatic dies, from now on, wake the Loonboon instead of that Lunatic: they will choose for them.

    Demon

  62. Historian

    Name a character & day. If they have "on/after day X" in their ability text, X becomes that day.


    Use the Historian to tailor the duration of timers appropriately to the script.

    • If the character instead says "After the Xth day", the Historian can still change that.

    Examples

    The script is "All Out in Hysterics", and the Storyteller names Hysteria and "2". Hysteria's ability now reads "On day 2, the living may duel (all learn this): both learn a question & whoever fails to answer it correctly 1st dies. After day 2, evil wins.". On the dawn of the second day, the Storyteller announces that "Hysteria has broken out" and runs the day as if it was day 3.

    The script is "An Evil Presence Watching You". The Storyteller names Absolut and "3". Absolut's ability now reads: "Townsfolk abilities yield false info except 1. Each evil may (once) publicly guess who: if right, or after day 3, evil wins."

    The script is "Frugal Day". The Storyteller names Cessation and "4". Cessation's ability now reads: "After day 4, evil wins. [REDACTED]"

    How to Run

    At the start of the game, name an on-script character and a day number. For this game, you will run that character as if all instances of "On day X" or "After day X" reference that day.

    Fabled

  63. Night Order

    First Night

    Chemist
    Chessmaster
    Muras
    Insurrectionist
    Dealer
    Historian
    Panopticon
    Skayl

    Other Nights

    Physicist
    Chemist
    Chessmaster
    Veraxillus
    Graverobber
    Muras
    Insurrectionist
    Fluxicon
    Earthmover
    Cataclysm
    Mindwarp
    Excelsus
    Vitoo
    Bar Fighter
    Cavalry
    Panopticon
    Brigand
    Viper
  64. this almanac generated using Bloodstar Clocktica