1. 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

  2. Cryptid

    You can't die during the day. If you were executed today, tonight, choose a player: they die.


    “An omen I do now bring, that those who would seek violence will have their way.”

    The Cryptid takes revenge if they are executed.

    Examples

    Ralph, the Cryptid, is executed on the first day, but does not die. That night, they wake and choose Anna, the Choirboy. Anna dies.

    Tina, the Cryptid, is nominated and receives enough votes, but before they can be executed, James the Noble nominates Carmie the Virgin. James is executed and dies. Tine does not wake that night.

    How to Run

    If the Cryptid is executed, announce that the player is executed but does not die. Mark the Cryptid with the EXECUTED reminder token.

    Each night, if the Cryptid is marked with the EXECUTED reminder token, wake the Cryptid, they will point at any player. Put the Cryptid to sleep. The chosen player dies - mark them with the DEAD reminder. Remove the EXECUTED reminder token from the Cryptid.

    Minion

  3. Demagogue

    You start knowing a player: they register as an evil Demon. If executed, at night, learn a new player.


    “Shall we let such evil rot and fester in our town? Shall we sit idly by and watch as they have their way? Or shall we take up our tools and torches and show them who truly runs this town?”

    The Demagogue convinces town that a player is evil.

    Examples

    On the first night, the Demagogue learns Jane, the Politician. Jane is sitting next to Empath, who learns a 1. Jane is executed on the second day. That night, the Demagogue learns Joe and the Undertaker learns Jane was the Politician, as Jane no longer registers as an evil Demon.

    On the first night, the Demagogue learns Jeremy. The Fortune Teller receives a yes when they pick Jeremy. On the second night, Jeremy is killed by the Demon. That night, the Oracle learns a 1 as Jeremy still registers as an evil Demon since he was not executed. The Demagogue does not learn a new player.

    On the first night, the Demagogue learns Roberto, the Fool. On the first day, Roberto is executed but does not die. That night the Demagogue learns a new player. When the Fortune Teller picks Roberto and the Demagogue that night, they learn a no.

    How to Run

    When preparing the first night, mark a player with the Demagogue’s KNOW reminder token.

    Each time the player marked KNOW is executed, mark a new player with the KNOW reminder. That night, wake the Demagogue, point to the player marked KNOW, then put the Demagogue to sleep.

    Minion

  4. Dragoon

    "Each day, the first Townsfolk about to die is executed immediately. Each night, choose if you are drunk until dusk. "


    “With saddle beneath me and bow in my hands, I shall see to it that the first amongst them is dealt with.”

    The Dragoon makes executions instant.

    Examples

    The Dragoon is in play and is sober. 10 players are alive. The Widow receives 5 votes and is about to die. Afterward, the Washerwoman is nominated and receives 6 votes. The Washerwoman is executed immediately and dies.

    The Dragoon is in play and is sober. 6 players are alive. The Goon receives 4 votes and is about to die. Afterward, the Artist receives 4 votes. Neither player is about to die, and no one is executed. The day continues as normal.

    How to Run

    Each night, wake the Dragoon. The Dragoon either nods or shakes their head. If they nod their head, mark them with the DRUNK reminder. Put the Dragoon to sleep.

    When a Townsfolk has been nominated and voted for, has received enough votes to be about to die, and the Dragoon is sober, that player is executed and dies. No more nominations, votes, or executions occur today.

    Minion

  5. Eidolon

    Executed Minions and Outsiders keep their ability, even if you are dead.


    “You needed worthy opponents.”

    The Eidolon emboldens Minions and Outsiders who are executed.

    Examples

    The Pit-Hag is executed and dies. That night, they still wake up and chose a player and character.

    The Damsel is executed and dies. The next day, the Eidolon publicly guesses the Damsel. The game ends, and evil wins.

    The Spy is executed and dies. That night, they wake and see the Grimoire. The next night, the Eidolon is drunk due to the Sailor’s ability. The Spy does not wake that night.

    How to Run

    Each day, if a Minion or Outsider is executed and dies, they keep their ability - mark them with one of the Eidolon’s HAS ABILITY reminder tokens.

    Minion

  6. Fey

    If only 3 players live, your team wins. You may lose this ability if you are mad about something false and learn this.


    “You mortals have such a funny way with your lies. I've found it much more fun to bend the truth.”

    The Fey makes it easier for evil to win, but can't lie.

    Examples

    The Fey has said only true or ambiguous statements throughout the game and is alive on the last day alongside the demon and a townsfolk. The Storyteller announces that the game has ended and evil has won.

    The Fey states during the day that the Demon must be a Vigormortis when it is the Fang Gu. That night, the Fey wakes and learns that they have lost their ability.

    The Fey states during the night that there is no heretic in the game. That night, the Fey wakes and learns that they have lost their ability.

    The Fey is drunk due to the Sailor's ability and has made no false claims. That night, the Fey wakes and learns that they have lost their ability.

    The Fey is drunk due to the Sailor's ability and has claimed that there is no Sailor in play. That night, the Fey does not wake but no longer has their ability.

    How to Run

    At any time (even at night), if you believe that the Fey is mad about information that is false, then you can decide to make the Fey lose their ability. Mark the Fey with the NO ABILITY reminder token. At night, wake the Fey and show them the NO ABILITY reminder token, then put the Fey to sleep.

    At dusk, if exactly three players are alive and the Fey has their ability, declare that the game ends and the Fey’s team wins.

    Minion

  7. Framer

    Each night, choose a player (different to last night), character, and alignment: they register as your choices until dusk.


    “Hey! Hold this and smile.”

    The Framer makes others look evil.

    Examples

    The Framer chooses Jamie, the Village Idiot. The Framer decides that Jamie will register as an evil Moonchild. That night, Jamie is picked by the Fang Gu and becomes an evil Fang Gu.

    The Framer chooses Polly, the Leviathan, and makes them register as a good Slayer. That night, Fred, the Empath who neighbors the Leviathan, learns a 1, and the Washerwoman learns that either Polly or Fred is the Slayer.

    The Framer chooses Rebecca, the Drunk, who was executed that day. The Framer decides that Rebecca will register as the evil Fortune Teller. That night, the Undertaker learns Fortune Teller while the Oracle learns a 1.

    How to Run

    Each night, wake the Framer. They point at any player, any character icon, and give a thumbs up or a thumbs down. That player registers as the selected character and allignment to other players tonight - mark the selected player with the FRAMED reminder token (right-side up for good and upside-down for evil) and place a character token that matches the selected icon near the character.

    Minion

  8. 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

  9. Gorgon

    If you nominated a player, they are poisoned, even if you die. The previously poisoned player becomes healthy.


    “Look upon me and see what has been set in stone.”

    The Gorgon permanently poisons a player.

    Examples

    The Gorgon nominates the Fool, who receives a majority of votes, is executed, and dies.

    The Goron nominates the Oracle, and that night they learn a false 1. The next day, the Gorgon nominates the Farmer. That night, the Oracle learns a truthful 0, and when the Farmer dies, no new Farmer is created.

    How to Run

    Each day, if the Gorgon nominates a player, they are poisoned - mark the nominated player with the POISONED reminder token.

    If the Gorgon nominates another player, the previously nominated player is no longer nominated, and the newly nominated player is - move the POISONED reminder token from the previous player to the newly nominated player.

    Minion

  10. Hangman

    Each night, choose a character, if in-play, they learn this. Tomorrow, if they are nominated, they are executed immediately.


    “My good sir, for your noose might I interest you in our silk variety for a small fee, it's only money and you can't take it with you after this.”

    The Hangman takes over the execution process.

    Examples

    The Hangman selects the Dreamer who is not-in-play. No character wakes up and the nomination process proceeds as normal the next day.

    The Hangman selects the Fortune Teller who is in-play. The next day, the Investigator nominates the Fortune Teller. The Fortune Teller is executed and dies immediately, and the day ends.

    How to Run

    Each night, wake the Hangman. The Hangman player points to a character icon on their character sheet. Put the Hangman to sleep. If the selected character is in-play, mark them with the GALLOWS reminder token. Wake this player, show them the THIS CHARACTER SELECTED YOU info token, then the Hangman token. Put that player to sleep.

    Each day, if a player marked with the GALLOWS reminder is nominated, immediately declare that the marked player is executed. They die. Proceed to the night phase.

    Minion

  11. Headsman

    Each day, if no player died, tonight choose two players: one of them dies.


    “Now look here, I got a quota to meet and if it ain't your head its gonna be mine.”

    The Headsman makes sure that someone dies if an execution is not successful.

    Examples

    During the day, no player died. That night, the Headsman wakes and chooses James and Jessie. The next day, it is announced that James died.

    During the day, the Virgin was nominated, causing a player to die. That night, the Headsman does not wake up.

    During the Day, the dead Investigator is executed, but is already dead and so does not die. That night, the Headsman wakes and selects two players, one of whom dies.

    How to Run

    Each night, if no player died today, wake the Headsman. The Headsman selects two players. Put the Headsman to sleep. Choose one of the selected players, they die - mark them with the DEAD reminder token.

    Minion

  12. Highwayman

    Each night, you may choose a player. A chosen player swaps characters with you. If you choose the Demon, you become evil.


    “Let's go empty your pockets, the watch too, and while I'm at it, let's see those shoes.”

    The Highwayman swaps roles with others.

    Examples

    Rebecca, the Highwayman, chooses to not use their ability on the first night. On the second night, they choose Oscar, the Empath. Rebecca learns that they are now the Empath and Oscar learns that they are now the Highwayman. The next night, Oscar chooses Eliza, the Ojo. Oscar learns that they are now the evil Ojo and Eliza learns they are now the Highwayman.

    Yvette, the Highwayman, chooses Tiffany, the dead Scarlet Woman. Yvette learns they are now the Scarlet Woman and Tiffany learns they are now the Highwayman.

    Juliett, the good Highwayman, chooses Peter, the Lunatic. Juliett learns that they are now the evil Kazali (but is actually the good Lunatic), and Peter learns that they are the good Highwayman.

    How to Run

    Each night, wake the Highwayman. The Highwayman either shakes their head or points at any player. Show the Highwayman the YOU ARE token and the selected player's character token. If the selected player was the Demon, also show the Highwayman a thumbs-down. Put them to sleep.

    Swap the character tokens of the Highwayman and the selected player. Wake the new Highwayman, show the Highwayman the YOU ARE token and the Highwayman character token. Put the Highwayman to sleep.

    (You may need to turn character tokens upside-down to remind you that a player’s alignment is opposite to the color of the token. You may need to remind the player that their alignment is unchanged, by giving a thumbs-up or thumbs-down.)

    Minion

  13. Leper

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


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

    The Leper spreads throughout town, but is not welcomed.

    Examples

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

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

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

    How to Run

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

    Minion

  14. Margrave

    If there were no executions today, tonight 1 of your living good neighbors dies.


    “Enemies at the gate and your choosing to show mercy, tsk tsk, you'll see what a poor choice you've made in time.”

    The Margrave kills those closest if no one is executed.

    Examples

    Clockwise from the Margrave sits a Philosopher, a Gossip, then a General. Anticlockwise from the Margrave sits a No Dashii, a Psychopath, then a Seamstress. When no player is executed on the first day, either the Philosopher or the Seamstress will die.

    How to Run

    Each dusk, if no player was executed, one of the Margrave’s living good neighbors dies - mark them with the Margrave’s DEAD reminder token.

    Minion

  15. Miser

    Each day you don't vote, your vote tomorrow counts for 1 more. You reset to 1 vote after you vote.


    “They would seek to take away my earnings? Bah-humbug! These are my riches and I and I alone shall choose how to spend them.”

    The Miser builds up their wealth to influence votes.

    Examples

    The Miser votes every day. Each day, their vote only counts as one vote.

    The Miser doesn’t vote for three days in a row. On the fourth day, they and another player vote for the Empath. When the vote tally is announced, the Storyteller announces that they received 5 votes. Later that day, when the Miser votes again, their vote is only counted as one vote.

    The Miser doesn’t vote for three days in a row and is drunk due to the Sailor’s ability. When they vote, their vote only counts as one. The next day, their vote counts as 5 votes.

    How to Run

    Each night, if the Miser has not voted the previous day, put a $ reminder token by the Miser.

    Each day, if the Miser votes, remove all $ reminder tokens. The first time they vote that day , their vote counts as 1 + the number of removed $ tokens.

    When counting votes, count out loud, as normal. After counting all votes, announce the vote tally, including the additional votes of the Miser.

    Minion

  16. Necromancer

    Once per game, at night, choose a dead player and a minion. They are resurrected as that minion and become evil.


    “I ought to be thy Adam, but I am rather the fallen angel.”

    The Necromancer raises the dead as something else.

    Examples

    The Necromancer chooses the dead Librarian player and the Spy character. That night, the Librarian is woken, is shown that they are now the evil Spy, and later that night sees the Grimoire. The next day, the Storyteller announces that they have been resurrected.

    The Necromancer chooses the dead Mezepheles player and the Assassin character. That night, the Mezepheles is woken and are shown they are the evil Assassin. The Assassin goes before the Necromancer, so the Assassin does not wake up again that night. The next day, the Storyteller announces that they have been resurrected.

    How to Run

    Each night, wake the Necromancer. They will either shake their head no or choose a dead player and a Minion character from their character sheet. Put the Necromancer to sleep.

    If the Necromancer chose a dead player & Minion, the chosen player becomes alive again - mark them with the Necromancer’s ALIVE reminder and remove their shroud.

    The chosen player also becomes the selected Minion and becomes evil - replace their character token with the selected Minion token. Wake the chosen player. Show them the YOU ARE info token, then the Minion token, then the YOU ARE info token, then a thumbs-down.

    If they would wake later tonight, wake them as you normally would. If they wake on the first night only, they wake now to use their ability. At dawn, after declaring which players died, declare which player is alive again. (Do not say why.) The Necromancer loses their ability - mark them with the NO ABILITY reminder and remove their night token from the night sheet.

    Minion

  17. Ooze

    Each night, players X steps from you are poisoned until dusk.


    “*Squelch Squelch Squelch*”

    The Ooze seeps poison out in a circle.

    Examples

    Clockwise from the Ooze sits the Knight, the Empath, and the Flowergirl. Anticlockwise from the Ooze sits the Preacher, the Tinker, and the Lleech. On night 1, the Knight and the Preacher are poisoned. On night 2, the Empath and the Tinker are poisoned. On night 3, the Flowergirl and the Lleech are poisoned.

    How to Run

    Before the first night, mark the players that neighbor the Ooze with the Ooze’s POISONED reminder tokens. They are poisoned.

    All other nights, the poison condition moves one step away from the Ooze, poisoning the next player - mark them with the Ooze’s POISONED reminder tokens.

    Minion

  18. 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

  19. Pharaoh

    Each night*, choose a dead player: both of their neighbors are poisoned until dusk.


    “Beware the curse of the Mummy, young adventurers, for none who gaze upon the Pharaoh shall find their way out of his tomb.”

    The Pharaoh uses the dead to spread misinformation.

    Examples

    The Pharaoh wakes on the second night and chooses Sienna, who was executed that day. Sienna’s neighbors, the Undertaker and the Innkeeper, are both poisoned.

    On the first day, no player is executed. That night, the Pharaoh wakes, and receives a head shake from the Storyteller as there are no dead players to choose.

    The Pharaoh wakes and chooses Debra, who neighbors the living Yaggababble and the dead Balloonist. The Yaggababble and Balloonist are poisoned.

    How to Run

    Each night except the first, wake the Pharaoh. The Pharoh points to a dead player. Put the Pharaoh to sleep. Both of the neighbors of the selected player are poisoned until dusk - mark them with the Pharaoh’s POISONED reminder token.

    In the case that the Pharaoh wakes and no player is dead, inform the Pharaoh that they cannot select anyone by shaking your head no, then putting the Pharaoh to sleep.

    Minion

  20. Piper

    Each night, you may choose a player: they falsely learn their alignment has changed. If you choose a new player, they learn this.


    “And as he blew those notes so sweet and so charming, soon an army of young innocents, ready to cause chaos, amassed at his beck and whim.”

    The Piper convinces others that they are on the other side.

    Examples

    The Piper chooses Hunter the Princess, who falsely learns that they are now evil. The next night, the Piper does not choose another player. The next night, the Piper chooses Siobhan the evil Ogre, who falsely learns that they are now good. Hunter learns that the Piper selected them.

    The Piper chooses Erin the Town Crier, who falsely learns that they are now evil. The next day, the Piper chooses Erin again, who learns that they are now good (as they were previously told that they were evil). Since the Piper has not yet chosen a new player, Erin does not learn that the Piper chose them.

    How to Run

    Each night, wake the Piper. The Piper either shakes their head no or points to a player. Put the Piper to sleep. If the Piper selected a player, mark them with the SERENADED reminder token.

    If another player is already marked with the SERENADED reminder token, wake that player and show them the THIS CHARACTER SELECTED YOU info token, then the Piper token, then put them to sleep.

    Wake the selected player, show them a thumbs up or thumbs down to indicate that their alignment has changed from what they believe it to be, and put them to sleep.

    Minion

  21. Ratking

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


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

    The Ratking causes Outsiders to be evil.

    Examples

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

    How to Run

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

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

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

    Minion

  22. Scorpion

    Each night, choose a player: 1 or both of their neighbors are poisoned until dusk.


    “The stinger pricks quick, but the claws cut slow.”

    The Scorpion poisons players indirectly.

    Examples

    The Scorpion wakes and chooses Tom, who neighbors the Imp and the Fortune Teller. The Storyteller makes the Fortune Teller Poisoned.

    The Scorpion wakes and chooses Hailey, who neighbors the King and the Ravenkeeper. The Storyteller makes the King and the Ravenkeeper poisoned.

    The Scorpion wakes and chooses Aiden, who neighbors the dead Oracle and the dead Professor. The Storyteller makes the Oracle and the Professor poisoned.

    How to Run

    Each night, wake the Scorpion, they will choose a player. Put the Scorpion to sleep. One or both of the chosen player’s neighbors are poisoned - mark the poisoned players with the Scorpion’s POISONED reminder token.

    Minion

  23. Skeleton

    If you die, choose a player: learn their character. They are poisoned and you may advise the storyteller on what they'll learn.


    “The flesh is weak and malleable, but the bones are strong. They'll bend to our will and we'll work them from the inside out.”

    The Skeleton chooses what misinformation is told to a player.

    Examples

    The Skeleton is executed, dies, and chooses Jorge, the Dreamer. The next day, the Skeleton visits the Storyteller and tells them what they would like Jorge to see when they pick each player.

    The Skeleton is executed, dies, and chooses Naomi, the Savant. The Skeleton texts the Storyteller each day with two pieces of information (true or false) that they want the Savant to receive.

    The Skeleton is killed by the Demon and chooses Winfried, the Choirboy. The next night, when the Demon kills the King, the Storyteller wakes the Skeleton and shows them a message asking them who they would like Winfried to see as the Demon.

    How to Run

    If the Skeleton dies, wake them that night. They will choose a player, show them that player’s character token. Put the Skeleton to sleep. Mark the chosen player with the Skeleton’s POISONED reminder token.

    During the day or night, you may ask for, or the Skeleton may offer, suggestions for what information to give the chosen player.

    Minion

  24. Soul Stealer

    The first executed Outsider becomes evil and gains & keeps a not-in-play Minion ability [+0-+1 Outsider].


    “They sought to cast you low, but worry not, our work is not yet done.”

    The Soul Stealer turns an executed Outsider into a Minion.

    Examples

    The Drunk is executed and dies. That night, they learn they are evil and gain the Witch’s ability.

    The Damsel is executed and dies. That night, they learn they are evil and gain the Spy’s ability. When the Courtier chooses the Spy and the Sailor makes the Damsel drunk, the Damsel still sees the Grimoire, as they are not the Spy, and it is the Soul Stealer’s ability that lets them see the Grimoire.

    The Hatter is executed but does not die due to the Pacifist’s ability. That night, they learn they are evil and gain the Goblin’s ability.

    How to Run

    During setup, you may add an Outsider.

    The first time an Outsider is executed, at night, wake them, show them the THIS CHARACTER SELECTED YOU token, then the Soul Stealer token. Then give them a thumbs down to indicate that they are evil and show them a Minion token - they now have this Minion’s ability.

    Put the Outsider to sleep. Place the Minion token by the Outsider’s character token and flip the Outsider character token upside down to indicate that they are evil.

    The Soul Stealer loses their ability - mark them with the NO ABILITY reminder and remove their night token from the night sheet.

    Minion

  25. 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

  26. Stepmother

    Each night, choose a character: tomorrow, if either of their neighbors is executed, they die.


    “Oh you wicked, insolent child. Look at what you've done now!”

    The Stepmother causes executions to kill more players.

    Examples

    The Stepmother curses the Mathematician. During the next day, the Mathematician’s neighbor, the Engineer, is executed and dies. The Storyteller announces that the Mathematician also dies.

    The Stepmother curses themself. The next day, the Empath who neighbors the Stepmother is executed and does not die due to the Tea Lady’s ability. The Storyteller announces that the Empath is executed and that the Stepmother dies.

    How to Run

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

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

    Minion

  27. Night Order

    First Night

    Crone
    Demagogue
    Dragoon
    Framer
    Garroter
    Hangman
    Highwayman
    Ooze
    Piper
    Scorpion
    Stepmother

    Other Nights

    Crone
    Cryptid
    Demagogue
    Dragoon
    Fey
    Framer
    Garroter
    Hangman
    Headsman
    Highwayman
    Margrave
    Miser
    Necromancer
    Ooze
    Pharaoh
    Piper
    Scorpion
    Skeleton
    Soul Stealer
    Sphinx
    Stepmother
  28. this almanac generated using Bloodstar Clocktica