1. TYRANT

    Minority votes will secretly pass when 1 Good player voted, and majority votes secretly fail unless you or the Demon & 1 Good player voted.


    “Ycarcomed evol I.”

    The Tyrant subverts the Towns votes.

    Minion

  2. 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 incriminates 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

  3. CHANGELING

    Once per game, at night, if you are evil, choose a player: you swap characters.


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

    The Changeling may swap characters with another player at will, but only if the Changeling is evil.

    Minion

  4. NECROMANCER

    Each night*, choose a player: they lose their ability & register as dead until you would choose again, even if you are dead.


    “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 Necromancer dies.

    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.

    Examples

    ADD EXAMPLES.

    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, 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

  5. REDCAP

    At night, if 2 good players have died during the day since your last choice, choose a player: they die.


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

    The Redcap revels in unjust bloodshed.

    For every two good players that die during the day, the Redcap chooses one player to die that night.

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

    Examples

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

    The Redcap kills the Mutant during the third night. During the third day, the Soldier and the Fortune Teller die because of the Harpy when the Soldier claims to have been targeted by the Harpy. That night, the Redcap kills the Dreamer.

    The Psychopath kills the Slayer, on the same day the Recluse dies by execution, the Redcap does not wake, because the Recluse registered as evil to the Redcap.

    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 good player dies during the day, mark the Redcap with the ONE reminder. The next time a good player dies during the day, 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

  6. DUBHLACHAN

    Each night*, choose a player: they die & you choose a direction: your alive Townsfolk Neighbour in that direction dies [+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 and clockwise. The Baker and the Warden, who is clockwise next to the Dubhlachan both die.

    The Dubhlachan choses the Giant and anti-clockwise. Three of the Dubhlachan’s anti-clockwise neighbours are a Minion, an Outsider, and dead, respectively, so the fourth, a Townsfolk, and the Giant die.

    The Dubhlachan chooses a dead player. Nobody dies that night. The next night the Dubhlachan chooses the Pikeman, who dies and clockwise. The Bean-nighe, is the closest clockwise Townsfolk to the Dubhlachan, 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, and then points horizontally either left or right. Put the Dubhlachan to sleep. The chosen player dies—mark them with the Dubhlachan's DEAD reminder.

    The same night, the closest clockwise or closest counterclockwise (depending on the direction chosen by the Dubhlachan) Townsfolk dies—mark them with the Dubhlachan's DEAD reminder.

    Demon

  7. KNOGGELVI

    Each night*, chose a player: they die. The first Outsider & any Minions killed this way poison their Townsfolk neighbours.


    “*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 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, as neighbouring 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.

    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

    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.

    Remember that Townsfolk neighboured by two other Townsfolk are safe from the Knoggelvi, and likewise for the information of characters that gain it on the first night, as the Knoggelvi's poison cannot come into play until night 2.

    Demon

  8. 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 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

  9. NISEAG

    Each night*, choose a player: they die. If you were nominated today & a majority of living players voted, you may choose 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, however they must choose one or three.

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

    Examples

    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, however they must choose one 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 either shake their head no or nod their head yes. If yes, they choose any three players, one at a time. In the order chosen, each chosen player dies—mark them with DEAD reminders. If no, they point to any player, that player dies—mark them with a DEAD reminder. Regardless if yes or no, remove the 3 ATTACKS reminder.

    Demon

  10. 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

  11. Night Order

    First Night

    Other Nights

  12. this almanac generated using Bloodstar Clocktica