1. Brandt

    You start knowing 2 not in play evil characters.


    “We've been frantically trying to reach you, Dude.”

    How to Run

    Consider the roles in play when giving Brandt their information: if all Minion abilities become apparent early on (e.g. Evil Twin, Vizier, and Psychopath), show the player two not-in-play Demon characters, so the player doesn't feel their ability has no effect on the game.

    Townsfolk

  2. Donny

    You start knowing 1 Townsfolk player.


    “I am the walrus.”

    How to Run

    Donny knows a guy. He's in his element. He might be the walrus.

    Townsfolk

  3. Marty

    You start knowing how many steps from you to the nearest Outsider. [+0 or +1 Outsider]


    “Dude, uh, tomorrow is already the tenth.”

    Townsfolk

  4. Da Fino

    Each night, you learn 2 characters, at least 1 of which woke tonight.


    “I'm a private snoop! Like you, man!”

    How to Run

    Da Fino learns if a player of the given character woke at all, not necessarily due to their own ability. Showing Da Fino a character that doesn't wake at all may point to that player being "mad" today.

    Da Fino might learn a not in play character.

    Townsfolk

  5. Maude

    Each night, choose a player (not yourself): they cannot be selected by an evil player. You learn if your previous choice had an effect.


    “He's a good man, and thorough.”

    How to Run

    If any evil player targets the Safe player with an ability, show them a 'no' head signal, prompting to choose again.

    Each night except the first, show Maude a 'yes' or 'no' head signal to indicate if their ability had an effect since last night, before they make a new choice.

    The Safe reminder token remains on the chosen player until Maude chooses again, or until they loose their ability.

    Townsfolk

  6. Sarsaparilla

    Each night, choose a player: they are sober and healthy.


    “I like your style, Dude.”

    How to Run

    Sarsaparilla makes 1 player sober and healthy. If the player would become drunk or poisoned while marked Sober, they don't.

    If they were already drunk or poisoned when chosen by the Sarsaparilla, turn the relevant reminder token(s) upside down: if the Sarsaparilla selects a different player tomorrow, they may become drunk or poisoned again.

    Example: the Sarsaparilla chooses the player who is the Lleech host; the poisoning does not work tomorrow, so the Lleech can be executed and die.

    Townsfolk

  7. Stranger

    Each night, choose a player: you learn the character of 1 of their alive neighbours (other than yourself).


    “Sometimes, there's a man... Lost my train of thought there.”

    Townsfolk

  8. Little Achiever

    Each night*, if all alive Little Achievers voted today, you learn the character of 1 nominee. If only 1 Little Achiever lives, you lose this ability. [+1 to +3 Little Achievers. 1 of the extras might be evil]


    “Well, yeah, I did go to collage, but I spent most of my time occupying various administration buildings.”

    How to Run

    When the Little Achiever votes, place the Voted reminder token on them.

    If not all Little Achievers who are alive on their turn in the night order have the Voted token on them, none of them wake, even if one was dead during nominations and was subsequently resurrected.

    The Nominee reminder token may be placed on any nominated player that is to be shown to Little Achievers. This is for convenience only - the final information shared with each player might differ, depending on the state of the grim.

    Townsfolk

  9. Dude

    Once per game, at night, choose a player: the Rug, if chosen, becomes a Townsfolk. [+the Rug]


    “New shit has come to light, man.”

    How to Run

    When the Dude uses their ability, they do not learn if it was successful.

    If it was (they selected the Rug), that player becomes a Townsfolk. They might become the Townsfolk they thought they were, in which case they might not learn this, unless they had a 'once per game' ability that they thought they used, and start waking again.

    In some cases, the Rug might become a different character, in which case you wake them and inform them of their new character. This might happen when the Rug is already dead, or if the ability they thought they had would no longer be useful to the good team.

    Townsfolk

  10. Walter Sobchak

    Once per game, at night*, choose an alive player: a Minion, if chosen, dies. All Minions know that Walter Sobchak is in play.


    “My friend, you're entering a world of pain.”

    Townsfolk

  11. Bowling Ball

    When you learn that you died, publicly choose an alive player: if they are evil, all evil players are drunk tonight.


    “Obviously you're not a golfer.”

    Townsfolk

  12. Bunny Lebowski

    If you are chosen by an evil character's ability, another player might be targeted instead.


    “Wonderful woman. Very free-spirited. We're all very fond of her.”

    Townsfolk

  13. Caucasian

    If the Demon kills you, you learn 2 alive characters, 1 good and 1 evil.


    “Fuck, man! There's a beverage here!”

    Townsfolk

  14. Rug

    You think you are a Townsfolk character, but you are not.


    “It really tied the room together.”

    How to Run

    The Rug functions exactly as the Drunk: if the character they think they are would wake to act at night, they wake to act, etc.

    Outsider

  15. Johnson

    When you die, a player might die tonight.


    “Tomorrow vee come back und cut off your chonson.”

    Outsider

  16. Fawn Gunderson

    When a player is chosen by a good character's ability, another player might be targeted instead.


    “How ya gonna keep 'em down on the farm once they seen Karl Hungus?”

    Outsider

  17. Smokey

    If you are "mad" about being Smokey, a player might turn evil tonight


    “Gimme the marker, Dude, I'm marking it an eight.”

    Outsider

  18. Chief

    Each night, choose a player and an Outsider character: they are "mad" about being that Outsider tomorrow, or may become that Outsider at dusk.


    “Stay out of Malibu, deadbeat! Keep your ugly fucking goldbricking ass out of my beach community!”

    Minion

  19. Jesus

    Each night, choose a player: they are poisoned. If you chose a new player, they learn this. Players "mad" that the Jesus is in play might die.


    “You said it, man.”

    How to Run

    The players chosen by the Jesus know that they're poisoned, but cannot share this information with other players.

    If the Jesus chooses the same player as the previous night, don't wake the target - the players should only learn when they become poisoned.

    Minion

  20. Woo

    Each night, if the demon chose an Outsider, choose a player: they are poisoned until you choose again, even if you are dead. [+1 or +2 Outsiders]


    “We know which Lebowski you are, Lebowski. Jackie Treehorn wants to talk to the deadbeat Lebowski.”

    Minion

  21. Logjammer

    Each night*, choose a player (different to last night): they don't wake due to their own ability tonight.


    “Za, okay, I bring mein toolz.”

    Minion

  22. Big Lebowski

    Each night, choose 2 players. If both players chosen last night voted today, 1 of them dies; otherwise, they both die.


    “Are you employed, sir?”

    How to Run

    Mark both players chosen by the Big Lebowski as HIRED.

    During the day, if both HIRED player voted, place the DELIVERED reminder token on the Big Lebowski.

    During the night, if the DELIVERED token is placed, only one of the HIRED players dies (you choose which), otherwise, they both die.

    Demon

  23. Jackie Treehorn

    Each night, choose a player: they are poisoned. If no players died today, they die. When a poisoned player dies, they become healthy, and their alive good neighbour dies tonight.


    “What's your drink, Dude?”

    How to Run

    Jackie Treehorn poisons players each night. They remain poisoned until they die.

    If the player dying to Jackie Treehorn is also poisoned, it triggers a chain reaction until a healthy player dies.

    When Jackie Treehorn is in play, its ability triggers when a player poisoned in any way dies - not only poisoned by Jackie Treehorn.

    Demon

  24. Eagles

    Each night*, choose a player: they die. If no good players who said "I hate the fucking Eagles" when nominated today are alive, choose another: they die. 1 alive good player who said it is poisoned.


    “That's it! Outta this fucking cab!”

    How to Run

    During the day, when a good player says "I hate the fucking Eagles", mark them as Poisoned. If more good players say it, you choose which one is Poisoned.

    In the night, if no good player is Poisoned by the Eagles, they choose 2 players; otherwise, they choose 1.

    Demon

  25. Nihilist

    Each night*, choose a player (even if you are dead): they might die. You register as a Minion too. [All evil players are Nihilists]


    “Vee belief in nossing. Give us ze money, Lebowski!”

    How to Run

    During the first night, during the Demon Info step, let all Nihilists make eye contact.

    Each night except the first, Nihilists wake separately, even if dead. Any player chosen by at least one Nihilist might die.

    If a player is chosen by more than one Nihilist, they should always die, to reward the evil team's coordination. In most situations, the Nihilists should not kill more than 3 players in one night.

    The choices made by alive Nihilists should have more weight than the dead ones'. The objective of the dead Nihilists is to provide support to the choices of their alive buddies.

    Demon

  26. Night Order

    First Night

    Maude
    Sarsaparilla
    Chief
    Jesus
    Big Lebowski
    Jackie Treehorn
    Woo
    Brandt
    Donny
    Marty
    Stranger
    Da Fino

    Other Nights

    Smokey
    Bowling Ball
    Logjammer
    Maude
    Sarsaparilla
    Walter Sobchak
    Chief
    Jesus
    Big Lebowski
    Jackie Treehorn
    Eagles
    Nihilist
    Johnson
    Woo
    Dude
    Caucasian
    Little Achiever
    Stranger
    Da Fino
  27. this almanac generated using Bloodstar Clocktica