1. HIGHLANDER

    On your 1st night, choose a number that is less than half the number of players: you learn the character of a player that many steps away.


    “Wherever I wander, wherever I rove, / The hills of the Highlands for ever I love.”

    The Highlander sees far over the rolling hills and fog.

    You may show the Highlander the character of either player the chosen number of steps away, but you should generally show a good character if possible, and should avoid showing the Demon.

    Townsfolk

  2. BEAN-NIGHE

    Each night*, choose 2 alive players: you learn the character of each who died tonight.


    “...and he shall never again in his living life of the world go thither nor come hither across the clachan of Dun-buidhe.”

    The Bean-Nighe knows who died in the night.

    The Bean-Nighe wakes each night except the first, as there have been no deaths in the night yet.

    The Bean-Nighe learns the character of each player they chose who died the same night, they do not learn both if only one died, only the one which died.

    If nobody the Bean-Nighe chose died tonight, the Bean-Nighe learns nothing. The Storyteller either does not wake the Bean-Nighe at night, or wakes them but does not show a token.

    Townsfolk

  3. CHIMNEY SWEEP

    Each night, choose a player: you learn 1 character that they aren't of each type.


    “I’ve be’n round that Mr.'s ‘ouse, I reckon ‘e’s fibbin’ I do”

    The Chimney Sweep learns who someone isn't.

    The Chimney Sweep learns four characters for each player, a Townsfolk, an Outsider, a Minion, and a Demon, none of which are that player's character.

    Townsfolk

  4. JAILOR

    Each night, choose a player (different to last night): they cannot die and are drunk tonight and tomorrow. A chosen Demon is not drunk.


    “I’ll keep you here for the night, so settle in. I’ll get you something to drink.”

    The Jailor can keep a different player safe for one night and one day, but they are drunk as long as they are safe.

    The player protected by the Jailor is safe until the Jailor choses again, so they are safe from death at night and execution the following day.

    If the Jailor chooses themselves, they are drunk and not protected.

    Townsfolk

  5. SQUIRE

    Each day, you may visit the Storyteller & choose a new player (not yourself): tonight, you learn their character. If they are evil, or you did not visit, you die.


    “I shall bare your shield and crest—If you would take me, m'lord.”

    The Squire learns player's characters, but must be careful of those who would abuse their trust.

    The Squire visits and chooses during the day to keep ambiguity as to why they died, they do not learn anything if the player they chose was evil, or if they did not visit. They just die.

    Townsfolk

  6. EXECUTIONER

    Your nominations secretly succeed if 1 other player voted. If nominations end in a tie & no-one was executed, tonight, 1 of the tied nominees might die.


    “Innocent? Tad late for that ‘innit?”

    The Executioner can execute players without a majority, and break ties in the night.

    A nomination with majority supersedes an Executioner nomination.

    Executioner nominations without majority are declared to have failed, but the nominee is executed if no other nomination gets majority. The Executioner does not need to vote on their own nomination for it to succeed, as long as one player who isn't the Executioner votes, it succeeds.

    If nominations end in a tie the Executioner one of the tied nominees might dies in the night, if this happens, which is up to the Storyteller, but they should avoid killing evil players early in the game, and should never kill the Demon when it would end the game. They should kill one of the nominees unless doing so would be detrimental to the good team.

    Townsfolk

  7. WARDEN

    If nominations ended in a tie & no-one was executed today, tonight, you learn if the tied nominees are the same alignment.


    “Every time there's a bungled execution, I have to do the paperwork.”

    The Warden learns if tied nominees are on the same team.

    The Warden learns a 'yes' or 'no' if any number of players nominations tied, and nobody was executed.

    If a player was executed but did not die, then the Warden does not wake.

    Townsfolk

  8. BARRISTER

    One drunk or poisoned player cannot die. If a death was prevented this way, the player protected cannot be again until the end of the subsequent day.


    “Even if the evidence supported that, negligence hardly warrants the death penalty.”

    The Barrister protects misinformed and malfunctioning players.

    At least one player is protected by the Barrister as long as at least one is drunk or poisoned.

    If a player's death has been prevented by the Barrister, they cannot be protected for the next night and day, but a different player immediately becomes protected, as long as there is another drunk or poisoned player.

    Who is protected can change at dawn or dusk, or if the current player is no longer drunk or poisoned. It is not recommended to change midway through the day/night unless the current player is no longer drunk/poisoned, as it keeps the ability more consistent.

    The Drunk registers as drunk to the Barrister.

    Townsfolk

  9. BARTENDER

    Twice per game, at night, you may choose to make all players sober, or all players healthy until dusk, even if drunk or poisoned.


    “The best hangover cure is time, rest, and plenty of water, but since you're in a pinch...”

    The Bartender can either remove drunkenness or poison for one night and one day.

    The Bartender has two reminder tokens: NO DRUNKS and NO POISON, during the night, the Bartender is shown these, and either points to one of them or shakes their head.

    If a character becomes drunk or poisoned during while the Bartender's effect is still active, they remain sober or healthy.

    The Bartender's ability works even if they are drunk or poisoned, it does not matter if they were poisoned and chose NO DRUNKS, the ability works regardless.

    Townsfolk

  10. LONGBOWMAN

    Once per game, at night*, you may kill 1 living Townsfolk with the largest number of living players between you.


    “Steady... Hold... Loose!”

    The Longbowman shoots long and true to confirm a Townsfolk, ...at the cost of their life.

    The Longbowman kills the living Townsfolk player who is the furthest distance from it. If two living Townsfolk are equidistant, only one dies, the Storyteller choses which.

    Townsfolk

  11. PROSECUTOR

    The 1st time you nominate & execute a player: they lose their ability. If you have not used this ability, you may nominate once while dead.


    “As the evidence so damningly points to the accused's guilt, not only should they hang for their crimes, but any assets and dealings in their name should be frozen while further investigation is carried out.”

    The Prosecutor will see the accused brought to justice, and remove their ability in the process.

    The Prosecutor activates the first time their nominee is executed. The executee loses their ability even if they do not die.

    The Prosecutor does not prevent the Cannibal from gaining the ability of the killed executee.

    Townsfolk

  12. DRUID

    The dead may vote without spending their vote token. The Demon knows you are in play.


    “Labhair, spiorad, labhair tríomsa.”

    The Druid allows the dead to vote freely with the living.

    Both living and dead players may vote while the Druid is alive, vote tokens are not spent when dead players vote.

    Only the living may nominate, the Druid does not effect this.

    On the first night, the Demon is told a Druid is in play.

    Townsfolk

  13. PIKEMAN

    On your 1st night, 1 or both of your good neighbours become Pikemen. The 1st Pikeman starts knowing 1 not-in-play good character. (Maximum 3 Pikemen)


    “The most important thing in battle is your trust in the man next to you.”

    The Pikemen stand together and work together.

    Pikemen replace other character during the first night and replace good characters neighbouring the first Pikeman. The Storyteller decides how many, and which characters are replaced.

    A newly created Pikeman can turn one of their neighbours into a Pikeman, as long as their are less than three, but only the original leans a not-in-play character.

    An Outsider may be replaced by a Pikemen.

    If a Pikeman sits between two Evil players, nothing happens.

    How to Run

    During the first night, wake one or two good players adjacent to the player who drew the Pikeman. Show each of these players a Pikemen token. Replace these players' good character tokens with Pikemen tokens and put these players to sleep. These players are now the Pikemen, and will not wake for any ability they had before. Wake the player who drew the Pikeman token and show them any not-in-play good character. Put them to sleep.

    Townsfolk

  14. QUEEN

    If the Demon kills you, choose 3 players: they use their ability one additional time, or regain it until dusk, even if dead.


    “We are NOT amused.”

    The Town, even the dead, use their abilities again if the Demon kills the Queen.

    The Queen can choose any player, they can be good, evil, or any character type. It is up to the Queen to make the correct choices.

    The Queen must be killed by the Demon for the ability to work.

    Townsfolk

  15. BARMAID

    Each night, choose a player: the nearest living Townsfolk to that player (not the chosen player) is drunk. When you die, that player is drunk from now on.


    “Two beers, one whisky on the rocks, a tall glass of cider and seven shots of vodka for the table. Do I have that right?”

    The Barmaid has some control over who is drunk, but the player remains drunk if they die.

    The closest clockwise or closest counterclockwise living Townsfolk to the player chosen (but not the chosen player) by the Barmaid is drunk.

    If the Barmaid dies, the last player to be made drunk by the Barmaid remains drunk from then on.

    Drunkenness from the Barmaid only hits Townsfolk, dead or alive, Outsiders, Minions, or Travellers are skipped.

    How to Run

    Each night, wake the Barmaid. They point at any player. Put the Barmaid to sleep. The closest clockwise or closest counterclockwise Townsfolk to the Barmaid's choice become drunk—mark them with a DRUNK reminder.

    If the Barmaid dies, leave the last DRUNK reminder where it is, that player remains drunk from now on.

    Outsider

  16. ESCAPE ARTIST

    You cannot die by execution. If you are executed, tonight, the demon choses if you die, you cannot nominate from now on.


    “Ladies and gentlemen, boys and girls! Feast your eyes as I escape a guillotine and a hangman's noose with my hands AND legs tied behind my back! All while completely submerged in treacle!”

    The Escape Artist dodges execution, but draws the attention of the demon.

    When the Escape Artist is executed, that night, the Demon chooses if they die. This is separate from the Demon waking to use their ability, and does not trigger any effects the Demon has on kill, as the Escape Artist died to their own ability, not the Demon's.

    If the Escape Artist is executed, the Escape Artist may not nominate again this game. It is the player’s responsibility to refrain from nominating, not the Storyteller’s. Deliberately nominating when they shouldn’t is considered cheating.

    How to Run

    If the Escape Artist is executed, they do not die. That night, wake the Demon, show them the THIS CHARACTER SELECTED YOU info token then the Escape Artist token, they either nod their head yes, or shake their head no. Put the Demon to sleep.

    If the Demon nodded yes, the Escape Artist dies—put the Escape Artist's DEAD reminder by their character token in the Grimoire and put a shroud on it.

    If the Demon shook their head no, the Escape Artist lives, but may not nominate form then on. Mark the Escape Artist with the MAY NOT NOMINATE reminder.

    Outsider

  17. GIANT

    When you die, tonight, another player might die.


    “Human beans’ is not belivin’ in giants, but you is seein’ how big I am now. I is needin' to be gentle with human beans, they is squishin' easy.”

    The Giant means well, but might squish someone if they die.

    If the Giant dies during the day, a player might die the following night. If they die at night, another player might die the same night. Nobody learns how they died at night, just that they died.

    How to Run

    If the Giant dies, you choose if the another player dies as well. If so—mark them with the Giant's DEAD reminder token by that character token.

    Outsider

  18. SHADE

    On your 1st night, you die, but register as alive (not to abilities) until you would die again. The Demon knows you are the Shade.


    “...Dydw i ddim yma, doeddwn i erioed yma, doeddwn i erioed... ond...”

    The Shade is already dead.

    The Shade dies as soon as the game begins.

    While the Shade is dead they register as alive, and can do all the things a living player can, however they are not a living player, so if the game consists of two living players and an 'alive' Shade the game ends. In addition they do not count as 'alive' to abilities that check, such as the Empath looking for 'alive neighbours'.

    At the start of the game, the Demon learns who the Shade is. If a Shade is created mid-game, the Demon learns who the Shade is that night.

    The Shade is already dead, so cannot die, but If they are executed, or attacked in the night, the Shade cannot vote without a token, or nominate from then on, and is announced as having died, as they are no longer registering as alive.

    If a new Shade is created, the Shade swaps characters with another player, or the shade is somehow resurrected, then the new/resurrected Shade immediately dies, and the original Shade remains dead.

    If the shade is drunk or poisoned when they would die, they do not die. This results in an additional vote being needed on all nominations.

    The Shade acts at both the start and end of the night order, this ensures that they are dead.

    How to Run

    During the first night, the Shade dies—put the Shade's FADED reminder by their token in the Grimoire and put a shroud on it.

    At dawn, do not announce that the Shade has died.

    When nominations begin, the Shade may vote and nominate the same as a living player, the required number of votes is the same as if the Shade were alive.

    Outsider

  19. TURNCOAT

    Minions and 1 Townsfolk know you are in play. If the Townsfolk guesses you at night (once), you turn good, even if you are dead. [you are evil]


    “I'm sorry, ...old friend.”

    The Turncoat betrays the Town, but can always be redeemed.

    At the start of the game, all Minions and one Townsfolk learn that the Turncoat is in play.

    The Townsfolk wakes each night and may guess which player is the Turncoat. This happens even if one or both of the Townsfolk or the Turncoat are dead.

    If the Townsfolk guesses correctly, the Turncoat turns good and learns this. The Townsfolk does not wake to guess after they choose for the first time, they only choose once.

    If the Turncoat is drunk or poisoned when the guess is used, they do not turn good, and the Townsfolk cannot guess again.

    The Townsfolk wakes to guess even if they are drunk, poisoned, or dead. This is because the guess is part of the Turncoat's ability, rather than the player making the guess.

    How to Run

    During setup, turn the Turncoat character token upside down, to represent that they are evil. Mark one Townsfolk with the BETRAYED reminder.

    During the first night, wake each Minion and the Townsfolk marked BETRAYED. Show the Turncoat token. Put each player to sleep.

    Each night, wake the Townsfolk marked BETRAYED. Show them the Turncoat's token.

    If they shake their head no, put them to sleep.

    If they point to a player, put them to sleep. They have used their guess—mark them with the GUESSED reminder and remove the Turncoat's night token from the night sheet. If the Townsfolk chose the Turncoat, wake the Turncoat. Show the YOU ARE info token then give a thumbs up. Put them to sleep. Turn their character token around again. (This shows they are now good.)

    Outsider

  20. CHANGELING

    Once per game, at night, if you are your character’s alignment, choose a player: you swap characters & they are poisoned until dusk. (chosen Demons must be alive)


    “Hush a while, my darling, so I might know it's you.”

    The Changeling may swap characters with another player at will.

    The Changeling's ability requires the player to match the alignment of their character, so an Evil Changeling, or an Alchemist with the Changeling's ability can use it, but a good Changeling cannot.

    When a swap happens, the new Changeling is poisoned until the following night.

    The Changeling cannot swap characters with a dead Demon. If they attempt to, the ability is used and nothing happens.

    Minion

  21. NECROMANCER

    Each night*, choose a player: they lose their ability & register as dead tonight and tomorrow.


    “Immure yourself in death, as body and soul are torn asunder.”

    The Necromancer toys with death.

    If the Necromancer changes targets, dies, is drunk, or is poisoned, their target will register as alive again, and will be declared as alive again at dawn, without details as to why.

    Like the Zombuul, the Necromancer's target registers as dead, the seemingly dead target 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 neighbour for the Tea Lady, and so on, but the game will continue if only the Necromancer, their target, and the Demon remain. Although this is a near certain evil victory, as the Necromancer's target cannot nominate.

    Unlike the Zombuul, the Necromancer's target cannot use their ability while they register as dead, and when they next register as alive, their resurrection is announced in the same way as when resurrected by the Professor.

    When 'resurrected' the target regains their ability exactly as if resurrected by the Professor, so be careful targeting characters like the Investigator. The former target can vote freely, may nominate, and regain their ghost vote. This is because they are alive, and registering as alive.

    The Necromancer's effect ends when it is the Necromancers turn in the night order, even if the Necromancer is dead, so a player effected by a Necromancer is announced as alive the day after the day or night the Necromancer died. This also applies if the Necromancer changes character.

    The Necromancer acts just after the Demon, this confuses who was targeted by which, but the Necromancer cannot prevent characters like the Ravenkeeper, Banshee, or Mayor from activating when attacked by the demon, unless they were targeted the previous night.

    If the Necromancer chooses a player with an on-death ability like the Ravenkeeper, Banshee, or Mayor then they lose their ability until the Necromancer chooses again, and do not wake, as they have no ability.

    If the Necromancer targets the same player each night, they continue to register as dead, they are only announced as living if the Necromancer changes target or dies themselves.

    If the Necromancer chooses themself, they register as dead the next day, and they are announced as alive the day after. They can use their ability the night after choosing themselves, as the effect ends when they would choose again.

    If the Necromancer targets a dead player, nothing happens unless their ability works after death, if it does, their ability ceases until the Necromancer changes targets or dies.

    The Necromancer is unaffected by abilities that prevent death, as the Necromancer's target does not die, they only register as dead.

    Much like the Cerenovus, the Necromancer is normally loud and easy to spot, but can obscure itself by targeting the same player each night.

    How to Run

    Each night except the first, wake the Necromancer. They point at any player. Put the Necromancer to sleep. Mark the chosen player with the Necromancer's FAKED reminder, at dawn, declare that they died, but do not add a shroud to their token. (Flip the life token on the Town Square, as normal.) From now until the Necromancer would wake again, they register as dead, have no ability and will not wake.

    If the Necromancer dies, is drunk or poisoned, or chooses a different player, or in any way no longer targeting a player then the previously chosen player regains their ability (They wake later tonight if they normally would. If they wake on the first night only, they wake now to use their ability.) At dawn, after declaring which players died, declare which player is alive again. (Do not say why.)

    False death registration is a complex mechanic, read the overview, it covers a lot of edge cases.

    Minion

  22. REDCAP

    At night, if 2 Townsfolk were killed by a good player since your last choice, choose a player: they die. If just 4 players live, you lose this ability.


    “I'm the king of the castle! You're all dirty rascals!”

    The Redcap revels in unjust bloodshed.

    "Killed by a good player." Is either being nominated by a good player, being executed and dying. Or being killed by a good players ability.

    For every two Townsfolk that die by either of those methods, in any combination or order, over any number of days, the Redcap chooses one player to die that night.

    It does not matter when the deaths occur, they can happen on the same day or night, or several days apart.

    As soon as just four players are left alive, the Redcap acts no more, this is to prevent it from prematurely ending the game.

    The Redcap checks for deaths since it last woke/the start of the game each night, so being drunk/poisoned only matters on the night it wakes.

    Examples

    During the second day the Jailor dies by execution, since the Queen died be execution during the first day, that night the Redcap kills Highlander.

    On day one, the Balloonist is nominated by the Dreamer and is executed, that night, the Lycanthrope kills the Dreamer. Two Townsfolk have been killed by good players, so the Redcap wakes and kills the Tinker.

    After the Seamstress and Grandmother die during the day, the Redcap chooses the dead Grandmother, this hides the Redcap and lets them catch good by surprise later.

    After the Balloonist and Cannibal die during the day, the Redcap chooses themselves at night, to make them appear good, but they do not die, as they were protected by the Innkeeper.

    How to Run

    When a Townsfolk dies by execution when nominated by a good player, or dies due to a good players ability mark the Redcap with the ONE reminder. The next time a good player dies in either of those ways, mark the Redcap with the KILLS TONIGHT reminder. That night, wake the Redcap. They point at any player. Put the Redcap to sleep. The chosen player dies—mark them with the DEAD reminder.

    Minion

  23. SLANDERER

    If you are publicly mad that a player is evil today, they might be poisoned tonight until dusk. (maximum 3 per night)


    “All new issue!? Rumour has it that the Ravenkeeper actually keeps sparrows!? The Virgin is having an affair with the Librarian!? And demons are cool actually!?”

    The Slanderer poisons players with lies.

    The Storyteller should be carful not to let the Slanderer be too impactful, but like a Yaggababble, they should be rewarded for leaning into it, and should get more total poisonings than a Poisoner would, the Slanderer leaves a trace, after all.

    The number of poisonings should be based on how convincing the Slanderer is, if they are saying people are giving them 'Evil vibes' than you should probably only poison one, but if they build a plausible world where their intended targets are Evil, give them the full three, with respect to balance and the game state.

    Minion

  24. TYRANT

    Minority votes will secretly succeed when 1 good player voted, and majority votes secretly fail unless 1 evil & 1 good player voted.


    “Ycarcomed evol I.”

    The Tyrant subverts the Town's votes.

    'Secretly' means that majorities are announced as successful, and minorities as failed as normal.

    The Tyrant does not care if a player's vote counts or not, only that they voted.

    If a nomination has enough votes to succeed, declare it successful, if at least evil player voted, and at least one good player voted for the nomination, it proceeds as normal, if no evil players voted, then the nomination fails, and the nominee is safe for the day.

    If a nomination does not succeed this way, then the nomination with the fewest votes, and at least one good vote, passes instead. Minority votes are still announced as failed, despite deciding which player is about to die.

    How to Run

    If a nomination has enough votes to succeed, declare it successful, if at least evil player voted, and at least one good player voted for the nomination, it proceeds as normal, if no evil players voted, then the nomination fails, and the nominee is safe for the day.

    If a nomination does not succeed this way, then the nomination with the fewest votes, and at least one good vote, passes instead. Minority votes are still announced as failed, despite deciding which player is about to die.

    Minion

  25. DUBHLACHAN

    Each night*, choose a player: they & one of your living Townsfolk neighbours die. [+1 Outsider]


    “No lock can hide you. No horse can save you. You are mine.”

    The Dubhlachan kills once with precision, and then whomever it can reach.

    Unlike most multi-kill demons, Dubhlachan does not have to wait or risk resurrecting those it kills, however, it loses some control over one of them.

    The second kill is tied to the first, so if player chosen by the Dubhlachan does not die, neither does one of its neighbours. The Second kill happens after the first, so if the Dubhlachan kills one of its Townsfolk neighbours, the next Townsfolk in the same direction can be killed as well.

    If the Dubhlachan's neighbour does not die, the player chosen by the Dubhlachan still dies.

    The second kill must be a living Townsfolk, it will skip Minions, Outsiders, other Demons, or any number of dead players to reach one.

    Examples

    The Dubhlachan choses the Baker. The Baker and the Warden, who is next to the Dubhlachan both die.

    The Dubhlachan choses the Giant. the Dubhlachan’s immediate neighbours are both dead, and the seats after are an Outsider and a Minion, so the Giant, and the Navigator, who was next to the Minion die.

    The Dubhlachan chooses a dead player. Nobody dies that night. The next night the Dubhlachan chooses the Pikeman, who dies. The Bean-nighe, is the closest Townsfolk to the Bean-Nighe, but is protected by the Jailor, so does not die.

    How to Run

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

    Each night except the first, wake the Dubhlachan. The Dubhlachan points at any player. Put the Dubhlachan to sleep. The chosen player dies—put the Dubhlachan's DEAD reminder by the chosen player's character token in the Grimoire and put a shroud on it.

    Once the Dubhlachan has made their choice, The closest clockwise or closest counterclockwise Townsfolk dies—put the Dubhlachan's DEAD reminder by the chosen player's character token in the Grimoire and put a shroud on it.

    Demon

  26. KNOGGELVI

    Each night*, chose a player: they die. The first Outsider & any Minions killed this way poison their healthy Townsfolk neighbours. [+0 or +1 Outsider]


    “*Neighing*, *rasping*, *SCREECH!*”

    The Knoggelvi spreads poison among the dead.

    Every time a Minion is killed and the first time an Outsider is killed by the Knoggelvi, that player's closest clockwise and counterclockwise healthy Townsfolk neighbours are poisoned, regardless of whether they are alive or dead. If the Knoggelvi dies or otherwise loses their ability, then those poisoned players become healthy. Two Townsfolk players will always be poisoned this way, Outsiders, Minions, or Travellers are skipped.

    If a killed Minion becomes a Townsfolk or Demon, they no longer poison their neighbours.

    If a killed player becomes a Minion, they do not poison their neighbours, even if the Knoggelvi killed them.

    If a dead Minion marked with the DECAY reminder becomes an Outsider, check if any player is marked with the Knoggelvi's ONCE reminder, if so, the Minions-turned-Outsider's neighbours are no longer poisoned, if not, place the ONCE reminder, the poison persists.

    During setup, the Storyteller may choose to add an Outsider due to the Knoggelvi's ability. This should be done on player counts with base 0 Outsiders, as the option is there to make the Knoggelvi more consistent.

    Examples

    On the second night, the Knoggelvi kills the Redcap, so the Jailor and Navigator sat next to them are poisoned. The following night, the Knoggelvi kills the Giant, who is neighboured by the Tyrant and the Escape Artist, as they are a Minion and an Outsider respectively, the Tyrant’s neighbour, the Highlander, and the Escape Artists neighbour, the Druid are Poisoned.

    During the night, the Knoggelvi kills the Slanderer, the Slanderer is neighboured by the Turncoat who is an Outsider, and the Druid. The Queen is the next neighbour to the Turncoat. The Queen and Druid are poisoned.

    The Knoggelvi kills the Escape Artist, as this is the first Outsider they have killed, the Escape Artist's neighbours are poisoned. The next night the Knoggelvi kills the Giant. The Giant's neighbours are not poisoned, as the Giant is the second Outsider that the Knoggelvi killed.

    During the day, the Changeling is executed, nothing happens, since, Minions must be killed by the Knoggelvi to poison their neighbours

    How to Run

    During setup, you may add an Outsider.

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

    If the chosen player is a Minion, that player dies—mark them with a DEAD reminder, and the Knoggelvi's DECAY reminder. Their Townsfolk neighbours are poisoned—mark them with a POISONED reminder.

    If the chosen player is an Outsider, that player dies—mark them with a DEAD reminder. If the Knoggelvi's ONCE reminder has not been placed, mark them with the Knoggelvi's ONCE reminder. Their Townsfolk neighbours are poisoned—mark them with a POISONED reminder.

    The Knoggelvi causes a lot of permanent poison, which only goes away if the Demon type changes, or The Knoggelvi is dead or otherwise removed from play, this is it's greatest strength and it's Achilles' heel, like the Vortox, too many malfunctioning abilities can give away it's presence.

    Demon

  27. LICH

    Each night*, choose a player: they die. If no-one died today, the killed player is an evil Lich & you die instead. Evil votes secretly don’t count. [-1 Outsider]


    “Rise, my vessel, rise and lead my legion among the dead.”

    The Lich moves constantly, evading death by possessing new hosts.

    If the Lich attacks after a successful execution, or any other death during the day, the player they chose dies.

    Each time the Lich attacks when nobody died during the day, the Lich dies, and the chosen player becomes a Lich and turns evil.

    The Lich only creates a new Lich at night if nobody died that day. If a dead player is executed, the player can’t die again, so the Lich creates a new Lich.

    Evil players do not count toward majority (the number of votes required to execute). In a twelve player game, with all players alive, majority would normally be half (six) but evil players don't count toward this while the Lich is in play, so majority is five (half of nine rounded up). With four players alive (two good, two evil), majority is one.

    Evil votes do not count if a Lich is in play and alive. If a nomination has enough votes to succeed, declare it successful, but remember how many evil players voted, and discount that from the total. If the nomination would still succeed, proceed as normal. If the deducted total puts it below majority, or below the number of good votes on another execution, then the nomination fails, if there is a nomination with enough good votes for majority, that nominee is executed. If no nomination would pass without evil votes, no execution occurs.

    Examples

    Nobody died today, that night, the player chosen by the Lich becomes an evil Lich, while the old Lich dies. The next day, the Longbowman is executed and dies. That night, the player chosen by the Lich dies.

    For three sequential days, nobody dies during the day. After each day, the Lich wakes, creates a new Lich, and dies.

    Six votes is majority, three good and three evil players vote, the nomination is declared successful, but nobody is executed. The next day, one nomination gets six votes, and another gets seven, however, one of the votes on the latter was the Lich. The two nominations tie, so nobody is executed.

    Three players remain alive. The Lich, the Baker, and the Prosecutor. The Lich nominates the Baker, and four dead Liches vote, the nomination is declared successful. The Baker nominates the Lich, and The Baker and Prosecutor vote. The nomination is declared to have failed, but when nominations end, the Lich is executed and dies.

    A player dies by execution every day. At no point is a new Lich created.

    How to Run

    While setting up the game, before putting the character tokens in the bag, remove one Outsider character token and add one Townsfolk character token. (If there are no Outsider tokens to remove, do not add a Townsfolk token.)

    Each day, if a player dies, mark them with the DIED TODAY reminder.

    Each night except the first, wake the Lich. They point at any player. Put the Lich to sleep.

    If any player is marked DIED TODAY, the chosen player dies—mark them with the DEAD reminder.

    If no player is marked DIED TODAY, the Lich dies—mark them with the DEAD reminder. Wake the chosen player. Show them the YOU ARE info token, then the Lich token, then the YOU ARE info token, then a thumbs-down. Change their character to a Lich—swap their character token with one of the spare Lich tokens. They become evil. Put the new Lich to sleep.

    When counting votes, count out loud, as normal. If the vote tally is enough to make a player about to die but evil votes allowed it to pass or exceed the prior nomination, declare that the vote is successful, but secretly keep a record of which player is really about to die by marking them with Lich’s ABOUT TO DIE reminder, then execute them when nominations are over. If evil votes give a nomination majority, and there are no other nominations, no-one is executed.

    The Lich is a complex character, it will be hard for you and the Town to keep track of the moving parts, so use your reminder tokens, and be ready to give clarifications.

    When building a Lich game, remember to put lots of repeating info characters in the bag, the Town needs ways to track the Lich, and they'll be losing players to evil as the game progresses, you're down an Outsider, use that space to help the Town.

    Demon

  28. NISEAG

    Each night*, choose a player: they die. If you were nominated today & a majority of living players voted, you may choose 1, 2 or 3.


    “The Loch Ness Monster does not exist. Loch Ness is not big enough to hide a reptile or amphibian of that size for this long.”

    The Niseag hates attention, and may rampage if too many players try to execute it.

    The Niseag attacks one player per night, like many other Demons. However, if the Niseag was nominated the prior day, and a majority of living players voted, then they may attack three players the following night.

    A majority of living players is equivalent to the base requirement for execution. The Niseag does not need to be about to die in order to kill 3 players that night. If the Niseag was nominated after another nomination got more votes or visa versa, the Niseag may still kill 3.

    If the Niseag was drunk or poisoned when they were nominated they may still choose three players tonight.

    A Niseag does not have to choose three players when prompted to do so, they may choose only one instead, two, or three.

    If another player becomes the Niseag after the original got enough votes to trigger, they may only kill one player.

    How to Run

    Each night except the first, wake the Niseag. The Niseag points at any player. Put the Niseag to sleep. The chosen player dies—put the Niseag's DEAD reminder by the chosen player's character token in the Grimoire and put a shroud on it.

    If the Niseag was nominated and a majority of living players voted, mark the Niseag with the 3 ATTACKS reminder.

    If the Niseag wakes to act while marked 3 ATTACKS, show them the 3 ATTACKS reminder, they choose any three, any two, or just one player, one at a time. In the order chosen, each chosen player dies—mark them with DEAD reminders. Remove the 3 ATTACKS reminder.

    Demon

  29. SLÓGH

    Each night*, choose a player: they die. Evil Minions cannot die. Evil wins if only evil players live.


    “We are many, we are dead, and we are death, we will not be fell.”

    The Slógh protect its Minions, and wins when no good players live.

    The Slógh has no control over who or when it protects, evil Minions, specifically and only evil Minions are protected. It does not protect good Minions, other Demons, Townsfolk, or Outsiders, even if the latter three are evil.

    The Slógh's Minions are protected from death by any means, even the Slógh cannot kill them. The only way for an evil Minion to die with a Slógh in the game is if the Slógh is drunk or poisoned, or if an evil Minion stops being evil, or stops being a Minion.

    The Slógh wins when only evil players live, character type does not matter for this, this exists to stop games from going on indefinitely if more than two players live when they are all evil.

    Examples

    During the night, the Slógh choses the Tyrant. The Tyrant is an evil Minion, so they do not die.

    During the day, the Slanderer is executed but does not die because of the Slógh.

    The Changeling uses their ability to swap characters with the Pikeman. There is now an Evil Townsfolk and a good Minion. Neither are protected by the Slógh, as they are not evil Minions.

    There are four players alive, the Slógh, the Redcap, the Tyrant, and the Bartender. The Slógh kills the Bartender in the night. The game would normally continue, since more than two players live, but because the Slógh, the Redcap, and the Tyrant are all evil, the game ends immediately and evil wins because of the Slógh.

    How to Run

    During setup, mark all Minion’s with Slógh’s CANNOT DIE reminder.

    If a player marked CANNOT DIE is executed, declare that the player was executed but remains alive. (Do not say why.) If they would die at any other point, they don’t.

    Each night except the first, wake the Slógh They point at any player. That player dies - mark them with the DEAD reminder. Put the Slógh to sleep.

    Do not count misregistration for the Slógh's extra victory condition. A Spy stopping the game from ending by registering as good, or a Recluse ending it when they're the only good player left will be frustrating for players. You can however count misregistration for the Slógh's protection ability, a Spy dying hides the Slógh, and a Recluse surviving puts suspicion on them, which is part of the intended function of these characters.

    Demon

  30. EARL

    Each night, choose 2 players (not yourself): tomorrow, the 1st’s vote does not count, and the 2nd’s vote counts as 2 votes.


    “When you steal for yourself, that makes you a thief. But when you steal for someone else, that makes you a hero.”

    The Earl steals from the rich and gives to the poor.

    The first player chosen by the Earl's vote counts as 0, if it would count as 2, 3, or more, it still counts as 0. Each vote cast be the second counts as 2.

    Traveller

  31. NOMAD

    Once per day, you may choose to swap seats with any player. Voting always starts with you.


    “I ask only for your hospitability, a day or two at most.”

    The Nomad sits where they please, and is always allowed to vote first.

    Wherever the Nomad is sat, they vote first, then the player clockwise from them, and so on. This does not affect exiles.

    Traveller

  32. SOMMELIER

    Each night, choose a player (different to last night): they are either drunk or poisoned (depending on alignment), or sober & healthy until dusk. You learn which.


    “You call zis wine? ‘oney zis ‘ardly qualifies as c’rude oil, let alone c’rude liquor.”

    The Sommelier can ensure their team is healthy... or poison the other team.

    The Storyteller choses if the player chosen by the Sommelier is made drunk/poisoned, or sober and healthy. The Storyteller should bias the result in favour of the Sommelier's team. The Sommelier learns what affect their ability has.

    The Sommelier can cause drunkenness or poisoning depending on their alignment, an evil Sommelier poisons, a good Sommelier drunks. Either can make player's sober and healthy.

    Traveller

  33. PIONEER

    Each night* you may spend 2 dead vote tokens & choose a player: you learn their character & alignment. You may vote twice per nomination by spending a vote token.


    “I’ve got this awesome investment opportunity, just opened up, if you get in early, we’ll both be rich!”

    The Pioneer can gain incredibly powerful information if they convince enough players to invest.

    Dead players can give the Pioneer their vote tokens, which the Pioneer can exchange to learn a players character and alignment.

    The Pioneer can only spend 1 vote token per nomination, and raises both hands to indicate doing this. Spending a vote token does not prevent the Pioneer form winning the game.

    Traveller

  34. VIKING

    Each night choose a player: either you or they are drunk until dusk. If you are sober, you gain their ability until dusk.


    “A tale is but half told when only one person tells it.”

    The Viking takes what abilities they please, as long as they haven't had too much to drink.

    A good Viking should be made drunk when they pick an evil player most of the time.

    When the Viking is drunk, they are treated as if they have the ability (or the ability the player was bluffing), but it has no effect or receives arbitrary information.

    Traveller

  35. COLONIALIST

    Characters from 'Isles of the Fae' are on the script. [+the Bootlegger ±the Djinn]


    “*Hic* Give us ya' country, ...er, script. *Hic*”

    The Colonialist allows characters from Isles of the Fae to be used on custom scripts, and provides guidelines and jinxes for doing so.

    The following characters can be run with only normal script building considerations: Highlander, Navigator, Bean-Nighe, Chimney Sweep, Squire, Jailor, Longbowman, Druid, Pikeman, Giant, Shade, Escape Artist, Redcap, Tyrant, Dubhlachan, Knoggelvi, Niseag, Earl, Nomad, Sommelier, and Pioneer.

    Executioner: pairs poorly with Vortox, can self-confirm without the Tyrant.

    Jinxes:

    Vizier; the Executioner cannot kill the Vizier.

    Psychopath; if the Executioner kills the Psychopath, they and the Psychopath silently play roshambo, the Psychopath only dies if they lose.

    Warden: Do not pair with the Vortox.

    Barrister: needs a fair amount of drunkenness and/or poison to work well.

    Bartender: needs both drunkenness and poison on the script.

    Prosecutor: needs execution survival, on-death Outsiders/Minions, or abilities that persist after death.

    Queen: be careful pairing the Queen with characters like the Bounty Hunter or Mezepheles, as an evil Queen is incredibly powerful for evil.

    Turncoat: adds an extra evil player immediately.

    Changeling: don't include too many escape hatches for the demon.

    Necromancer: works well with Zombuul, Shabaloth, and Professor.

    Slanderer by careful how much poison is on the script.

    Lich: needs lots of repeating information characters, execution survival in moderation.

    Slógh: strength is highly dependant on its Minions.

    Viking: Be mindful of what abilities the Viking might gain.

    Fabled

  36. Night Order

    First Night

    SHADE
    CHANGELING
    SOMMELIER
    VIKING
    BARMAID
    JAILOR
    BARTENDER
    PIKEMAN
    BARRISTER
    TURNCOAT
    HIGHLANDER
    NAVIGATOR
    CHIMNEY SWEEP
    EARL
    BEAN-NIGHE
    WARDEN
    SQUIRE
    EXECUTIONER
    LONGBOWMAN
    PROSECUTOR
    DRUID
    QUEEN
    GIANT
    ESCAPE ARTIST
    REDCAP
    SLANDERER
    TYRANT
    DUBHLACHAN
    KNOGGELVI
    LICH
    NISEAG
    SLÓGH
    NECROMANCER
    NOMAD
    PIONEER
    COLONIALIST

    Other Nights

    SHADE
    CHANGELING
    SOMMELIER
    VIKING
    SLANDERER
    BARMAID
    JAILOR
    BARTENDER
    BARRISTER
    TURNCOAT
    ESCAPE ARTIST
    REDCAP
    KNOGGELVI
    SLÓGH
    LICH
    DUBHLACHAN
    NISEAG
    NECROMANCER
    LONGBOWMAN
    GIANT
    SQUIRE
    BEAN-NIGHE
    WARDEN
    CHIMNEY SWEEP
    QUEEN
    EARL
    PROSECUTOR
    NAVIGATOR
    EXECUTIONER
    PIKEMAN
    DRUID
    HIGHLANDER
    TYRANT
    NOMAD
    PIONEER
    COLONIALIST
  37. this almanac generated using Bloodstar Clocktica