1. Ashborn

    Each night*, choose a player: they die. If you choose the same player the next night, both their neighbors die instead.


    “It's such a cold night, come warm yourself by our fire.”

    The Ashborn kills the neighbors of those they pick.

    Examples

    On the second night, the Ashborn attacks John - John dies. On the third night, the Ashborn attacks John again - both of John’s neighbors die.

    Terry neighbors Penelope and Jasmine. On the second night, the Ashborn attacks Terry - Terry dies. The next day, Penelope is executed and dies. That night, the Ashborn attacks Terry again - only Jasmine dies as Penelope is already dead.

    Bev neighbors Jenette and Kevin. On the second night, the Ashborn attacks Bev - Bev is the Fool and does not die. The next night, the Ashborn attacks Bev again - Jenette and Kevin die, but Bev does not.

    How to Run

    Each night except the first, wake the Ashborn. They point at any player. Put the Ashborn to sleep. That player dies - mark them with the Ashborn’s DEAD reminder token and BURNING reminder token.

    Each later night, if the Ashborn chooses a player already marked with their BURNING reminder token, instead, the neighbors of the selected player die - mark each neighbor of the selected player with the Ashborn’s DEAD reminder token.

    Demon

  2. Automaton

    For each alignment that nominated today, tonight, a player dies. If no one was nominated, choose 1 player: they die.


    “Error: Insufficient space. Reducing occupancy, please input desired reductions.”

    The Automaton kills more if both alignments are nominated.

    Examples

    On the first day, the good Goon and the evil Pit-Hag nominate players. That night, two players die. The next day, the evil Goon and the evil Pit-Hag nominate players. That night, one player dies. On the first day, the Investigator, Empath, Saint, and Gossip nominate players. That night, one player dies. The next day, no one nominates. The Automaton wakes up and chooses to kill the Investigator player.

    How to Run

    For each alignment that nominated today, tonight, a player dies. If no one was nominated, choose 1 player: they die.

    Each day, the first time that a good player and the first time that an evil player nominates, put either the blue (if good nominated) or red (if evil nominated) DEAD reminder tokens in the centre of the left side of the Grimoire, as a reminder to yourself to place it tonight.

    Each night, you may mark players with these DEAD reminders and add a shroud to each marked player. These players die.

    Each night except the first, if no one was nominated the previous day, wake the Automaton. They point to any player. Put the Automaton to sleep. That player dies - mark them with a DEAD reminder.

    Demon

  3. Behemoth

    Each night*, choose a player: they die. The last Townsfolk who nominated today may die tonight.


    “Let those who are the bravest step forth and receive their prize.”

    The Behemoth kills the last Townsfolk to nominate.

    Examples

    On the first day, in order, the Juggler, the Acrobat, and the Saint nominate. That night, the Behemoth picks the Flowergirl. The Flowergirl and the Acrobat die.

    On the first day, the Virgin nominates. That night, the Behemoth picks the Courtier. Only the Courtier dies.

    On the first day, the Soldier nominates. That night, the Behemoth picks the Fool. No players die that night.

    How to Run

    Each day, mark the first Townsfolk who nominates a player with the Behemoth’s NOMINATED reminder token. If another Townsfolk nominates a player, move the NOMINATED reminder token to that Townsfolk.

    Each night except the first, wake the Behemoth. They point at any player. Put the Behemoth to sleep. That player dies.

    Each night except the first, if a player is marked with the Behemoth’s NOMINATED reminder token, you may mark that player as dead. Replace the NOMINATED reminder token with one of the Behemoth’s DEAD reminder tokens.

    Demon

  4. Cherubim

    Each night*, a player dies. If the Seraph dies, you choose who dies. Minions do not learn you or if they are good. [+ the Seraph]


    “...and let not their sins go unpunished. Lay low those who have dealt with demons and cleanse that stain off the land...”

    The Cherubim keeps Minions from learning they are good and stays hidden.

    Examples

    On the first night, the Minions wake up and learn the Seraph player, but don’t learn the Cherubim player.

    On night two and three, the storyteller picks a player to die due to the Cherubim’s ability. On night four, after the Seraph died due to the Slayer’s ability, the Cherubim wakes up and picks a player to die.

    The Cherubim is executed and dies. Minions do not learn that they are good, as their allignment has not changed.

    Only five players, including the Cherubim and Seraph, live. The Storyteller chooses to use the Cherubim’s ability to kill the Seraph to avoid making winning impossible for good on the final day.

    How to Run

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

    During the Minion info phase, do not show the Minions the Cherubim player.

    Each night except the first, and if the Seraph has not died, a player dies – mark them with a DEAD reminder and a shroud.

    Each night except the first, and if the Seraph has died, wake the Cherubim. They point at any player. That player dies – mark them with a DEAD reminder and a shroud. Put the Cherubim to sleep.

    If a Minion asks about their alignment or would otherwise learn their alignment, they learn that they are evil, even if they are not.

    The Cherubim comes before the Seraph each day, allowing the Seraph to choose whether to sink the kill. If Cherubim is on the script, avoid confirming Minions alignment to them, letting them know that as Minions their alignment would be evil and they would learn if it changed unless they wouldn't due to an ability.

    Demon

  5. Chimera

    Each night*, choose 3 different players. 1 dies, 1 is poisoned until dusk, and 1 is sober and healthy until dusk.


    “One head to sicken and dismay, and second to wreak havoc and to slay, the third to offer kindness and hopes of a better day.”

    The Chimera kills 1, poisons 1, and makes 1 sober & healthy.

    Examples

    The Chimera wakes and chooses the Sailor, the Empath, and the Town Crier. The Town Crier dies, the Sailor is made sober and healthy, and the Empath is poisoned. That night, the Empath learns a false two, and when the Sailor’s ability would make themself drunk, instead they remain sober & healthy.

    How to Run

    Each night except the first, wake the Chimera. They point at three different players. Put the Chimera to sleep. Of the three selected players, one is poisoned until dusk, one is sober and healthy until dusk, and one dies - mark one player with the POISONED reminder, one with the SOBER & HEALTHY reminder, and one with the DEAD reminder.

    If a player marked with the SOBER & HEALTHY reminder token would be made drunk or poisoned, they are not, and their ability continues to function as normal.

    Demon

  6. Despot

    Each night*, choose a player: they die. You have a not-in-play Minion's ability [-1 Minion, +1 Evil Townsfolk].


    “The first rule of seizing power is to never give others a chance to betray you.”

    The Despot gains a Minions ability.

    Examples

    The Despot wakes on the first night and learns they have the Widow’s ability. On the first night, they see the Grimoire and pick a player to poison. On subsequent nights, they pick a player to die.

    The Despot wakes on the first night and learns that they have the Godfather’s ability. On the first night, they learn that the Moonchild is in play. On the first day, the Moonchild is executed. That night, the Despot wakes and picks a player to die, then wakes again and picks another player to die.

    How to Run

    While setting up the game, remove a Minion character token and add a Townsfolk character token.

    During setup, turn one Townsfolk character token upside down, to represent that they are evil.

    During the first night, wake the Despot. Show the YOU ARE info token, then the character token of a Minion. Put the Despot to sleep. Place this Minion character token by the Demon character token.

    Treat the Demon player as if they had this Minion ability, as well as their own Demon ability.

    Each night except the first, wake the Despot. They will point at a player. That player dies - mark them with the Despot's DEAD reminder token.

    Demon

  7. Dogfish

    On your 1st night, learn 2 players: they are drunk. If 1 dies, choose a new player. Each night*, a drunk player dies then becomes sober.


    “Come young sailor, pull me from these waves and find what tasty flesh I do have.”

    The Dogfish kills drunk players.

    Examples

    On the first night, the Dogfish learns that Eliza and Alexander are drunk. Eliza is executed on the first day. That night, the Dogfish wakes and chooses to make Perry drunk. Afterwards, the Dogfish’s ability causes Perry to die. The next night, the Dogfish wakes and chooses to make Cecilia drunk.

    The Dogfish learns that Gerald and Taylor are drunk. On the second night, Wesley, who was made drunk by the Sailor's ability, dies due to the Dogfish’s ability.

    The Dogfish makes Hannah the Ravenkeeper drunk. When Hannah dies, her ability does not activate.

    How to Run

    While preparing the first night, mark 2 players with the Dogfish’s DRUNK reminder. These players are drunk.

    If a player marked by the Dogfish’s DRUNK reminder dies, wake the Dogfish. They will point at a player. That player is drunk - mark them with the Dogfish’s DRUNK reminder.

    Each night except the first, choose a player marked by any character’s DRUNK reminder token. That player dies - mark them with the Dogfish's DEAD reminder token.

    Demon

  8. Doppelganger

    Each night*, choose a player: they die. You learn all not-in-play good characters and may register as any of them.


    “We must be careful, any one of us could be infected. Why, it could even be you.”

    The Doppelganger registers as not-in-play characters.

    Examples

    The Doppleganger learns that among the not-in-play good characters is the Engineer. On the first night, the Dreamer picks the Doppleganger and learns that they are either the Engineer or the Poisoner.

    The Doppleganger learns that among the not-in-play good characters is the Sweetheart. The Librarian learns that either the Doppelganger or the Innkeeper are the Sweetheart.

    The Doppelganger learns that only Townsfolk are not-in-play. When the Doppelganger nominates the Virgin, the Storyteller chooses to register the Doppelganger as the Demon to avoid ending the game too early.

    How to Run

    During the Demon Info phase, when you show the Demon the Demon bluffs, show them all not-in-play characters. Continue with the Demon Info phase as normal.

    Each time the Doppleganger is targeted by an ability that detects or affects a good character that is not-in-play, choose which not-in-play character and alignment the Doppleganger registers as. (Do whatever is appropriate, such as showing a good character token, nodding, giving finger signals, or allowing an ability to work that would normally only affect good, Townsfolk, or Outsider players.)

    Each night except the first, wake the Doppelganger. They point at a player. That player dies - mark them with the Doppelganger's DEAD reminder token.

    Demon

  9. Fanatic

    "Each night*, choose a player: they die. At night, dead Outsider become evil. [-1-+1 Outsiders]. "


    “See how they turn on you? See how they despise you? We would never treat you in such cruel ways.”

    The Fanatic turns dead Outsiders evil.

    Examples

    On the first day, the Goon is executed while good. That night, they turn evil.

    On the second night, the Fanatic chooses the Hatter. The Hatter changes alignment, then the Demon and Minions may choose new characters to be.

    How to Run

    Each night, wake the Fanatic. They point at a player. That player dies - mark them with the Fanatic's DEAD reminder token.

    If an Outsider is dead during the night phase, wake them. Show the YOU ARE info token, then give a thumbs down. Put them to sleep. Turn their character token upside down to indicate that they are evil.

    Demon

  10. Feral

    Each night*, choose a player: they die. If you were voted for by a good player today, choose 2.


    “GrrrrRAUGH, Grrrrrrr....”

    The Feral goes on a killing spree if good suspects them.

    Examples

    During the first day, the Feral receives no votes. That night, the Feral chooses a player to die. The next day, the Feral is voted for by the Saint and the Barber. That night, the Feral chooses two players to die.

    During the first day, the Scarlet Woman is voted for by only the Librarian. Then, the Feral receives a majority of votes and is executed. The Scarlet Woman becomes the Feral, however, that night only chooses 1 player to die, as they were not the Feral when they were voted for.

    How to Run

    Each day, the first time a good player votes for the Feral, mark the Feral with their VOTED FOR reminder token.

    Each night, wake the Feral. They point to a player. That player dies - mark them with the Feral's DEAD reminder token. If the Feral is marked by their VOTED For reminder token, they pick an additional player. That player dies - mark them with the Feral's DEAD reminder token.. Put the Feral to sleep.

    Demon

  11. Hieran

    Any good player that nominated today might die tonight. If no one or you were nominated, choose a player: only they die tonight.


    “The walls have no eyes, no mouth, but many ears, and they do know all those who fear.”

    The Hieran kill nominators.

    Examples

    During the day, John, Rebecca, Maribelle, and Steven nominated; of the four, only Steven is evil. That night, John & Rebecca die.

    During the day, 5 players nominate, the Gossip states that a Hieran is in-play, and Tyler, the Hieran, is nominated. That night, Tyler picks Rita, who dies. No player dies from the Gossip since the Hieran was nominated. During the day, no player is nominated. That night, the Hieran chooses Ester. Later that night, the Assassin chooses to kill Willy. Both Ester and Willy die.

    How to Run

    Each day, any time a good player nominates another player, mark them with one of the Hieran’s NOMINATED reminder tokens. If the Hieran is nominated, mark them with one of their NOMINATED reminder tokens.

    Each night, if the Hieran is marked with one of their NOMINATED reminder tokens or no player is marked by one of their NOMINATED reminder tokens, wake the Hieran. They point at a player. That player dies. If a player were to die for any other reason tonight, they live instead.

    Otherwise, you may replace any NOMINATED tokens with DEAD reminder tokens and add a shroud to each marked player. These players die.

    The intent for the Hieran is that if they must choose a player at night (either due to being nominated or no player being nominated), that player must die for the second part of the ability "no other player dies tonight" to function.

    Demon

  12. Hook

    "Each night, choose a living player, the previously chosen player dies. If they were executed and died today, choose 3 players. "


    “Ye've been accused of acting in a manner most unfitting of a pirate, and the crew finds ye guilty, now get to walking the plank.”

    If Hook picks a player who is executed, more players die.

    Examples

    The Hook picks the King. The next night, the King dies.

    The Hook picks the Sailor. The next day, the Sailor is executed but does not die. That night, the Hook picks 3 players, and the Sailor dies. The next night, all 3 chosen players die.

    The Hook picks the Juggler. The next night, the Exorcist chooses the Hook. The Juggler dies, but the Hook does not wake to pick a new player tonight.

    How to Run

    Each night, wake the Hook. They will select a living player. Put the Hook to sleep. Mark the selected player with the Hook’s EXITING reminder token.

    Each day, if a player marked with the EXITING reminder is executed and dies, mark the Hook with their 3 ATTACKS reminder token.

    If the Hook wakes to act while marked 3 ATTACKS, they point at any three players, one at a time. Mark the first two selected players with the ATTACKED reminder tokens and the last with the EXITING reminder token. Remove the 3 ATTACKS reminder.

    Each night, except the first, players marked the previous night by the ATTACKED or EXITING reminder tokens die - mark them with a DEAD reminder. Remove the ATTACKED and EXITING reminder tokens.

    Demon

  13. 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

  14. Ithaqua

    Each night*, players vote in secret to kill 1 of 2 in-play characters - the Ithaqua watches. If equal, both die.


    “Their fires extinguished, their crops destroyed, and the water frozen, now we wait and watch as they turn on themselves.”

    The Ithaqua forces town to choose a character to die.

    Examples

    On the second night, all players learn that the Ithaqua is in play and that the Fortune Teller and Empath have been marked. After the votes are tallied, the Fortune Teller received 3 votes, and the Empath received 7. The Empath dies.

    On the fourth night, all players learn that the King and the Undertaker have been marked. After the votes are tallied, they are tied with 3 votes each. Both die.

    On the third night, all players learn that the Drunk and Godfather have been marked. After the votes are tallied, the Drunk received 5 votes, and the Godfather received 4. The Drunk dies.

    How to Run

    Each night, except the first, mark two characters with the Ithaqua’s FREEZING reminder token. Then, wake the Ithaqua.

    Announce, “The Character 1 & The Character 2 have been marked by the Ithaqua.” Announce that a vote is about to begin for Character 1 and that all players other than the Ithaqua must keep their eyes shut. When counting votes, do so silently and do not reveal how many players voted. Do the same for Character 2. Put the Ithaqua to sleep.

    After all votes have been tallied, if one character received more votes than the other, mark that character with the Ithaqua’s DEAD reminder token - otherwise, mark both. Remove the FREEZING reminder tokens. Declare that the time of silence has ended.

    Players may vote for either, both, or neither of the named characters, and do not have to be alive to vote (but must use a token to do so).

    OPTIONAL RULE: Each night, a named character may be not-in-play. If this character receives a majority of votes, the Storyteller picks who dies.

    Demon

  15. Jekyll

    You think you are a good character, but are not. Each night*, a player dies. If you are drunk or poisoned, 2 players die.


    “What terrible luck this is, a new town and already another demon finds its way here.”

    The Jekyll doesn't know they are evil and goes on a rampage if drunk or poisoned.

    Examples

    The Jekyll believes that they are the Investigator and learn that either the Poisoner or the Psychopath are the Godfather. When the Poisoner chooses the Jekyll the next night, the Empath and the Drunk die.

    The Jekyll believes that they are the Saint. When they die, the game does not end and the Scarlet Woman becomes the Jekyll (who is told that they are now the good Amnesiac).

    How to Run

    While preparing the first night, put the Jekyll’s IS THE JEKYLL reminder token by any good character token, changing that player's character to the Jekyll. They are now the Demon, and do not have the ability of this character. (But they think they do.) During the game, act as if the Jekyll is actually this character.

    During the Demon Info phase, the Jekyll does not learn the bluffs or learn their Minions (Minions still learn who the Jekyll is).

    Each night except the first, a player dies - mark them with the Jekyll's DEAD reminder token. If the Jekyll is poisoned or drunk, two players die instead - mark them with the Jekyll's DEAD reminder token.

    Demon

  16. King Midas

    Each night*, choose 3 players. Each flips. If correct, they live. If wrong, they die.


    “My fortune is yours if you wish it, just shake my hand and we have a deal.”

    King Midas makes players flip to see if they live or die.

    Examples

    At night, King Midas selects the Washerwoman, the Empath, and the Soldier. Each wakes and flips. The Washerwoman and Soldier choose wrong, the Empath chooses correctly. The Washerwoman dies.

    At night, in order, King Midas selects the Cult Leader, the Goon, and the Professor. The Cult Leader wakes, chooses incorrectly, and dies. Then, the Goon wakes and learns they are evil. The Professor and the Goon do not wake to pick a coin face.

    At night, King Midas selects the dead Godfather, the General, and the Gossip. All three chose correctly. The next day, the Storyteller announces that the Godfather player is now alive.

    How to Run

    Each night, except the first, wake the King Midas. They point at three players in order. Put the King Midas to sleep. Mark each selected player in order with the 1, 2, and 3 reminder tokens. In order, wake each player, ask them to choose heads or tails, then put them to sleep. Flip the coin, if correct, they live - remove their marker and shroud if applicable. If wrong, they die - replace their marker with the DEAD reminder and mark them with a shroud. Move to the next sequential player until each of the selected players has woken. At dawn, declare which players died and which (if any) players are alive again. (Do not say why.)

    Demon

  17. 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

  18. Lich

    Each night*, choose a living player: they die. Each night* if no one dies, a dead player becomes evil.


    “The spell is nearly finished, just a few more experiments and it'll be finished.”

    The Lich makes dead players evil.

    Examples

    The Lich wakes and chooses the Drunk. The Drunk dies.

    The Lycanthrope wakes and chooses the Empath who dies. The Lich wakes and chooses the Pacificst. The Pacificst does not die, so the dead Empath turns evil.

    The Lich wakes and chooses the Soldier. The Soldier does not die, so the dead Lunatic turns evil.

    How to Run

    Each night, choose a living player: they die. Each night if no one dies, a dead player becomes evil.

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

    If that player wouldn’t die for any reason, a dead player turns evil. Wake the dead player, show the YOU ARE info token, then give a thumbs down. Put them to sleep. Turn their character token upside down. (This shows they are now evil.)

    If no player is dead when this would happen, nothing happens.

    Demon

  19. Longarm

    Each night*, choose a good player: they choose to live or die. If live, both their living neighbors die. You can't die at night.


    “I'll make you a deal my little fish, bring me two others and I'll set you free.”

    The Longarm makes players choose to live or kill their neighbors.

    Examples

    The Longarm chooses the Fortune Teller, who chooses to live. That night, the Fortune Teller’s living neighbors, the Goon and the Artist, both die.

    The Longarm chooses the Investigator, who chooses to die. That night, the Investigator dies. The next night, the Longarm chooses the Investigator again. The Investigator chooses to live. That night, the Investigator comes back and learns a new piece of information, and both of the Investigator’s living neighbors die.

    The Longarm chooses their neighbor, the Preacher, who chooses to live. That night, only the Preacher’s other neighbor, the Drunk, dies.

    During the day, the Drunk is executed. That night, the Longarm is chosen by the Snake Charmer, and the new Longarm is chosen by the Godfather. The new Longarm does not die due to their ability.

    How to Run

    Each night, except the first, wake the Longarm. They will choose a good player. Put the Longarm to sleep. Wake the selected player and show them the THIS CHARACTER SELECTED YOU info token, then the Longarms token, then the YOUR CHOICE info token. The selected player will either give a thumbs up (live) or a thumbs down (die).

    If the player selects to die, mark them with the Longarm’s DEAD reminder token and put a shroud on their character token.

    If the player selects to live, remove their shroud if applicable, and put the Longarm’s DEAD reminder tokens on both of their living neighbors - put a shroud on their character token.

    If the Longarm would die either due to their own or another character’s ability, they don’t.

    At dawn, declare which players died and which (if any) players are alive again. (Do not say why.)

    Demon

  20. Lyndwrym

    Each night*, learn 2 players and choose 1: they die and the other is poisoned until dusk.


    “I kill where I wish and none dare resist”

    The Lindwrym choose from two players which dies and which is poisoned.

    Examples

    The Lyndwyrm wakes up and learns the Virgin and Slayer player. The Lyndwyrm decides to kill the Slayer. The next day, when the Investigator nominates the Virgin, the Virgin’s ability does not activate.

    The Lyndwyrm wakes up and learns the Baron and the Oracle. The Lyndyrm decides to kill the Baron. That night, the Oracle learns a false 0.

    How to Run

    Each night, except the first, mark two players with the Lyndwyrm’s KNOW reminder tokens. Wake the Lyndwyrm and point to the two marked players. The Lyndwyrm will choose one. Put the Lyndwyrm to sleep. That player dies - replace their KNOW reminder token with the DEAD reminder token. The other player is poisoned until dusk - replace their KNOW reminder token with the Poisoned reminder token.

    Each dusk, the poisoned player becomes healthy - remove their POISONED reminder.

    Demon

  21. Marauder

    If no one died the previous night, tonight, choose 3 players: they die.


    “They can only hide for so long!”

    The Marauder rampages if no one died the previous night.

    Examples

    On the first night, no player dies. On the second night, the Marauder wakes, and in order chooses the Fool, the drunk Sailor, and the poisoned Soldier. That night, the Sailor and the Soldier die.

    On the third night, the Summoner creates a Marauder. As no player died the previous night, the Marauder selects three players to attack that night.

    How to Run

    At the end of each night, if no players died that night, mark the Marauder with their 3 ATTACKS reminder token.

    Each night, except the first, if the Marauder is marked with their 3 ATTACKS reminder, wake the Marauder. They point at any three players, one at a time. Put the Marauder to sleep. In the order chosen, each chosen player dies - mark them with DEAD reminders. Remove the 3 ATTACKS reminder from the Marauder.

    Demon

  22. Phantom

    Each night*, choose a player: they die. All Outsiders register as evil Demons. [+1-+2 Outsiders].


    “You didn’t see me then and you won't know me now.”

    The Phantom hides among the Outsiders.

    Examples

    The Empath neighbors the Phantom and the Drunk. That night, the Empath learns a 2.

    The Slayer chooses to use their ability and chooses the Plague Doctor. The Plague Doctor dies and the Storyteller gains a Minion’s ability.

    How to Run

    Each night, except the first, wake the Phantom. They point at any player. Put the Phantom to sleep.

    That player dies - mark them with the DEAD reminder.

    Whenever an Outsider is targeted by an ability that detects or affects Demons or evil characters, that player must register as an evil Demon. (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 or Demon players.)

    Demon

  23. Plague

    Each night*, choose up to 3 players: they are poisoned until dusk. If you choose fewer than 3, one of them dies.


    “I am the rot, the sickness, the white horse. Look upon me and despair, the end times are here.”

    The Plague poisons players.

    Examples

    The Plague chooses to poison the Fool, the Empath, and the Oracle. The Empath and Oracle both learn a false 1. The Fool is executed the next day for the first time and dies.

    The Plague chooses to poison the Ravenkeeper and the Slayer. That night, the Storyteller decides that the Ravenkeeper dies. The Ravenkeeper wakes and picks the Slayer, and learns that they are the Scarlet Woman The Plague chooses to poison the Mayor. That night, the Mayor dies.

    How to Run

    Each night, except the first, wake the Plague. They point at up to 3 players. Put the Plague to sleep. Each player picked is poisoned - mark them with the Plague’s POISONED reminder token.

    If the Plague chooses only 1 or 2 players, one of the selected players dies - mark them with the Plague’s DEAD reminder token.

    Each dusk, poisoned players become healthy - remove their POISONED reminder.

    Demon

  24. Revenant

    Each night*, choose a player: they die. If 1 of your living neighbors died today, tonight choose 2.


    “I'm so hungry, please, just a nibble, I promise I won't take more than that, please...”

    The Revenant kills more if their neighbor dies.

    Examples

    The Revenant neighbors the Klutz, who dies during the day. That night, the Revenant wakes and chooses to kill the High Priestess and the Flowergirl.

    The Revenant neighbors the Sailor, who is executed, but does not die. That night, the Revenant wakes and can only choose 1 player to kill.

    How to Run

    Each day, if a living player that neighbors the Revenant dies, mark the Revenant with their 2 ATTACKS reminder token.

    Each night, except the first, wake the Revenant. The Revenant points at any player. Put the Revenant to sleep. That player dies - mark them with the Revenant’s DEAD reminder token.

    If the Revenant wakes to act while marked 2 ATTACKS, they point at any two players, one at a time. In the order chosen, each chosen player dies - mark them with DEAD reminders. Remove the 2 ATTACKS reminder.

    Demon

  25. Sandman

    "Each night*, choose 2 other players: they die, 1 keeps their ability. "


    “Goodnight and sweet dreams my gentle town. There's no need to worry, no harm can come to you once you're asleep.”

    The Sandman kills two players, but lets one keep their ability.

    Examples

    The Sandman wakes and picks the Oracle and the Mutant. The Mutant keeps their ability. The next day, when the Mutant says that they are the dead Mutant, they are executed, and the day ends.

    The Sandman wakes and picks the Undertaker and the Preacher. The Preacher keeps their ability. Each night, the Preacher continues to wake and pick players.

    How to Run

    Each night, except the first, wake the Sandman. They point at any two other players. Put the Sandman to sleep. The selected players die - mark them with the Sandman’s DEAD reminder token.

    Choose one of the two selected players who died to keep their ability - mark them with one of the Sandman’s HAS ABILITY reminder tokens. This player keeps their ability and continues to wake up, make choices, and learn information as usual.

    OPTIONAL RULE: The first player the Sandman picks each night keeps their ability.

    Demon

  26. Seraph

    Seraph: Each night*, see the Grimoire and choose a player: they die. Demons learn each other. [Minions are good] [+ the Cherubim]


    “...smiting all those that you find, for this is a place of wicked ways and wicked men. Let them not sin again...”

    The Seraph chooses the perfect player to die and makes Minions seem evil.

    Examples

    On the first night, the Seraph wakes and learns the Cherubim and vice versa. They both then learn who the Minions are and what the Demon bluffs are.

    On the second night, the Seraph wakes and sees the Grimoire. They see which player the Cherubim’s ability has killed and decide to sink their kill into the same player to avoid Minions from suspecting it is a Seraph & Cherubim game.

    How to Run

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

    During setup, turn all Minion character tokens upside down to represent that they are good.

    During the Demon info phase, wake both the Seraph and the Cherubim. Let them make eye contact. Point at the Cherubim, then show the Cherubim’s token to the Seraph. Point at the Seraph, then show the Seraph’s character token to the Cherubim. Continue with the Demon info phase as normal.

    Each night except the first, wake the Seraph and show them the Grimoire for as long as they need. The Seraph will point at a character token in the Grimoire. That player dies - mark them with a DEAD reminder and a shroud. Put the Seraph to sleep.

    Demon

  27. Vampyr

    Each night*, choose a player: they die. Once per game, you may choose an additional player: they become evil.


    “I love you too much to condemn you.”

    The Vampyr makes a player evil.

    Examples

    The Vampyr wakes and chooses to kill the Cannibal. Afterward, they also choose Courtier, who turns evil.

    How to Run

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

    Each night, except the first, once per game, the Vampyr may choose to point at an additional player. That player becomes evil. 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. (This shows they are now evil.)

    Demon

  28. Night Order

    First Night

    Cherubim
    Despot
    Dogfish
    Doppelganger
    Hook
    Idol
    Seraph

    Other Nights

    Ashborn
    Automaton
    Behemoth
    Cherubim
    Chimera
    Despot
    Dogfish
    Doppelganger
    Fanatic
    Feral
    Hieran
    Hook
    Idol
    Ithaqua
    Jekyll
    King Midas
    Leshy
    Lich
    Longarm
    Lyndwrym
    Marauder
    Phantom
    Plague
    Revenant
    Sandman
    Seraph
    Vampyr
  29. this almanac generated using Bloodstar Clocktica