1. Cartographer

    You start knowing 2 evil characters, 1 and only 1 is in-play.


    “I'm almost entirely certain that this was more or less the right way.”

    The Cartographer knows possible evil characters that are in-play.

    Examples

    The Scarlet Women is in play and the Baron is not. The Cartographer learns both.

    The Spy is in play and the Poisoner is not. The Cartographer learns the Washerwoman and the Poisoner.

    The Bounty Hunter has made the Professor evil and there is no Wizard in play. The Cartographer learns the Professor and the Wizard.

    How to Run

    While preparing the first night, put the Cartographer’s IN-PLAY token by any evil player’s token. Select one Minion or Demon token that is not in play and put it near the Cartographer’s character token.

    During the first night, wake the Cartographer and show them the character token marked by the IN-PLAY character token and the other selected Character token. Put the Cartographer to sleep. Remove the Cartographer’s reminder token and the additional character token when convenient.

    Townsfolk

  2. Mason

    You start knowing other Masons. A Minion registers as a Mason to you and learns all Masons. [+1-+2 Masons].


    “Our brotherhood is our secret, and our secret is taken to the grave. None shall know our ways without invite and...hmm wait, let's get a headcount before we talk further.”

    The Mason learns the other Masons, but is infiltrated by a Minion.

    Examples

    Fred and Daphne are both Masons, and Biff is the Baron. On the first night, Fred learns that either Daphne and Biff are Masons, Daphne learns that Fred and Biff are Masons, and Biff learns that both Fred & Daphne are Masons.

    Shelly, Elroy, and Judy are all Masons, and Jerry is the Poisoner. On the first night, Jerry poisons Elroy. Later that night, Shelly wakes and learns that Elroy, Judy, and Jerry are Masons, Judy wakes and learns that Shelly, Elroy, and Jerry are Masons, and Jerry learns that Shelly, Elroy, and Judy are Masons. Elroy wakes and learns that Carly, Victoria, and Judy are Masons.

    Ruby and Griffin are Masons, and Bri is the Psychopath. On the first night, Ruby is drunk and Griffin is poisoned. Ruby learns that Kermit and Ronald are Masons. Griffin learns that Paul and Kermit are Masons. Bri does not wake to learn the Masons, as neither Mason’s ability works properly to provide that information.

    How to Run

    While setting up the game, before putting the character tokens in the bag, replace one or two Townsfolk tokens with Mason tokens. While preparing the first night, put the Mason's KNOW reminder token by any Minion character token, marking that player to register as a Mason and to learn the Masons.

    On the first night, wake any Mason, show them the Mason token, then point at all other Mason players and the marked Minion player. Put that Mason player to sleep. Repeat until all Masons have acted. Then wake the marked Minion player, show them the Mason token, then point at all Mason players. Put the Minion player to sleep.

    Townsfolk

  3. Heir

    You start knowing who the Regent is. 1 of you might be evil [+the Regent].


    “My inheritance is not the crown, it is the enemies, ambitions, and legacy of my ancestors. But they will come to find I am not so benevolent as my predecessors.”

    The Heir knows another player, but can't be sure if the other is on the same team.

    Examples

    During the game set up, the Storyteller decides neither the Heir nor the Regent is evil. On the first night, the Regent wakes up and learns who the Heir is. Then the Heir wakes up and learns who the Regent is.

    During the game set up, the Storyteller decides to make the Heir evil. On the first night, the Regent wakes up and learns who the Heir is. Then the Heir wakes up, learns that they are evil, and learns who the Regent is.

    How to Run

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

    During setup, you may choose to turn one of the Regent's or the Heir’s token upside down to represent that they are evil, or turn neither.

    During the first night, wake the Heir. Show them the Regent token, then point to the Regent player. Put the Heir to sleep.

    Townsfolk

  4. Regent

    You start knowing who the Heir is. 1 of you might be evil [+the Heir].


    “But what is more evil? To seize power and become a tyrant yourself, or stand idly by and watch an even greater tyrant rise to the throne?”

    The Regent knows another player, but can't be sure if the other is on the same team.

    Examples

    During the game set up, the Storyteller decides neither the Heir nor the Regent is evil. On the first night, the Regent wakes up and learns who the Heir is. Then the Heir wakes up and learns who the Regent is.

    During the game set up, the Storyteller decides to make the Heir evil. On the first night, the Regent wakes up and learns who the Heir is. Then the Heir wakes up, learns that they are evil, and learns who the Regent is.

    How to Run

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

    During setup, you may choose to turn one of the Regent's or the Heir’s token upside down to represent that they are evil, or turn neither.

    During the first night, wake the Regent. Show them the Heir token, then point to the Heir player. Put the Regent to sleep.

    Townsfolk

  5. Watchdog

    Each night, choose a player: the next night, learn how many evil players nominated or voted for them.


    “RUFF!RUFF!RUFF!RUFF!RUFF!RUFF!RUFF!”

    The Watchdog learns if evil go after a player during the day.

    Examples

    The Watchdog chooses the Empath. The Empath is nominated by the Recluse and voted for by the Recluse, and 3 Legion players. That night, the Watchdog learns a 4.

    The Watchdog chooses the Butler. The Butler is nominated by the Watchdog and voted for by the evil Deviant and Goblin. The Watchdog learns a 2.

    The Watchdog chooses the Summoner. The Summoner is nominated by the Tea lady and only good players vote for the Summoner. The Watchdog learns a 0.

    How to Run

    Each night, wake the Watchdog. They will choose a player. Put the Watchdog to sleep. Mark their chosen player with the Watchdog’s WATCHED reminder token.

    Each day, when an evil player either nominates or votes for that player, put one of the Watchdog’s KNOW reminder tokens on that player if they don’t yet have one.

    Each night except the first, count the number of KNOW reminder tokens and remove the Watchdog’s WATCHED token. When you wake the Watchdog, before they choose a player, show fingers (1, 2, etc.) equaling the number of players with KNOW tokens. When the Watchdog goes back to sleep, remove all WATCHED tokens.

    Townsfolk

  6. Gargoyle

    Each night, choose a player: learn which players they picked tonight. If you choose the Demon, you may die.


    “Strange, he thought, how seldom people tend to look up”

    The Gargoyle learns who players are targeting, but might die if they choose the Demon.

    Examples

    The Gargoyle chooses the Fortune Teller player, who, in turn, chooses the Butler player and the Po player. The Gargoyle wakes up and learns the Butler player and the Po player.

    The Gargoyle chooses the Empath player, who does not choose any players. The Gargoyle wakes up and learns a “no”.

    The Gargoyle chooses the Imp. The Gargoyle is poisoned by the Poisoner. The Imp chooses the Saint. The Gargoyle wakes up and learns a “no”.

    How to Run

    The Gargoyle chooses the Fortune Teller player, who, in turn, chooses the Butler player and the Po player. The Gargoyle wakes up and learns the Butler player and the Po player.

    The Gargoyle chooses the Empath player, who does not choose any players. The Gargoyle wakes up and learns a “no”.

    The Gargoyle chooses the Imp. The Gargoyle is poisoned by the Poisoner. The Imp chooses the Saint. The Gargoyle wakes up and learns a “no”.

    Townsfolk

  7. Flock

    Each night, you may pick a player: chosen Townsfolk become a Flock and you become drunk. If a sober Flock dies, all Flock die.


    “We're not a cult. We're an organization that promotes love and...”

    The Flock spreads throughout the town, but are easy to fell in one swoop.

    Examples

    Julie the Flock, picks Kathy, the Washerwoman. Julie becomes drunk and Kathy becomes a Flock.

    Rosie, Tulip, and Lily are all Flock, and Rosie and Tulip are both drunk. Lily picks Daisy, the dead Empath. Lily becomes drunk and Daisy becomes a dead Flock. Because Daisy was already dead, Rosie Tulip, and Lily do not die. Edgar the Flock picks Donald the Klutz. Nothing happens.

    How to Run

    Each night, wake the Flock. They point at any other player. Put the Flock to sleep. If the selected player is a Townsfolk, they become a Flock - replace their character token with a Flock character token and put the Flock’s DRUNK reminder token on the previous Flock. Wake the new Flock player, show them the YOU ARE, and the Flock character token, put them to sleep.

    If a sober Flock dies, all Flock die - mark all other Flock with the Flock’s DEAD reminder token and announce their deaths at dawn if they die at night, or announce all their deaths together if they die during the day.

    Townsfolk

  8. Spelunker

    Each night*, choose a player: if they are evil, you die.


    “Look, there's nothing dangerous about cave diving, it's not like there's anything lurking down there after all.”

    The Spelunker takes risks to learn player's alignment.

    Examples

    On the second night, the Spelunker chooses the Tea Lady player, nothing happens. On the third night, the Spelunker is drunk and chooses the Assassin player, nothing happens. On the fourth night, the Spelunker is no longer drunk and chooses the Leviathan player. The Spelunker dies.

    How to Run

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

    If that player is good, nothing happens.

    If that player is evil, the Spelunker dies - mark the Spelunker with their DEAD reminder token and put a shroud on their character token.

    Townsfolk

  9. Daredevil

    Each day, you may visit the Storyteller and privately learn a dare and a boon. If completed, get the boon.


    “It's landing the flip that's the hard part.”

    The Daredevil gets rewarded for doing what is asked of them by the Storyteller.

    Examples

    The Daredevil learns that “As long as you are mad that you are the Zealot, you cannot die”.

    The Daredevil learns that “If you cause no one to be executed due to tying the vote, you can choose a player tonight, they die”.

    The Daredevil learns that “If you execute an Outsider today, a Townsfolk will be resurrected tonight”.

    How to Run

    Once per day, if the Daredevil requests a private chat with you, take them away from the circle so you cannot be overheard. Whisper something that they must do and something that they will receive for doing such.

    If the Daredevil successfully completes the given task, implement the boon.

    It is recommended to give the Daredevil tasks that might be detrimental to their team, but boons which would offset this cost, allowing the Daredevil to choose if the reward is worth the risk. You can also implement time limits, such as today do X, by the next dawn do Y, or before the next player dies do Z.

    Townsfolk

  10. Guru

    Your neighbors are sober and healthy.


    “Be at peace, this is a place of healing and cleansing.”

    The Guru keeps their neighbors healthy.

    Examples

    The Guru sits beside the Soldier and the Drunk, who believes that they are the Poppy Grower. The Evil team still learns who each other are, as the Drunk’s ability functions as normal. Later, when the Poisoner targets the Soldier and the Zombuul targets them, the Fool does not die, as the Guru prevents the Soldier from being poisoned.

    The Guru sits beside the Sailor and the Summoner. When the Sailor picks the Summoner player, neither is drunk, as the Guru prevents them from being drunk.

    How to Run

    While preparing the first night, place the Guru’s HEALTHY & SOBER marker token on both their neighbors.

    If another player’s ability has or would make the player poisoned or drunk, they are not. (Do not mark them with any reminder tokens that would indicate they are poisoned or drunk as you normally would.)

    Townsfolk

  11. Captain

    Whenever you would be drunk or poisoned, the closest living Minion is instead.


    “If any of ye scallwags are mucking about, I'll see to it myself that ye walk the plank and shake hands with old Davey.”

    The Captain shifts the drunk & poison status to Minions.

    Examples

    The Courtier chooses the Captain. The Goblin is sitting next to the Captain. The Courtier’s DRUNK 1 token is placed on the Goblin player’s character token and replaced with the DRUNK 2 token on the next night. When the next day, the Goblin Player claims Goblin and is executed, the game continues.

    The Poisoner who neighbors the Captain chooses the Captain. The Poisoner is marked with the Poisoner’s POISONED token until the next night.

    The Sailor chooses the Captain. No Minions are alive. The Captain is marked with the Sailor’s DRUNK token.

    How to Run

    Each night, if a character would cause the Captain to become drunk or poisoned, do not place that character’s drunk or poisoned token on the Captain - instead, place the drunk or poison token on the nearest living minion, arbitrarily if minions are equidistant. That minion is drunk or poisoned instead, as though the ability had affected them.

    If there are no living Minions, leave the reminder token on the Captain and treat them as though they are drunk or poisoned.

    Townsfolk

  12. Ale Wife

    If either of your living neighbors is an Outsider and neither is the Demon, both are drunk.


    “Now, now, love, there's no need to go hooting and hollering. Have a drink, take a load off, and don't worry yourself about any of this trouble going about the town.”

    The Ale Wife causes neighboring Outsiders to be drunk as well as their other neighbor.

    Examples

    The Ale Wife neighbors the Saint and the Investigator. The Investigator is drunk and receives false information. The Saint is drunk and when executed the game continues.

    The Ale Wife neighbors the Tinker and the Demon. The Tinker dies due to their ability at night.

    How to Run

    If either of the Ale Wife’s alive neighbors is an Outsider, and neither is the Demon, mark both with the Ale Wife’s DRUNK reminder token. If neither of the Ale Wife’s living neighbors is an Outsider nor is either a Demon, remove these reminders. Update these reminders immediately based on this condition throughout the entire game (such as if a player’s character changes).

    Townsfolk

  13. Broadcaster

    If the Demon kills you, the Demon's character is announced.


    “Well, I'll tell you what folks, it looks like an absolute scorcher out there today!”

    The Broadcaster let's town know what kind of Demon is in-play at the cost of their own life.

    Examples

    The Imp kills the Broadcaster. All players learn that the Imp is in play.

    The Broadcaster is poisoned and Lil’ Monster kills the Broadcaster. No announcement is made, and no players learn the Demon character.

    The Lycantrhope kills the Broadcaster. No announcement is made, and no players learn the Demon character.

    An Alchemist with the Summoner’s ability creates a good Fang Gu. The Fang Gu kills the Broadcaster. All players learn that the Fang Gu is in play.

    How to Run

    If the Broadcaster was killed by the Demon, say “The Demon is” and then state which character the Demon that killed the Broadcaster is. You may also vary the announcement to make it more dramatic or humorous.

    Townsfolk

  14. Garçon

    Each night, the first living Townsfolk in the night order is drunk.


    “Hoh, Hoh, Hoh, oui oui missour, ze wine is from ze greatest vineyards in all of France.”

    The Garçon causes the Townsfolk who acts first in the Night Order to be drunk.

    Examples

    The Monk and the Empath are the only in-play Townsfolk, the Garçon is also in-play. On the first and second nights, the Monk is drunk. On the second day, the Monk is executed. On the third night, the Empath is drunk.

    How to Run

    Each night, note whichever living Townsfolk appears first in that night’s night order - they are drunk. Put the Garçon’s DRUNK reminder token on that player’s character token. At dawn, remove the Garçon’s reminder token.

    Outsider

  15. Vigilante

    On night X, a Townsfolk X steps from you dies. The Demon knows which player.


    “The system is failing us, demons walk openly in our streets, no more, I'll take justice into my own hands.”

    The Vigilante kills another player.

    Examples

    The Demon learns that the Dreamer is marked by the Vigilante. The Dreamer is 2 seats away from the Vigilante. On night 2, the Dreamer dies.

    The Demon learns that the King is marked by the Vigilante. The King is 5 seats away from the Vigilante. The King is executed on Day 4. On night 5, nothing happens as the King is dead.

    The Demon learns that the Soldier is marked by the Vigilante. The Soldier is 3 seats away from the Vigilante. On night 3, the Vigilante is poisoned. The Soldier does not die.

    How to Run

    While setting up the game, put the Vigilante’s DOOMED reminder token on a Townsfolk who is more than 1 seat away from the Vigilante.

    On the first night, wake the Demon, show them the Vigilante token, and point to the marked player. Put the Demon to sleep.

    On the X night, where X equals the number of steps between the Vigilante and the Townsfolk (starting with the player neighboring the Vigilante closer to the marked player), put the X reminder token in the box. That night, the DOOMED Townsfolk dies - replace the Vigilante's DOOMED reminder token with the Vigilante’s DEAD token and a shroud.

    Outsider

  16. Anomaly

    When you die, an evil player gets a not-in-play Townsfolk's ability.


    “People have always said they felt a bit off around me.”

    The Anomaly makes it so that evil gets a Townsfolk ability.

    Examples

    The Anomaly is executed and dies. That night, the Marionette is woken and learns that they now have the Nightwatchman’s ability.

    The Anomaly is killed by the Demon. That night, the evil Bounty Hunter wakes and learns that they have the Sage’s ability.

    The Anomaly is killed by the Psycopath, who gains the Virgin’s ability. That day, when the Washerwoman nominates the Psychopath, the Washerwoman dies.

    How to Run

    If the Anomaly dies, choose an evil player and a not-in-play Townsfolk ability, that player gains that ability in addition to their current ability - mark the evil player with the Anomaly’s OUTLIER token.

    That night, wake the marked player. Show the THIS CHARACTER SELECTED YOU info token, then the Anomaly token, then the Townsfolk character token. Place this second character token by the evil player’s character token. Treat that player as if they had this character ability, as well as their own ability.

    Outsider

  17. Oblation

    If a Demon would choose and kill you, you become the evil Demon and they die instead.


    “Would not a fine lamb or ram do instead?”

    The Oblation offers an escape for the Demon.

    Examples

    The No Dashii picks the Oblation. The No Dashii dies, and the Oblation becomes the new No Dashii.

    The Pukka picks the Oblation. The Oblation is poisoned and dies the next night. The Oblation’s ability does not work as they are poisoned.

    How to Run

    If a Demon chooses the Oblation with their ability and would cause the Oblation to die, the Demon dies instead and the Oblation becomes the evil Demon. Switch the Oblation and the Demon’s character token, mark the Oblation character token with the Oblation’s IS THE DEMON reminder token, and turn the Oblation’s character token upside down to indicate that they are evil.

    Wake the new Demon, show them the YOU ARE info token, then their new character token, and a thumbs down to show that they are evil. Put them to sleep.

    Outsider

  18. Garroter

    You start knowing an Outsider player. If executed, they poison a good neighbor and you learn a new player [+1 Outsiders].


    “Sorry bud, it's nothing personal, just business.”

    The Garroter poisons those close to Outsiders.

    Examples

    The Garroter wakes and learns Randolf, the Drunk. When Randolf is executed, his neighbor, the Undertaker, becomes poisoned and learns Randolf was the Investigator. That night, the Garroter wakes and learns Wilhelm, the Ogre.

    The Garroter wakes and learns Tully, the Goon. Tully’s direct neighbors are both evil, so instead the closest living good player is poisoned. Tully is also the only Outsider in play, so that night, the Garroter learns Tully again.

    How to Run

    While preparing the first night, put the Garroter’s KNOW reminder token by any Outsider character token.

    During the first night, wake the Garroter. Point to the player marked KNOW. Put the Garroter to sleep.

    Each time the player marked KNOW is executed, one of their good neighbors is poisoned and the Garroter learns a new Outsider - mark one of the good neighbors of the player marked KNOW with one of the Garroter’s POISONED reminder tokens and then mark a new Outsider player with the KNOW reminder. That night, wake the Garroter, point to the player marked KNOW, then put the Garroter to sleep.

    Minion

  19. Crone

    Each night, learn 2 in-play living Townsfolk, choose one: they are poisoned until dusk.


    “This herbal remedy will have you feeling better in no time.”

    The Crone chooses one of two characters to poison.

    Examples

    The Crone wakes and learns the Empath and the Librarian. The Crone chooses to make the Empath poisoned. The Empath learns a 2 but is sitting between two good Townsfolk.

    The Crone wakes and learns the Soldier and the Slayer. The Crone chooses to make the Soldier drunk. The Crone is then made drunk by the Sailor. When the Imp chooses the Soldier, they do not die.

    Only the Crone, the Vigormortis, the Golem, and the Farmer are alive. The Crone wakes and only learns the Farmer. When the Farmer is killed by the Vigormortis, no new Farmer is created.

    How to Run

    Each night, wake the Crone and show them two in-play living Townsfolk tokens. The Crone then points at one of those two Townsfolk characters from their character sheet. Put the Crone to sleep.

    The chosen character becomes poisoned - mark them with the POISONED reminder. They are poisoned. Put the Crone to sleep.

    Minion

  20. Sphinx

    Each night*, choose 3 players and guess each of their characters. If all are correct, 1 dies.


    “Let's play a game, you tell me a riddle, and if I get it right, I'll eat you. Best of luck.”

    The Sphinx kills players whose characters they know.

    Examples

    The Sphinx wakes and guesses that Danielle is the Washerwoman, Brianna is the Philosopher, and Rachel is the Mutant. Rachel is actually the Saint, so no one dies.

    The Sphinx wakes and guesses that Arielle is the Bounty Hunter, Katie is the Shugenja, and Amber is the Minstrel. The Sphinx is right about all three, and the Storyteller decides to kill Arielle.

    How to Run

    Each night except the first, wake the Sphinx. They will choose a player and a character three times. Put the Sphinx to sleep.

    If all three of their guesses were correct, one of the chosen players dies - mark them with the Sphinx’s DEAD reminder token.

    Minion

  21. Paramourn

    Once per game, choose a player: when they die, they become evil.


    “Ah, mi amour, it's a shame you had to go, but your death will do wonders for our cause.”

    The Paramourn twists a player's death to evil ends.

    Examples

    The Paramourn visits the Storyteller and chooses Ingrid. When Ingrid is killed by the Shabaloth, they learn that they are now evil.

    The Paramourn visits the Storyteller and chooses Irene. After Irene is executed and dies, they learns that night that they are now evil.

    How to Run

    Once per game, the Paramourn may visit the Storyteller and choose a player. If they do, mark that player with the Paramourn’s INFATUATED reminder token.

    If a player marked with the Paramourn’s INFATUATED token dies, they turn evil - that night, wake them and show them a thumbs down, letting them know they are evil. If appropriate, turn their character token upside down to show that they are evil. he Paramourn loses their ability - mark them with the NO ABILITY reminder and remove their night token from the night sheet.

    Minion

  22. 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

  23. 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

  24. 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

  25. 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

  26. Night Order

    First Night

    Cherubim
    Seraph
    Dogfish
    Gargoyle
    Crone
    Ale Wife
    Vigilante
    Garroter
    Cartographer
    Regent
    Heir
    Mason
    Flock
    Watchdog

    Other Nights

    Gargoyle
    Ale Wife
    Dogfish
    Cherubim
    Phantom
    Seraph
    Broadcaster
    Sphinx
    Crone
    Vigilante
    Anomaly
    Garroter
    Flock
    Watchdog
    Spelunker
    Daredevil
  27. this almanac generated using Bloodstar Clocktica