1. Carpenter

    You start knowing 3 Townsfolk, 1 and only 1 is in-play.


    “Measure twice, cut once.”

    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

  2. Noble

    You start knowing 3 players, 1 and only 1 of which is evil.


    Townsfolk

  3. Smith

    You start knowing 3 players, 2, and only 2, are characters of the same type.


    “We've got goldsmiths, blacksmiths, silversmiths, locksmiths, whitemiths, tinsmiths, arrowsmiths, coppersmiths, bladesmiths, gunsmiths. Now, which kind were you again?”

    The Smith learns 2 players who share a type and one who doesn't.

    Examples

    Fry is the Marionette, Leela is the Boffin, and Hermes is the Zealout. The Smith learns all three.

    Lana is the Drunk, Ceril is the Hatter, and Pam is the Zombuul. The Smith learns all three.

    The Smith is drunk. Linda is the Amnesiac, Bob is the Magician, and Teddy is the Slayer. The Smith learns all three.

    How to Run

    While preparing the first night, mark two the character tokens of two players with the same character type with the Smith’s SAME reminders. Mark any character token of a player with a different character type with the third DIFFERENT reminder.

    Townsfolk

  4. Dreamer

    Each night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.


    Townsfolk

  5. Reporter

    Each night, choose a player: the next night, you learn if they were drunk or poisoned.


    “Excuse me ma'am, what do you think about the new bar down on the corner?”

    The Reporter learns if another player got bad information.

    Examples

    On the first night, the Reporter chooses the Empath who is neighboring the No Dashii. On the second night, the Reporter learns a yes, then chooses the No Dashii player. On the third night, the Reporter learns a no and then chooses the Sailor, whose ability has made themself drunk. On the fourth night, the Reporter learns a yes.

    How to Run

    Each night, wake the reporter. They point at any player. If that player is drunk or poisoned, mark the reporter with their MUCK reminder token.

    Each night, except the first, before the reporter points at a player, nod yes if the reporter is marked with their MUCK reminder token then remove the MUCK token, and no if they are not marked with the MUCK token.

    Townsfolk

  6. Undertaker

    Each night*, you learn which character died by execution today.


    Townsfolk

  7. Innkeeper

    Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.


    Townsfolk

  8. Savant

    Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.


    Townsfolk

  9. Printer

    Once per game, at night, choose a Townsfolk character: you gain their ability until dusk.


    “With my new machine, we'll be able to make sure everyone in town can get their hands on the paper. Quick, we need to get some stories to print first though!”

    The Printer copies another Townsfolk's ability.

    Examples

    Trudy the Printer chooses to gain the Nightwatchman’s ability. That night, Trudy chooses a player who then learns that Trudy is the Nightwatchman. When Jane the Dreamer chooses Trudy later that night, they learn that Trudy is either the Printer or the Organ Grinder.

    Jimmy the Printer is drunk when he chooses to gain the Slayer ability. The next day, when Jimmy publicly attempts to use the slayer ability on Donny the Imp, nothing happens.

    Charlie the Printer chooses to gain the Professor’s ability, but chooses not to use it that night. Charlie loses access to the Professor’s ability at dusk the next day and is not woken up again to choose a player.

    How to Run

    Each night, wake the Printer. They will either shake their head no or choose a Townsfolk character from their character sheet.

    If they shake their head no, put the Printer to sleep.

    If they pointed to a Townsfolk character that is not-in-play, replace the Printer’s character token with the selected character and mark the Printer with the IS THE PRINTER reminder token. If they pointed to a Townsfolk character that is in play, mark that player’s character token with the Printer’s DUPLICATED reminder token.

    At dusk the next day, remove the Printer’s reminder tokens, and if the Printer does not still have the Printer character token, replace their character token with the Printer character token. The Printer loses their ability - mark them with the NO ABILITY reminder token and remove their night token from the night sheet.

    Townsfolk

  10. Distiller

    Once per game, at night, choose a player: learn their character. They are drunk. If you pick the Demon, you are drunk instead.


    “Why don't you try a sip of this and tell me of your troubles, friend?”

    The Distiller permanently makes a player drunk but learns who they are.

    Examples

    The Distiller is woken on the 1st night and chooses the Empath player. The Distiller learns that they are the Empath. The Empath receives drunken information as long as the Distiller is alive.

    The Distiller is woken on the 1st night, but does not use their ability. On the 2nd night, the Cobbler chooses the Po player. The Distiller is made drunk and is shown that the Po player is the Pixie.

    How to Run

    Each night, wake the Courtier. They either shake their head no or point at a player. If they shake their head no, put the Distiller to sleep.

    If that player is not the Demon, show the chosen player’s character token to the Distiller - mark the selected player with the Distiller’s DRUNK token and the Distiller with the NO ABILITY token. Put the Distiller to sleep.

    If they are the Demon, mark the Distiller with both their DRUNK token and their NO ABILITY token. Show the Distiller a different character token than the Demon’s actual token. Put the Distiller to sleep.

    Townsfolk

  11. Donor

    On the first day, publicly choose any number of players. Tonight, learn if any were evil.


    “It is up to you young heroes, to set out on your quest, and vanquish this evil cloud that doth lay over our village.”

    The Donor can confirm players as good, but risk learning little if they cast their gaze too wide.

    Examples

    On the first day, the Donor selects two players, neither of which were evil. That night they learn a “yes”.

    On the third night, the Butler gets turned into the Donor. The next day, the new Donor chooses 4 players, 1 of whom is the Witch. That night the Donor learns a “no”.

    How to Run

    When preparing the first night, mark the Donor with the CORRECT reminder token.

    During the first day, if the Donor declares that they are using their ability, then you enter the circle, holding the Grimoire. The Donor can choose as many players as they would like. If any of the chosen players are evil, remove the CORRECT reminder token from the Donor.

    That night, wake the Donor. If the CORRECT token is still on the Donor, nod yes and remove the CORRECT token. If the Correct token is not still on the Donor, shake your head no. Put the Donor to sleep.

    Townsfolk

  12. Sage

    If the Demon kills you, you learn that it is 1 of 2 players.


    Townsfolk

  13. Warden

    Outsiders start knowing you are the Warden.


    “Let those without sin cast the first stone upon the wretched soul.”

    The Warden protects Outsiders.

    Examples

    There are no Outsiders in-play, no players learn the Warden player.

    There is a Drunk and a Damsel in-play, they each wake and learn the Warden player.

    The Boffin gives the Fang Gu the Warden ability. The Klutz and the Saint both learn that the Fang Gu player is the Warden.

    How to Run

    On the first night, wake any Outsider, show them the Warden token, then point to the Warden player. Put that Outsider to sleep. Repeat until all Outsiders have learned this.

    Recommended Jinx: Lunatic - The Lunatic must learn that the Warden player is one of their Minions, but doesn’t learn they are the Warden.

    Townsfolk

  14. Beloved

    When you die, all Townsfolk are drunk until dusk tomorrow.


    “He's gone too soon, I say, let's have a round to celebrate him! What was the poor lad's name?...Oh, hold on a second, that's me, I'm not dead yet!”

    The Beloved causes all of town to be drunk when they die.

    Examples

    During the first day, the Baron dies. That night, the Townsfolk act as normal. During the second day, the Judge executes the Beloved. That night, all Townsfolk are drunk, but Outsiders, Minions, Demons, and Travlers are not. During the third day, a Townsfolk nominates the Virgin, but does not die because the Virgin is drunk.

    The Beloved is poisoned by the Poisoner. That night, when the Demon kills them, the Townsfolk act as normal, as the Beloved is poisoned.

    How to Run

    At any time, if the Beloved dies, all Townsfolk become drunk - put the Beloved’s EVERYONE IS DRUNK reminder in the center of the left side of the Grimoire.

    At dusk tomorrow, all players made drunk by the Beloved become sober - remove the EVERYONE IS DRUNK reminder.

    Outsider

  15. Sweetheart

    When you die, 1 player is drunk from now on.


    Outsider

  16. Barber

    If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.


    Outsider

  17. Rat

    If you voted today, a Townsfolk is drunk tonight and tomorrow.


    “Scree? Scree scree. Screee scree. Screeee!”

    The Rat causes a Townsfolk to be drunk if they vote.

    Examples

    Bruce the Rat votes on day 1. On night 2 and day 2, Wally the Virgin is drunk. The next day, when the Clockmaker nominates Wally, nothing happens.

    How to Run

    Each day, if the Rat votes during a nomination, mark the Rat with the VOTED reminder token. Each night, if the Rat is marked with their VOTED reminder token, remove that reminder token and put the Rat’s DRUNK reminder token on a Townsfolk’s character token.

    Each night, if the Rat is not marked with their VOTED reminder token and a player is marked with the Rat’s DRUNK reminder token, remove the DRUNK reminder token.

    Outsider

  18. Assassin

    Once per game, at night*, choose a player: they die, even if for some reason they could not.


    Minion

  19. Widow

    On your 1st night, look at the Grimoire and choose a player: they are poisoned. 1 good player knows a Widow is in play.


    Minion

  20. Leper

    If you are executed, 1 of your neighbors becomes an evil Leper. You can not vote even if dead.


    “Discarded and disparaged, I'll show them, soon they'll all know what it's like.”

    The Leper spreads throughout town, but is not welcomed.

    Examples

    The Leper receives the majority of votes and is executed. That night, their neighbor Tony, the Empath, becomes an evil Leper and learns this. When Tony is executed the next day, their neighbor, Armin, the Philosopher, becomes an evil Leper and learns this.

    The Leper is nominated and receives 1 vote from a Townsfolk. The Vizier chooses to push the execution through, and the Leper is executed and dies, causing one of their neighbors to become an evil Leper.

    The Leper is protected by their neighbor, the Devil’s Advocate. The next day, the Leper is executed but does not die. That night, the Devil’s Advocate becomes the Leper.

    How to Run

    If the Leper is executed, mark the Leper with the EXECUTED reminder token. That night, choose one of the Leper’s neighbors to turn into an evil Leper. Replace their character token with the Leper’s character token. Wake the new Leper, show them the YOU ARE token and the Leper character token and give them a thumbs down to indicate that they are evil. Put the new Leper to sleep and remove the EXECUTED reminder token.

    Minion

  21. Ratking

    All Outsiders are evil and are poisoned, they do not learn this [-1-+1 Outsiders] [All outsiders are Rats].


    “Yes my subjects, the time of man is over, now it is our time, the time of rats. Come join me brothers, let us engorge ourselves, feast upon their wares, spread throughout their homes. Flock to me for our time is now!”

    The Ratking causes Outsiders to be evil.

    Examples

    The game is being set up for eight players, with five Townsfolk, one Outsider, one Minion, and one Demon. Because the Minion is the Ratking, the Storyteller removes one Townsfolk token and puts in two Rats as Outsiders. In total, four Townsfolk, two Outsiders (both Rats), one Minion, and one Demon tokens go in the bag for the players to draw from.

    How to Run

    While setting up the game, before putting the character tokens in the bag, either remove one Townsfolk & one Outsider or remove one Outsider and add one Townsfolk. Replace all Outsider character tokens with Rat character tokens.

    During setup, turn all Outsider character tokens upside down to represent that they are evil. Put the Ratkings POISONED reminder token on all Outsider character tokens.

    During the game, if a player is turned into an Outsider, turn their character token upside down to represent that they are evil and put the Ratkings POISONED reminder token on their character token. They do not learn that they were turned evil this way.

    Minion

  22. Idol

    Each night, choose a player: they become evil. Each night*, an evil player dies. Executions pass if all living good players vote.


    “With each sacrifice we grow stronger, grow our cult and we promise you heaven eternal.”

    The Idol makes more evil players, but can only kill evil players.

    Examples

    On the first night, the Idol chooses the Fortune Teller. The Fortune Teller wakes and learns they are evil. On the second night, the Idol chooses the Soldier. The Soldier is safe from the Demon and so does not change alignment. That night, the Godfather dies.

    During the day, the 2 remaining good players both vote for the Marionette. The Marionette is executed immediately, and the night phase begins.

    On the first day, the Princess nominates and executes a player. That night, the Idol wakes and turns a player evil, but no evil player dies.

    The Idol is poisoned. That night, the Idol wakes and chooses a player. No player changes alignment, and no evil player dies.

    How to Run

    Each night, wake the Idol. They point at a player. Put the Idol to sleep. If the selected player is good, they become evil.

    If they were good, wake the selected player, show the YOU ARE info token, then give a thumbs down. Put them to sleep. Turn their character token upside down.

    Each night, except the first, mark an evil player with the Idol’s DEAD reminder token. That player dies.

    Each day, if all living good players vote for a nominated player, that player is executed. Announce that the nominated player is executed and proceed to the night phase (as there may only be one execution per day).

    Demon

  23. Legion

    Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]


    Demon

  24. Fang Gu

    Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]


    Demon

  25. Leshy

    Each night*, choose a player: they die. Players mad that you are evil might register as evil and as a Minion or Demon.


    “Be not so quick to cruelty, for I am Leshy, King of Beasts, and I am due my respect. ”

    Leshy makes those who accuse them register as evil.

    Examples

    "During the day, the Empath accuses the Leshy of being evil. The Storyteller marks them as Mad. That night, when the Dreamer picks the Empath, they learn that they are either the Drunk or the Poisoner.

    2 players marked as Mad by the Leshy’s ability are dead. When 2 living players are mad that the Leshy player is evil, the Storyteller moves the Mad tokens to them. That night, the Oracle, who previously learned a 2, learns a 0. The Monk is marked as Mad by the Leshy’s ability. That night, when they pick the Goon, the Goon turns evil."

    How to Run

    Each night except the first, wake the Leshy. They point at any player. Put the Leshy to sleep. That player dies - mark them with a DEAD reminder.

    Each day, if you feel that a player has been mad that the Leshy player is evil, you may place one of Leshy’s MAD reminder tokens on that player. If 2 players are already marked with MAD reminder tokens, you may remove one from one of the marked players and place it on the new player.

    Whenever a player marked MAD is targeted by an ability that detects or affects evil characters, choose which character and alignment that player registers as. (Do whatever is appropriate, such as showing an evil character token, nodding, giving finger signals, or allowing an ability to work that would normally only affect evil, Minion, or Demon players.)

    Demon

  26. Dealer

    Once per game, choose a player: that night they become a character of your alignment & might change alignment.


    “You gotta know when to hold 'em.”

    The Dealer changes a player's character.

    Examples

    The good Dealer visits the Storyteller in private & chooses the Damsel. That night, the Damsel turns into the evil Snake Charmer. The evil Dealer visits the Storyteller and chooses the Baron. That night, the Baron turns into the Poisoner and remains evil. The Dealer announces in Town Square that they are choosing the Undertaker. That day, the Dealer is exiled. The Dealer does not have their ability that night, so the Undertaker does not change character or alignment.

    How to Run

    At any time during the game, the Dealer may choose a player, either publicly or by having a private discussion with you. If they do, mark that player with the Dealer’s NEW HAND reminder token. If a player is marked by the Dealer’s NEW HAND reminder token, they become a character of the Dealer’s alignment (either Townsfolk or Outsider if Good or a Minion or Demon if Evil). You may also choose to change that player’s alignment by rotating their character token right-side-up or upside-down. Wake that player, show them the YOU ARE info token, then their new character token, then a thumbs up or down to indicate if they are good or evil. Put them to sleep. The Dealer loses their ability - mark them with their NO ABILITY reminder token.

    Traveller

  27. Populist

    Each night, choose a living player: they learn you chose them and if 1 of you votes, you both vote.


    “Let us join our voices and show those elites what we truly think.”

    The Populist makes two players vote together.

    Examples

    The Populist picks Jerry, who learns that they were picked. The next day, when Carl is nominated and the Populist votes, Jerry must raise their hand and vote as well. Sitting in clockwise order is Rena, Brian, Mike, and Gerald the Populist. Gerald picks Brian, who learns they were picked. Rena is nominated and the vote begins. Brian does not vote, then Mike votes, then Gerald votes, and lastly Rena votes. The Storyteller counts up 0 votes, 1 vote, 3 votes, and 4 votes.

    How to Run

    Each night, wake the Populist. They point at any living player. Put the Populist to sleep. Mark that player with the Populist’s VOTING reminder token. Wake that player, show them the THIS CHARACTER SELECTED YOU info token and the Populist character token. Put them to sleep. During a nomination, if either the Populist or the player selected by the Populist votes, the other must vote. If during a nomination either does not vote, then after the other one does, count their vote as two votes.

    Traveller

  28. Harlot

    Each night*, choose a living player: if they agree, you learn their character, but you both might die.


    Traveller

  29. Scapegoat

    If a player of your alignment is executed, you might be executed instead.


    Traveller

  30. Night Order

    First Night

    Printer
    Distiller
    Idol
    Widow
    Carpenter
    Smith
    Populist
    Dreamer
    Noble
    Reporter
    Warden

    Other Nights

    Printer
    Rat
    Distiller
    Innkeeper
    Dealer
    Legion
    Fang Gu
    Leshy
    Idol
    Assassin
    Barber
    Sweetheart
    Sage
    Undertaker
    Dreamer
    Donor
    Populist
    Harlot
    Reporter
  31. this almanac generated using Bloodstar Clocktica