1. A homebrew script inspired by the classes, afflictions and monsters of Dungeons & Dragons.

  2. Changelog


    19 March 2025

    • The Restrained's ability now only makes a player drunk while the last player that the Restrained nominated is good, rather than permanently after they nominate a good player.

    15 March 2025

    • The "Wizard" has been renamed to the "Arcane Wizard".
    • The Fighter no longer forces a Minion or Demon to die instead of themself if they are attacked by the Demon. Instead, they now protect both their alive neighbors from being killed by the Demon or changing character, as long as both of those players are good.
    • The Petrified now must die if they are nominated (it is no longer optional). This can happen later that day, or the following night.
    • The Lich no longer turns one of their good neighbors into a Lich during the first night. Instead, a second, good Lich is guaranteed at setup. Additionally, neither Lich player learns the Minions, and the Minions learn of both Lich players.

    15 November 2024

    • The Mimic's ability now clarifies that its effects maintain even if the Mimic travels away.

    29 October 2024

    • The Mind Flayer no longer chooses two characters, the first of whom must nominate the second. Instead, they now choose a player and a character that they learn, and if the first nominates and executes the second, the first player's team loses.
    • Minor wording adjustments to the Wizard and the Blinded.

    28 October 2024

    • The Charmed is no longer forced by the Demon to vote on a particular player each day. Instead, if the Charmed dies, they must choose an alive player, and they become that player's alignment.
    • The Blinded no longer adds more Blinded, with one being evil and with one becoming a Townsfolk the first time one of the others dies. Instead, the Blinded now causes players to potentially misregister as one of their neighbors to Townsfolk abilities.
    • The Sphinx and Mimic no longer make players sober and healthy, but instead ensure players receive true information instead. This is to avoid awkward interactions with the new Bard.

    24 October 2024

    • The Ooze's ability has returned to simply being that their 2 alive, Townsfolk neighbors are poisoned.
    • The Mind Flayer no longer makes a player "mad" that they should (or should not) be executed. Instead, the Mind Flayer now chooses 2 characters, the first of whom must nominate the second tomorrow (if both are in play) to avoid one or both dying.

    2 October 2024

    • The Bard's ability no longer functions immediately upon them nominating another player. Instead, if the Bard themself is nominated, they gain the ability of their nominator that night, and either they or the nominating player is drunk until dusk.
    • The Restrained may now nominate any number of times per game.

    28 September 2024

    • The Frightened and Cursed have been removed in favor of the Charmed and Blinded.
    • There is no longer a particular good player that can force the Dragon not to wake. Instead, the first time any Outsider nominates the Dragon, they do not wake that night (the Dragon now adds an Outsider as well to ensure this is possible).
    • The Modron has been added.

    12 July 2024

    • The Lich now also removes an Outsider at setup.

    9 July 2024

    • The Medusa's ability has been slightly changed to match the Augur's ability from Fall of Rome.

    7 July 2024

    • In order to have another Demon that can inflict misinformation from the first night, the Lich now creates a second, good Lich who believes they are a Townsfolk or Outsider. To aid identification of this player, there are no good players sat between them and the evil Lich.
    • The Ooze now, in practice, poisons their 2 alive Townsfolk neighbors, rather than generating two instances of poison that move around the circle night after night. This was to reduce the complexity involved in determining which player is the Ooze by noting which players are poisoned. This ability has been carefully worded to avoid awkward interactions with the Artificer and with the new Lich.
    • The Ranger starting the game knowing an in-play character was likely too potent. The spirit of the ability has been preserved, but with some ambiguity the Ranger player will need to resolve to enjoy the full potential of their ability.
    • The Rogue's ability to remove evil players' vote was previously very limiting, as the Rogue had only one chance to get it right. Now, the Rogue can attempt to choose an evil player every night.
    • The Fighter's previous ability made it essentially a less powerful Soldier (which is an already underpowered Townsfolk in the base game). Expanding the Fighter's protection to function during the day as well greatly increases its utility. However, it may lead to town commonly agreeing to try and execute the Fighter "for science"; if this becomes too consistent a meta, or places too much pressure on evil players to act a certain way, this may need to be changed further.
    • The Mind Flayer's ability has been expanded to give both them and the Storyteller greater freedom. Now, not only can the Storyteller choose to only kill one player with this ability (in line with the recent change to the Harpy in the base game), the Mind Flayer can now also decide whether the chosen player must be mad that they should be executed, or that they should not be executed.
    • The Bard's ability has been changed slightly to accommodate the Lich's new ability.
    • The Sorcerer's setup modification has been changed to be consistent with the Balloonist's new setup modification in the base game.
    • The Barbarian's ability has been slightly reworded for clarity.
    • The Faerie King's ability has been slightly reworded for clarity.

    25 May 2024

    • Changed the Lich's extra ability from "You start by choosing a player: they might register as evil - if you would die while they & 2 or more players live, you live but register as dead." to "If you die while 4 or more players live (including a Minion, Travellers don't count), you live but register as dead & poison 1 Townsfolk neighbor."

    13 May 2024

    • Fixed the Warlock's wording so that they now know whose alignment they are learning in addition to the alignment itself.
    • Fixed the Sphinx's wording so that the Sphinx cannot be one of the 3 players interacting with their ability.

    10 May 2024

    • Slight change to the Barbarian's wording. The effect is largely unchanged, though it now has a more interesting interaction if the Barbarian chooses to kill a sober Fighter or a player protected by the Shaolin Monk.

    8 May 2024

    • The Barbarian now chooses whether they or their nominator from that day dies, rather than the Storyteller deciding.
    • The Druid no longer learns how many of the players that voted today got false information tonight. Instead, the Druid chooses two players and learns whether either got false information tonight.
    • The player chosen by the Mind Flayer must now be "mad" they should be executed for the entire day, instead of only when nominated. Additionally, the other player that might die if they are not "mad" is the chosen player's alive neighbor, rather than their nominator.

    7 May 2024

    • Initial Release.
  3. Sorcerer

    You start knowing 3 players that are not all the same character type. [+0 or +1 Outsider]


    How to Run

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

    While preparing the first night, choose any two players that are not the same character type and mark their character tokens with Sorcerer KNOW reminders. Then mark any third player with the last KNOW reminder.

    During the first night, wake the Sorcerer. Point to all three players marked KNOW in any order. Put the Sorcerer to sleep.

    Townsfolk

  4. Ranger

    You start knowing 2 evil characters, exactly 1 of which is in play. Each night*, you learn if they voted today.


    How to Run

    During the first night, mark an evil character token with the Ranger's KNOW reminder (or all players with that character token, if multiple). Wake the Ranger. Show the Ranger this character token and the token of any evil character that is not in play, in either order. Put the Ranger to sleep.

    Each day, if a player marked KNOW votes for any execution, mark them with the Ranger's VOTED TODAY reminder.

    Each night except the first, wake the Ranger. If a player is marked VOTED TODAY, nod your head yes. Otherwise, shake your head no. Then, put the Ranger to sleep.

    If the Demon is a Lich and you choose to show the Lich character token to the Ranger, make sure to give them a "yes" on subsequent nights if either the good or the evil Lich voted during the day.

    Townsfolk

  5. Warlock

    You start knowing a secret word. Each night*, you learn the 1st player that said this word today & their alignment.


    How to Run

    While setting up the game, write a single word on a piece of paper or on a phone or other device. During the first night, wake the Warlock, show the written word, then put them to sleep.

    The first time each day you hear a player say the secret word, mark them with the PACT MADE reminder.

    Each night except the first, if there is no player marked PACT MADE, do not wake the Warlock.

    Each night except the first, if a player is marked PACT MADE, wake the Warlock. Point to the player marked PACT MADE, then give a thumbs up if that player is good, or a thumbs down if they are evil. Put the Warlock to sleep.

    Townsfolk

  6. Druid

    Each night, choose 2 alive players (not yourself): you learn if either got false info tonight.


    How to Run

    Each night, wake the Druid. They point at any two alive players except themself. If either chosen player received false information tonight, nod your head yes. Otherwise, shake your head no. Put the Druid to sleep.

    Townsfolk

  7. Rogue

    Each night, choose an alive player: if they are evil, they learn you are the Rogue & can't vote tomorrow.


    How to Run

    Each night, wake the Rogue and have them choose a player. If the chosen player is evil, mark them with the CAN'T VOTE reminder. Put the Rogue to sleep. Then, if the Rogue just chose an evil player, wake that player. Show them the THIS PLAYER IS info token, then the Rogue token, then point at the Rogue player. Put the chosen player to sleep.

    At the end of each day, remove any Rogue CAN'T VOTE reminders.

    Townsfolk

  8. Paladin

    Each night, you learn 1 good & 1 evil character, at least 1 of which is your alive, non-Traveller neighbor.


    How to Run

    Each night, choose one of the Paladin's alive neighbors, ignoring Travellers. Wake the Paladin. If the chosen player’s character is a Townsfolk or Outsider, show their character token and any Minion or Demon token to the Paladin. If the chosen player’s character is a Minion or Demon, show their character token and any Townsfolk or Outsider token to the Paladin. Then, put the Paladin to sleep.

    Townsfolk

  9. Bard

    Each night*, if a player nominated you today, you have their ability & you or they are drunk until dusk.


    How to Run

    Each night except the first, if any player nominated the Bard today, choose either that player or the Bard. The chosen player becomes drunk—mark them with the Bard DRUNK reminder. If you chose the Bard's nominator, the Bard now has that player's ability (do not say which), and will wake tonight when that character would normally wake. If instead you chose the Bard, you may wake them tonight when another character would normally wake, and pretend that they have a new ability.

    At the end of each day, remove the Bard DRUNK reminder if it is next to any player.

    It is strongly recommended to make the Bard's nominator drunk if they are a Townsfolk or an Outsider, and to make the Bard themself drunk if their nominator is a Minion or a Demon. For this reason, pay attention to which character each evil player is bluffing as. If they nominate the Bard, then their bluffed ability is the best one to pretend that the Bard has gained.

    Townsfolk

  10. Shaolin Monk

    Each night*, choose a player: tonight, they get true info & can't die. If a good player died today, you are drunk.


    How to Run

    Each day, if a good player dies, the Shaolin Monk becomes drunk—mark them with the DRUNK reminder.

    Each night, except the first, wake the Shaolin Monk. They point at any player. Put the Shaolin Monk to sleep. If the Shaolin Monk is sober, mark the chosen player with the PURIFIED reminder. If a player marked PURIFIED would die, they do not, and if they receive information, it must be true.

    Each dawn, remove all Shaolin Monk DRUNK and PURIFIED reminders.

    Townsfolk

  11. Arcane Wizard

    Each night*, choose a Demon character: you learn if they nominated today. If they are not in play, this info is arbitrary.


    How to Run

    Each night except the first, wake the Arcane Wizard. They point to any Demon character icon on their character sheet. If that character is in play, nod your head yes if that player nominated today or shake your head no if they did not. If that character is not in play, either nod your head yes or shake your head no. Then, put the Arcane Wizard to sleep.

    Townsfolk

  12. Cleric

    Each day (not the 1st), you may make a unique public statement about a dead player. That night, you learn if it was true.


    How to Run

    Each day except the first, if the Cleric chooses to make a public statement about a dead player as the Cleric, make note. Place the TRUE or FALSE reminder next to the Cleric if the statement is 'true' or 'false', respectively.

    Each night, if the Cleric has a TRUE or FALSE reminder next to them, wake the Cleric. If they have a TRUE token next to them, nod your head yes. If they have a FALSE token next to them, shake your head no. Then, put the Cleric to sleep.

    To be accepted as "unique", a public statement must constitute a brand new criterion which the Storyteller can check. A statement that checks one side of a binary condition is not considered different from a statement that checks the other side, and so will not be considered "unique" if the other was made previously—e.g. "This player is good" is a different statement from "This player is a Townsfolk", but not from "This player is evil". A player may make multiple statements about the same player, provided they are all unique from one another in this way.

    Townsfolk

  13. Artificer

    If you die at night, you are woken to choose a player: if alive, they can nominate twice tomorrow & learn this.


    How to Run

    If the Artificer died tonight, wake them. They point at any player. Put the Artificer to sleep. If the chosen player is alive, mark them with the UPGRADED reminder. Wake this player, then show them the THIS CHARACTER SELECTED YOU info token and the Artificer token. Then, put this player to sleep. (If the player is dead, do not wake them.)

    A player marked with the UPGRADED reminder may nominate twice during the day, but it is that player's responsibility to remember how many times they have nominated. At the end of the day, remove the UPGRADED reminder if it is next to any player's character token.

    Townsfolk

  14. Fighter

    If both your alive neighbors are good, they are safe from the Demon & can't change character.


    How to Run

    On the first night, if both of the Fighter's alive neighbors are good, mark them with the Fighter's SAFE reminders. Update these reminders immediately based on this condition throughout the entire game (such as if one of those players dies or their alignment changes).

    If the Demon attacks a player marked SAFE, that player remains alive. If an ability would cause the character of a player marked SAFE to change, that player's character does not change.

    Townsfolk

  15. Barbarian

    Players you nominate immediately die (not yourself or Demons). You lose this ability if a day ends without a good player dying.


    How to Run

    If the Barbarian nominates a non-Demon player other than themself, and the Barbarian is not marked NO ABILITY, the nominee dies, then the vote continues as normal. If the Barbarian nominates themself or the Demon, or if the Barbarian nominates any player while marked NO ABILITY, the vote continues as normal. (Do not say why.)

    At the end of each day, if a good player did not die today, mark the Barbarian with the NO ABILITY reminder.

    If the Barbarian nominates the Medusa, the Medusa dies, then the Barbarian becomes a Petrified.

    Townsfolk

  16. Petrified

    You think you are a Townsfolk, but you are not. If nominated, you die today or tonight.


    How to Run

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

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

    If the Petrified is nominated, you may decide at any time before the end of the day that they die. Mark them with a Shroud and declare this to the group immediately. If the Petrified did not die during the day, they die that night. Mark them with a Shroud.

    Outsider

  17. Charmed

    If you died today or tonight, you are woken to choose an alive player: you become their alignment.


    How to Run

    If the Charmed died today or tonight, wake the Charmed. They point at any alive player. If this player’s alignment is different from the Charmed’s alignment, give them a thumbs-up or a thumbs-down (indicating their new alignment). Put the Charmed to sleep. If the Charmed changed alignment, rotate their character token—right side up for good, upside-down for evil—to match their new alignment.

    Outsider

  18. Restrained

    If the last player you nominated is good, 1 player is drunk, even if you die.


    How to Run

    If the Restrained nominates a good player, choose any one player to become drunk—mark this player with the Restrained DRUNK reminder. This player remains drunk even if the Restrained dies. If the Restrained nominates an evil player, or if the last player they nominated becomes evil, the previously drunk player becomes sober—remove the Restrained DRUNK reminder.

    Outsider

  19. Blinded

    Players might register as the character & alignment of 1 of their neighbors to Townsfolk abilities.


    How to Run

    Each time a player is targeted by a Townsfolk ability, choose whether they register as their own character and alignment, or as the character and alignment of one of their neighbors.

    Outsider

  20. Mind Flayer

    Each night, choose a player & a character for them to learn. If they nominate & execute that character tomorrow, the nominator's team loses.


    How to Run

    Each night, wake the Mind Flayer. They point at any player and any character icon on their character sheet. Put the Mind Flayer to sleep. Mark the chosen player with the HOSTED reminder, and if the chosen character is in play, mark that player with the WARDED reminder. Wake the player marked HOSTED. Show them the THIS CHARACTER SELECTED YOU info token, then the Mind Flayer token, then the character token of the character the Mind Flayer chose. Put that player to sleep.

    If a player marked WARDED is nominated by the player marked HOSTED, and that nomination results in their execution, declare that the game is over and which team has won.

    Minion

  21. Ooze

    Your 2 alive Townsfolk neighbors are poisoned.


    How to Run

    While preparing the first night, the two Townsfolk neighboring the Ooze become poisoned—mark them with POISONED reminders.

    If a Townsfolk poisoned by the Ooze dies, they become healthy, and the next alive Townsfolk player in that direction becomes poisoned—move the Ooze's POISONED reminders immediately if needed.

    Minion

  22. Vampire

    If you die during the day, a good player immediately becomes a Vampire (but doesn't learn this).


    How to Run

    If the Vampire dies during the day, choose a good player. That player becomes another Vampire (but their alignment does not change). Mark that player with an IS THE VAMPIRE reminder but do not wake this player to inform them that their character has changed. Instead, treat this player as if they were drunk. They wake when the Townsfolk or Outsider they were shown would wake, and may get false information.

    Minion

  23. Medusa

    If a Townsfolk nominates you, they immediately become a Petrified. [+the Petrified]


    How to Run

    While setting up the game, before putting character tokens in the bag, if the Petrified is not already in play, remove a Townsfolk character token and add the Petrified character token.

    During nominations, if the Medusa is nominated by a Townsfolk, they immediately become the Petrified—mark them with a Petrified IS THE PETRIFIED reminder. (They do not learn this.)

    If the Barbarian nominates the Medusa, the Medusa dies, then the Barbarian becomes a Petrified.

    Minion

  24. Aboleth

    Each night, choose a player: they might register as an evil Demon. This ends for the last affected player & 1 of their alive neighbors dies.


    How to Run

    Each night, wake the Aboleth. They point at any player. Put the Aboleth to sleep. Mark the chosen player with the THRALL reminder.

    Each time the player marked THRALL is targeted by an ability that detects or affects evil characters, choose whether they register as their own character and alignment, or as evil and as a Demon.

    Each night except the first, remove the THRALL reminder from the other player marked with it, then choose one of that player's alive neighbors. The chosen player dies—mark them with a DEAD reminder.

    Demon

  25. Dragon

    Each night*, choose up to 2 players: they die. The 1st time an Outsider nominates you, you don't wake that night. [+1 Outsider]


    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.

    The first time an Outsider player nominates the Dragon, mark the Dragon with the DOES NOT WAKE reminder.

    Each night except the first, if the Dragon is not marked DOES NOT WAKE, wake the Dragon. They either shake their head no, point at any one player, or point at any two players, one at a time. Put the Dragon to sleep. If the Dragon pointed at any players, those players die (in the order chosen, if multiple)—mark them with DEAD reminders.

    Each night except the first, if the Dragon is marked DOES NOT WAKE, do not wake the Dragon. Remove the Dragon DOES NOT WAKE reminder.

    Demon

  26. Spider Queen

    On your 1st night, you see the Grimoire. Players nominated by evil today might die.


    How to Run

    On their first night, wake the Spider Queen and show them the Grimoire for as long as they need.

    During the day, if an evil player nominates, mark the nominated player with a SWARMED reminder.

    At any time, you may decide that any players marked with SWARMED reminders die—mark them with DEAD reminders. At dawn, remove all Spider Queen SWARMED reminders.

    Demon

  27. Lich

    If you are good, you think you are a good character, but you are not. You don't know the Minions. Each night*, a player might die. [+1 good neighboring Lich]


    How to Run

    During the first night, mark a good player neighboring the Lich with the IS THE LICH reminder. Treat this good Lich as if they were drunk. They wake when the Townsfolk or Outsider they were shown would wake, and may get false information. Wake the Minions. Show them the THIS IS THE DEMON info token, then point to both Lich players. Put the Minions to sleep. Wake the evil Lich. Show the THESE CHARACTERS ARE NOT IN PLAY info token, then any three good character tokens that are not in play. Then, put the evil Lich to sleep. Do not do the Demon Info step.

    Each night except the first, you may decide that a player dies—mark them with a DEAD reminder.

    Demon

  28. Sphinx

    Each day, 3 other players may publicly beseech you. That night, choose 1 of them: tonight, they & 1 of the others get true info, but the last is poisoned.


    How to Run

    During the day, if a player other than the Sphinx publicly beseeches the Sphinx while fewer than 3 other players are marked SCHOLAR, mark that player with a SCHOLAR reminder.

    Each night except the first, if 3 players are marked SCHOLAR, wake the Sphinx. They point to any player marked SCHOLAR. Then, put the Sphinx to sleep. Mark the chosen player with a GUIDED reminder. Choose one of the other players marked SCHOLAR. Mark that player with a GUIDED reminder as well. The last player marked SCHOLAR is poisoned—mark them with the Sphinx POISONED reminder. If a player marked GUIDED receives information tonight, the information must be true.

    Each dawn, remove all Sphinx SCHOLAR, POISONED and GUIDED reminders.

    Traveler

  29. Faerie King

    Once per day, after a vote, you may choose to flip all alive players' votes.


    How to Run

    If a vote has just occurred but has not yet been tallied, and the Faerie King is not marked USED, the Faerie King can declare that they wish to use their ability. Tally that vote as though every alive player that voted did not vote, and every alive player that did not vote did. Mark the Faerie King with the USED reminder.

    At the end of each day, remove any Faerie King USED reminders.

    Attribution

    Traveler

  30. Modron

    Once per game, at night, you may cause something bad to happen to an opposing player if the Storyteller believes your team is losing.


    How to Run

    Each night, wake the Modron. The Modron either shakes their head no or nods their head yes. Put the Modron to sleep.

    If the Modron nodded their head yes, mark them with the NO ABILITY reminder. If you believe that the Modron's team is losing, choose a player on the other team for something bad to happen to. You may need to mark their character token with the SOMETHING BAD reminder, to remind you that they are now poisoned, or mad, or can’t vote today, or simply as a reminder to decide on what to do later.

    Traveler

  31. Mimic

    If you die by exile, 2 players get true info (if you are good) or false info (if you are evil) from now on, even if you leave play.


    How to Run

    If the Mimic dies by exile and is good, you choose any 2 players to receive only true information from now on. Mark these players with REWARDED reminders. If the Mimic dies by exile and is evil, you choose any 2 players to receive only false information from now on. Mark these players with PUNISHED reminders.

    Traveler

  32. Night Order

    First Night

    Modron
    Lich
    Warlock
    Aboleth
    Sorcerer
    Ranger
    Rogue
    Paladin
    Druid
    Mind Flayer
    Spider Queen

    Other Nights

    Modron
    Sphinx
    Bard
    Shaolin Monk
    Spider Queen
    Lich
    Aboleth
    Dragon
    Petrified
    Charmed
    Artificer
    Warlock
    Ranger
    Rogue
    Paladin
    Arcane Wizard
    Cleric
    Druid
    Mind Flayer
  33. this almanac generated using Bloodstar Clocktica