
Carpenter
You start knowing 3 Townsfolk, 1 and only 1 is in-play.
The Carpenter knows certain Townsfolk who are not in play.
Examples
The Slayer is in-play and the Atheist and Amnesiac are not. The Carpenter learns all three.
A player is the Spy, who registers as the not-in-play Oracle. In addition, the King and Knight are not-in-play. The Carpenter learns Oracle, King, and Knight.
How to Run
While preparing the first night, put the Carpenter’s IN-PLAY token by any Townsfolk token. Select two other Character tokens that are not in play and put them near the Carpenter’s character token.
During the first night, wake the Carpenter and show them the character token marked by the IN-PLAY character token and the two other selected Character tokens. Put the Carpenter to sleep. Remove the Carpenter's reminder token and the additional character tokens when convenient.
Townsfolk



























