1. Ace

    Each night*, learn what character types died that night.


    “You can't escape from me this time, Red Baron!”

    The Ace learns dead player's character types.

    Examples

    Tonight, the Imp killed a Puzzlemaster. The Ace learns Outsider.

    Tonight, the Shabaloth killed the Inn Keeper and the Sailor. The Ace learns Townsfolk

    Tonight, the Imp killed themself and the Gossip caused the Balloonist to die. The Ace learns Demon and Townsfolk.

    Tonight, no one died. The Ace wakes but does not learn any character type.

    How to Run

    When a Player dies at night, mark them with the Ace’s FALLEN reminder token. When the Ace wakes, point to the types that correspond to the characters that died. If multiple of a type of character died, just point to that type once.

    Townsfolk

  2. Actor

    If you are mad that you are a not-in-play good character, you may gain their ability.


    “So long as the crowd applauds, what's it matter what's fact or what's fiction?”

    The Actor pretends to be other characters to gain their ability.

    Examples

    No player is the Empath. The Actor is mad that they are the Empath. That night, they wake and learn how many of their neighbors are evil.

    A player is the Slayer. The Actor is mad that they are the Slayer. The Actor publicly claims to be the slayer and targets a player who is the Demon. Nothing happens as the Actor does not have the Slayer’s ability.

    No player is the Preacher. The Actor is mad that they are the Preacher. That night, the Actor wakes and chooses a Minion who loses their ability and learns they were chosen. The next day, the Actor states they are the Actor. The Minion regains their ability. That night, the Actor does not wake to choose another player.

    The Actor is drunk. A player is the Investigator. The Actor is mad that they are the Investigator. That night, the Actor learns two Townsfolk and is told one of them is a Minion.

    How to Run

    If you feel that the Actor has been sufficiently mad that they are a character that is not-in-play, replace the Actor's character token with that character token and mark them with the IS THE ACTOR reminder token. If the Actor breaks madness, remove the IS THE ACTOR reminder token and replace their character token with the Actor's character token again.

    Townsfolk

  3. 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

  4. Apparatchik

    Once per game, at night, if 5 or fewer players live, all living Outsiders become Townsfolk.


    “Dear Comrade, following your predecessors' "reassignment" the Party is pleased to announce you'll be promoted into their position.”

    The Apparatchik turns Outsiders who live long enough into Townsfolk.

    Examples

    During the day, a player is executed, and only 5 players remain alive, including an Outsider. That night, the Outsider becomes the Investigator. The next night, the Pit Hag turns the Investigator into an Outsider. The Investigator becomes an Outsider, then becomes the Empath.

    How to Run

    If at night, only 5 players live and any living player is an Outsider, for each Outsider, select a Townsfolk token to replace their token. Swap all appropriate character tokens with new character tokens. Wake each Outsider player that changed character, show the YOU ARE info token, then their new character token, then put them to sleep. The Apparatchik loses their ability—mark them with the NO ABILITY reminder and remove their night token from the night sheet.

    Townsfolk

  5. Arbiter

    Ties result in the most recently nominated player being executed.


    “Well, I know you were hoping for a fair trial, but unfortunately, we have deadlines and you've exhausted all other due courses. The good news is you won't have to admit fault.”

    The Arbiter prevents ties from stopping executions by preferring the recent nomination.

    Examples

    The Washerwoman is nominated, receives 5 votes, and is up for execution. The Chef is nominated and receives 5 votes. The Washerwoman is no longer up for execution and The Chef is up for execution instead.

    The Arbiter is drunk. The Investigator is nominated, receives 5 votes, and is up for execution. The Poppy Grower is nominated and receives 5 votes. No player is up for execution.

    How to Run

    If a player receives enough votes that they are about to be executed and then another player receives the same amount of votes, declare that the second player is about to be executed and that the first is no longer about to be executed.

    If a player receives more votes or fewer votes than a player that is about to be executed, continue the execution process as normal.

    Townsfolk

  6. Archer

    Once per game, after a player has been nominated but before you vote, you may publicly choose to execute immediately.


    “Sometimes the only way to uphold justice is to take aim at what others won't.”

    The Archer can force an execution for a nominated player.

    Examples

    The Soldier has been nominated and the voting process has begun. Before the Archer has had a chance to vote, the Archer chooses to use their ability. The Soldier is immediately executed and the day ends.

    The Archer is drunk. The Mayor has been nominated and the voting process is about to begin. The Archer chooses to use their ability. The vote proceeds as normal and the Archer loses their ability.

    The Noble has been nominated and the voting process has begun. After the Archer has had a chance to vote, they choose to use their ability, however they cannot. The Storyteller declares that this use of the power does not count. The Archer does not lose their ability.

    How to Run

    During a vote for a nominated player, before the Archer has had a chance to vote, the Archer can declare that they wish to use their ability. If so, immediately declare that the player being voted for is executed. That player dies, put a shroud on their character token in the Grimoire. The Archer loses their ability. Put the Archer’s NO ABILITY reminder token by the Archer token. End the nomination process and proceed to the night phase. (No one else can be executed today.)

    Townsfolk

  7. Architect

    Choose which Outsiders are in-play. An Outsider may start evil. [+1 Outsider].


    “Yes, our town is grand, but we cannot simply ignore basic principles. We must start putting up more supporting structures before everything comes crumbling down.”

    The Architect chooses what Outsiders are in-play. One Outsider might be evil.

    Examples

    There are 15 players and no Outsiders in play yet. The Architect wakes, learns a 2, and chooses the Butler and the Golem. The Dreamer becomes the Butler and the Fool becomes the evil Golem.

    How to Run

    While setting up the game, remove all Outsider tokens and add Townsfolk tokens.

    During the first night, wake the Architect and show fingers equaling the number of Outsiders in play. The Architect selects that many Outsiders from the script. Replace an equal number of Townsfolk tokens other than the Architect with the selected Outsider tokens. Show them the YOU ARE info token, then the Outsider token. If you choose to make an Outsider evil, after showing them the YOU ARE info token, give them a thumbs down.

    Townsfolk

  8. Archivist

    The first time an Outsider is executed, they don’t die and that night become a not-in-play Townsfolk [+1 Outsider].


    “I've done some digging, and it seems that your lineage actually dates back to Mr. Ravenswood himself.”

    The Archivist converts an Outsider into a Townsfolk.

    Examples

    The Drunk is the first Outsider to be executed, but remains alive. The drunk then becomes the Sage and learns they are the Sage that night.

    How to Run

    The first time an Outsider would be executed, they remain alive. Put the Archivist’s NO ABILITY reminder token by the Archivist. Replace the Outsider character token with a Townsfolk token and mark them with the Archivist's PRESERVED reminder token. That night, show them the YOU ARE info token, then the Townsfolk character token.

    Townsfolk

  9. Astronomer

    Each day, you may privately guess a player who will die tonight. If right, tonight learn a Demon bluff.


    “The stars did speak of fates and farewells, and unfortunately, you cannot hide from destiny.”

    The Astronomer makes bets on who the Demon will target to learn information.

    Examples

    During the day, the Astronomer selects the player who is the Investigator. The Investigator dies that night and wakes to learn that the Seamstress is one of the Demon bluffs. The next day the Astronomer selects the player who is the Steward. The Steward that night dies due to the Gossip’s ability. The Astronomer wakes to learn that the Savant is one of the Demon bluffs.

    During the day, the Astronomer selects the player who is the Soldier. The Soldier is chosen by the demon that night, but does not die. The Astronomer does not wake.

    During the day, the Astronomer selects the player who is the Preacher. That day, the Preacher is executed and dies. The Astronomer does not wake that night.

    How to Run

    Once per day, if the Astronomer requests a private chat with you, take them away from the circle so you cannot be overheard. The Astronomer then selects a player, mark that player with the Astronomer's WATCHED token. That night, if the selected player dies, wake the Astronomer and show them a character token given to the Demon as a bluff. The next day, whether correct or wrong, remove the WATCHED token.

    Townsfolk

  10. Augur

    Each night, choose a player: tomorrow, if they are executed, they learn you are the Augur.


    “Bones never lie, only people do. Your fate is sealed, make peace with the future.”

    The Auger makes bets on who Town will execute in order to be known.

    Examples

    Jen is the Augur. She selects Ben. The next day, Ben is executed. Ben learns that Jen is the Augur.

    Toby is the Augur who is drunk. He selects Jenny. The next day, Jenny is executed. Jenny does not wake or learn that Toby is the Augur.

    How to Run

    Each night, wake the Augur and ask them to choose a player, mark the chosen player with the Augur’s WATCHED reminder token. If a player who was chosen by the Augur the previous night was executed the previous day, wake them and show them the “This character selected you” info token and the Augur token, then point to the Augur player before putting them back to sleep. Otherwise, remove the WATCHED reminder token.

    Townsfolk

  11. Basket Weaver

    Each night, choose a player: you learn a player of the same alignment. You lose this ability if you voted.


    “Oh, another basket? What happened to the last one? Oh, never mind, I'm just happy to have the business!”

    The Basket Weaver learns about players' alignments, but stops learning if they vote.

    Examples

    During the first night, the Basket Weaver selects a player who is the Barber. Because the Barber is good, they then learn the player who is the Chef. The next day, the Basket Weaver does not vote and the Chef turns evil due to the Mezepheles' ability. That night, the Basket Weaver chose the Chef. Because the Chef is evil, they then learn the player who is the Mezepheles. The next day the Basket Weaver votes and does not wake on any subsequent nights.

    How to Run

    Each night, if the Basket Weaver has not voted, wake the Basket Weaver and have them select a player. Then, point to another player who has the same alignment as the selected player. Put the Basket Weaver to sleep.

    If during the day the Basket Weaver has voted for an execution, they lose their ability - mark them with the NO ABILITY reminder and remove their night token from the night sheet.

    Townsfolk

  12. Brainiac

    Each day, you may visit the storyteller to learn a question answered by a number. At night, guess the number and learn if correct.


    “According to my calculations, there's no other possibility...unless...”

    The Brainiac learns questions and answers them to learn if they are correct.

    Examples

    During the day, the Brainiac learns “How many Outsiders are in play?”. At night, they indicate 2. As there are no Outsiders in play, the Storyteller shakes their head.

    During the day, the Brainiac learns “How many evil players nominated today?”. At night, they indicate 1. As only the Chef and the Scarlet Women nominated today, the Storyteller nods their head.

    During the day, the Brainiac learns “How many players died due to the demon’s ability last night?”. At night, they indicate 2. As the Demon only killed one player and the other died due to the Gossip’s ability, the Storyteller shakes their head.

    During the day, the Brainiac does not visit the Storyteller. That night, they do not wake.

    How to Run

    Once per day, if the Brainiac requests a private chat with you, take them away from the circle so you cannot be overheard. Whisper a question that can be answered by a number between 0 and 10.

    At night, if the Brainiac has visited you the previous day, wake them. Prompt them to indicate a number. If the number is a correct response to the question, nod your head yes. Otherwise, shake your head no. Put the Brainiac to sleep.

    Keep the questions you asked helpful, related to the game, and objective. Avoid asking questions that are on a scale, such as "On a scale from 1-10, how good is the evil team doing". Instead, give questions that can give the Brainiac helpful info to understanding what is going on in the game.

    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. Bugler

    At the end of the night, the storyteller verbalizes one piece of information given that night [+1 Outsider].


    “Doo-doo-do-doo, doo-doo-da-doo-da, doo-da-doo-da-doooooo.”

    The Bugler lets town know more about what goes on at night and verify claims.

    Examples

    The Fortune Teller is marked with the ANNOUNCEMENT token. The Fortune Teller wakes and selects two players, one of whom is their Red Herring. At the end of the night, the Storyteller says aloud, “Yes”.

    The Dreamer is marked with the ANNOUNCEMENT token but is killed before they receive their information. No information is verbalized at the end of the night.

    The Dreamer is marked with the ANNOUNCEMENT token. The Dreamer picks the player who is the Baron and they learn Butler and Baron. At the end of the night, the Storyteller may either say aloud “Butler” or “Baron” but not both.

    The Investigator is marked with the ANNOUNCEMENT token. The Investigator learns that a Poisoner is in play, and that either the Poisoner player or the Sailor player is the Poisoner. At the end of the night, the Storyteller may either say aloud “Poisoner” or the name of the Poisoner player or the name of the Sailor player, but may only say one of these options.

    The Mathematician is marked with the ANNOUNCEMENT token and is poisoned. The Mathematician learns a 0. At the end of the night, the Storyteller says aloud “0”.

    The Empath is marked with the ANNOUNCEMENT token and the Bugler is poisoned. The Empath learns their information as normal and no information is announced at the end of the night.

    How to Run

    At the start of the night, mark one player who learns information at night with the ANNOUNCEMENT token. When providing that player with their info, make a note of one piece of information given to them. At the end of the night, say that information aloud. After doing so, remove the ANNOUNCEMENT token.

    Townsfolk

  15. Bulwark

    Once per game*, at night, you may choose to force the Demon to target you.


    “Why don't you pick on someone your own size?”

    The Bulwark keeps the Demon from targeting others.

    Examples

    The Bulwark wakes and chooses to use their power. That night the Imp chooses to kill the Steward, the Bulwark dies instead.

    The Bulwark wakes and chooses to use their power. That night the Monk chooses the Bulwark. That night the Shabaloth chooses to kill the Monk Player and the Ravenkeeper Player. No deaths occur tonight.

    The Bulwark wakes and chooses to use their power. The Town Crier was poisoned by the Pukka last night and dies tonight. The Bulwark is marked with the Pukka’s POISONED token and will die the following night.

    How to Run

    Each night except the first, wake the Bulwark. The Bulwark either shakes their head no or yes. If they indicate yes, mark them with a shroud and put the Demon’s relevant reminder token on the Bulwark. Later that night, wake the Demon, as normal, but regardless of their choices, continue as though the Demon had selected the Bulwark and only the Bulwark.

    Townsfolk

  16. Canary

    The first time a Minion dies, you die too. That night, learn their character.


    “Tweet Tweet Twee-”

    The Canary dies to warn the rest of town.

    Examples

    The Mezepheles is killed at night. That night, the Canary dies, wakes, then is shown the Mezepheles token and the Mezepheles player.

    Rosaline is the Canary. Rebecca the Pit-Hag is executed. That day, the Storyteller announces that Rebecca is executed and dies, and that Rosaline also dies. That night, Rosaline wakes and learns that Rebecca was the Pit-Hag.

    Helly the Canary is drunk due to the Sailor’s ability. Gemma the Organ Grinder is executed. Helly does not die and loses her ability.

    How to Run

    When a Minion dies, the Canary also dies. If this happens during the day, announce that the Canary also dies. If this happens at night, mark the Canary with their DEAD reminder token and at dawn, announce all players who died last night.

    When the Minion dies, put the Canary’s KNOW reminder token on the Minion.

    When the Canary dies, that night, wake the Canary, show them the Minion’s character token and point to the Minion player. Put the Canary to sleep. The Canary loses their ability, mark the Canary with the NO ABILITY reminder token.

    Townsfolk

  17. Candle Maker

    Each night*, learn if the last executed player was nominated by the Demon. One good player registers as the Demon to you.


    “Each soul a flame and their story the wick, but which burns brightest, and which burns too quick?”

    The Candlemaker learns if the nominators of executed players are the Demon.

    Examples

    The Monk nominates the Courtier, who is executed. The Candle Maker learns a no.

    The Lord of Typhoon nominates the Balloonist, who is executed. The Candle Maker learns a yes.

    The Golem nominates the Recluse, who is executed. The Golem is the Candle Maker’s Red Herring. The Candle Maker learns a yes.

    How to Run

    While preparing for the first night, put the Candle Maker’s RED HERRING reminder token by any good character token, marking that player as the Red Herring.

    The first time a player is executed, mark the player who nominated them with the Candle Maker’s NOMINATED token. Whenever another player is executed, move the NOMINATED token to their nominator’s character token.

    Each night, except the first, wake the Candle Maker. If the player with the NOMINATED token on their character token is the Demon or has the RED HERRING token, nod your head yes. Otherwise, shake your head no. Put the Candle Maker to sleep.

    Townsfolk

  18. 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

  19. Cardinal

    When you die at night, all players learn a living player's character.


    “The Lord may forgive, but the congregation shall not soon forget.”

    The Cardinal makes one player's character known at the cost of their own life.

    Examples

    The Imp kills the Cardinal. All players learn that the Monk player is the Monk.

    The Gossip kills the Cardinal. All players learn that the Politician player is the Politician.

    The Cardinal is poisoned and Lil’ Monster kills the Cardinal. No announcement is made.

    The Cardinal is executed. No announcement is made.

    How to Run

    If the Cardinal dies at night, choose a living character. Announce that “A Player has been Canonized” or something similarly dramatic, then state the character and player.

    Townsfolk

  20. 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

  21. 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

  22. Chemist

    Once per game, at night, choose a player: if a Townsfolk, they learn either only false or only true information.


    “If my hypothesis is right, you'll be feeling more like yourself than ever...probably...”

    The Chemist ensures that a player can only have good or bad info.

    Examples

    The Chemist chooses the Savant player who is marked with the ONLY TRUE token on the first night. They only receive true statements the rest of the game.

    The Chemist chooses the Empath player who is marked with the ONLY FALSE token and is sitting beside no evil players. They may learn any number except for 0.

    The Chemist chooses the Golem player and there is no effect.

    The Chemist chooses the Artist player who is marked with the ONLY TRUE token. The Artist is sitting beside the No Dashii. The Artist asks if they are neighboring the Demon and learns a Yes.

    How to Run

    Each night, wake the Chemist. The Chemist either shakes their head no or points to a player. If the player is a Townsfolk character, mark them with either the ONLY TRUE or ONLY FALSE token. Otherwise, do nothing. Put the Chemist to sleep.

    If a player is marked with the ONLY TRUE token, they receive only true information whenever a Townsfolk ability prompts you to give information. If a player is marked with the ONLY FALSE token, they receive only false information going forward.

    Townsfolk

  23. Church Grim

    On the first night, choose 3 characters. If in-play and the player dies, at night learn the player.


    “*Bong....Bong...Bong*”

    The Church Grim keeps an eye on certain characters, learning who they are when they die.

    Examples

    On the first day, the Church Grim selects the Imp, the Exorcist, and the Fool. When the Exorcist dies, the Church Grim learns that player.

    On the first day, the Church Grim selects the Imp, the Exorcist, and the Fool. When the Imp dies, the Church Grim learns that player. When the Baron who became the Imp dies, the Church Grim does not learn this, as they were not the Imp when the Church Grim made their selection.

    On the first day, the Church Grim selects the Imp, the Exorcist, and the Fool. When the Farmer dies, the Fool becomes a new Farmer. When the new Farmer dies, the Church Grim wakes up and learns that player, as they were the Fool when the Church Grim originally made their choice.

    On the first day, the Church Grim selects the Imp, the Exorcist, and the Village Idiot. As there are three Village Idiots in-play, the Storyteller selects one and puts the WATCHED token on that player. When they die, the Church Grim learns that player.

    How to Run

    During the first night, wake the Church Grim. The Church Grim points at any 3 Character icons on their character sheet. Put a WATCHED reminder token on any selected Character tokens that are in play. Put the Church Grim to sleep.

    If during the day or the night, a player with the WATCHED reminder token dies, at night, wake the Church Grim. Point at the player. Put the Church Grim to sleep. Remove that WATCHED token.

    OPTIONAL RULE: You may permit the Church Grim's WATCHED token to be on multiple players with the same character. If you do, there may be only 3 players marked by the token and each unique chosen in-play character must be marked at least once.

    Townsfolk

  24. Coach

    Other players who nominated evil players today cannot die tonight.


    “Alright kid, once you get them in the corner, don't let up.”

    The coach protects players who are going after evil.

    Examples

    The Plague Doctor nominates the Psychopath. The Plague Doctor cannot die tonight. When the Imp selects the Plague Doctor player, no death occurs.

    The Snitch nominates the Widow. The Snitch cannot die tonight. When the Fang Gu selects the Snitch, the Fang Gu dies and the Snitch becomes the new Fang Gu.

    The Coach nominates the Assassin. The Coach cannot mark themself SAFE and so can still die tonight.

    How to Run

    Each day, whenever a player other than the Coach nominates an evil player, mark the chosen players with the CAN NOT DIE token. The players marked CAN NOT DIE cannot die tonight. At dawn, remove the CAN NOT DIE reminders.

    Townsfolk

  25. Cobbler

    Once per game, at night, choose a player: they become a not-in-play character of the same type.


    “Why don't you try walking a mile in these shoes?”

    The Cobbler switches a player's character.

    Examples

    The Cobbler is woken on the 1st night and chooses the Chef player. The Chef becomes the Soldier and is safe from the Demon.

    The Cobbler is woken on the 1st night, but does not use their ability. On the second night, the Cobbler chooses the Pukka player. The Pukka becomes an Imp. The player that was killed by the Pukka earlier that night still dies - however the player that was selected that night and that was poisoned is no longer poisoned.

    How to Run

    Each night, wake the Cobbler.

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

    If they point to a player put the Cobbler to sleep. The Cobbler loses their ability - mark them with the NO ABILITY token and remove their night token from the night sheet. Wake the selected player, show them a not-in-play Character token of the same type as their previous token. Replace their previous Character token with the new one.

    Townsfolk

  26. Conductor

    Each night*, learn if a Minion or Outsider was nominated today.


    “Were you rushing or were you dragging?”

    The Conductor finds players who have abilities that are harmful to town.

    Examples

    Today, 3 players were nominated. One of them was an Outsider. Many players voted, but there was no execution. That night, the Conductor learns a “yes”.

    Today, 3 players were nominated. One of them was the Scarlet Women and another was the Imp. The Imp was executed and the Scarlet Women became the new Imp. That night, the Conductor learns a “yes” because a player was a Minion when they were nominated.

    How to Run

    Each dawn, mark the Conductor with the MELODIC reminder, and remove the JARRING reminder, if any.

    Each day, if any Minion or Outsider player is nominated, replace the MELODIC reminder with the JARRING reminder.

    Each night, except the first, wake the Conductor. If the Conductor is marked MELODIC, shake your head no. If the Conductor is marked JARRING, nod your head yes. Then, put the Conductor to sleep. Remove the JARRING reminder, if any.

    Townsfolk

  27. Cowboy

    If the first player you nominate is a Minion, you die.


    “By hook or by crook.”

    The Cowboy sacrifices themself to reveal a Minion.

    Examples

    The Cowboy nominates the Organ Grinder. The Storyteller immediately declares that the player of the Cowboy dies. The players still vote to execute the Organ Grinder, who dies too.

    The Cowboy nominates the Poppy Grower and does not die. The vote continues as normal. On a later day, The Cowboy nominates the Boomdandy, but the Cowboy does not die as they have no ability.

    How to Run

    If the first player to be nominated by the Cowboy is a Minion, declare that the ever nominate the Virgin is a Townsfolk, immediately declare that immediately declare that they die. (Nominations continue as normal.) The Cowboy loses their ability - put the Cowboy’s NO ABILITY reminder token by the Cowboy token.

    If the first player to be nominated by the Cowboy is not a Minion, continue the vote as normal. The Cowboy loses their ability - put the Cowboy’s NO ABILITY reminder token by the Cowboy token.

    Townsfolk

  28. Cup Bearer

    Each night, choose a player: they are sober, healthy, and only learn true information until dusk.


    “My Lord, please allow me to sample the dish first, you wouldn't want to upset your humors.”

    The Cup Bearer protects others from getting bad information.

    Examples

    The Cup Bearer chooses the Savant. The next day, both of the Savant’s pieces of information are true.

    The Cup Bearer chooses the Sailor who has made themself drunk. The Sailor is no longer drunk and cannot die due to their ability.

    The Cup Bearer chooses the Marionette who believes that they are the Empath. The Marionette learns an accurate number of 1, as they can only learn true information.

    The Cup Bearer chooses the Farmer who has been made drunk by the Sweetheart and poisoned by the Poisoner. When the Farmer dies that night, the Farmer's ability works as normal.

    How to Run

    Each night, wake the Cup Bearer. The Cup Bearer points at any player. Put the Cup Bearer to Sleep. Put the Cup Bearer’s ONLY TRUE token by the chosen player’s Character token.

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

    If the player would learn any information, the information they learn must be true, even if they would not typically learn true information due to their or another player’s ability.

    At dusk, remove the ONLY TRUE reminder token.

    Townsfolk

  29. Cyclops

    Each night*, if a Sheep died today or tonight, choose a player: if they are not the Demon, they die [+the Sheep].


    “Nobody killed my sheep!”

    The Cyclops avenges the death of Sheep.

    Examples

    On the first day, a Sheep is executed. That night, the Cyclops chooses to kill a player who is also the Sheep. As the Cyclops was already enraged when they killed the sheep, they do not kill a second time.

    On the second night, the Zombuul kills a Sheep. That night, the Cyclops chooses to kill the Zombuul player, but as they are the Demon, they do not die.

    How to Run

    If a Sheep dies, place the Cyclops’ ENRAGED token on the Cyclops Character token. That night, wake the Cyclops. They point at any player, if that player is not the Demon, that player dies - mark them with the Cyclops’ DEAD reminder. If they are the Demon, they do not die. Remove the Cyclops’ ENRAGED token. Put the Cyclops to sleep.

    Townsfolk

  30. 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

  31. Dean

    The first time a Minion chooses you, at night you learn their character is in-play, even if dead.


    “Trouble-maker, eh? Luckily, I know just the punishment for you.”

    The Dean learns what Minions are causing trouble in town.

    Examples

    On the second night, the Assassin chooses to kill the Dean. That night, the Dean is shown the Assassin token.

    On the first day, the Psychopath chooses to kill the Dean. That night, the Dean is shown the Psychopath token.

    On the first night, the Dean is chosen by the Poisoner. The Dean is poisoned, so they do not wake up but they are still marked with the NO ABILITY reminder.

    How to Run

    The first time a Minion chooses to use their ability on the Dean, mark their Character token with the WATCHED token. That night, wake the Dean and show them that Character token, even if the Dean is dead. Put the Dean’s NO ABILITY reminder on the Dean’s token and remove the WATCHED token from the Minion’s token.

    Townsfolk

  32. Decoy

    If the Demon kills you, the Demon is drunk tomorrow.


    “Sacrifice, that's the price of a good trick.”

    The Decoy preoccupies the Demon.

    Examples

    The Decoy is killed by the Yaggababble. The next day, the Yaggababble says their secret phrase twice. That night no players die.

    The Decoy is killed by the Pukka. As the Decoy was poisoned when they died, the Pukka is not made drunk.

    The Decoy dies due to the Gossip’s ability. The Demon is not made drunk.

    How to Run

    If the Decoy was killed by the Demon, the Demon is drunk until the end of the next night - mark the Demon with the Decoy’s DRUNK reminder token. At the end of the next night, remove the Decoy’s DRUNK reminder token.

    Townsfolk

  33. Detective

    Each night, learn a different player than last night: they are not a Minion.


    “That leaves just one question, who could've gained from such an illicit affair?”

    The Detective learns who isn't aiding the Demon, but doesn't learn who the Demon is.

    Examples

    On the first night, the Detective learns the Juggler player. On the second night, they learn the Leviathan player. On the third night, they learn the Juggler player again.

    On the first night, the Detective learns the Grandmother player. On the second night, they are poisoned by the Poisoner and they learn the Marionette player.

    How to Run

    When preparing the first night, mark any player who is not a Minion with the KNOW reminder. When preparing each night afterwards, move the KNOW reminder to another player who is not a Minion. Each night, wake the Detective. Point to the Player marked KNOW. Put the Detective to sleep.

    Townsfolk

  34. 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

  35. Diver

    Once per game*, at night, choose to see 1 evil dead player.


    “Now, who exactly is sleeping with the fishes?”

    The Diver learns an evil dead player.

    Examples

    The Diver is woken on the 2nd night and chooses to use their ability. No evil players are dead, so the Diver learns a “no”.

    The Diver is woken on the 2nd night, but does not use their ability. On the 3rd night, the Diver chooses to use their ability. The Scarlet Women and the evil Goon are dead. The Storyteller points to the Goon player.

    How to Run

    Each night, wake the Diver. They either shake their head no or nod yes. If they shake their head no, put the Distiller to sleep.

    If they shake their head yes, choose a dead evil player and point to them. If there is no dead evil players, indicate no to the Diver. Mark the Diver with their NO ABILITY token. Put the Diver to sleep.

    Townsfolk

  36. 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

  37. Dowser

    Each night, if a new Demon was created, learn how many steps they are from the old Demon.


    “It is not me you need believe, for the rods tell all.”

    The Dowser learns how far the Demon has traveled.

    Examples

    The Fang Gu chooses the player sitting next to them who is the Saint. The Saint becomes a new Fang Gu. That night, the Dowser wakes and learns a 1.

    The evil team consists of a Pit-Hag and a Po. The Pit Hag creates a new Ojo. Between the Po and the Ojo are the Pit-Hag and a Oracle. That night, the Dowser wakes and learns a 3.

    How to Run

    During the night, if a new Demon is created, wake the Dowser. Show fingers (1, 2 etc.) equaling the distance in players from the previous Demon to the new Demon, starting with the player neighboring the old Demon closer to the New Minion. Put the Dowser to sleep.

    Recommended Jinx: Summoner - The Dowser learns the distance between the Summoner and the Demon if the Summoner creates the Demon.

    Townsfolk

  38. Dredger

    Each night*, choose a player: learn if their character has changed.


    “You'll never believe what I pulled up off the bayou last night.”

    The Dredger learns if players have changed characters.

    Examples

    The Dredger chooses the Monk player. They learn a no.

    The Fang Gu chooses the Heretic, causing the Heretic to become a new Fang Gu. The next night, the Dredger chooses the new Fang Gu player. They learn a yes.

    How to Run

    Throughout the game, whenever a player’s character has changed, mark them with one of the Dredger’s CHANGED tokens.

    Each night except the first, wake the Dredger. The Dredger points at a player. If the chosen player is marked with a CHANGED token, nod your head yes. Otherwise, shake your head no. Put the Dredger to sleep.

    Townsfolk

  39. Echo

    You have and know an in-play Townsfolk ability. When that Townsfolk dies, something bad might happen to you.


    “Hello...hello...hello...hello...”

    The Echo copies another Townsfolk, but might end up with a worse fate.

    Examples

    On the first night, the Echo learns the Chef. They gain the Chef’s ability from now on and act immediately after the other Chef. On the second night, the Chef dies. That night, the Echo wakes and learns they now have the Saint’s ability.

    On the first night, the Echo learns the Savant. They gain the Savant’s ability from now on and may visit the Storyteller at any point during the day. On the third night the Savant dies. On the fourth day, the Echo visits the Storyteller and learns 3 pieces of information, one of which is true, one of which is false, and one of which may be either.

    How to Run

    When preparing the first night, place the Echo’s ECHO token by any Townsfolk character token.

    On the first night, wake the Echo and show them the marked Townsfolk character token. They gain that Townsfolk ability. If this would cause the Echo and the Townsfolk to wake up at the same time, wake the Echo up after the marked Townsfolk.

    If the marked townsfolk dies, you may choose to make something bad (such as being poisoned, mad, losing their vote, or dying) happen to the Echo. If you do, mark the Echo with the SOMETHING BAD reminder token.

    Townsfolk

  40. Electrician

    Each night, learn 2 connected players. Each day, privately guess the connection: you learn if you are correct.


    “And if I just connect these two wires then...ZZZZAAAPP......ok, maybe these two...”

    The Electrician tries to discover patterns and connections.

    Examples

    On the first night, the Electrician learns the Baron player and the Balloonist player. They both modify the number of Outsiders at setup. The next day, the Electrician guesses that they have abilities that modify the setup and learns “Hot”.

    On the second day, the Electrician learns the Gossip player and the Lycanthrope player. They both can cause players to die. The next day, the Electrician guesses that they both have abilities that can kill and learns a “Bingo”.

    On the third day, the Electrician learns the Assassin player and the Huntsman player. They both have used their abilities. The next day, the Electrician guesses that they are both minions and learns “Cold”.

    How to Run

    When preparing each night, choose two players with something in common. Mark those two players with the Electrician’s KNOW reminder token.

    Each night, wake the Electrician. Point to the two players marked KNOW. Put the Electrician to sleep.

    Each day, the Electrician makes a guess about what the two players have in common. Answer “Cold”, “Warm”, “Hot", or “Bingo”. Remove the Electrician’s KNOW reminder tokens.

    Townsfolk

  41. Engraver

    Players' alignment & characters cannot change.


    “As it is, it always was.”

    The Engraver prevents players from changing alignment or character.

    Examples

    The Engraver and Farmer are in-play. The Farmer dies and would change the Engraver, but nothing happens as the Engraver is in-play.

    The Engraver, Pit-Hag, and Soldier are in-play. The Pit-Hag chooses to change the Soldier into the Butler, but nothing happens as the Engraver is in-play.

    How to Run

    While preparing for the first night, place the Engraver’s CANNOT CHANGE token in the center of the left side of the Grimoire.

    Whenever a player’s character would change, it doesn’t and they do not learn that they have or would have changed character.

    Townsfolk

  42. Ent

    Players you nominate cannot die until dusk.


    “But I spoke hastily. We must not be hasty. I have become too hot. I must cool myself and think.”

    The Ent protects a player from execution, but can never successfully go after their nominee.

    Examples

    The Ent nominates the Saint who receives a majority of votes. The Saint is executed, but does not die.

    The Ent nominates the Fortune Teller, who was made mad by the Ceranovus. The Fortune Teller breaks madness and is executed, but does not die.

    The Ent nominates the Underkeeper, who was chosen by the Witch. When the Underkeeper nominates the Po, the Underkeeper does not die and no death announcement is made.

    How to Run

    When the Ent nominates a player, mark them with the Ent’s CAN NOT DIE token. If that player would die, they do not die. If a player marked CAN NOT DIE is executed, declare that they were executed but remain alive. (Do not say why). At dusk, remove the Ent’s CAN NOT DIE token.

    Townsfolk

  43. Errandboy

    Each day, learn a helpful question.


    “Thanks kid, here, buy yourself something nice.”

    The Errandboy learns info that might help town begin to piece together the puzzle.

    Examples

    The Errandboy visits the Storyteller and learns, “What is the maximum number of evil players alive?” The Lord of Typhon has added an evil Minion and the Errandboy is the last living good player.

    The Errandboy visits the Storyteller and learns, “Are you confident?” The Errandboy has been nominating the Saint.

    The Errandboy visits the Storyteller and learns, “Are there any alternative win conditions?” The Errandboy is drunk, the Heretic is on the script, but is not in-play.

    How to Run

    Each day, the Errandboy visits you. Take them away from the circle so you cannot be overheard. Ask the Errandboy a question.

    The Errandboy doesn’t receive information directly, but instead receives questions. These can be questions that they may want to ask other players, or questions meant to steer them towards an idea.

    Eg. “How many Outsiders are in play?” “How did two players die on the second night, but only one on the third?” “Is there any reason that a Minion may have been killed by the Demon?” “Has the Fortune Teller checked every player?” “Are then any outsiders who might not want to come out publicly?” “Are there any alternative win conditions?”

    Townsfolk

  44. Eunuch

    Once per game, at night, you may make all Minions drunk until dusk.


    “My Liege, they've plotted and planned against you, luckily my little birds have kept me informed, and I have the perfect trap laid to foil their scheme.”

    The Eunuch prevents Minions from acting one night.

    Examples

    The Eunuch is woken on the 1st night and chooses to use their ability. The Spy and the Baron are made drunk. The Spy does not see the Grimoire that night.

    The Eunuch is woken on the 1st night, but does not use their ability. On the 2nd night, the Eunuch chooses to use their ability. All evil players are legion. The Storyteller chooses to let them misregister as minions and make all of Legion drunk. That night, no one dies, and the next day, when only Legion vote, the vote goes through as normal.

    How to Run

    Each night, wake the Eunuch. They either shake their head no or nod their head yes. Put the Eunuch to sleep.

    If the Eunuch nodded yes, mark each Minion with the Eunuch’s DRUNK reminder token. At dusk on the next night, remove all of the Eunuch’s DRUNK reminder tokens. Put the NO ABILITY reminder token on the Eunuch’s character token and remove their night token from the night sheet.

    Townsfolk

  45. Executioner

    If a player you nominated is executed, they die, even if for some reason they could not.


    “Ah not to worry, I just sharpened my axe this morning.”

    The Executioner stops abilities that would usually prevent execution.

    Examples

    The Executioner nominates the Witch, who was chosen by the Devil’s Advocate the previous night. The Witch receives the majority of votes and is executed and dies.

    The Executioner nominates the Fool. The Fool receives the majority of votes and is executed and dies.

    How to Run

    When the Executioner nominates a player, mark them with the Executioner's AXED token. If that is executed, but for some reason would not die, they die anyway. This cannot be prevented in any way (except if the Executioner doesn’t have their ability, such as if they’re drunk or poisoned).

    Townsfolk

  46. Exterminator

    Each night, choose a player and guess an Outsider. If correct, you both become drunk and they die.


    “The rats don't run this city, we do!”

    The Exterminator prevents Outsiders' abilities from hurting town by figuring out who the Outsiders are.

    Examples

    On the first night, the Exterminator picks the Acrobat player and guesses Klutz, nothing happens. The next night, the Exterminator picks the Ogre player and guesses Mutant, nothing happens.

    On the first night, the Exterminator picks the Barber player and guesses Barber. The Barber is made drunk and then dies, making their ability not work. Afterward, the Exterminator becomes drunk. The second night, the Exterminator picks the Ogre player and guesses Ogre, nothing happens as the Exterminator is drunk.

    How to Run

    Each night, wake the Exterminator. They will pick a player and then pick an Outsider from the character sheet. Put the Exterminator to sleep. If the player’s character token is that Outsider, place the Exterminator’s DRUNK reminder token on the Outsider and mark them with the Exterminator’s DEAD reminder token and a shroud. Then place the Exterminator’s DRUNK reminder token on the Exterminator.

    Townsfolk

  47. Ferryman

    Each night, flip: if right, you can't die tonight. If wrong, you can't die during the day.


    “Don't worry, the ferry will be back in town in just a few hours, there's no need to go rushing on away.”

    The Ferryman either can't die at night or in the day, but is never sure which.

    Examples

    The Ferryman chooses heads and is correct. That night, when the Imp chooses the Ferryman, they do not die - tomorrow, no deaths are announced.

    The Ferryman chooses heads and is incorrect. The next day, when the Ferryman is executed, they do not die.

    The Ferryman chooses tails and is incorrect. The next day, when the Psychopath chooses the Ferryman, they do not die.

    The Ferryman is drunk. The Ferryman chooses tails and is incorrect. They are not safe and can die either during the day or during the night.

    How to Run

    Each night, wake the Ferryman, they will pick a coin face. Put the Ferryman to sleep. Flip a coin. If the same as the Ferryman’s choice, they cannot die tonight - mark the Ferryman with the SAFE TONIGHT token. If different from the Ferryman’s choice, they cannot die during the day - mark the Ferryman with the SAFE TODAY token. At dusk, remove the Ferryman’s reminder token.

    Townsfolk

  48. Flag Bearer

    Once per game, at night, guess the player and character of the Demon. You learn if none, one, or both are right.


    “So long as the flag waves, we haven't lost yet!”

    The Flag Bearer learns if the Demon is a certain player or character.

    Examples

    The Flag Bearer wakes on the first night, but chooses not to use their ability. On the second night, the Flag Bearer chooses the Imp player and guesses Zombuul. They learn a “1”.

    The Flag Bearer wakes on the first night, chooses the Po player, and guesses Po. They learn a “2”.

    On the third night, the Flag Bearer is poisoned and chooses the Sage player and guesses Imp. They learn a “1”.

    How to Run

    Each night, wake the Flag Bearer. The Flag Bearer either shakes their head or points at any player and a Demon Character from the Character sheet.

    If they shake their head, put the Flag Bearer to sleep.

    If the Flag Bearer chose a player, show them fingers (0, 1, or 2) equaling the number of details correct. Put the Flag Bearer to sleep. The Flag Bearer loses their ability - mark them with a NO ABILITY reminder token and remove their night token from the night sheet.

    Townsfolk

  49. Flock

    At 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

  50. Foreman

    Each night, choose 2 different players: the first targets the second tonight. Players may not die due to this ability.


    “All you need to do is exactly what you're told and everything will work just right.”

    The Foreman forces 1 player to target another.

    Examples

    The Foreman chooses the Fortune Teller player first and the Imp player second. That night, when the Fortune Teller selects the Sage player and the Investigator player, they learn a Yes, as they actually selected the Imp player and the Investigator player.

    The Foreman chooses the Empath player first and the Soldier player second. As the Empath does not choose any players, nothing happens.

    The Foreman chooses the Assassin player first and the Imp player second. As this would cause a player to die, nothing happens.

    How to Run

    Each night, wake the Foreman. The Foreman points at two players in order. Put the Foreman to sleep. Tonight, if possible, the first player uses their ability to target the second - mark the first selected player with the Foreman’s FORCED reminder token and the second with the Foreman’s TARGET reminder token.

    If the first player does not have an ability that targets another player at night, or if their ability would cause the other player to die, the first player is not forced to choose the second and instead may choose as normal. Later that night, wake the first player, as normal, but their first selection that night is the second player, regardless of who they pick.

    Townsfolk

  51. Friar

    Each night*, choose 1 of your living neighbors: they can not die until dusk.


    “These violent delights have violent ends”

    The Friar protects one of their neighbors from death.

    Examples

    The Friar’s two living neighbors are Jo the Juggler and Ann the Imp. On the second night, the Friar chooses Ann. On the third day, when the Slayer chooses Ann, nothing happens. On the third night, the Friar chooses Jo. When the Imp chooses Jo, Jo does not die, and no deaths are announced in the morning.

    The Friar’s two living neighbors are Frank the Seer and Furt the Recluse. The Friar picks Frank and Furt is chosen by the Vortox and dies. The next night the Friar must pick between Frank the Seer and their new living neighbor, Stein the Vortox.

    The Friar’s two living neighbors are Jord the Fisherman and Ann the Artist. The Friar picks Ann. That night, the charged Po picks Jord, then the Friar, and then Ann. All three die, as the Friar was dead when the Po selected Ann and was no longer protecting her.

    How to Run

    Each night except the first night, wake the Friar. They will point at one of their living neighbors. Put the Friar to sleep. That player cannot die until dusk the next day - mark that player with the Friar’s CAN NOT DIE reminder token. Remove the reminder token at dusk the next day.

    Townsfolk

  52. 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

  53. Gentleman

    If the Demon kills you, flip: if right, a Minion also dies.


    “You do insult me, sir! It is my right to a duel, and your right to a champion.”

    The Gentlemen has a chance to kill a Minion when they die.

    Examples

    The Gentleman is picked by the Ojo. The Gentlemen picks heads and is correct. The Mastermind dies.

    The Gentleman is killed by Lil’ Monsta. The Gentlemen picks heads and is incorrect. Only the Gentleman dies.

    The Gentleman is killed by the Lycanthrope. The Gentleman does not wake.

    How to Run

    If the Gentleman was killed by the Demon, wake the Gentleman. They will pick a coin face. Put the Gentleman to sleep. Flip the coin. If correct, a Minion dies - mark a minion with the Gentleman’s DEAD reminder token and put a shroud on the Minion.

    Townsfolk

  54. Governor

    Once per game, you may publicly prevent an execution. If 1 of your living neighbors is evil, you are drunk.


    “I'd be well remiss not to extend a pardon to a man so apologetic, rehabilitated, and, of course, so generous to our campaign funds.”

    The Governor can prevent a player from being executed, provided they don't have an evil neighbor.

    Examples

    During the day, the Saint is nominated and receives a majority of the votes. As the Storyteller announces that the Saint is executed, the Governor pardons them. The Governor’s neighbors are the Golem and the Librarian, so the Saint is not executed and does not die.

    During the day, the Village Idiot is nominated and receives a majority of the votes. As the Storyteller announces that the Village Idiot is executed, the Governor pardons them. The Governor’s neighbors are the Tea Lady and the Godfather, so the Village Idiot’s execution continues as normal and they die.

    During the day, the Fool is nominated and receives a majority of the votes. As the Storyteller announces that the Fool is executed, the Governor pardons them. The Governor’s neighbors are the Widow and the Empath. The Governor’s ability does not work and the execution proceeds as normal, but the Fool’s ability prevents them from dying.

    How to Run

    During the day, after a player has been executed but before the player has died, the Governor may make a public pardon. If neither of the Governor’s living neighbors is evil, no player is executed and the day immediately ends. Otherwise, the execution continues as normal. If the Governor does so, they lose their ability - mark them with the NO ABILITY reminder token.

    It is best to give a small pause between announcing an execution and the subsequent death, allowing the Governor a chance to use their ability.

    Townsfolk

  55. Guard

    Each night*, choose a player: if they died tonight, learn 2 players, 1 of which is responsible.


    “They went that way, or wait, maybe that way?”

    The Guard learns players who may be responsible for a death.

    Examples

    The Guard wakes and chooses the Politician who is still alive. They do not learn any players.

    The Guard wakes and chooses the Barber who was killed by the Imp. The Guard learns the Imp player and the Innkeeper player.

    The Guard wakes and chooses the Mathematician who was killed by the Gossip. The Guard learns the Gossip player and the Princess player.

    The Guard wakes and chooses the Professor who was killed by the Witch during the day. As the death did not occur that night, the Guard does not learn any players.

    How to Run

    Each night except the first night, wake the Guard. The Guard points at one player. If that player has not died tonight, put the Guard to sleep.

    If that player has died that night, point to two players, one of which caused the death to occur. Put the Guard to sleep.

    Townsfolk

  56. 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

  57. 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

  58. Hiker

    You start knowing 2 numbers, one of which is the number of steps to your nearest living evil neighbor.


    “They told me to go take a hike and I just haven't stopped.”

    The Hiker knows about how far to the nearest evil.

    Examples

    The Hiker is sitting next to the Vizier. They learn a 3 (wrong) and a 1 (correct) as the Vizier is their nearest evil neighbor.

    Clockwise from the Hiker is the Bounty Hunter, the Dreamer, the evil Chef, and the Goblin. Counterclockwise from the Hiker is the Cannibal, the Choirboy, the King, and the Leviathan. The Bounty Hunter learns a 3 (correct) and a 2 (incorrect), as the evil Chef is their nearest living evil neighbor.

    How to Run

    During the first night, wake the Hiker. Using fingers, show (1, 2 etc.) two numbers, one of which is arbitrary and the other of which equals the distance in players from them to the nearest evil player, starting with the player neighboring the Hiker closer to that evil player. Put the Hiker to sleep.

    Townsfolk

  59. Inheritor

    On the first night, choose a player. When they die, if they are good, you gain their character’s ability.


    “Oh my old Aunt Gayle died, you don't say? Well, just what exactly of her estate did she leave me?”

    The Inheritor gains the ability of another player when they die.

    Examples

    The Inheritor picks the Grandmother. When the Grandmother dies on night 3, the Inheritor gains the Grandmother’s ability, learning another good character and their player.

    The Inheritor picks the Widow. The Widow is executed on Day 3. That night, the Inheritor does not wake up.

    The Inheritor picks the Preacher. The Preacher becomes evil on Day 1 due to the Mezepheles' ability and is executed on Day 2. That night, the Inheritor does not wake up, as the Preacher is evil.

    How to Run

    During the first night, wake the Inheritor. The Inheritor points to a player. Put the Inheritor to sleep. Mark that player with the Inheritor’s HEIRLOOM token reminder.

    When a player marked with the HEIRLOOM token reminder dies, if good, the Inheritor now has this player’s character’s ability (do not say which), and will wake at night when this character would normally wake.

    When a player marked with the HEIRLOOM token reminder dies, if evil, remove the HEIRLOOM token reminder.

    Townsfolk

  60. Inventor

    Once per game, during the day, privately propose a new rule. If accepted, tomorrow it is announced & applied.


    “Eureka!”

    The Inventor creates a rule.

    Examples

    The Inventor asks for the rule “No evil characters can vote”. The Storyteller decides that this would put the evil team at a severe disadvantage and would not be reasonable to accept. The Storyteller rejects this rule and asks the Inventor to come up with a different rule.

    The Inventor asks for the rule “All players learn another player of the same alignment”. The Storyteller decides that this rule while good, could be slightly more balanced. The Storyteller proposes that the rule be changed to “All players learn another player of the same alignment; one evil player may register as a good character.” The next day, the Storyteller announces the rule and answers any clarification questions any player may have, such as when this effect might take place. Later that day, when the Inventor is executed, the rule remains in place, as it is now a rule and no longer part of their ability.

    The Inventor asks for the rule “Dead players may use their vote token to nominate a player”. The Storyteller decides that this rule is fairly balanced and decides to accept it. That night, the Inventor is killed by the Po. The next day, the rule is not announced or implemented, as the Inventor died before it became a rule and was still part of their ability.

    How to Run

    During any day, the Inventor can request a private chat with you. Take them away from the circle so you cannot be overheard. They will propose a new rule. Whisper “Yes,” “No,” or offer a modification of the rule to them. If the rule is agreed upon by you both, at the start of the next day, announce and begin to apply the rule. The Inventor loses their ability - mark them with their NO ABILITY reminder.

    If the rule is not agreed upon, the Inventor does not lose their ability and may ask for a different rule at another time.

    While the Inventor may seem similar to the Wizard at first, it should be noted that the Inventor can only make rules and not wishes, and that the new rule must be clearly stated for all players when it first can begin to take affect.

    For example, the Inventor cannot ask for the Demon to change character, as that is a wish and not a rule change. However, an Inventor could ask for a rule that makes it so that all players vote at once.

    Don't be afraid to decline rule changes or offer modifications to these changes, the Inventor if unsatisfied, is able to ask for another rule change in that case.

    Townsfolk

  61. Night Order

    First Night

    Ale Wife
    Architect
    Augur
    Basket Weaver
    Bugler
    Candle Maker
    Carpenter
    Cartographer
    Chemist
    Church Grim
    Cobbler
    Cup Bearer
    Dean
    Detective
    Distiller
    Echo
    Electrician
    Eunuch
    Exterminator
    Ferryman
    Flag Bearer
    Flock
    Foreman
    Gargoyle
    Heir
    Hiker
    Inheritor

    Other Nights

    Ace
    Actor
    Ale Wife
    Apparatchik
    Archivist
    Astronomer
    Augur
    Basket Weaver
    Brainiac
    Broadcaster
    Bugler
    Bulwark
    Canary
    Candle Maker
    Cardinal
    Chemist
    Church Grim
    Cobbler
    Conductor
    Cup Bearer
    Cyclops
    Daredevil
    Dean
    Decoy
    Detective
    Distiller
    Diver
    Donor
    Dowser
    Dredger
    Echo
    Electrician
    Eunuch
    Exterminator
    Ferryman
    Flag Bearer
    Flock
    Foreman
    Friar
    Gargoyle
    Gentleman
    Guard
    Inheritor
  62. this almanac generated using Bloodstar Clocktica