1. Hawkshaw

    You start knowing a player who is closer to a Minion than they are to the Demon.


    “I've booked us lodgings on the top floor, next to a respectable dealer in stolen property. As I've heard, good fences make good neighbors.”

    The Hawkshaw knows where to look.

    Townsfolk

  2. Whaler

    You start knowing 1 in-play evil character. If the character you know dies, you learn another tonight.


    “I know not all that may be coming, but be it what it will, I'll go to it laughing”

    The Whaler knows their quarry, but can't yet see it beneath the waves.

    • The Whaler starts knowing one in-play evil character. When that player dies, they learn another evil character.
    • The Whaler only learns the evil character, not the player.
    • If the Whaler is drunk or poisoned when they should learn a new character, the Storyteller may show them a not-in-play character.
    • The Whaler can only learn the same character twice if there are multiple instances of the character.

    Examples

    On the first night, the Whaler is shown "Baron." When Eve, the Baron, is executed, the Whaler learns "Scarlet Woman"

    The Whaler is shown "Imp." The Imp kills themselves in the night. The Whaler learns "Imp."

    The Whaler learns "Poisoner." The Recluse dies in the night. The Whaler learns "Fang Gu." Neither the Poisoner nor the Fang Gu are in-play.

    How to Run

    Mark one evil player with the KNOW reminder.

    During the first night, wake the Whaler. Show them the character token of the player marked KNOW. Put the Whaler to sleep.

    Each time the player marked KNOW dies, mark a new evil player with the KNOW reminder. That night, wake the Whaler, show them the character token of the player marked KNOW, then put the Whaler to sleep.

    Townsfolk

  3. Rockstar

    Each night, guess how many players would wake tonight: if correct (once), they instead learn you are the Rockstar.


    “Wham! Bam! Thank You, Ma'am!”

    The Rockstar puts on the best concert Ravenswood Bluff has ever seen.

    Townsfolk

  4. Duke

    Each night, choose a player: you learn a character type they are not.


    “I'm sorry, is this some sort of peasant joke I'm too rich to understand?”

    The Duke learns what character type people are... but not quite.

    • The Duke chooses a player and learns a character type they are not
    • This can be any character type except the correct one, travellers, or fabled
    • If the Duke chooses the same player more than once, you can show them the same character type, or a different one!

    Examples

    The Duke chooses a player who is the Mutant. The Duke learns that this player is not a Townsfolk.

    The Duke chooses a player who was the Philosopher but gained the Flowergirl ability earlier that night. The Dreamer learns that this player is not a Minion.

    Today, both the Evil Twin and the Artist claimed to be the Artist. That night, the Duke chooses the player who is the Evil Twin. If the Storyteller wanted to help the good team, they could show they're not a Townsfolk. But the Storyteller decides to help evil, so they show the Duke they are not the Demon.

    The Duke chooses a player who is the Vortox. The Duke information must be false because the Vortox is in play, so the Duke learns that this player is not the Demon.

    How to Run

    Each night, wake the Duke. They point at any player. Point to a character type on the character sheet that isn't the same as the player they chose. Then, put the Duke to sleep.

    Try to avoid showing the Duke "Outsider", as this is the least useful information they can learn, especially if there are no hidden outsiders on the script (Drunk, Húdié, etc)

    Townsfolk

  5. Magus

    Each night, you may choose a player: today, privately learn their alignment (arbitrary if all other alive Magi did). [+0 to +2 Magi]


    Townsfolk

  6. Aesthete

    Each night*, learn a character the Storyteller believes you should think about.


    “Caesar adsum iam forte. Brutus aderat. Caesar sic in omnibus. Brutus sic inat.”

    The Aesthete knows what possibilities to consider.

    • Each night after the first, the Aesthete is shown a character that the Storyteller believes it would be helpful for them to think about.
    • This character can be in play or not.
    • This character can be good or evil.
    • It could even be a Traveller, Fabled, or Loric!

    Examples

    Alice, the Drunk, thinks she is the Virgin. She is nominated by Bob, who isn't executed. That night, Eve the Aesthete learns "Poisoner."

    Alice is the Sailor, who does not die when executed. She declares she is sober. That night, Bob the Aesthete learns "Devil's Advocate."

    Eve is the Artist, who learns that 1 + 1 does not equal 2. That night, Alice the Aesthete learns "No Dashii."

    If showing the Aesthete a Traveller, Fabled, or Loric, it should be one that's in play.

    Townsfolk

  7. Fire-Walker

    Each night*, Minions wake to choose unique alive good players: you learn who. If you are chosen, you die.


    “One step at a time, one single solitary step.”

    The Fire-Walker learns who the Minions want them to.

    Townsfolk

  8. Mowltaker

    Each night*, choose a player: chosen Outsiders die & learn you are the Mowltaker. [+1 Outsider]


    “I've been looking for a weird hill to die on, and all the real ones are too far from my house. So this is mine. ”

    The Mowltaker clears out the unwanted.

    Townsfolk

  9. Bursar

    Each night*, if 3 or more unique public statements were made yesterday, learn if most were true.


    “L-O-T-S-O-F-D-R-Y-D-F-R-O-R-C-P-¼-L-L-S”

    The Bursar keeps an archive of receipts.

    Townsfolk

  10. Plotter

    Each day, you may visit the Storyteller to learn a piece of advice that harms the winning team.


    “The last man to enter Parliament with honest intentions was Guy Fawkes”

    The Plotter stands against authority, regardless of who it is.

    Townsfolk

  11. Cosmonaut

    Each day, you may visit the Storyteller to learn a cryptic hint about the gamestate.


    “My mother said, to get things done: You better not mess with Major Tom.”

    The Cosmonaut drifts through the cosmos, deciphering the infinite paisleys of the constellations.

    • Each day, the Storyteller chooses a cryptic piece of information to give the Cosmonaut... so get creative!
    • It is up to the Cosmonaut 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.
    • The Cosmonaut can choose to not visit the Storyteller if they wish.

    Examples

    Alice is the Cosmonaut, & it is day 1 of a Psaliphim game. She learns the hint "Do you hear that?" in reference to the Psaliphim's icon being a bell. On day 2, the Psaliphim has put a Sentry into play. Alice learns "You're being watched."

    Bob is the Cosmonaut on the 3rd day. He is told "Sometimes you've got to stop & smell the roses" because the Godfather killed a player last night.

    Charlie is the Cosmonaut & learns "I don't like politics." She concludes that this is to indicate that a politician is in play. However, she was told this because the Leviathan was bluffing as the Mayor.

    How to Run

    Once per day, if the Cosmonaut requests a private chat with you, take them away from the circle so you cannot be overheard. Whisper a cryptic phrase to the Cosmonaut. (If you cannot think of one straight away, either take your time or ask them to come back in a few minutes.)

    Townsfolk

  12. Midwife

    Once per game, at night*, 1 player dies & another lives.


    “There are plenty of people in Ravenswood bluff for whom my face has been the first and last thing they'd ever seen, which probably made the bit in the middle seem quite uneventful by comparison.”

    Townsfolk

  13. Constable

    Once per game, during the day, publicly choose a player: if they are a Minion, they die & you regain this ability.


    “Only crimes can take place in darkness. Punishment has to be done in the light. This is our job; To light a candle in the dark.”

    The Constable wields the long arm of the law.

    Townsfolk

  14. Student

    Once per game, visit the Storyteller to learn something you did right. Once, while dead, do so to learn something you did wrong.


    “Ahh, I see my mistake. 'Embarazada' does not mean 'Embarrassed'”

    The Student learns what they did well, and what they didn't.

    • The Student visits the Storyteller twice per game- once while alive, and once while dead.
    • The Student chooses when to use their ability.
    • When they visit the Storyteller, the Storyteller chooses what actions are best learned.

    Examples

    The Student, Julie, almost got the Baron executed yesterday. Julie uses her ability and learns they nominated a Minion.

    The Student, Xavier, dies and learns they trusted Bob, the Dreamer. This is because Bob is drunk from the Sweetheart's ability.

    Shalya, the Student, correctly guesses in-play evil characters, then later visits the Storyteller and learns she did so.

    How to Run

    Twice per game, the Student will ask to use their ability. If they are alive, in private, tell them something they did right. Then, put the Right reminder by the Student token. If they are dead, in private, tell them something they did wrong. Then, put the Wrong reminder by the Student token.

    It's very easy to give very strong info by accident. Be careful out there.

    Townsfolk

  15. Vicar

    On your 1st night, choose 1 player for each Minion: if you all live, you're all safe from the Demon.


    “The Lord is a shoving leopard”

    The Vicar protects their flock.

    Townsfolk

  16. Punk

    On the 1st night, before evil info, choose a player: if evil, they swap characters & alignments with a good player.


    “I fought the law (The law won)”

    The Punk inspires people to fight for their cause.

    • On the very first night, before members of the evil team learn each other, the Punk chooses someone.
    • If the Punk chooses a good player, nothing happens.
    • If the Punk chooses an evil player, they swap characters and alignments with a good player.
    • If a Punk is made after the first night, nothing happens.

    Examples

    On the 1st night, Alice the Punk chooses Eve the Imp. Eve becomes the good Empath and Bob (the former Empath) becomes the evil Imp.

    Eve the Punk chooses Bob, who is good. Nothing happens.

    Bob the Artist is turned into the Punk on night 2 by the Pit-Hag. Since it is not the first night, she does not choose someone

    How to Run

    During the first night, before Minion info, wake the Punk. The Punk points at a player. Put the Punk to sleep.

    If the player the Punk pointed to is evil, swap their character token with a good player's token. One at a time, wake each swapped player, show them the YOU ARE info token and their new character token, then put them to sleep.

    Townsfolk

  17. Boxer

    You are safe from Minions. If chosen by one, learn each other's characters.


    “Still a man hears what he wants to hear, and disregards the rest.”

    The Boxer never loses a fight.

    • The Boxer is protected from all harmful effects of all Minion abilities, such as poisoning, death, or turning the Boxer evil.
    • If the Minion chooses players (or characters) and chooses the Boxer, the Boxer learns what character chose them, and that Minion learns they chose the Boxer.
    • If a Minion that chooses during the day (such as the Psychopath) chooses a Boxer with their ability, they learn they chose the Boxer that night, even if the Boxer is dead, drunk, or poisoned by then.

    Examples

    On the first night, the Poisoner chooses the Boxer. The Boxer is not poisoned, learns the Poisoner chose them, and the Poisoner learns they chose the Boxer.

    The Assassin chooses the Boxer. The Boxer dies, learns the Assassin chose them, and the Assassin learns they chose the Boxer.

    There is a Xaan in play with 2 Outsiders. On night 2, the Boxer is not poisoned.

    How to Run

    If a harmful Minion effect would affect the Boxer, it doesn't. (Use your best judgement)

    At night, if a Minion chooses the Boxer, immediately show the Minion the Boxer token. Put the Minion to sleep. Wake the Boxer, and show them the Minion's character token. Put the Boxer to sleep.

    If a Minion chose the Boxer today, Wake the Minion & show them the Boxer token. Put the Minion to sleep. Wake the Boxer, and show them the Minion's character token. Put the Boxer to sleep.

    JINXES

    • Organ Grinder: The Boxer can keep their eyes open during voting, even if drunk or poisoned.

    "Safe" is quite poorly defined when it comes to the multitudinous effects Minions can produce. As such, the Storyteller is free to designate any and all effects as "harmful", so long as they make it clear to their group.

    Townsfolk

  18. Furze-Burner

    You start by choosing 3 players: chosen Minions become Outsiders until either your 3rd day or you die.


    “Sevow' a-dhelher ha kebmer with a'n mog, vaw, na wra eythin plegya dhe dhen gwadn y golon. Emava ow mires en garow, martesen, bes thera vy ow clerya an rosow ma hirra vel ty dhe anella, ow lesky an coth m'alja an skyll glas trovya spas lowr dhe vewa pan vo gwenton ow tos.”

    The Furze-Burner lights the moors.

    Attribution

    Flavour text translated by Raoul

    Townsfolk

  19. Rat-Catcher

    When the Demon kills you or a Minion they learned, they learn a Minion. If that Minion lives on the final day, good wins.


    “The best way to catch a rat is to treat it like a king. Draw those young sirs to the table, and treat them to a platter of fancy cheeses, perhaps a cracker or two. The plan is now in motion.”

    The Rat-Catcher keeps the plague contained... until they die.

    • When the Rat-Catcher dies, a Minion gains the Rat-Catcher ability.
    • The Demon knows which Minion has the Rat-Catcher's ability
    • If that Minion is alive on the final day, good wins.

    Examples

    Alice, the Rat-Catcher, dies to the Demon at night. Eve, the Cerenovus, gains this ability. The Demon kills Eve, and Bob (the Harpy) gains the ability.

    Eve, the Rat-Catcher, dies to the Demon at night. Alice, the Witch, gains the ability. She curses herself, nominates, and dies. Nothing happens.

    Bob, the Rat-Catcher, is alive on the final day. Nothing happens.

    How to Run

    If the Rat-Catcher is killed by the Demon, place the INFESTED reminder token next to a Minion. Wake the Demon. Point to the player marked INFESTED, show the THIS CHARACTER SELECTED YOU info token, then the Rat-Catcher token.

    If it is the final day, and a Minion marked INFESTED is alive, declare that the good team has won, and end the game.

    Attribution

    Flavour by Pyn, ability reword by Palsonny

    Townsfolk

  20. Milkmaid

    If you die at night, learn 1 evil player. [+0 or +1 Milkmaid]


    “Oo's yer dad?”

    The Milkmaid learns who soured the milk.

    How to Run

    Jinxes

    • Boffin: If there is a spare token, the Boffin can give the Demon the Milkmaid ability.
    • Leviathan: Each night*, the Leviathan chooses an alive player (different to previous nights): a chosen Milkmaid uses their ability but does not die.
    • Pit-Hag: If there is a spare token, the Pit-Hag can create an extra Milkmaid.

    Townsfolk

  21. Action Hero

    If you die at night, an opposing player you nominated this game dies (unless either team would win).


    “Does this dining chair have an ejector seat, and if so, how?”

    The Action Hero takes their rivals down with them.

    • If the Action Hero dies during the night, a player they nominated of the opposing team dies. For most games, this will be an evil player.
    • If the Action Hero dies without nominating, or only nominates allied players, no-one else dies.
    • If killing additional players with the Action Hero's ability would end the game in a win for either team, no extra deaths happen.

    How to Run

    If the Action Hero died tonight, choose an opposing player who they nominated: If neither team would win, mark them with the DEAD reminder. In the morning, announce them as dead (Do not say why.)

    Townsfolk

  22. Dean

    If the Demon is the only living evil player, learn who they are tonight.


    “You don't need a miracle, you just need five minutes without distractions. As it turns out, thinking is a lot easier when nobody's yelling.”

    The Dean needs silence to complete their work.

    Townsfolk

  23. Troll

    If the Demon would kill you at night, a Minion dies instead. If you left your seat in the town square today, you're drunk until dawn.


    “May the dawn take you all, and be stone to you!”

    The Troll has unimaginable strength, but turns to stone during the day.

    How to Run

    Each day, check to see if the Troll left their seat to talk with another player (Asking for rules clarifications with the Storyteller does not count, nor does leaving their seat for unrelated reasons, e.g. to use the bathroom). If they did, mark the Troll player with the DRUNK reminder token. If you are unsure, wake the Troll player and ask them — they must answer honestly.

    During the night, if the Demon attacks the Troll, and the Troll is not drunk, the Troll remains alive & a Minion dies instead — put the Demon's DEAD reminder token by that character token instead of the Troll, and put a shroud on that character token instead of the Troll.

    At dawn, declare that the player marked DEAD died at night. (Do not say how they died.)

    Townsfolk

  24. Hippie

    If an evil player nominated another today, you die tonight.


    “That's just like, your opinion man...”

    The Hippie can't stand infighting, even amongst their enemies

    Townsfolk

  25. Arkan Sonney

    If you find me, make a wish. 1 Outsider knows a clue to where [I'm hidden. +1 Outsider]


    The Arkan Sonney brings good fortune to anyone who catches them.

    • No player has the Arkan Sonney token, instead it is hidden around the play space.
    • 1 Outsider knows a hint as to where.
    • Whoever finds the token, good or evil, dead or alive, gets to make a wish.

    Experimental (obvs!)

    Townsfolk

  26. Two-Headed Calf

    All Townsfolk are sober, healthy, & get true info. On your 2nd night, you (& only you) die.


    “And as he stares into the sky, there are twice as many stars as usual.”

    The Two-Headed Calf makes the world a better place for as long as they are with us.

    Townsfolk

  27. Curarist

    The Demon's neighbors register as good Outsiders to good abilities. [+0 or +1 Outsider]


    “Not all visions deceive. Some merely reveal what you’ve been too blind to notice.”

    The Curarist induces visions to detect the Demon's presence.

    Townsfolk

  28. Lemming

    Good players who nominate you become Lemmings. If 1 Lemming dies, all do.


    “Let's play Follow-the-Leader! I'll go first!”

    The Lemming makes people follow them... sometimes off a cliff.

    Townsfolk

  29. Official

    Minions know an Official is in play. Each night*, if the Demon wasn't nominated today, all Minions are drunk until dusk.


    The Official sows distrust in the evil team.

    Townsfolk

  30. Ornithologist

    Minions & Demons don't learn their characters until you die & wake without prompt. [Minions & Demons draw blank tokens]


    “My mist nets are set up, I have my binoculars, I have my sandwiches. All I need to do now is wait.”

    The Ornithologist hides the evil team from themselves.

    Townsfolk

  31. Mentor

    1 good player can't die. If you guess who (once), they become a Mentor when you die.


    “What a guy!”

    The Mentor trains someone in their ways.

    Townsfolk

  32. Postmaster

    1 of your alive Townsfolk neighbors learns false info & the other true. If you die at night, learn which.


    “Neither rain nor snow, nor glom of nit.”

    The Postmaster gets people's letters in a muddle.

    Townsfolk

  33. Rabbi

    1 Minion has the Golem ability: if they nominated the Demon today, they learn this.


    Townsfolk

  34. Escape Artist

    Executions on you fail if you're nominated by an opposing player. 1 player registers falsely to you.


    “Never tell the audience how good you are, they will soon find out for themselves.”

    The Escape Artist causes executions to fail if evil players want them dead.

    Attribution

    Art by DarkArtist

    Townsfolk

  35. Orchard Keeper

    There are an even number of Outsiders in play. [+0 or +1 Outsiders]


    “Get it? Because pairs sounds like pears? Oh, nevermind.”

    The Orchard Keeper likes neat and even rows.

    How to Run

    Jinxes

    • Kazali: 1 Townsfolk might become an Outsider during setup.
    • Lord of Typhon: 1 Townsfolk might become an Outsider during setup.

    Townsfolk

  36. Believer

    Each night, learn a player: you are mad they are evil or you might be executed.


    “Did you see it? I saw it... It crashed in the woods. I saw it... It's one of us. I saw it... It's you.”

    The Believer is paranoid.

    • Each night, the Believer is told a player. If they do not attempt to convince other players that that player is evil, they might be executed.
    • The player they learn could be good or evil.
    • It could even be themselves (but probably shouldn't be).

    How to Run

    Each night, wake the Believer and point to a player. Mark that player with the MAD reminder.

    At any time (even at night), if you believe that the Believer is not mad about that player being evil, then you can decide to execute the Believer. Declare this to the group. They die - mark them with a shroud.

    If you execute them during the day before the normal execution happens, go to the night phase. (There is a maximum of one execution per day.)

    Outsider

  37. White Elephant

    Once per game, at night, the Demon chooses who you are. If you died today, they may choose another tonight. [You don't start in play]


    “I bequeath thee with my finest elephant. Sure, it is loud, always hungry, and smells worse than a drunkard’s bile. But think of how jealous your friends will be!”

    The White Elephant is a burden.

    Attribution

    Flavour by Mist

    Outsider

  38. Húdié

    You think you're a Townsfolk. Once per game, you & some players wake to lose your abilities, even if dead. The Demon learns who.


    “Five more minutes, please? You wouldn't believe the dream I just had. I mean, you were there, and you were there, and you, and you, and you were there....”

    The Húdié thinks they're a townsfolk until their dreams bring about a shocking revelation...

    • During setup, the Húdié's token does not go in the bag. Instead, a Townsfolk character token goes in the bag, and the player who draws that token is secretly the Húdié for the whole game. The Storyteller knows. The player does not.
    • The Húdié has no ability. Whenever their Townsfolk ability would affect the game in some way, it doesn't. However, the Storyteller pretends that the player is the Townsfolk they think they are. If that character would wake at night, the Húdié wakes to act as if they are that Townsfolk. If that Townsfolk would gain information, the Storyteller may give them false information instead—and the Storyteller is encouraged to do so.
    • When the Húdié wakes to learn they are in fact the Húdié, any number of players, living or dead, are woken with them. All of these players wake on the same night & are no longer woken to use or treated as if they have their ability. The Húdié does not need to be alive for this to happen
    • When this happens, the Demon is woken to learn which players woke that night. The Demon does not lose their ability, nor do they learn which of the players woken was actually the Húdié.

    How to Run

    While setting up the game, before putting character tokens in the bag, remove the Húdié token and add a Townsfolk character token. Add the Húdié's IS THE HÚDIÉ reminder token to the Grimoire. Put the swapped Townsfolk character token in the bag, not the Húdié character token.

    While preparing the first night, put the Húdié's IS THE HÚDIÉ reminder token by any Townsfolk character token, changing that player's character to the Húdié. They are now an Outsider, and do not have the ability of this Townsfolk character. (But they think they do.)

    Treat the Húdié as if they were drunk. They wake when their townsfolk would wake, may get false information, &c.

    Once per game, at night, mark any number of players with the Húdié's BUTTERFLY reminder token. Wake all players marked (& the Húdié) and show them the "This character selected you” info token and the Húdié token, then put them back to sleep. That same night, wake the Demon and show them the "This player is" info token and the Húdié token, then point to all marked players before putting them back to sleep.

    While you can wake the Húdié on any night, and wake any number of players, do keep in mind how this effects the game. Waking more players or the Húdié waking on an earlier night are more damaging than waking fewer players or the Húdié waking on a later night. Be warned!

    Attribution

    Art by DarkArtist, ability ft. Elluna

    Outsider

  39. Everyman

    You think you're another character. If you publicly resign, you win. [All other players are secretly Storytellers]


    “And in case I don't see ya, good afternoon, good evening, & goodnight”

    The Everyman's life is a lie.

    • At the start of the game, the Everyman is lead to believe they are another character.
    • If they resign (dramatically), they win! If they are not the Everyman, they lose. :c
    • Storytellers win if the Everyman has fun

    Attribution

    Made in collaboration with Drossel :3

    Outsider

  40. Orc

    You might be good or evil & don’t know which until you stop being a living Orc, or it's the final night. [All Outsiders are Orcs]


    “Looks like meat's back on the menu, boys!”

    The Orcs form a horde, but don't know what team to play for.

    • If Orcs are in play, all Outsiders are Orcs.
    • Orcs are not told their alignment at the beginning of the game, and they might start the game as good or evil.
    • Orcs can differ in alignment to each other.
    • If it is the final night, Orcs learn their alignment.
    • If an Orc changes character or dies, they also learn their alignment.

    Examples

    Eve is an Orc. She is evil. There are no other Outsiders.

    Alice is an Orc. She is good. When she dies, she learns this.

    Alice, Bob, and Eve are all Orcs. On the first day, they form a blood pact and go around the town square saying "Orc Orc Orc". On the final night, they learn they are good.

    How to Run

    While setting up the game, replace all Outsider tokens in the bag with Orc tokens.

    During the first night, decide how many Orcs will be evil, and flip the Orcs' character tokens upside down to represent that the Orcs are evil.

    If an Orc dies or changes character, wake the Orc. If the Orc is good, show them a thumbs up. If the Orc is evil, show them a thumbs down. Put the Orc to sleep.

    On the final night, wake all remaining Orcs separately. If the Orc is good, show them a thumbs up. If the Orc is evil, show them a thumbs down. Put the Orc to sleep.

    Because Orcs do not know their alignment for most of the game (and when they do learn it, they are usually dead), it is acceptable to make 2 Orcs evil, although it is advised to not make more evil Orcs than that.

    Outsider

  41. Vagrant

    You're only in-play if you shouldn't be, & vice versa. [+1 or -1 Outsider]


    “If every hope abandons you, there's peace in that, you know? And when you hit rock bottom, there's only one way left to go.”

    The Vagrant travels around.

    • The Vagrant changes the Outsider count by simply existing on the script, even without being in play.
    • If the Vagrant is in play, they add an additional Outsider. If they are not, there is 1 fewer Outsider in play.
    • If there ever would be no Outsiders in play, the Vagrant must be. Conversely, if all Outsiders would be in play, the Vagrant can't be.

    Examples

    It is a 7 player game, and there should be no Outsiders in play. Alice is the Vagrant.

    It is an 8 player game. If there is a Vagrant, there must be another Outsider. If there isn't, there must be no Outsiders.

    It is a 9 player game with a Baron. There must be 3 Outsiders in play, and none can be the Vagrant.

    How to Run

    While setting up the game, before putting the character tokens in the bag, decide if one of the Outsiders is going to be the Vagrant. If it is, remove a Townsfolk token from the bag, and add an Outsider token. If they aren't, remove 1 Outsider token and add a Townsfolk token.

    If the bag would be made with 0 Outsiders, remove a Townsfolk token and add the Vagrant. If all on-script Outsiders would be in play, remove the Vagrant token from the bag, and add a Townsfolk token.

    Outsider

  42. Kipperer

    When you die, 1 Minion becomes an unlisted character & you learn which.


    Outsider

  43. Barometz

    If you died today or tonight, 2 players equidistant from you become evil Minions & learn the Demon. [-1 Minion]


    “Cradled in ſnow and fann'd by arctic air / Shines, gentle Barometz! thy golden hair; / Rooted in earth each cloven hood deſcends, / And round and round her flexile neck ſhe bends; / Crops the grey coral moſs, and hoary thyme, / Or laps with roſy tongue the melting rime.”

    The Barometz bears vile fruit.

    • The Barometz removes a Minion until it dies, then two more sprout in its place!
    • The two players who become Minions must be the same number of steps away from the Barometz.
    • They can become any Minion characters on the character sheet, in-play or otherwise.

    How to Run

    During setup, remove one Minion token from the bag and add a Townsfolk in its place.

    If the Barometz dies, mark 2 players equidistant from them with SPROUTS TONIGHT reminders. That night, wake the chosen marked players (together or separately). Show the YOU ARE info token, then the Minion token. Show the YOU ARE info token, then give a thumbs down. Point at the Demon. Replace their character tokens with the Minion tokens and put the new Minions to sleep.

    Outsider

  44. Equerry

    If you died today or tonight, the Demon gains the ability "If you kill yourself this way, a Minion becomes your character" & learns this.


    “Calm down, Thunderfoot. I don't know what's got you all spooked like this, it's almost like you see something I don't...”

    The Equerry lets the Demon flee if the horses are loose.

    Outsider

  45. Gobemouche

    If you are mad that any information is false, you might be executed.


    “It is more from carelessness about truth than from intentional lying, that there is so much falsehood in the world.”

    The Gobemouche can't disagree.

    Outsider

  46. Kabuki

    If you're mad you're a Townsfolk, you might become one. [+0 or +1 Outsider, most Outsiders are Kabuki]


    “*Giggle*”

    The Kabuki must put on a show.

    • If a Kabuki is consistently "mad" they are a Townsfolk (regardless of which character) they might become one
    • They could have spoken loudly about being the Empath for one day, or pretended to be the Gossip each day this game, or accused the real Town Crier of being a Town Liar—the Storyteller is the judge of whether or not the player was convincing, by being "mad [they]'re a townsfolk”.
    • Even if they do uphold madness, they might not become a Townsfolk.
    • The Townsfolk they become can be in-play or out of play.
    • They do not have to become the character they are mad as, and probably shouldn't!
    • The Kabuki can also add in 1 Outsider, but might not.
    • "Most" is defined the same as Legion; i.e. half or more.

    Examples

    Alice & Eve are Kabuki. Alice is mad as the Investigator, while Eve is mad as the Village Idiot. Neither of them know the other is a Kabuki.

    On night 4, the Storyteller agrees that Luis (the Kabuki) has caused enough confusion by being mad as the Bounty Hunter, and turns them into the Sage.

    How to Run

    Before the game starts, while setting up the bag, replace at least half of the Outsider tokens with the Kabuki. You can also replace up to 1 Townsfolk token.

    At any point, if you think a Kabuki has successfully upheld madness to your liking, you can change their token out for a Townsfolk one. At the start of the next night (or immediately, if it is night), tell them their new character.

    JINXES

    • Village Idiot: If the Kabuki becomes a Village Idiot, the drunk one might change.

    Outsider

  47. Canary

    If you are the 1st player to die the way you did, something bad happens & you may visit the Storyteller to learn what.


    “The cruellest irony is a miner who dies so his canary might live.”

    Outsider

  48. Quaaltagh

    If you draw this token, you may redraw, but learn false info once. Townsfolk become leftover evil characters. [+1 Townsfolk in the bag]


    “Blein Vie Noa! Slaynt vie, bea veayn, beeal fliugh as baase ayns Mannin!”

    The Quaaltagh wishes everyone a happy new year.

    Outsider

  49. Fenoderee

    If the Demon was nominated today, they may choose if they swap characters with a Minion tonight.


    “I must say, I simply don’t understand this outrage. You wished for the killer to go away. All I did was answer”

    The Fenoderee takes requests literally.

    • If the Demon was nominated by anyone today, they get to choose if they swap characters with a Minion.
    • The Demon does not choose which Minion they swap with, only that it happens.
    • If the Fenoderee is drunk, poisoned, or dead, this does not happen.

    How to Run

    During the day, if the Demon is nominated, mark them with the SWAPS TONIGHT reminder. That night, wake the Demon. Show them the THIS CHARACTER SELECTED YOU info token, then the Fenoderee token. The Demon either nods or shakes their head. Put the Demon to sleep. Remove the SWAPS TONIGHT reminder. If the Demon nodded their head, swap the character tokens of the Demon and a Minion player of your choice. One at a time, wake each swapped player, show them the YOU ARE info token and their new character token, then put them to sleep.

    Attribution

    Flavour by Mist

    Outsider

  50. Spacefarer

    If an ally nominates & executes the Demon, your team loses. When you learn that you died, choose a living player to gain this ability.


    “If you find yourself in a fair fight, you didn't plan properly.”

    The Spacefarer saves the day!.. or else.

    Outsider

  51. Yeoman

    If there’s only 1 Yeoman in play, 1 Townsfolk is drunk. Otherwise, 1 Outsider is. [+0 or +1 Yeoman.]


    “Hey, hey, stop me if you've *hic* heard this one before "There once was a man from Nantucket..."”

    The Yeoman needs a drinking buddy.

    Attribution

    This was made in conjunction with Xhorian, flavoured as "Rice Farmer" for their script.

    Outsider

  52. Margrave

    If only Outsiders & Demons live, Demons turn good & living Outsiders turn evil (even if dead).


    “We all have our own reasons for wanting this foul Demon dead. My reason? Competition.”

    The Margrave lets Outsiders steal the Demon's victory.

    Attribution

    Thank you Ella for helping me fix up the final version

    Outsider

  53. Shrew

    The 1st dawn you're dead, publicly choose 1 alive player: if they are not executed today, your team loses at dusk.


    “And that's what she is, the Queen of Refuse! So bow down to her if you want, bow to her! Bow to the Queen of Slime, the Queen of Filth, the Queen of Putrescence! Boo! Boo! Rubbish! Filth! Slime! Muck! Boo! Boo! Boo!”

    The Shrew curses those who let her die.

    • When the Shrew dies, they must declare a player. They may take a few minutes to do so—after all, it’s a big decision, and other players may give advice on who to choose, but it is always the Shrew's decision. If the player they choose is not executed today, their team loses. Otherwise, the game continues.
    • It is not the Storyteller’s responsibility to prompt the Shrew to declare they are the Shrew and choose a player. The Shrew must do this shortly after they learn that they are dead. Deliberately not doing so is considered cheating.

    How to Run

    The 1st time the Shrew player wakes up after being declared dead, they must declare that they are the Shrew and then point at any player. (Give them time.) If the player they chose is not the player executed that day (or no-one is executed), the game ends and the evil team wins. If they are, the game continues.

    If the Shrew chooses a player (who is not the Demon), and the Demon is executed (ending the game), the good team wins.

    In the strange situation the Shrew is evil, it is the evil team who loses when their choice is not executed.

    Outsider

  54. Scullery Maid

    The Demon has a not-in-play Minion ability, even if you die. You both know which.


    The Scullery Maid lets another Minion ability enter play.

    • While the Scullery Maid is in play, the Demon has a single Minion ability.
    • If the Scullery Maid is drunk or poisoned, the Demon temporarily loses this Minion ability.
    • If the Demon dies and has an ability that functions while dead, such as the ???, the Demon keeps this ability.
    • If a new Demon is created, such as via a Scarlet Woman or a Barber, this new Demon has an ability from the Scullery Maid. This ability may be different to the previous Demon's ability.
    • If there are multiple Demons alive, only one alive Demon has an ability from the Scullery Maid.
    • If the Demon has an ability that modifies the setup, such as the Baron, these changes are made during setup, as normal.
    • Both the Demon and the Scullery Maid learn which Minion ability the Demon has.
    • The Demon also wakes at night at the time that the Minion character would normally wake.

    How to Run

    While setting up the game, before putting character tokens in the bag, make any changes that are indicated in brackets on the Demon's two character abilities. Afterwards, place this second character token by the Demon character token.

    During the 1st night, wake the Scullery Maid and the Demon separately. Show the THIS CHARACTER SELECTED YOU info token, then the Scullery Maid token, then the Minion token. Place this second character token by the Demon character token.

    Treat the Demon player as if they had this character ability, as well as their own Demon ability.

    Outsider

  55. Explorer

    The Demon's ability has been changed & they know what it is. You know the change, but not the ability.


    “And of course, the thing you must not do if the ape is enraged, is the Macarena.”

    The Explorer knows how they change the Demon's ability, but not what from.

    • The exact change to the ability is up to the storyteller, but do keep in mind that the Explorer is an Outsider, so the modification should benefit the evil team.
    • The change to the Demon's ability is permanent, even if the Explorer is drunk, poisoned, dead, or leaves play.
    • If the change is simply removing something from the Demon's ability, the Explorer learns what they removed. Otherwise, they learn what they added.

    Examples

    The No Dashii's ability has been changed to "Each night*, choose a player: they die. Your 2 alive Townsfolk neighbors are poisoned." the Explorer learns the word "Alive" The Explorer has changed the Leviathan's ability to "[...] After day 4, evil wins." they learn "Day 4", The Storyteller changes the Vortox's ability to "[...] Good abilities yield false info. [...]". The Explorer learns "Might"

    How to Run

    While setting up the bag, decide if the change to the Demon's ability will affect setup. If it will, make any relevant changes to the bag. Then, write the Demon's new ability on a piece of paper, or on a phone.

    During the first night, wake the Demon. Show this ability, then put them to sleep. Wake the Explorer, show them the part of the ability they changed, then put them to sleep.

    From now on, even if the Explorer is dead, drunk, poisoned, or leaves play, run the Demon's new ability instead of their old one.

    Outsider

  56. Tsarina

    Players who aren't mad you're the Tsarina might be executed.


    “Да, до свидания, darling.”

    The Tsarina demands recognition.

    Outsider

  57. Vigilante

    Players who are mad you're evil might die at night.


    “Villains are everywhere, that's how I know that I'm the hero!”

    The Vigilante does the right thing... right?

    Outsider

  58. Unicorn

    Minions start knowing an improbable condition & you know a clue to it. If it happens (once), you're executed, even if dead.


    “You may have been young and foolish then, but you're old and foolish now! See clear! Don't let the glamour get you! See what's in front of your eyes! It's a damn great horse with a horn on the end!”

    The Unicorn is being hunted.

    How to Run

    Jinxes

    • Marionette: The Marionette does not learn the Unicorn's condition.

    Outsider

  59. Chameleon

    You start knowing 1 in-play good character & they know a Chameleon is in play: your ability is based on theirs.


    “Loving would be easy if your colours were like my dreams: Red, gold and green, red, gold and green”

    The Chameleon blends in.

    Minion

  60. Clairvoyante

    You start knowing a Grimoire &, even if you die, your team wins if it becomes real. The 1st time something goes wrong, it doesn't.


    “A prophecy that can be thwarted by any common farmer is undeserving of the name. But darling, you’ll find your fate will not be forsaken so easily”

    The Clairvoyant guides town until they're exactly where she wants them to be.

    Attribution

    Flavour by Mist, art by Ice!

    Minion

  61. Goatherd

    At night, players who raise their hand turn evil: if most players are now evil, followers turn good & your team wins.


    “For sheep are stupid, and have to be driven; but goats are intelligent, and need to be led.”

    The Goatherd grants town the opportunity to defect- unless everyone does.

    Minion

  62. Charlatan

    Each night, choose 2 players: their info is nonsensical until dusk.


    “Left cup, centre cup, right cup... Right cup, centre cup, left cup... Left cup, centre cup, no cup... You follow?”

    The Charlatan cons people out of their information.

    • Each night, the Charlatan chooses 2 people. If either would learn information, their information makes no sense.
    • This can be whatever the Storyteller likes, as long as it can't be interpreted correctly, so get creative! Be funny!
    • It should be obvious that the Charlatan has chosen you when you learn your information.

    Examples

    The Charlatan has chosen Alice the Empath. She is woken up and learns '3', then is put back to sleep.

    The Charlatan has chosen Bob the Fortune Teller. He is woken up to choose 2 players, then is told 'Green'.

    The Charlatan has chosen Eve the Chambermaid. She is woken to choose 2 players. The Storyteller hands her a vase before putting her to sleep.

    How to Run

    Each night, wake the Charlatan. They point to 2 players. Mark them with the CONNED reminders. Put the Charlatan to sleep.

    If either player with the CONNED reminder would learn information, wake them at their normal place in the night order. Instead of telling them their information, tell them something completely nonsensical.

    Minion

  63. Luddite

    Each night, you may choose a player: their ability becomes slightly worse until you die, & they learn this.


    “You better back down, or there'll be another accident involving me, the toaster, the waste disposal, and this fourteen pound lump-hammer.”

    The Luddite sabotages town's machinery.

    • "Slightly worse" is up to the Storyteller's discretion - it can be anything they want.
    • Typically, however, it should be relative to the intent of the original ability - Townsfolk abilities are worse for good, the rest are worse for evil.
    • If the Luddite chooses the same player multiple times, their ability becomes increasingly worse.
    • All chosen players are told their new ability when the Luddite chooses them.
    • When the Luddite dies, all chosen players regain their original abilities.

    Examples

    Alice, the Luddite chooses Eve, the Steward. She learns her ability is now "You start knowing 2 players, at least 1 of whom is good"

    Eve, the Luddite chooses Bob, the Courtier. She learns her ability is now "Once per game, at night, choose a character: they are drunk for 2 nights & 2 days."

    Bob, the Luddite, chooses herself. She learns her ability is now "Each night, you may choose a player: their ability becomes slightly worse until you die, & they learn this. The Storyteller may prompt you to choose differently."

    How to Run

    Each night, wake the Luddite. The Luddite points to a player. Put the Luddite to sleep. Mark the player as SABOTAGED. Invent a slightly worse ability for that player, and write it down on a piece of paper, or on a phone.

    Wake the player marked SABOTAGED. Show them their new ability. Put them to sleep.

    If the Luddite dies, wake all players marked SABOTAGED separately and show them their character tokens. Put them to sleep.

    The Luddite can require a lot of work for the Storyteller, and isn't a particularly strong Minion. Its raison d'être is simply its existence as a very funny character, similar to Charlatan.

    OPTIONAL RULE: I can see the argument to be made that outsiders should have their abilities made worse for the good team. Feel free to run it this way! The main reason I went with the ruling I did was through comparison with poisoner.

    Minion

  64. Dullahan

    Each night, you may choose a player: all players learn their character. Tomorrow night, they die.


    “Where paths end and names are forgotten, the rider still knows the way. What loses its head loses its mercy, and what hears the hooves too late is already counted among the dead.”

    The Dullahan foretells of people's death.

    • If the Dullahan chooses a player,

    Minion

  65. Mawmett

    Each day, you may visit the Storyteller & offer something: the Storyteller offers something in return.


    “As above, so below.”

    Minion

  66. Carpenter

    If you die by execution, your nominator becomes a not-in-play evil Minion tonight.


    “אֶהְיֶה אֲשֶׁר אֶהְיֶה”

    The Carpenter forces those who kill them to live with their guilt.

    Attribution

    Thanks to ma'ayan for fixing an egregious grammatical error

    Minion

  67. Perkeo

    If the Demon kills you at night & the next executee is evil, your team wins.


    “Let's play a game: It's called watching me play the fool. I know you like to play- in fact I think you're making up the rules.”

    The Perkeo practices stillness.

    • If the Perkeo is killed by the Demon's ability during the night, their team wins if the next player to be executed is evil.
    • If the next executee is good, nothing happens, even if an evil player is then executed.
    • If no player is executed the day after the Perkeo is killed, their ability still applies.
    • If the Perkeo was killed by the Demon & the next player executed is the Demon, evil wins (unless the Demon is good, which is another can of worms.)

    Examples

    Alice is the Perkeo, and is killed by the Imp on night 2. The Imp is executed on day 2. Evil wins.

    Eve is the Poisoner. She is executed today, after the Demon killed the Perkeo last night. Evil wins.

    Bob is the Alchemist with the Perkeo ability. She was killed by the Demon last night. The Psychopath is executed today, and good wins.

    How to Run

    If the Perkeo is killed by the Demon, place the HOLLOW reminder token next to the Perkeo. If the next player to be executed is evil, the Perkeo's team wins.

    Minion

  68. Buggane

    If a living Outsider is nominated & you claim to be the Buggane, your team wins if they're not executed. [+1 Outsider]


    “Lhiat myr hoil oo.”

    The Buggane drives town to kill those who don't belong.

    • If anyone nominates a living Outsider, and the Buggane claims to the the Buggane, evil wins if the Outsider is not today's executee.
    • Anyone can claim to be the Buggane, but if they don't have the ability it can't cause evil to win.
    • The Buggane wins if the Outsider is not executed that day, even if the Demon or the Buggane themselves are.
    • If the Buggane uses their ability on multiple Outsiders on the same day, evil wins if none of them are executed.

    Examples

    Alice is the Buggane. Alice nominates Eve, who is the Klutz, and she claims to be the Buggane. After votes are counted, Eve is not 'about to die'. Evil wins.

    Alice is the Butler. Bob nominates Alice, and Eve claims to be the Buggane. Alice is not executed, and evil wins.

    How to Run

    While setting up the game, before putting character tokens in the bag, remove a Townsfolk character token and add an Outsider character token.

    If the Buggane claims to be the Buggane when a living Outsider is nominated (and before voting begins), declare that this player has claimed to be the Buggane, so that all the group hears. Put the CORNERED reminder by the Outsider token.

    If a living Outsider is marked CORNERED and none were executed, then declare that evil wins.

    It's pronounced /bʊˈgɛːn/.

    Attribution

    Art by Dark <3

    Minion

  69. Fraudster

    If all dead good players have their vote token on the final day, your team wins.


    “Trust me, your money's not safe in their hands. The system is rigged, the banks are bleeding you dry- cash out now before they lock the doors and leave you with nothing.”

    The Fraudster makes town cash out early.

    Minion

  70. Samedi

    The 1st time you die, you live but register as dead. Living votes don't count & a majority isn't required. Vote tokens aren't spent.


    “In the silence came the drumming, making the music that had gone before seem as insignificant as the cluttering of crickets. This was the real blood music; all other music that had ever been written was merely a pitiful attempt to sing along.”

    The Samedi makes the dead dance to their rhythm.

    Minion

  71. Cambium

    The 1st Minion to die (even you) becomes a Minion character of your choice, then keeps their ability.


    “You may be dead and buried, but that's being revised! Even as we speak, we're synthesising blood and organs; Synthesising heart and soul.”

    The Cambium preserves the dead.

    • The 1st Minion to die becomes a Minion character of the Cambium's choice, then keeps that new ability for the rest of the game
    • This is true even if the Cambium is the 1st to die

    Minion

  72. Jarl

    Outsiders are drunk, even if you die at night. [+3 Outsiders]


    “We're tearing up this place tonight- Literally.”

    The Jarl brings their raiding party with them.

    Minion

  73. Yad al-Jawza

    From the 3rd time a player is named, any players who do so might be executed.


    “Najam, najam, najam, far. What are we but wounds and scars? Blinding vision, I can't cry. Ghost of brilliance, yet to die.”

    The Yad al-Jawza strikes down those who speak the names of others.

    • The 3rd time any name of any player is spoken by anyone, they can be executed.
    • From this point onwards, anyone who says a name might be executed.
    • It does not have to be the same persons name for each of the 3 times, although it can be.
    • Players are not punished for gesturing or pointing.

    Examples

    Alice is the Noble. On the first day, she says her Noble pings are "Bob, Charlie, and Eve." She is executed.

    Eve is the Steward. She says her ping is wearing a skirt. Multiple people are wearing skirts, so this isn't a 'name.'

    Bob, the Goblin, says "Bob Bob Bob Bob Bob" all day, every day. This is annoying, but nothing happens.

    How to Run

    The first time any player's name is spoken, mark the Yad al-Jawza with the ONCE reminder token. The second time this happens, mark the Yad al-Jawza with the TWICE reminder token. The third time, mark them with the SHOWTIME! reminder token, and you may execute the player who said the name.

    If the Yad al-Jawza is marked with SHOWTIME!, you may execute any player who says a players name.

    "Name" is pretty vacuous, so I suggest ruling it as an "unambiguous moniker"- that is, if you can say they are referring to a single person without any doubt, that's a name!

    You should be executing frequently, the 'might' is to stop evil from controlling every execution.

    Minion

  74. Myrkkymato

    Each night*, choose a player: they die & poison 1 good neighbor until dusk.


    “Great holes secretly are digged where earth's pores ought to suffice, and things have learnt to walk that ought to crawl.”

    The Myrkkymato kills & poisons its victims in a single bite

    Demon

  75. Fawn

    Each night*, choose a player: they die. If a Minion died today, choose 3 instead.


    “In the forest there lay an ominous sight; if you see a young deer, dare not ye approach it, for its mother lies waiting”

    The Fawn mourns the death of its young.

    Demon

  76. Automata

    Each night*, choose a player: they die. On the final day, if any Minions live, good wins. [+1 Minion]


    “Twenty-eight teeth interlocked, intertwined. Bismuth and bronze, beryl and brass. Twenty-eight teeth interlocked, intertwined. ”

    The Automata require clockwork precision.

    Demon

  77. Cacophony

    Each night*, choose a player; they die. Outsiders nominated today might be executed. [+1 Outsider]


    The Cacophony causes quite the commotion.

    Demon

  78. Behemoth

    Each night*, choose 2 players: 1 dies. If they're different character types, both do. [-1 to +1 Outsider]


    “A fire's hatred // For nothing is sacred // I will make them feel my pain.”

    The Behemoth has massive killing power if it can find the sinners.

    Demon

  79. Temptation

    Each night*, choose 2 players: they die. Good players who cover their eyes instead of waking can't die tonight.


    “There is a charm about the forbidden that makes it unspeakably desirable.”

    The Temptation gives players a choice.

    • Any player can cover their eyes at night.
    • Players either have their eyes covered for the whole night, or uncovered for the whole night.
    • It should be obvious whether your eyes are covered or not.
    • Good players who cover their eyes are skipped in the night order by the Storyteller.
    • Good players who cover their eyes when they would otherwise wake cannot be killed by the Temptation (but can by other Demons.)
    • Good players who cover their eyes when they wouldn't normally wake can be killed by the Temptation.
    • Evil players who cover their eyes are woken as normal.

    Examples

    Alice is the Fortune Teller and covers her eyes. The Temptation chooses to attack someone else, because she wouldn't die.

    Bob is the Empath and covers her eyes. The Shabaloth attacks her and she dies.

    Eve is the Banshee and covers her eyes. The Temptation attacks her and she dies.

    How to Run

    At the start of each night, even if the Temptation is not in play, all players choose whether to cover their eyes or not. (You may want to remind them of this.)

    If, while running the night, you would wake a good player with their eyes covered, do not, and move on to the next player. If you would wake an evil player with their eyes covered, do so regardless.

    Each night except the first, wake the Temptation. They point at any two players, one at a time. Put the Temptation to sleep. In the order chosen, each chosen player dies—mark them with DEAD reminders.

    Demon

  80. Eris

    Each night*, choose a player: they die. If you're executed before the final day (ending the game), both teams lose.


    “All affirmations are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.”

    The Eris turns the game on its head.

    • If the Eris is executed on a day where more than 3 people live, both teams lose.
    • The good team loses, the evil team loses, everyone loses, both teams lose.
    • If the Eris is executed on the final day, the game ends as normal. Otherwise, both teams lose.
    • If the Eris is executed because of a character's ability, and it isn't the final day, both teams lose.

    Examples

    The Eris is executed before the final day. Both teams lose.

    It is the final day, & the Eris is executed. Good wins.

    How to Run

    Each night except the first, wake the Eris. They point at any player. Put the Eris to sleep. The chosen player dies- mark them with a DEAD reminder.

    On the final night, mark the Eris with the LAST CHANCE reminder token. If they are executed today, end the game as normal. If the Eris is executed and they don't have the LAST CHANCE reminder on them, declare that the game is over and no-one has won. This should be fairly rare, so feel free to be dramatic about it.

    Demon

  81. Olalla

    Each night*, choose a player: they die. Outsiders you kill keep their ability & poison 1 Townsfolk neighbor. [+1 Outsider]


    “We are all such as He. There is in all of us—ay, even in me—a sparkle of the divine. Like Him, we must endure for a little while, until morning returns bringing peace”

    The Olalla grants love to those who deserve it most.

    • Every time the Olalla kills a Outsider, they die but keep their ability for as long as the Olalla remains alive.
    • The dead Outsider’s closest clockwise or closest counterclockwise Townsfolk becomes poisoned, even if they are dead. If the Olalla dies or otherwise loses their ability, then those players become healthy again. One Townsfolk per Outsider will always be poisoned this way, as neighbouring Outsiders, Minions, or Travellers are skipped. The Storyteller chooses which of the two Townsfolk is poisoned.
    • All Outsiders killed by the Olalla keep their ability and poison a Townsfolk, not just the most recent.
    • If a dead Outsider becomes a non-Outsider character, they no longer poison a Townsfolk and have no ability. If a dead Outsider becomes drunk or poisoned, they lose their ability until they become sober and healthy again.

    How to Run

    While setting up the game, before putting the character tokens in the bag, remove one Townsfolk character token and add one Outsider character token.

    Each night except the first, wake the Olalla. They point at any player. Put the Olalla to sleep. If the chosen player isn’t an Outsider, that player dies - mark them with a DEAD reminder.

    If the chosen player is an Outsider, that player dies - mark them with a DEAD reminder and a HAS ABILITY reminder. The closest clockwise or closest counterclockwise Townsfolk to the Outsider becomes poisoned - mark them with a POISONED reminder.

    Demon

  82. Hand

    Each night*, a player might die. The dead are evil & lose if only 3 players live & no nominations occur. [No evil characters]


    “I don't wanna play this silly game, I wanna do it this way, I wanna do it exactly this way. It doesn't matter if you're a Townsfolk or an Outsider or a Minion or a Demon! You're all going down, none of these niceties, this is a death match for a reason.”

    The Hand pits the fallen against their friends.

    • The Hand token does not go in the bag. No player has the Hand token.
    • Removed Minion & Demon tokens may be replaced with Townsfolk or Outsiders
    • If a player is dead, they are evil, & vice versa - the two conditions are identical if the Hand is in play.
    • Dead players still retain their vote tokens.
    • Dead players learn they are evil.
    • The good team wins if only 3 players are alive, and they all choose to not nominate.

    Examples

    It is day 1. No players are dead, so everyone is good.

    On the final day, Alice nominates Bob. Evil wins.

    On the final day, all living players agree to not nominate. Good wins.

    How to Run

    While setting up the game, before putting character tokens in the bag, remove all Minion & Demon character tokens, and replace them with any Townsfolk or Outsider tokens.

    Each night, if a player died yesterday, wake them. Inform them of their new alignment. Put them to sleep. (If they look confused, point to the Hand ability on the character sheet.)

    Each night, except the first, a player might die – mark them with a DEAD reminder and a shroud. Inform them of their new alignment. Put them to sleep.

    On the final day, when just 3 players are alive, if an alive player makes a nomination, declare that the game has ended and that evil wins. Otherwise, if the day ends with no nominations, good wins.

    Jinxes

    • Banshee: An evil Banshee's nomination doesn't count for the Hand's ability & fails if only evil voted

    Demon

  83. King in Yellow

    Each night*, choose a player: they die. If only 3 players live, evil wins. If you lose, players mad you are in play lose with you.


    “Forget not Carcosa, where the black stars hang in the heavens; where the shadows of the thoughts of men grow long in the afternoon; where the twin suns go down into the Lake of Hali: and thy mind shall bear for ever the memory of the Pallid Mask.”

    The King in Yellow drives people to madness.

    • If only 3 players live, the game is over and evil wins.
    • If the evil team loses (or the King in Yellow is good, and good loses) any players who are "mad" that the King in Yellow is in play also lose.

    The King in Yellow is my attempt to make "Loss-con Madness" actually work, but like all characters of this calibre, players need to be okay with the Storyteller making their best judgement as to what constitutes "being mad that the King in Yellow is in play". Madness is a tricky thing to judge, and sometimes players will think they weren't mad when the Storyteller does.

    Attribution

    Big inspo from Dela's "Hastur" from faer script "[REDACTED]"

    Demon

  84. Iscariot

    Each night*, choose a player: they die. On the final day, all players learn they may not talk & 1 good player chooses who is executed.


    “Don't let yourself slip; tossing in the dice starts with losing your grip.”

    The Iscariot lets 1 player snatch defeat from the jaws of victory.

    • On the final day, the Storyteller announces that the Iscariot is in play, and that all players- living or dead- may not talk.
    • Any deliberate attempt to communicate on this final day is considered cheating.
    • 1 good player of the Storyteller's choice is given the power to choose 1 player to be executed.
    • This player should not be given long to make their decision- the final day of an Iscariot game should be quick.
    • Most of the time, the chosen player should be dead, but in some circumstances an alive player might be chosen.

    How to Run

    Each night except the first, wake the Iscariot. They point at any player. Put the Iscariot to sleep. The chosen player dies- mark them with a DEAD reminder.

    On the final night, mark 1 good player with the JUDAS reminder. Tomorrow, when all players wake up, loudly announce that the Iscariot is in play, and that the good player marked JUDAS should choose someone- begin a countdown if necessary. If they chose someone, declare that they have been executed, and end the game. If they refuse, declare that the day is over with no execution.

    If a player accidentally talks, remind them that the Iscariot is in play. Mistakes happen. Just play on and have a private chat later.

    Demon

  85. Stowawry

    Each night*, choose a player: they die. 1 good player knows the unlisted Minion is 1 of 2 players. [A Minion has an unlisted Minion character]


    “What's in these boxes? Uhhh... not Minions?”

    The Stowawry has brought a surprise with them.

    • 1 of the Stowawry's Minions is not on the script.
    • That Minion's character is decided by the Storyteller
    • On the first night, 1 good player is told which unlisted Minion is in play, & two players they might be.

    Examples

    Dave, the Stowawry, has a Psychopath as his Minion. James, the Village Idiot, knows 1 of Samantha or Debora is the Psychopath.

    Alice, the Spy, is an unlisted Minion. Eve, the King, knows either Alice or Bob is the Spy.

    Alice, the Marionette, learns one of Eve and Bob is the Baron. There is no Stowawry in play.

    How to Run

    During setup, replace 1 Minion token in the bag with one from another edition of Blood on the Clocktower.

    While preparing the first night, put the Stowawry's WITNESS reminder token by 1 good player, put the Stowawry's MINION reminder token by the unlisted Minion character token, and put the Stowawry's WRONG reminder token by any other character token.

    During the first night, wake the player marked WITNESS and point to the players marked MINION and WRONG. Show the character token marked MINION to the player marked WITNESS. Put them to sleep.

    Scripts aren't built for unlisted characters, so be very very careful.

    If you plan to include Homebrew characters as a possibility for the unlisted minion, let your players know which collections or scripts you are allowing beforehand.

    Demon

  86. Adipocere

    Good wins if (& only if) you're executed on day 6, even if dead. If you're dead on night 6, 1 good player learns this.


    “Seven hundred winged creatures waiting in line. Sixty-seven eyes are focused watching them dine. Seven of the brethren are turning their heads. This is how the village people bury their dead.”

    Demon

  87. Hitch-Hiker

    Each dawn, publicly choose a new place to sit. Your alive neighbors can't die at night, if they're your alignment.


    “Life is like a grapefruit. Well, it's sort of orangey-yellow and dimpled on the outside, wet and squidgy in the middle. It's got pips inside, too. Oh, and some people have half a one for breakfast.”

    Traveller

  88. Sexton

    Each night*, learn who died & choose 1: tomorrow, you may learn a fact about them.


    “Don't ever laugh as a hearse goes by, for you may be the next to die. And when Death brings her cold despair, ask yourself, "Will anyone care?"”

    Let the Sexton announce who died!

    Traveller

  89. Concessionist

    Each night*, choose an alive player: if they agree, you choose if they are poisoned until dusk, or cannot die until dawn.


    “Anybody want a peanut?”

    Traveller

  90. Chorus

    You're evil. You can't vote or nominate. [You don't enter alone]


    The Chorus travels in together

    • The Chorus are all always evil.
    • You cannot nominate or vote while alive. (Dead players have no ability!)
    • More than one player must travel in as the Chorus.
    • You may still travel out at any time.

    Attribution

    Tripartite creation by myself, Panfex, & BakedIce

    Traveller

  91. Curator

    Only you know what your object does. Only other players may use it.


    “Some things belong behind glass.”

    The Curator owns magical artefacts, but dares not wield them.

    • When the Curator travels in, they're given (or reveal) a prop to be their "object".
    • The Storyteller decides what it does & tells the Curator.
    • The Curator may not use their object.

    Traveller

  92. Apocrypha

    Once per game, at night*, deaths are arbitrary.


    Fabled

  93. Mixologist

    Drunk or poisoned players cannot learn true info.


    “One tequila, two tequila, three tequila, floor!”

    Add the Mixologist if your script has too much poison or drunkenness.

    Fabled

  94. Lady of Sorrows

    If an evil player would lose the game with their choice, they might have no effect.


    “And thus the angel said unto Jacob "Stop hitting thyself, stop hitting thyself" but lo he could not, for the Angel was hitting him with his own hands.”

    Add the Lady of Sorrows to your game if evil players might end the game unknowingly.

    • Sometimes scripts have reasons for Minions to not always be aware of who their Demon is at all times, which can be unfun if their abilities cause the game to end.
    • This includes abilities that kill, as well as those that change character.

    Examples

    Alice is the Klutz, who becomes the Demon after being chosen by the Fang Gu. That same night, Bob, the Witch, witch-curses Alice. When Alice nominates tomorrow, she does not die.

    Bob, the Poppygrower, has prevented Alice, the Psychopath, from learning her Demon, Eve. During the day, when Alice attempts to use her ability to kill Eve, nothing happens.

    Adam, the Snake Charmer, chooses Dom, the Fang Gu. Isaac, the Pit-Hag, then turns Adam into the barber. The Lady of Sorrows is not in play, so the game is over and the good team wins.

    How to Run

    At the start of the game, declare that the Lady of Sorrows is in play. Add the Lady of Sorrows token to the Grimoire.

    At any time, if an evil player makes a decision that would cause the game to end in a good win, you can choose that this does not happen (Do not say that it has)

    Fabled

  95. Little Girl (Loric)

    Instead of tokens, players draw small relevant objects.


    “I'm sorry Mrs. Dolly, we're all out of pretend cake, but I do have some pretend biscuits you can have with your imaginary tea.”

    The Little Girl doesn't have guests for her Tea Party, so she makes her own.

    • Instead of character tokens, the Storyteller fills the bag with a selection of small objects, each one representing a character.
    • It's fine if these could feasibly be multiple characters.

    Examples

    The Grandmother is in play. A Werther's Original is added to the bag.

    The Seamstress in play. A thimble is added to the bag.

    The Farmer is in play. A toy cow is added to the bag.

    When I made this character, I forgot some people don't draw tokens in secret. If you're running this character, draw tokens in secret. You can thank me later.

    Fabled

  96. Parasomnia (Loric)

    Players might wake at any time (or not at all). Days might end early.


    “Sleep gently if you must, for I walk where clocks lose their courage and dreams forget their endings. I am the hush between breaths; the place where even morning hesitates.”

    Parasomnia gives the Storyteller complete control over day & night.

    Fabled

  97. Waitress (Loric)

    Before the game begins, all players vote for some setup choices.


    “Hey Jimmy! Get me a script with *nuthin!*”

    Add the Waitress to your script if players should get a say in the design.

    Examples

    The Storyteller is running a script with Leviathan and Riot. Since the players will know which Demon is in play regardless, they use the Waitress to let the players vote for which Demon will go in the bag.

    Fabled

  98. Xanadu (Loric)

    The Storyteller announces an unlisted character that might be in-play: evils learn if it is.


    “Like many people who appear to have everything, his life has been tinged with tragedy. Well, actually it hasn't, but we can only hope”

    Fabled

  99. Night Order

    First Night

    Vicar
    White Elephant
    Duke
    Charlatan
    Rockstar
    Boxer
    Chameleon
    Whaler
    Goatherd
    Believer
    Punk
    Quaaltagh
    Unicorn
    Furze-Burner
    Stowawry
    Two-Headed Calf
    Explorer
    Scullery Maid
    Hawkshaw

    Other Nights

    Olalla
    Myrkkymato
    Mowltaker
    White Elephant
    Duke
    Charlatan
    Rockstar
    Ornithologist
    Boxer
    Rat-Catcher
    Chameleon
    Milkmaid
    Whaler
    Goatherd
    Believer
    Dean
    Bursar
    Húdié
    Vigilante
    Fire-Walker
    Quaaltagh
    Aesthete
    Troll
    Lemming
    Barometz
    Furze-Burner
    Two-Headed Calf
    Equerry
    Fenoderee
    Hippie
    Postmaster
    Action Hero
    Temptation
  100. this almanac generated using Bloodstar Clocktica