
Anomaly
When you die, an evil player gets a not-in-play Townsfolk's ability.
The Anomaly makes it so that evil gets a Townsfolk ability.
Examples
The Anomaly is executed and dies. That night, the Marionette is woken and learns that they now have the Nightwatchman’s ability.
The Anomaly is killed by the Demon. That night, the evil Bounty Hunter wakes and learns that they have the Sage’s ability.
The Anomaly is killed by the Psycopath, who gains the Virgin’s ability. That day, when the Washerwoman nominates the Psychopath, the Washerwoman dies.
How to Run
If the Anomaly dies, choose an evil player and a not-in-play Townsfolk ability, that player gains that ability in addition to their current ability - mark the evil player with the Anomaly’s OUTLIER token.
That night, wake the marked player. Show the THIS CHARACTER SELECTED YOU info token, then the Anomaly token, then the Townsfolk character token. Place this second character token by the evil player’s character token. Treat that player as if they had this character ability, as well as their own ability.
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