1. Welcome to Splatsville! One of the freshest and most chaotic places in Greater Inkadia, home to the iconic music group Deep Cut. Nestled in the scorching desert, Splatsville is a cultural melting pot of countless different influences, clashing music styles and vibrant colours. Thing is- you've all come just in time! Everyone's preparing for the next Splatfest, and the theme's a pretty good one- "What's the best base three script for Blood on the Clocktower?" Shiver and Big Man are hyped to defend their favourite scripts, Sects and Violets and Trouble Brewing respectively, and Frye is mentally preparing herself to continue her losing streak because she likes Bad Moon Rising. Famous idols from other regions come by to stay, old enemies crawl out from the inky depths and the New New Squidbeak Splatoon is on higher alert than ever before. The air is almost electric as the sun sets, with everyone excited for what's got to be the biggest fest since the Grand Festival itself, when...

    Disaster strikes. On the decorative clock face set up by Deep Cut's stage for the Splatfest, there is a large, puddle of enemy ink. Someone's been splatted- sorry, murdered! An anguished cry fills the streets as poor Little Buddy gets closer to the wreckage to discover who's been lost- it's Splatsville's own beloved Storysquid- I mean, Storyteller! The horror! The terror! The absolute goddamn audacity to do that right on the stage! That's going to be a mess to clean up, you know!

    This can only mean one thing. There's a Demon in the midst, sabotaging the Splatfest, airing out their grudges for everyone to see. You've all got to band together to stop them- or this might just be your very last performance......

  2. Midnight in Splatsville is a messy, chaotic collection of characters that can only be somewhat accurately described as if Sects and Violet and Bad Moon Rising had a scandalous love affair and gave birth to a weird child whom they both promptly dumped at an orphanage, and said child promptly hyperfixated on Splatoon for their entire life and got a complex about being noticed. With jank, double kills, madness, friendly fire for both evil and good, nomination spam, necromancy, required fabled and misregistration galore, Midnight in Splatsville promises to be a wild ride for all involved. Buckle up, pal!

  3. Changelog


    V.0.0.1 - Baby's first custom script release edition

    • Yay!

    To Do

    • Character icons. Good lord there's so many why do I do this to myself
    • Play test + make an actual script with normal amounts of characters
    • Add more characters who can potentially revive people.
    • Add characters who kill during the day.
    • Add some weird Glowfly interactions for town (ie, abilities dependent on Glowflies to work)
    • Make Commander Tartar suck less (he's honestly dogwater compared to the others help)
    • Add a bit more Demon variety (we've got too many for everyone else)
    • Add Travellers (these guys are so hard to figure out it's mean)
    • Logo
    • Make sure nothing else on the script is jinx worthy

    Proposed Changes

    Here's a few proposed changes for this Almanac. Let me know if you think they're good ideas or not!

    • Change Asynchronous Rondo from an Outsider to a Minion

    Previous Ability Text - Whilst you are alive, players cannot talk privately with their neighbours.

    New Ability Text - Whilst you are alive, players cannot talk privately with their neighbours. If an evil player neighbours another evil player, they may privately whisper without using up one of their whisper slots. Each night, you may make yourself drunk.

    • Change Ability Text for Zapfish

    Previous Ability Text - If you are alive by the end of the final day, your team loses. If you are mad about being the Zapfish, you cannot die. If you are in play, the Demon cannot die as a result of an Evil ability.

    New Ability Text - If you are alive by the end of the final day, your team loses. If you are mad about being the Zapfish, you cannot die. If you are in play, the Demon cannot die as a result of an Evil ability [+ Agent 8]

    • Change Ability Text for Acht

    Previous Ability Text - During setup, Minions learn other Minions, but they do not learn the demon. The Demon does not learn the Minions. The Demon does not learn Bluffs.

    New Ability Text - During setup, Minions learn other Minions, but they do not learn the demon. The Demon does not learn the Minions. OR The Demon does not learn Bluffs.

    • Change Ability Text for Commander Tartar

    Previous Ability Text - Each night, choose a player. They die. You have a minion ability. On the first night, choose X players to turn into evil townsfolk. Players with Glowflies might also become drunk whilst they have them. [No Minions] [X = Minion Count +1]*

    New Ability Text - Each night, choose a player. They die. You have a minion ability. On the first night, choose X players to turn into Evil Townsfolk. Players with Glowflies might also become drunk whilst they have them. Good cannot win if any Evil players remain alive. [No Minions] [X = Minion Count +1]*

  4. Glowflies

    Players with Glowflies can misregister at any given moment. Glowflies dissapear at Dawn.


    “"PLEASE! HELP! HELP! GET THEM OFF OF ME!"”

    WARNING: GLOWFLIES ARE NOT AN OPTIONAL FABLED! This Fabled is used in several different abilities for both evil and good characters, and as a result must be in play each game.

    Glowflies is essentially a unique status condition, similar to drunkenness or poisoning, which causes players to misregister and allows other evil conditions to trigger.

    (That's also why it's a fabled instead of simply 'misregistered'- it counts as a condition for several evil roles on this script.)

    Examples

    • Agent 4 nominates a player who has Glowflies. The player incorrectly misregisters as evil, and as a result, Agent 4 receives drunk information.
    • Goldie is in play, and as a result, all players who nominate are afflicted with Glowflies. The Glowflies last for the night, and vanish at dawn.

    How to Run

    • Add the Glowflies token to any player who receives them.
    • Make sure to check which roles have interactions with Glowflies, and keep a close eye on it.

    Fabled

  5. Little Buddy

    Each day, the first person you whisper becomes your friend. If this player does not nominate you, you will learn a statement about them that night.


    “"Ah, but it's a salty li'l scamp, ain't it? It'll do fine."”

    Little Buddy can pick any player to learn a statement about by whispering with them, but must ensure they do not appear too suspicious or obvious to prevent them from being nominated by their Friend.

    Examples

    • Little Buddy's Friend is Frye, who is falsely claiming to be the Captain. That night, Little Buddy learns that Frye has a 'good, helpful reason to lie' about who they are.
    • Little Buddy's Friend is Pearl Drone, who is also their neighbour. That night, Little Buddy learns that 'you might need to help them vote'.
    • Little Buddy's Friend is Hypno Shades, who has misregistered as Cohozuna due to having Glowflies. That night, Little Buddy learns that 'the people they nominate should be worried'.
    • Little Buddy's Friend is Mr Grizz. That night, Little Buddy learns that 'their character is a musical artist.' Little Buddy is poisoned. (The characters on this script who fulfill this requirement are Marie, Callie, Shiver, Frye, Big Man, Marina, Marina Agitando, Pearl, Pearl Drone, Acht, Harmony and DJ Octavio. Mr Grizz is a bear.)

    How to Run

    • Each day, keep an eye on who Little Buddy first privately talks to. For text games, neighbour whispers or a received demon whisper does not count- it must be a discussion Little Buddy initiates, and it must not have a word limit.

    • Mark the player Little Buddy talks to with the Friend token.

    • If Little Buddy is nominated by their friend, remove the Friend token.

    • If the Friend token remains on the player by night, write a statement about the player to give to Little Buddy.

    • Little Buddy's information can be wild and varied, and storytellers are actively encouraged to get creative with it.

    • When it comes to 'statements', think Savant statements. Examples can be things such as 'This player whispered to an evil player today', 'Did you know? This player's character is a playable character within Splatoon', 'This player's ability involves picking a player at night'.

    • They can be as obscure or blatant as you like, but try to make them more helpful the longer Little Buddy lives.

    If you're feeling up to it, try to get funky with Little Buddy's statements! Present it as little 'Did You Know?' tidbits or gossip you heard around Inkopolis Square.

    Townsfolk

  6. Captain

    Each night, pick 3 players. You learn 3 characters, and if you are sober, at least one of those characters is correct.


    “"Anyway, one last crew member to introduce... This is our captain!"”

    Every night, the Captain picks three players and learns three corresponding characters, with at least one being correct. It could be all of them. It could be none of them, and the Captain's drunk. The Captain is a high risk, high reward character who needs to get as much info as they possibly can before being killed, and then cut through the muck and noise of the false results with their own intellect.

    Examples

    • Captain picks Hypno Shades, Agent 4 and Judd. Captain learns Hypno Shades, Agent 4 and Judd. All are correct.
    • Captain picks Commander Tartar, Marie, and Lil' Judd. Captain learns Big Man, Commander Tartar and Cuttlefish. Only one is right.
    • Captain somehow manages to pick all three Goldie players. Captain learns Lil' Judd, Kamabo Co, and Steel Eel. Legally, this is not Captain's ability misfiring, as Goldie can register as any minion, and one result is indeed correct. Objectively, however, this is mean.
    • Captain picks Marina Agitando, Octostriker and Octostamp. Captain learns DJ Octavio, Spyke and Neo Agent 3. The Captain is not sober.

    How to Run

    • Ask the Captain to pick three players
    • Decide what these three players will be shown as, taking into account the fact that if the Captain is sober at least one result must be correct.
    • Show the three characters to the Captain. They should not be in order, but really, do whatever you like.

    Misregistrating characters CAN count towards the Captain's 'one correct' quota- but again, don't do this too often, especially if good is struggling. The Captain is supposed to be able to trust at least one of their results each night.

    NOTE: There are none of these here yet, but if Captain picks any roles which would be publically revealed as soon as they come into play (Vizier) ask Captain to pick again.

    Townsfolk

  7. Agent 4

    Each night*, if you have nominated a player the previous day you learn how many of their living neighbours register as Evil. If the player is Evil, the information is arbitrary.


    “"As soon as I saw you aimlessly wandering around the square, I knew you were the one."”

    Agent 4, like many in Inkopolis, wants to nominate other players and do it a lot. They need to strike a balance between obviously trying to gather information and participating, as well as not seeming too suspicious by nominating trustworthy players to gain sober information.

    Examples

    • Agent 4 nominates Big Man. Their neighbours are both Goldies. Agent 4 learns a 2.
    • Agent 4 nominates Asynchronous Rondo. Asynchronous Rondo is seated next to Callie and Pearl, but has Glowflies, and incorrectly registers as evil. Agent 4 learns a 1.
    • Agent 4 nominates Horrorboros. Horrorboros is sat next to Marina Agitando and Parallel Canon. Horrorboros is evil. Agent 4 learns a 0.

    How to Run

    • When Agent 4 nominates during the day, place the Nominated token on that player.
    • At night, if the player is good, give Agent 4 sober information (if not poisoned by other means).
    • If the player is evil or misregistering as evil, give Agent 4 drunk information.

    yes i know this is just bluetooth empath shush i like it and it's fun to force someone to nominate trustworthy players who're leading town to get good info

    Townsfolk

  8. Agent 8

    Once per game, you may pick a player. If this player is an outsider, they learn who you are, and lose their ability+.


    “"And by "we," I mean you, Agent 8! Time to get after it! "”

    Agent 8 is a much more passive role who can take insanely disruptive Outsiders out of the mix without executing them, allowing good to retain voting power whilst confirming themselves.

    is this just universal huntsman? yeah.

    Examples

    • Agent 8 picks Hypno Shades. Hypno Shades learns they are now Hypno Shades, and they are good. They learn who Agent 8 is.
    • Agent 8 picks C. Q. Cumber. C. Q. Cumber was nominated by a good player and would have become evil that night, but as Agent 8 takes away their ability, they stay good. They learn who Agent 8 is.
    • Agent 8 picks Asynchronous Rondo. Asynchronous Rondo learns who they are. When the sun rises, players are informed they are now permitted to talk to their neighbours. Agent 8 dies the next night, but Asynchronous Rondo does not regain their ability.
    • Agent 8 picks Goldie. Nothing happens.

    How to Run

    • Each night, ask Agent 8 if they would like to use their ability
    • If they pick an outsider, inform the Outsider of Agent 8's identity and give them the Nullified token. If it also requires telling them that they are now good (Hypno Shades) or informing all players that their ability is no longer in play (Asynchronous Rondo) do so.
    • If they are not, nothing happens.

    As there's a lot going on in this script, it may be prudent to also remind picked outsiders that this means they no longer have an ability, and give them specific examples if need be- such as Parallel Canon no longer needing to maintain madness, and Cipher no longer needing to nominate.

    Townsfolk

  9. Judd

    Each night, pick a player. Learn if the Storyteller believes executing them would help your team.


    “"Mrow."”

    Judd is a calculating character who can help direct the flow of conversation and nominations by seeing who the Storyteller believes that they would be best off executing.

    Examples

    • Judd picks Little Buddy. The Storyteller informs them "Probably not".
    • Judd picks Hypno Shades. Hypno Shades is trusted, but still believes they are a minion and is pushing information they know is false. The Storyteller informs them "Most likely."
    • Judd picks Mr Grizz. The Storyteller informs them "Yes."
    • Judd picks Goldie. There is still another Goldie alive. The Storyteller informs them "On the right track."
    • Judd picks themselves. The Storyteller asks if they're doing alright, and if they'd like a hug.

    How to Run

    • Ask Judd to pick a player.
    • Depending on their character and how much they have contributed, give Judd a response.

    You may give Judd either a simple Yes/No, Cold/Hot, or get creative and descriptive. It's up to you to run it any way you wish, but similar to the different ways of running General it would be a good idea to inform all players how you run Judd at the start of the game.

    Townsfolk

  10. Big Man

    Each night*, choose two players. If they have Glowflies, you remove their Glowflies.


    “"AY!"”

    Big Man is a simple character who's utility cannot be understated.

    Examples

    • Big Man picks two players without Glowflies. Nothing happens.
    • Big Man picks two players with Glowflies. Their Glowflies are removed.
    • Big Man picks the person who was executed today along side someone else. The executee had Glowflies. It is a Mr Grizz game. However, as Big Man acts before Mr Grizz, Mr Grizz no longer gets a double kill as the Glowflies are gone.
    • Big Man picks two players with Glowflies. Their Glowflies are removed. It is a Goldie game. The Goldies vote on a player who has had Glowflies removed as a result of Big Man, as they do not know. The kill fails to go through.

    How to Run

    • Ask Big Man to pick two players.
    • If they have Glowflies present, remove the token.
    • Otherwise, do nothing.

    Townsfolk

  11. Marie

    Each night*, learn how many players recieved Glowflies.


    “"I know you're probably a bit starstruck, but I need you to get over it."”

    Examples

    • 3 players received Glowflies. Marie learns a 3.
    • No players received Glowflies. Marie learns a 0.
    • 5 players received Glowflies, but Big Man removed one set of Glowflies. Marie learns a 5.
    • 2 players received Glowflies. Marie learns a 7. Marie is drunk.

    How to Run

    • When the night starts, take count of how many players have Glowflies as some abilities do remove Glowflies.
    • Wake Marie and tell her the number.

    Marie's info only accounts for how many players received it, so any negative changes in Glowfly count do not count for her info. Positive changes do.

    Townsfolk

  12. Shiver

    If you nominate and execute a player, the following night wake and choose a player. You learn their character. If the player executed was evil, this information is arbitrary.


    “"That was just a rehearsal. The real show starts NOW! "”

    Examples

    • Shiver nominates and executes Cuttlefish. Shiver wakes that night and picks Cohozuna, and learns this.
    • Shiver nominates and executes Neo Agent 3. Shiver wakes that night and picks Callie, but due to Glowflies they misregister as Marina Agitando.
    • Shiver nominates and executes Goldie. Goldie is evil, so when Shiver wakes that night and picks another Goldie, they arbitrarily learn Big Man.
    • Shiver nominates and executes Agent 4. Agent 4 is evil as a result of Commander Tartar, so Shiver's information is Arbitrary.

    How to Run

    • If Shiver successfully nominates and executes a player, give Shiver the Foe Defeated reminder token.
    • If Shiver has the Foe Defeated reminder token, wake them and allow them to choose a player.
    • If the 'Foe' (executed player) was registering as good at the time of their death, give Shiver correct results (unless Shiver is poisoned or the player chosen misregisters).
    • If the 'Foe' was registering as evil at the time of their death, give Shiver arbitrary information.

    Shiver is a very powerful role, so feel free to play havoc with Glowflies and misregistration.

    If Shiver somehow loses the Foe Defeated reminder token, either as a result of Marina Agitando or the executed player somehow coming to life at night, still wake them, but treat Shiver as if they are drunk.

    Townsfolk

  13. Callie

    You start knowing one Demon and one Minion. None of these characters are in play.


    “"It's another great day, so let's give it our best! Yeah! "”

    Examples

    • Callie learns DJ Octavio and Horrorboros. None of these characters are in play.
    • Callie learns Mr Grizz and Marina Agitando. Marina Agitando is in play. Callie is not sober.
    • Callie learns Goldie and Goldie. This is technically a legal result as Goldie can register as a minion, but it's mean. Don't do this without good reason.

    How to Run

    • Wake Callie and give them both a Demon and a Minion which are not in play.

    The only time I'd argue the Double Goldie result is fair is if Callie is poisoned and Goldie is not in play, as it's very hard to give Callie false information without giving the entire game away. A good substitute is only giving Callie half their information on a technicality, but this also might clue Callie in on the fact they're not sober.

    Townsfolk

  14. Frye

    If you are mad you are a character, you will learn if that character is in play the next night. If you are mad you are Frye, you lose this ability.


    “"You wanna resolve this Splatlands-style, huh? Fine by me! DANCE BATTLE TO THE DEATH! Eels, get your wriggly butts out here!"”

    Spinning in a maddening dance to the death with her trustworthy Eels, Frye changes faces and names at the drop of a hat for the benefit of her team.

    Examples

    • Frye claims to be Shiver. Shiver is in play, so that night Frye learns exactly who it is.
    • Frye claims to be Mr Coco. Mr Coco is not in play. Frye does not wake.
    • Frye claims to be Pearl, and lightly jokes about being Frye in Town Square after someone calls them out on changing their claims, and then refutes the accusation. As it was only playing along with another person and not Frye confirming this, Frye has not broken madness, and learns who Pearl is that night.
    • Frye claims to be Crusty Sean and Sheldon the same day. Chronologically, the last character Frye claimed to be was Sheldon, and the Storyteller finds they were sufficiently mad enough. Frye learns who Sheldon is.
    • Frye claims to be a whole lot of townsfolk roles. They do not claim to be Frye. They do not lose their ability, but they also do not wake, as they were not sufficiently mad as anything.
    • Frye claims to be Frye. Frye loses their ability.
    • Frye claims to be Harmony, but heavily hints that they know the last few roles they claimed are not in play. As they are alluding to be Frye, Frye loses their ability.
    • Frye claims to be Marina Agitando in public, and is somehow not executed, killed by the demon, or poisoned. That night, Frye learns who Marina Agitando is.

    How to Run

    • Each day, watch Frye's claims both in private and whispers.
    • If you believe Frye was sufficiently mad as the last role they claimed, mark Frye with the Mad token.
    • If this character is in play, mark the person with that character with the Found by Eel token.
    • At night, wake Frye and tell them the name of whoever has the Found by Eel token.
    • If Frye is at any point mad about being Frye, remove all other tokens related to them on the Grimoire and give them the Dizzy token.
    • If you believe that Frye has successfully and believably walked it back by nighttime, you are free to remove the Dizzy token and continue as normal.
    • If the sun sets and Frye still has the Dizzy token, Frye loses their ability permanently.

    Yes, the wording of 'whoever has the Found by Eel' token is because that lets Marina Agitando mess with Frye's results.

    Yes, Frye is capable of claiming Demon or Minion roles and exactly pinpointing who it is, if they're still alive by the time that rolls around. If you ever manage to successfully pull off the Evil Frye Gambit and snipe an evil I love you dearly and you will always hold a special place in my heart

    Townsfolk

  15. Cuttlefish

    The first time you die, come back to life the next morning.


    “"Up and at 'em, ya lazy whiffle-whaffle! This fight ain't over! Prepare for a royal whoopin'!"”

    it's him.... callie and marie's racist grandpa who's ex(?) is a demon........... woagh........

    Examples

    • Cuttlefish dies due to Mr Grizz. They are announced as dead on Day 2. On Day 3, Cuttlefish comes back to life.
    • Cuttlefish is executed. They come back to life the very next morning.
    • Cuttlefish is poisoned, and dies. They do not come back to life.

    How to Run

    • If Cuttlefish dies for the first time and is sober, revive them the next time it is morning.
    • After this, give Cuttlefish the Dehydrated reminder token.

    Cuttlefish has one of the jinxes in this almanac. -Marina Agitando + Cuttlefish - Marina Agitando cannot move Cuttlefish's Dehydrated reminder token, or alter it in any way shape or form. Cuttlefish's Dehydrated token is the one token Marina Agitando cannot mess with, as with the combination of Commander Tartar with Marina Agitando's ability and an Evil Cuttlefish it becomes an Infinite Old Man Necromancy Loop for the benefit of the evil team. Even if Cuttlefish isn't evil, Infinite Old Man Necromancy is just bad for gameplay in general. (even if it is kinda funny to infinitely bring squid peepaw back from the grave)

    Townsfolk

  16. Neo Agent 3

    Each night, pick a player. You learn the characters of all players who also pick this player at night. If more than two players pick this player, you are Drunk until dawn.


    “"Stay fresh up there, kid!"”

    Examples

    • Neo Agent 3 picks Callie. Callie is picked by Sheldon, and Neo Agent 3 learns this.
    • Neo Agent 3 picks Acht. Big Man picks Acht, but has Glowflies and misregisters as Kamabo Co. Neo Agent 3 learns this.
    • Neo Agent 3 picks Mr Coco. Murch, Captain and Judd all pick Mr Coco. Neo Agent 3 becomes drunk, and sees Murch, Big Man and Marina Agitando.
    • Neo Agent 3 picks Acht, and DJ Octavio picks Acht. Neo Agent 3 learns Commander Tartar and Spyke. Neo Agent 3 is not sober.
    • Neo Agent 3 picks O.R.C.A. Marina Agitando moves Neo Agent 3's Ink Mine token to Parallel Canon, who is picked by Crusty Sean. Neo Agent 3 learns Crusty Sean and Marina Agitando, as Marina Agitando still has to pick Parallel Canon to move the token and registers as a result.

    How to Run

    • Wake Neo Agent 3 and ask them to pick a player.
    • Place the Ink Mine token on this player.
    • Keep track of how many players pick the player with the Ink Mine.
    • At the end of the night, wake Neo Agent 3 again and give them their information.
    • If two or less players picked the Ink Mine player, give Neo Agent 3 sober information (as long as they are not poisoned and there is no misregistration).
    • If three or more players picked the Ink Mine player, give Neo Agent 3 drunk information.

    Neo Agent 3 places their Ink Mine at the start of the night, and only learns information at the very end.

    Townsfolk

  17. Pearl

    Once per game, you may choose to learn the alignments of every player you have nominated.


    “"Boo-YAAAAAAHHHHHH!"”

    Examples

    • Pearl nominates Neo Agent 3, and then uses their ability. Pearl learns Good.
    • Pearl nominates C. Q. Cumber, Horrorboros and Captain. C. Q. Cumber is evil. Pearl learns Evil, Good, Evil.
    • Pearl nominates Acht on Day One. Acht has Glowflies at this time, and registers as evil. Acht does not have Glowflies on Night Three, when Pearl uses their ability, but Acht still counts as Evil for Pearl's ability as they were 'Evil' at the time of nomination.

    How to Run

    • Ask Pearl if they would like to use their ability.
    • If so, give Pearl the alignments of all players they have nominated at the time of their ability.
    • The alignments should not be in order, but you can do whatever you want really.
    • Give Pearl the Out of Ink reminder token.

    Pearl has one of the jinxes currently in this almanac. Marina Agitando + Pearl - Marina Agitando cannot move Pearl's Out of Ink reminder token, or alter it in any way shape or form. Same logic as Cuttlefish. Infinite Pearl is probably a bad idea, albeit less egregious than Infinite Old Man Necromancy.

    Townsfolk

  18. Marina

    Each night*, you learn how many evil players nominated. If an evil player nominates you, you become Drunk until dawn.


    “"Sometimes when colors clash and mix, you end up with mud. But every now and then, you get to see a beautiful rainbow! And in the end... that's a gamble I'm willing to take! "”

    Examples

    • Cohozuna, Shiver and Callie nominate. Marina learns a 1.
    • Steel Eel and Frye nominate. Frye has Glowflies and misregisters. Marina learns a 2.
    • Callie, Cuttlefish and Marina Agitando nominate. Marina Agitando nominates Marina. Marina learns a 0.

    How to Run

    • If Marina is in play, whenever a player that registers as evil nominates, give them the Nominated reminder token.
    • If a player that registers as evil nominates Marina, give Marina the Drunk reminder token.
    • At night, wake Marina and tell them the number of Nominated reminder tokens currently on the grimoire.
    • If they are drunk, give them drunk information.

    The wording of 'tell them the number of Nominated reminder tokens currently on the grimoire' actually means this is one of the few characters Marina Agitando can't mess with, as moving Marina's Nominated token doesn't reduce the amount of them on the Grimoire- Marina will still learn the correct number if sober.

    Townsfolk

  19. Acht

    Minions learn other Minions, but they do not learn the demon. The Demon does not learn the Minions. The Demon does not learn Bluffs.


    “"Cool it. I'm not your enemy. Just another bystander who got sucked in."”

    Examples

    • Acht is in play. Mr Grizz does not learn the Minions or the Bluffs. Lil' Judd and Steel Eel learn eachother, but not the Demon.
    • Acht dies. Mr Grizz learns the Minions and the Bluffs that night.
    • Acht is poisoned or drunk on death. Nobody learns anything, and everyone suffers.

    How to Run

    • If Acht is in play, do not tell the Demon the bluffs or their Minions.
    • Do not tell the Minions the Demon.
    • If Acht dies sober, inform the Demon of the Bluffs and their Minions, and inform the Minions of their Demon.

    Acht has three of the jinxes in this Almanac. Goldie + Acht - If Acht is in play, all Goldies register as a Minion to their ability. They will still learn eachother, but they will not learn bluffs. Additionally, if Goldies are capable of communicating at night, they will be unable to do so until Acht dies. Commander Tartar + Acht - If Acht is in play, Commander Tartar does not pick the evil townsfolk. They are picked by the Storyteller. Marina Agitando + Acht - If Acht is in play and alive, Marina Agitando cannot see the grimoire. They can, however, still move one reminder token, but they will not be able to tell who has any or what is happening as a result. When Acht dies, regardless of if they are sober or not at the time, Marina Agitando can see the Grimoire again.

    Townsfolk

  20. Sheldon

    Each night*, pick two players. If either player dies, you learn if the other player was directly responsible.


    “"Hello, hello! What kind of weapon are you in the market for?"”

    Examples

    • Sheldon picks Harmony and Frye. Neither dies. Sheldon learns nothing.
    • Sheldon picks Murch and Acht. Murch dies to the Demon. Sheldon learns a No.
    • Sheldon picks Octostamp and Commander Tartar. Octostamp dies to Commander Tartar's ability. Sheldon learns a yes.
    • Sheldon picks Hypno Shades and Big Man. Both of them die. Sheldon learns a No, as neither were responsible for each others deaths.

    How to Run

    • Ask Sheldon to pick two players.
    • If one of these players dies, check to see if the other player is directly responsible (ie, their ability directly caused this death to happen, like Lycanthrope, any Demon ever, Assassin, Godfather, and Lunatic on a technicality.)
    • If it has, give Sheldon a Yes.
    • If it has not, give Sheldon a no.
    • If neither player dies, do not wake Sheldon.

    I'll admit, Sheldon's going to be a lot more powerful when Assassin-like roles which can kill seperately from the demon come onto this Almanac. As of right now, he's a bit underwhelming.

    Townsfolk

  21. Crusty Sean

    Each night, pick two living players. The first one to nominate recieves sober and healthy information that night.


    “"What's kraken, squiddo?"”

    Examples

    • Crusty Sean picks Callie and Marina. Callie nominates first, and receives sober and healthy information that night.
    • Crusty Sean picks Acht and Shiver. Acht nominates first, but does not have any way to receive information. The ability, however, is still used, and Shiver cannot get it instead.
    • Crusty Sean picks Pearl Drone and Neo Agent 3. Neither nominate. Neither get guaranteed sober and healthy information that night.

    How to Run

    • Each night, ask Crusty Sean to pick two players
    • Give these two players the Order Taken reminder token
    • The first player to nominate gets the Order Up! reminder token, and the other player loses their Order Taken reminder token
    • If the player still has the Order Up! reminder token on them by the time they wake in the night, they receive sober and healthy information regardless of any additional status conditions affecting them.

    Whoever has Order Up! gets the sober info.

    Townsfolk

  22. Harmony

    Each night, pick a word. The next night, you learn how many evil players said that word. You cannot pick the same word twice in one game.


    “"...Oh, hey. Welcome to Hotlantis. I don't really work here, but you can shop around, and I'll sell you stuff. Don't ask me what to do with any of it."”

    Examples

    • Harmony's word is 'soup'. Sheldon, Murch and O.R.C.A. say the word. Harmony learns a 0.
    • Harmony's word is 'help'. Mr Coco, Zapfish and C. Q. Cumber say the word. C. Q. Cumber is evil as a result of their ability, and Mr Coco is misregistering due to Glowflies. Harmony learns a 2.
    • Harmony's word is 'script'. DJ Octavio, Shiver and Callie say the word. Harmony learns a 1.

    How to Run

    • Ask Harmony to pick a word.
    • Take note of the word.
    • The next day, watch to see who says the word. It needs to either be in a public space or a whisper with Harmony- if Harmony cannot see the player saying the word, their ability will not count it.
    • If a player says the word and they are registering as evil at the time, mark them with the Spotted reminder token.
    • At night, tell Harmony how many Spotted reminder tokens currently exist on the Grimoire.

    The word must be four letters or longer. No sniping everybody with 'the', 'and', 'but', etc. Besides, it's better for Harmony to pick slightly unconventional words so they can tell exactly who has said it when they get their information that night.

    Also, if you're on Discord and struggling to keep track, you can always go to the search bar and type in 'from: @eviluser', press enter, and then search Harmony's word. This will (hopefully) show you every instance of that evil player saying the word, if it exists.

    Townsfolk

  23. Mr Coco

    Once per game, choose a player. The first time anything at all would cause this player to die, you will die instead, even if you are already dead.


    “"Holy SHELL, he's huge!"”

    Examples

    • Mr Coco picks Sheldon. The Demon attempts to kill Sheldon at night. Mr Coco dies instead.
    • Mr Coco picks Acht. Acht is executed. Instead of Acht dying, Mr Coco dies instead.
    • Mr Coco picks Murch, and then dies. A few nights later, the Demon tries to kill Murch. The attack is redirected to Mr Coco, and nobody dies that night.

    How to Run

    • Each night, ask Mr Coco if they would like to pick a player.
    • If yes, place the Protected reminder token on that player.
    • If anything at all were to cause that player to die, Mr Coco dies instead.
    • Once this happens, remove the Protected reminder token from the player.

    Townsfolk

  24. Murch

    Each night, choose a player. You learn a word that either corresponds to their character or ability.


    “"All set! Hope it ups your battle game. And if it doesn't, well... you'll still look cool, so don't sweat it."”

    Examples

    • Murch picks Big Man. Murch learns 'Glowflies'.
    • Murch picks Cipher. Murch learns 'Nominate'.
    • Murch picks Frye. Murch learns 'Idol'.
    • Murch picks Commander Tartar. Murch learns 'Telephone'.

    How to Run

    • Each night, ask Murch to pick a player.
    • When Murch does, decide on a word for this that player's character. It can either be directly from their ability, about their ability, what their ability does (protection, death, info, stuff like that), or a reference to their character.
    • Tell Murch the chosen word.

    'telephone' for commander tartar is because he's. a telephone. yeah.

    Townsfolk

  25. Octostamp

    If you were nominated today (even if dead), the Demon may choose a player to give Glowflies for the next day.


    “"Splatterized!"”

    Examples

    • Octostamp is nominated. The Demon wakes and picks a player, who then receives a Glowflies token.

    How to Run

    • If Octostamp is nominated, give them the Stamped reminder.
    • At night, wake the Demon and ask them to pick a player to give Glowflies.

    Unlike all other types of Glowflies, Octostamp's Glowflies will remain overnight and last for the next day and night before vanishing. It's a good idea to note down who's been Stamped so you can make sure you don't remove the token prematurely.

    Outsider

  26. Hypno Shades

    You think you are an Evil Minion. The demon knows who you are, and what you think you are.


    “"Prepare to be rocked!"”

    Examples

    • Hypno Shades is told they are Kamabo Co, and given a false fellow minion and demon. The demon learns who they are, and they are treated as if they are Kamabo Co.
    • Hypno Shades is told they are Goldie, as Goldie is technically a minion, and given two false fellow Goldies, as well as fake bluffs.
    • Hypno Shades is told they are Lil' Judd, and they are only given false minions, as the Storyteller lies to them and informs them Acht is in play.
    • Hypno Shades is told they are Horrorboros. Acht is in play, but the Demon still learns of Hypno Shades.

    How to Run

    • Don't put the Hypno Shades token in the bag please I've done this before with lunatic when I didn't mean to and it was very embarrassing learn from my bloody messages scrawled on the walls
    • Give the Hypno Friend token to the players Hypno Shades sees as teammates.
    • Inform the Demon of their identity, and the role Hypno Shades believes they are.
    • Treat Hypno Shades as if they are that role, unless they lose their ability to Agent 8, in which case you inform them they are Hypno Shades and they are good.

    you could technically tell Hypno Shades they're Marina Agitando and go whole hog and give them a false grim but honestly why would you

    Outsider

  27. Pearl Drone

    You can only nominate your living neighbours, and you can only vote on a nomination if one of your living neighbours are too.


    “"No, for serious! I'm legit Pearl! Not sure how I got this way, but here I am."”

    Examples

    • Pearl Drone is sat next to Cuttlefish and Kamabo Co. These are the only two players Pearl Drone can nominate.
    • When Cuttlefish dies, Pearl Drone's next living neighbour becomes Shiver. Pearl Drone loses the ability to nominate Cuttlefish, but can now nominate Shiver instead.
    • Pearl Drone can only vote if Shiver or Kamabo Co are voting with them.

    How to Run

    • Take note of who Pearl Drone is sat next to, and make sure they are nominating within their limits and voting with them too.

    If Pearl Drone has raised their hand because the neighbour after them is also voting, and their neighbour drops their hand after Pearl Drone's vote is counted, don't invalidate the vote. Pearl Drone was technically voting with their neighbour at the time of the vote being counted, and as a result the vote stays.

    Outsider

  28. C. Q. Cumber

    If you are nominated, tonight, you will become the opposite alignment of whoever nominated you.


    “"This brings my announcement to a close... Safe travels, my friend."”

    Examples

    • C. Q. Cumber is nominated by Pearl. Pearl is good. C. Q. Cumber becomes Evil that night.
    • C. Q. Cumber is good, and is nominated by Horrorboros. C. Q. Cumber stays good.
    • C. Q. Cumber is good, and is nominated by Acht. C. Q. Cumber stays good, because C. Q. Cumber has been poisoned.
    • C. Q. Cumber is good, and is nominated by Marina Agitando. That night, Marina Agitando moves the Passenger token to Neo Agent 3, who is good. C. Q. Cumber becomes evil.

    How to Run

    • Whenever a player nominates C. Q. Cumber, give them the Passenger reminder token.
    • At night, if that player is Good, C. Q. Cumber becomes Evil.
    • If they are Evil, C. Q. Cumber becomes Good.
    • If C. Q. Cumber's alignment is changed, they are informed as to what their new alignment is.
    • If they are not changed, nothing happens.

    Outsider

  29. O.R.C.A.

    When you die, you must claim to be O.R.C.A. and publicly pick three players. If none of them are of an opposing alignment to you, your team loses.


    “"Do not attempt to share the Alterna Log without permission. Please handle the information with care. And please consider this a threat. Have a nice day!"”

    Examples

    • O.R.C.A. dies, and picks Kamabo Co, Shiver and Callie. Kamabo Co is evil, so the game continues.
    • O.R.C.A. dies, and picks Frye, Cuttlefish and Marina. Commander Tartar is in play, and Frye is evil, so the game continues.
    • O.R.C.A. dies, and picks Acht, Sheldon and Harmony. None of these players are evil. The game ends, and the good team loses.
    • O.R.C.A. dies, and picks Cipher, Spyke and Mr Coco. None of these players are evil, however, it is Day One and the Storyteller does not want to rerack, so for the sake of everyone's sanity the Glowflies on Mr Coco cause them to misregister as evil to O.R.C.A.

    How to Run

    • When O.R.C.A. dies, privately remind them of their need to publicly pick three players. Don't ask them to do this anywhere others can see- wouldn't want to accidentally confirm anyone, would we?
    • Ideally, ask for silence or Hell's Librarian everyone whilst O.R.C.A. picks.
    • When O.R.C.A. states the three names, check if any currently register as the opposite alignment to O.R.C.A. If none do, end the game with a loss for their team.
    • If one is the opposite alignment, thank O.R.C.A. for their participation and move on.

    Don't hesitate to use Glowflies to misregister either O.R.C.A. or a player they picked, especially if it's early. If you want the game to continue, it's your choice. Go nuts!

    Outsider

  30. Parallel Canon

    If you are not mad that a player is evil each day, or mad that you are an Outsider, you might die.


    “"They can do Triple Splashdowns out of nowhere?! Where'd these biters learn THAT trick? "”

    Examples

    • Parallel Canon is mad about being Harmony, and that Sheldon is evil. Nothing happens.
    • Parallel Canon is mad about being Mr Coco, but is not sufficiently mad a player is evil. They die.
    • Parallel Canon does not claim a specific role, but only uses Townsfolk in their three for threes. They are mad several different players are evil, and nominate one of them. Nothing happens.
    • Parallel Canon claims to be Parallel Canon. They die.
    • Parallel Canon claims to be an Outsider, and is mad Acht is evil. They die.
    • Parallel Canon privately mentions that they believe Crusty Sean is evil to all players they talk to, but does not say this in public. Nothing Happens.
    • Parallel Canon says they believe a different player is evil each time they are asked. They die.

    How to Run

    • Keep a close eye on what Parallel Canon claims, and who they accuse.
    • It's fine if Parallel Canon brings up people in private but not public, and they don't have to hard claim a Townsfolk role either.
    • If you believe Parallel Canon was sufficiently mad enough, leave them be.
    • If you do not, kill Parallel Canon.
    • You may kill them at night or at day.

    Outsider

  31. Asynchronous Rondo

    Whilst you are alive, players cannot talk privately with their neighbours. All players will know if you are in play.


    “"Bad things happen if the searchlight catches you, so hide in its blind spots or duck into your ink until it passes."”

    Examples

    • Asynchronous Rondo is in play, and sober. It is announced that players cannot talk to their neighbours as a result of spinning.
    • Asynchronous Rondo becomes poisoned at night. It is announced that players can now talk to their neighbours.
    • Asynchronous Rondo dies whilst not sober. Nothing is announced.

    How to Run

    • If Asynchronous Rondo is alive and sober, inform all players that they cannot talk to their neighbours privately.
    • If Asynchronous Rondo's ability is no longer in play, either by death, drunkenness, poisoning or Agent 8 Nullifying Asynchronous Rondo, announce that players can now speak to their neighbours again.
    • Every time the ability comes in and out of play, an announcement must be made.
    • Announcements can only be made when all players first wake up. If A-Rondo is poisoned half way through the day, the ability is still in play for the entire day until all players go to sleep.
    • Whilst it is in play, players cannot talk privately to their neighbours. They are permitted to talk to one another in Town Square.

    this guy is my favourite boss in side order he's so silly!

    Outsider

  32. Cipher

    If you do not nominate, a good Townsfolk becomes drunk until dawn.


    “"Welcome, Octoling. What do you desire?"”

    Examples

    • Cipher nominates Acht. Nothing happens.
    • Cipher does not nominate. Crusty Sean becomes drunk that night.

    How to Run

    • Keep an eye on Cipher to see if they nominate.
    • If they do not, make one good Townsfolk drunk.

    Cipher's ability does not specify good living townsfolk, so if your Cipher player's being a bit of a menace and you don't want to grief Good too hard feel free to sink it on dead players.

    Outsider

  33. Spyke

    Each night, you must pick a player. Their vote count is randomised for a day, and can be anywhere from +2 to -1.


    “"Now who're you, then? You a cop?"”

    Examples

    • Spyke picks Harmony. Harmony votes on Acht and Sheldon. For Acht, their vote count becomes +2. For Sheldon, their vote count becomes 0.

    How to Run

    • Ask Spyke to pick a player.
    • Give that player the Randomised token.
    • Decide that player's vote count. It can either stay the same for the whole day, or change randomly between each vote.
    • When that player votes, count the votes appropriately and inform all players of the final tally.
    • When the sun sets, remove the Randomised token from that player.

    Outsider

  34. Zapfish

    If you are alive by the end of the final day, your team loses. If you are mad about being the Zapfish, you cannot die. If you are in play, the Demon cannot die as a result of an Evil ability.


    “"There it is! Bust in and grab that Zapfish!"”

    The Zapfish is an incredibly dangerous outsider who needs to hide their identity whilst still being killed, or risk losing the game for everyone.

    yes i know this is just 'heretic but it sucks less' im not ashamed of that fact, that's why the demon can't kill themselves with zapfish. it's far more interesting if the evil team has to try and figure out a way to get their demon executed if they want an easy win

    Examples

    • The Zapfish has been claiming Sheldon, and is executed. The game ends with a good win.
    • The Zapfish is still alive by the end of the final day. The game ends with an evil win, as the Zapfish is still alive.
    • Commander Tartar is executed and the Zapfish is still alive, however evil still loses as the Zapfish was made evil.
    • The Zapfish is mad about being the Zapfish and asks to be executed. They do not die.

    How to Run

    • If the Zapfish is mad about being the Zapfish, mark them with the Mad reminder.
    • If the game has ended but the Zapfish is still alive, their team loses.

    please for the love of GOD be lenient with Zapfish's madness. let them walk it back. do not permanently lock the game in an evil win because the Zapfish claimed it like, once. if the player refuses to walk it back please kindly remind them that is the biggest throw possible on this script, and if they refuse potentially sub them out or do some ST-Ex-Machina shenanigans to have an Agent 8 pick them. hell's librarian their ass into the shadow realm. just claim their madness wasn't mad enough anyway and let them die. their ability cannot protect them from Divine Retribution. i really don't want salt to ruin any games.

    additionally, Zapfish contains one of the jinxes in this almanac. Marina Agitando + Zapfish - If Marina Agitando has been in play at any point, the Zapfish is poisoned, and cannot be made sober again.

    Outsider

  35. Cohozuna

    If you nominate a player, the player and their neighbours will recieve Glowflies.


    “"That is a Cohozuna. Now, don't get squished by it, or that's going in your file. Oh, and it'll splat you too."”

    Examples

    • Cohozuna nominates Cuttlefish. Cuttlefish's neighbours are Neo Agent 3 and Frye. All players receive Glowflies.
    • Cohozuna self nominates. Their neighbours are Spyke and Acht. Spyke, Acht and Cohozuna all receive Glowflies.

    How to Run

    • When Cohozuna nominates a player, give them and their neighbours Glowflies.

    Cohozuna does not specify living neighbours, and as a result they will give Glowflies to any dead neighbours instead of moving on to the next player.

    Minion

  36. Steel Eel

    All players whose nominations you vote for will recieve Glowflies.


    “"This giant eel thing is actually a vehicle piloted by a tiny Salmonid. Don't let it touch you, or it's lights out."”

    Examples

    • Steel Eel votes for Shiver, Marie, Big Man and C. Q. Cumber. All of these players receive Glowflies.
    • Steel Eel is nominated, and they self vote. Steel Eel receives Glowflies.

    How to Run

    • Keep an eye on each nomination to see how Steel Eel votes.
    • Once votes are counted, if Steel Eel voted to execute any players, add Glowflies to that player, regardless of whether or not they live.

    Minion

  37. Horrorboros

    Each night, pick a player. All players they whisper to will recieve Glowflies.


    “"That's a Horrorboros. Do I even need to tell you to avoid the bombs that it periodically launches out of its mouth?"”

    Examples

    • Horrorboros picks Shiver. Shiver whispers to Kamabo Co, Callie and Octostamp. All of these players receive Glowflies.
    • Horrorboros picks themselves, and then whispers to DJ Octavio, Marie and Judd. All of these players receive Glowflies.

    How to Run

    • Each night, ask Horrorboros to pick a player.
    • Mark this player with the Horrorboros Locked On reminder token.
    • The next day, give all players they whisper to a Glowfly token.
    • At dusk, remove the Locked On token from the player.

    Minion

  38. Marina Agitando

    Each night, see the grimoire. You may move one reminder token from one player to another each night. If a player receives two Glowfly tokens this way, they become poisoned.


    “"Intruders confirmed. Commence Grayscaling."”

    Marina Agitando is a powerful minion role who can control the game through one, small incremental move at a time, allowing her to become the mastermind of her own perfect world behind the scenes.

    Examples

    • Marina Agitando sees the grimoire, and moves the Little Buddy Friend token from Mr Grizz to Marie. As a result, Little Buddy sees info for Marie instead of Mr Grizz.
    • Marina Agitando sees the grimoire, and moves the Agent 4 Nominated token from Big Man, who is seated next to the demon, to herself. Marina Agitando is evil, so Agent 4 receives drunk information that night.
    • Marina Agitando sees the grimoire, and moves a Glowfly token from Hypno Shades to Captain. Captain already has a Glowfly token, and becomes poisoned until dawn as a result.

    How to Run

    • Each night, show Marina Agitando a screenshot of the grimoire.
    • Ask Marina Agitando if they would like to move a token.
    • If they do, move the token and change whatever needs to be changed as a result.
    • If a player receives two Glowfly tokens this way, remove one and mark them with the Marina Agitando Poisoned reminder token.

    Additionally, you can run it so that even Night Info roles have reminder tokens for who they've picked, allowing Marina Agitando to mess with everyone's results. The order would be asking for night choices -> sending Marina Agitando the grimoire -> info handed out, but if you don't want to give an already strong Minion more control feel free to run Night Info roles normally.

    Marina Agitando has four of the jinxes currently in this almanac. Marina Agitando + Cuttlefish - Marina Agitando cannot move Cuttlefish's Dehydrated reminder token, or alter it in any way shape or form. Marina Agitando + Pearl - Marina Agitando cannot move Pearl's Out of Ink reminder token, or alter it in any way shape or form. Marina Agitando + Zapfish - If Marina Agitando has been in play at any point, the Zapfish is poisoned, and cannot be made sober again. Marina Agitando + Acht - If Acht is in play and alive, Marina Agitando cannot see the grimoire. They can, however, still move one reminder token, but they will not be able to tell who has any or what is happening as a result. When Acht dies, regardless of if they are sober or not at the time, Marina Agitando can see the Grimoire again.

    Minion

  39. Kamabo Co

    Each night, pick two players. They cannot be mad about being the character type they are, or else they might die.


    “"Unfortunately, Kamabo Co. is in disarray... But thankfully, Deepsea Metro service has continued without interruption. All we do, we do for the satisfaction of our customers..."”

    Examples

    • Kamabo Co picks Captain and Octostamp. Captain claims to be an Outsider, and Octostamp claims to be a Townsfolk. Both live.
    • Kamabo Co picks Big Man and Marie. Big Man puts both Townsfolk and Outsider roles in their three for threes, but hints towards being an Outsider by claiming it would be best to 'remove me from the game quick', amongst other things. Big Man shares who they picked last night by claiming that it's a 'rumor he heard', and does not allude to the information coming from them. Marie only puts Townsfolk roles in their three for threes, and does not attempt to hint towards lying or being an Outsider. Marie also explicitly states their info as theirs. Marie dies.
    • Kamabo Co picks Frye and Marina. Frye outright claims to be C. Q. Cumber, and is mad enough as that role to receive information about C. Q. Cumber tonight. Marina claims Kamabo Co is in game outright, and that they were made mad. Marina dies.
    • Kamabo Co picks themselves and Pearl Drone. Kamabo Co is already not claiming a Minion role, and Pearl Drone claims a Townsfolk role. However, they repeatedly and unsubtly hint towards Kamabo Co being in play, even when everyone else strongly believes a different Minion is in play due to potential evidence. Pearl Drone dies.

    How to Run

    • Each night, ask Kamabo Co to pick two players.
    • Mark these two players with the Kamabo Co Madness token.
    • Inform these two players that they cannot be mad that they are the character type they are, and provide examples if needed (ie, tell a Townsfolk they can't hard claim Townsfolk roles and tell an Outsider they can't hard claim Outsider roles)
    • Keep an eye on these two players over the next day.
    • If you believe either player has broken madness, kill them at night.

    This is a very vague kind of madness, so it's fair to be pretty lenient with people as seen in the Big Man example. If they put in no effort obliterate their ass though

    You can also kill them during the day for some extra spice, but as there are no other daytime kill roles in this Almanac yet this hard confirms Kamabo Co in play.

    Minion

  40. Octostriker

    The player you nominate each day becomes poisoned until the next day. If they have Glowflies, their neighbours become poisoned instead. If you nominate the same player twice in a row, you will become poisoned instead.


    “"Beware the Inkstrike. Get out of the way when you see it coming!"”

    Examples

    • Octostriker nominates Octostamp. Octostamp becomes poisoned, and as a result, the Demon does not wake to give a player Glowflies.
    • Octostriker nominates Agent 8. Agent 8 has Glowflies. Agent 8's neighbours are Marie and Big Man, who become poisoned.
    • Octostriker nominates Little Buddy. Octostriker nominated Little Buddy yesterday. Nothing happens, as Octostriker is now poisoned.

    How to Run

    • Mark the player who Octostriker nominates with the Octostriker Poisoned reminder token.
    • If the player has Glowflies, mark their neighbours instead.
    • If Octostriker nominated this player yesterday, poison Octostriker instead.

    Octostriker's poison works like No Dashii poisoning- it targets the neighbours next to the person, whether or not they are living or dead and cannot move or stretch further than this.

    Also, yes, Octostriker can hypothetically poison their own Demon on accident. I'm leaving this as is for now because it's funny as hell (and can also make people think it's a Goldie game, as Goldie is the only demon type where a missed kill that's not intentionally sunk is possible). If you're Octostriker, make sure to watch out for friendly fire!

    Minion

  41. Lil' Judd

    If a Townsfolk nominates an Outsider, they will become poisoned until dawn. If the Outsider has Glowflies, you can additionally pick a player to poison at night. [+1 Outsider]


    “"The details of his origins are still shrouded in mystery, but rest assured our research on this fuzzy subject will continue. "”

    Examples

    • Marie nominate Hypno Shades. Marie becomes poisoned until dawn.
    • Hypno Shades nominates Marie. Nothing happens.
    • Shiver nominates Octostamp. Octostamp has Glowflies. Shiver becomes poisoned, and Lil' Judd decides to poison Captain.

    How to Run

    • If a Townsfolk nominates an Outsider, mark them with Lil' Judd's poisoned reminder token.
    • If the Outsider nominated has Glowflies, wake Lil' Judd at night to poison a player.
    • You do not tell them who it was who let Lil' Judd act tonight.

    Minion

  42. DJ Octavio

    Each night, choose two players. The first one to nominate will be safe, and the other will die at night regardless of if they nominate or not. If neither nominate, both die. If an outsider dies as a result of your ability and did not nominate the previous day, you can pick an extra player. [+1 Outsider]


    “"The Eight-Armed Archfiend Returns!"”

    Examples

    • DJ Octavio picks Judd and Agent 4 to Remix. Agent 4 nominates first tomorrow, and is safe. Judd dies.
    • DJ Octavio picks Cuttlefish and Marina to Remix. Neither nominates, so both die during the next night.
    • DJ Octavio picks Acht and Pearl Drone to Remix. Neither nominates, so both die during the next night. DJ Octavio is capable of picking an extra player to Remix that night.
    • DJ Octavio picks C. Q. Cumber and O.R.C.A. C.Q. Cumber nominates first. O.R.C.A. nominated somebody the previous day, and as a result, DJ Octavio does not get to pick an extra player on their death.
    • DJ Octavio successfully killed an Outsider who did not nominate. They pick Big Man, Octostamp and Shiver. Shiver is the first to nominate, and the other two will die.

    How to Run

    • Every night (including the first), ask DJ Octavio to pick two players.
    • Give both of these two players the Remixed reminder token.
    • The first one to nominate has their Remixed token removed. Only one player can have their token removed each day.
    • When night falls, anyone who still has the Remixed token dies. (announce their deaths when the sun rises even though they're technically dead as soon as the sun goes down)
    • If an outsider dies and did not nominate the previous day, ask DJ Octavio to pick three players instead that night.

    Probably don't run DJ Octavio with Cipher. It's not jinx worthy, as Cipher can opt to not nominate, but most likely never will due to that being explicitly harmful for town.

    Demon

  43. Mr Grizz

    Each night*, choose a player. They die. If a player with Glowflies is executed, you may kill again. If no good players nominate today, evil wins.


    “"Well, well. Such dedication to your work. I think you've earned yourself a break. Now come here... SO I CAN BREAK YOU."”

    Examples

    • Mr Grizz is in play. Lil' Judd and Octostriker nominate. None of these players are good. Evil wins.
    • Mr Grizz is in play. No players nominate. Evil wins.
    • Mr Grizz is in play. A player with Glowflies is executed. Mr Grizz is asked to pick two players that night.
    • A player with Glowflies has been executed, but Big Man removes their Glowflies before Mr Grizz takes their turn. Mr Grizz is no longer able to kill twice for that night.

    How to Run

    • During the day, if no good players nominate, end the game with an evil win.
    • At night, ask Mr Grizz to select a player to kill.
    • If the last player executed had Glowflies and still has Glowflies by the time Mr Grizz wakes, ask Mr Grizz to pick two players.

    this is basically nomination vortox so it probably is a good idea to make a few calls for noms each day and politely remind players 'mr grizz is a thing' regardless of whether or not he's in play

    Demon

  44. Goldie

    All players who nominate are afflicted with Glowflies. Each night*, all demons wake together and vote on a player with Glowflies to kill. If an evil player is dies, you may vote on a second player to kill. You also register as a minion. [All minions are Goldie]


    “"That explains why the Salmonids are restless. If you start glowing...well, good luck."”

    Goldie is a heavily team focused Demon where all three Goldies must cooperate to get the job done, and potentially fake the presence of minions.

    Examples

    • Somehow, no players nominate. No players have Glowflies. Goldie has no suitable targets, and as a result, cannot kill.
    • Four players nominate. All four of those players have Glowflies. The Goldies vote to kill Judd.
    • Six players nominate. All six of those players have Glowflies. The Goldies all vote for three different people. The kill is randomised between one of those three people.

    How to Run

    • During setup, ensure there are no minion tokens in the bag but an appropriate number of Goldie tokens.
    • Inform all the Goldies as to who they all are.
    • Every Goldie in play receives the bluffs.
    • The next day, keep an eye on who nominates. Every player who nominates receives Glowflies.
    • At night, wake all the Goldies. It might be ideal to give them a seperate text channel or dm group to allow them to discuss who they wish to kill, before voting privately in their ST threads.
    • Tally the votes. The player with the most votes dies.

    You can run Goldie so that they get discussion time at night to pick their kills, or run it that they must decide silently like Lil' Monsta. Similar to Judd and General, you may wish to inform everyone prior to the beginning of the game which way you will run it, so that players can build worlds around potential Goldie communications appropriately. For the discussion time, my idea was that their discussion channel had a word limit like neighbour whispers in long text games.

    Additionally, Goldie has one of the jinxes in this almanac. Goldie + Acht - If Acht is in play, all Goldies register as a Minion to their ability. They will still learn eachother, but they will not learn bluffs. Additionally, if Goldies are capable of communicating at night, they will be unable to do so until Acht dies.

    Demon

  45. Commander Tartar

    Each night*, choose a player. They die. You have a minion ability. On the first night, choose X players to turn evil. Players with Glowflies might also become drunk whilst they have them. [No Minions]


    “"You measly scrap of seafood!"”

    Commander Tartar exchanges powerful minion abilities for more allies on their side.

    How to Run

    • Don't put any Minions in the bag.
    • Pick the Minion ability you'd like Tartar to have.
    • Inform Tartar of their secondary ability and their bluffs, and then ask them to make their teammate picks.
    • Inform those players that they are evil, and mark them with the Sanitized reminder token.
    • Each night*, ask Tartar to pick a player. They die.

    Commander Tartar has one of the jinxes in this almanac. Commander Tartar + Acht - If Acht is in play, Commander Tartar does not pick the evil townsfolk. They are picked by the Storyteller.

    Demon

  46. Overlorder

    On your first night, give every single living player a number from 1 to X. Each night*, the player next in line will die. If you nominate and execute the player who is next about to die, the next two players in line will die tonight instead. [X = total player count]


    “"The Magistrate of Order"”

    Examples

    • Overlorder picks all players. Callie is pick number one, and as a result, dies on night two.
    • Overlorder nominates and executes Acht, who was about to die tonight, and was numbered 2. Big Man and Frye, who are 3 and 4 in line respectively, die tonight instead.
    • Marina Agitando nominates and executes Spyke, who was about to die tonight. As Overlorder did not nominate and execute Spyke, nobody dies tonight.

    How to Run

    • As soon as Overlorder comes into play, ask them to list all players in the order they would like them to die in.
    • Make a note of this order.
    • Each night*, the player who is next in line will die.
    • If Overlorder successfully nominates and executes the player who is next in line, mark that player with the Grayscaled reminder token. The next two players will die instead this night.

    i ain't doing 20-ish reminder tokens for overlorder's death order you can do that yourself also NO Overlorder is not permitted to change their order at any point. if it sucks well sorry pal

    Demon

  47. Voice from on High

    Each day, the Voice from on High will present a set of Splatfest Teams. Players may choose to privately select a team. Players cannot participate two days in a row. At night, all players will learn a fact about the other players in their team, but at least one player must learn false information.


    “"Just a moment! The theme is descending as we speak!"”

    How to Run

    • A Splatfest Team and question is pretty simple. Examples include "What came first? The Chicken or the Egg?" "What would be the best friend? A Zombie, a Skeleton or a Ghost?" and players would privately pick between the provided options to the question, which becomes their Splatfest Team.
    • Facts can be things such as "The demon is on this Splatfest Team", "There are no Outsiders on this Splatfest Team", "Everyone on this Team is currently healthy and sober".
    • You don't have to give individual unique facts for each player, as that's a lot of information, but if you're planning to give multiple fake facts this can help to cover your tracks.
    • At least one player on each team must learn false information.
    • The Voice from on High is an optional fabled.

    If you're struggling for ideas for teams, just go to https://splatoonwiki.org/wiki/Splatfest#Splatoon_8 and steal themes from there!

    Fabled

  48. Turf War

    Players are split into two teams. They learn their team, but not who is on it. The character type counts are completely randomised, with at least one demon on each team. The team with the most players alive by final 3 wins.


    “this is the worst thing i've made enjoy”

    this is a cursed joke fabled i really wouldn't recommend running it, it definitely breaks a LOT of things but you sure can

    How to Run

    • please for the love of god tell your players you're running a turf war game before doing this dont force anyone to sign up to this
    • ideally you have an even player count too
    • the way i'd 'randomise' this is first off, pick the two demons you want to run. one for each side. (yes, there are turf war jinxes for the demons to make them work. i'm sorry. see djinn for info.)
    • assign each demon to one of your two teams by flipping a coin or something
    • then, put every single other role you are okay with running (including left over demons) and put them on a wheel spinner.
    • say you have 12 players and 6 players a team. spin the wheel 5 times for your first team. all the roles you get go on the first team, and are removed from the spinner. spin again 5 times for the next team.
    • tada. randomised role numbers.
    • note down what role belongs to which team, chuck them all together in your grim hit the randomise button and Pray to God

    you could hypothetically do more than 2 teams but i refuse to enable you by giving you instructions

    Fabled

  49. Rainmaker

    All players may nominate and be nominated twice.


    Another cursed fabled, but this one's pretty simple. Probably don't run it.

    Fabled

  50. Djinn

    Use the Djinn's special rule. All players know what it is.


    MIDNIGHT IN SPLATSVILLE JINX LIST

    this will be a list of jinxes for anything that might not work properly both in this almanac and for vanilla roles. if you want to run any homebrew with this but you have a jinxable situation, dm me on discord and i'm happy to figure out a jinx for you.

    Examples

    MIDNIGHT IN SPLATSVILLE JINXES

    Marina Agitando + Cuttlefish - Marina Agitando cannot move Cuttlefish's Dehydrated reminder token, or alter it in any way shape or form.

    Marina Agitando + Pearl - Marina Agitando cannot move Pearl's Out of Ink reminder token, or alter it in any way shape or form.

    Marina Agitando + Zapfish - If Marina Agitando has been in play at any point, the Zapfish is poisoned, and cannot be made sober again.

    Marina Agitando + Acht - If Acht is in play and alive, Marina Agitando cannot see the grimoire. They can, however, still move one reminder token, but they will not be able to tell who has any or what is happening as a result. When Acht dies, regardless of if they are sober or not at the time, Marina Agitando can see the Grimoire again.

    Goldie + Acht - If Acht is in play, all Goldies register as a Minion to their ability. They will still learn eachother, but they will not learn bluffs. Additionally, if Goldies are capable of communicating at night, they will be unable to do so until Acht dies.

    Commander Tartar + Acht - If Acht is in play, Commander Tartar does not pick the evil townsfolk. They are picked by the Storyteller.

    VANILLA JINXES

    Acht + Vortox - probably just don't do this. it's like poppy grower okay Crusty Sean + Vortox - another one i'd argue you dont run at all, as there's no real way to solve the conflict here without nerfing the hell out of the other. O.R.C.A. + Legion - i'd also argue Don't but if you want to, Instead of one of the three players needing to be the opposite alignment, one must be the same alignment as you. Octostamp + Legion - don't do this. the demon is like, ten bitches. it's fine with goldie since goldie's entire thing is voting anyway but legion will have no interaction with glowflies anyway so honestly just get his ass outta here Marina Agitando + Damsel - if Marina Agitando has been in play at any point, the Damsel is poisoned. Marina Agitando + Heretic - if Marina Agitando has been in play at any point, the Heretic is poisoned. Marina Agitando + Magician - If the Magician is in play, when Marina Agitando sees the Grimoire the Demon and the Magician's tokens are removed. Marina Agitando cannot move reminder tokens to or from either of these players. Marina Agitando + Poppy Grower - If the Poppy Grower is in play, Marina Agitando cannot see the grimoire. They can, however, still move one reminder token, but they will not be able to tell who has any or what is happening as a result. Marina Agitando + Alchemist - If the Alchemist has Marina Agitando's ability, they cannot see the Grimoire. However, they can instead move ALL reminder tokens from one player to another. Goldie + Summoner - If the Summoner creates Goldie, all minions become Goldie. Commander Tartar + Summoner - If the Summoner creates Commander Tartar, all minions become evil townsfolk and Commander Tartar only picks one extra player. Commander Tartar + Damsel - Don't. No minions. Commander Tartar + Bounty Hunter - If the Bounty Hunter is made evil, they do not make an extra player evil. Recluse + Glowflies - optional but it would be really funny if glowflied recluse always registers as good

    TURF WAR JINXES

    Marina Agitando - Marina Agitando cannot see what teams players are on. If you have reminder tokens for teams on your grim, remove them before showing Marina Agitando the grimoire. Goldie - All three Goldie players will be on the same team and vote normally. Commander Tartar - Instead of making people evil, Tartar can instead pick two players to swap teams at any point during the game.

    Fabled

  51. Sentinel

    There might be 1 extra or 1 fewer Outsider in play.


    Fabled

  52. Night Order

    First Night

    Acht
    Mr Coco
    Overlorder
    Goldie
    DJ Octavio
    Commander Tartar
    Hypno Shades
    Horrorboros
    Kamabo Co
    Agent 8
    Callie
    Captain
    Judd
    Neo Agent 3
    Crusty Sean
    Harmony
    Spyke
    Murch
    Marina Agitando

    Other Nights

    Acht
    Big Man
    Mr Coco
    Goldie
    Mr Grizz
    DJ Octavio
    Commander Tartar
    Overlorder
    Octostamp
    Hypno Shades
    Lil' Judd
    Horrorboros
    Kamabo Co
    Cipher
    Spyke
    C. Q. Cumber
    Agent 8
    Pearl
    Little Buddy
    Neo Agent 3
    Captain
    Agent 4
    Judd
    Marie
    Shiver
    Frye
    Marina
    Sheldon
    Crusty Sean
    Harmony
    Murch
    Marina Agitando
    Cuttlefish
    Glowflies
  53. this almanac generated using Bloodstar Clocktica