1. Anomaly

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


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

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

    Examples

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

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

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

    How to Run

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

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

    Outsider

  2. Apostate

    Each night, a Minion wakes and chooses a player. If you are chosen, you become evil.


    “Vide nunc quomodo daemones eos vexant et congregationem eorum in errorem ducunt. Non possunt videre se deceptos esse.”

    The Apostate might turn evil.

    Examples

    The Baron is the only Minion in play. On the first night, the Baron wakes, is shown the Apostate token, and is asked to choose a player. They choose the Saint player and nothing happens. On the first day, the Baron is executed. On the second night, the Baron wakes and is asked to choose a player, they choose the Apostate player, who becomes evil.

    The Pit Hag and the Poisoner are in play. On the first night the Poisoner wakes, is shown the Apostate token, and is asked to choose a player. They choose the Empath player and nothing happens. On the second night the Poisoner wakes, is shown the Apostate token, and is asked to choose a player. They choose the Snake Charmer player and nothing happens. On the third night, the Pit Hag wakes, is shown the Apostate token, and is asked to choose a player. They choose the Empath player and nothing happens. On the fourth night, the Apostate is poisoned and no Minion wakes.

    How to Run

    Each night, wake a Minion. They point at any player. Put the Minion to sleep. If that player is the Apostate, wake the Apostate, show the YOU ARE info token, then give them a thumbs down. Rotate their character token 180 degrees to indicate that they are now evil.

    Outsider

  3. Ascetic

    If a player you voted for is executed, you might die at any time.


    “Devoid yourself of worldly matters and find greater purpose in what comes after.”

    The Ascetic dies if they cause someone to die.

    Examples

    On the first day, Bart the Ascetic votes for Jamie along with the majority of the town. Jamie is executed and dies. Later, on the third night, the Storyteller chooses to kill Bart.

    On the first day, only Raphael the Ascetic votes for April. Later that day, April nominates the Virgin, causing her to be executed. The Storyteller announces that April is executed and dies and that Raphael also dies.

    On the first night, Alexa the Ascetic is poisoned by the Poisoner. During the first day, Alexa votes for Pierre the Fool, who is executed but does not die. Alexa is still marked with the STARVING reminder token, but cannot die from her ability that day, as she is poisoned.

    How to Run

    If the Ascetic votes to execute a player and that player is executed that day, you may mark the Ascetic with their STARVING reminder token.

    At any point, if the Ascetic is marked with the STARVING reminder token, you may choose to cause them to die. If this is during the day, immediately declare that the Ascetic has died. If this is during the night, mark the Ascetic with their DEAD reminder token and wait until dawn to declare which players died during the night.

    Outsider

  4. Beekeeper

    If you are executed and die, 1 or both of your neighbors may die that night.


    “I've been keeping them mellow with this smoker, and since then their honey has been sweeter than ever.”

    The Beekeeper may cause one or both of their neighbors to die when they die.

    Examples

    On the fourth day, the Beekeeper is executed and dies. One of their neighbors is already dead, so the Storyteller chooses to kill the other one that night.

    On the second day, the Beekeeper is executed. One of their neighbors is the Damsel and the other is the Poisoner. The Storyteller chooses to kill neither.

    On the first day, the Beekeeper is executed but is drunk due to the Sailor’s ability. That night neither of their neighbors die.

    How to Run

    When the Beekeeper is executed and dies, mark them with their SWARM reminder token. That night, none, either, or both of their neighbors may die - mark none, one, or both of their neighbors with the Beekeeper’s DIED reminder token and wait until dawn to declare which players died during the night. (Do not say how.)

    Outsider

  5. Beloved

    When you die, all Townsfolk are drunk until dusk tomorrow.


    “He's gone too soon, I say, let's have a round to celebrate him! What was the poor lad's name?...Oh, hold on a second, that's me, I'm not dead yet!”

    The Beloved causes all of town to be drunk when they die.

    Examples

    During the first day, the Baron dies. That night, the Townsfolk act as normal. During the second day, the Judge executes the Beloved. That night, all Townsfolk are drunk, but Outsiders, Minions, Demons, and Travlers are not. During the third day, a Townsfolk nominates the Virgin, but does not die because the Virgin is drunk.

    The Beloved is poisoned by the Poisoner. That night, when the Demon kills them, the Townsfolk act as normal, as the Beloved is poisoned.

    How to Run

    At any time, if the Beloved dies, all Townsfolk become drunk - put the Beloved’s EVERYONE IS DRUNK reminder in the center of the left side of the Grimoire.

    At dusk tomorrow, all players made drunk by the Beloved become sober - remove the EVERYONE IS DRUNK reminder.

    Outsider

  6. Bully

    Each day, a nominated Townsfolk is drunk until dusk tomorrow.


    “If you kick them while they're down, they can't fight back.”

    The Bully makes those who were voted for drunk.

    Examples

    On the first day, only the Harpy was nominated, no players are made drunk. On the second day, the Washerwoman is nominated and is marked. Later that day, the Ballonist is nominated and the Storyteller chooses to make the Ballonist marked instead. Later, the Imp is nominated, so the mark stays on the Ballonist. That night the Ballonist is drunk.

    How to Run

    Each day, the first time a Townsfolk is nominated, put the Bully’s NOMINATED reminder token on that player’s character token. If another Townsfolk is nominated that day, you may move the Bully’s NOMINATED reminder token to that player.

    At dusk, the player marked by the NOMINATED reminder token becomes drunk until dusk the next day - replace the NOMINATED reminder token with the Bully’s DRUNK reminder token. If a player had the DRUNK reminder token, they are no longer drunk.

    Outsider

  7. Clockblock

    Executed evil players and Outsiders don't die until dusk the next day.


    “Sssssllllllloooooowwww iiiiittttt ddddooooowwwwwnnnnnn”

    The Clockblock keeps detrimental characters around for an extra day.

    Examples

    On day 1, the Ojo is nominated and executed. The Storyteller announces that player has been executed and does not die. The next day, after the Washerwoman is executed, the Storyteller announces that the Ojo player is also executed and dies, and the good team wins.

    On day 1, the Mutant breaks madness by claiming to be the Mutant and is executed. The Storyteller announces that the Mutant is executed, the day ends, but that player does not die. That night, the Clockblock is killed by the Demon. The next day, the Mutant is not executed as the Clockblock has died and no longer has their ability.

    On day 2, the No Dashii is executed. The Storyteller announces that the Ojo is executed but does not die. On night 3, the Devil’s Advocate chooses the Ojo player. The next day, after no one is executed, the Storyteller announces that the Ojo player is executed, but does not die.

    How to Run

    Whenever an executed evil player or Outsider would be executed and die, instead at dusk, announce that they have been executed and do not die, and mark them with the Clockblock’s DELAYED reminder token. If a player has the Clockblock’s DELAYED reminder token at dusk, announce that they have been executed and die.

    Outsider

  8. Fraud

    "Each night, choose a player. Once per game, if you choose an evil Townsfolk, they become good. [1 Townsfolk is evil] "


    “All men are frauds. The only difference between them is that some admit it.”

    The Fraud makes a Townsfolk evil, but can turn them good again.

    Examples

    Tony is the Fraud, Finn is the Harpy, and Grace is the Slayer. During setup, the Storyteller decides Grace will be the evil Slayer. On the first night, Tony picks Finn and nothing happens. On the second night, Tony picks Grace and she becomes the good Slayer.

    Bri is the Fraud, Alexis is the Bounty Hunter, and Francis is the Gossip. During setup, the Storyteller decides that Alexis will be the evil Bounty Hunter due to the Bounty Hunter’s ability and Francis will be the evil Gossip due to the Fraud’s ability. On the second day, Bri chooses Alexis. Alexis becomes the good Bounty Hunter.

    How to Run

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

    Each night, wake the Fraud, they point at any player. Put the Fraud to sleep.

    If the chosen player is an evil Townsfolk, wake that player. Show the YOU ARE info token then give a thumbs up. Put them to sleep. Turn their character token right-side-up. (This shows they are now good.) The Fraud loses their ability - mark them with the NO ABILITY reminder. The Fraud continues to wake and choose a player each night, but nothing happens if they choose another evil Townsfolk.

    Outsider

  9. Garçon

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


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

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

    Examples

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

    How to Run

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

    Outsider

  10. Greenhorn

    Minons learn a unique not-in-play character.


    “Hello, I'm new in town, what's your name?”

    The Greenhorn gives a unique bluff to each Minion.

    Examples

    On the first night, the Demon learns that the Gossip, Choirboy, and Zealot are not-in-play. The Poisoner learns that the Choirboy is not-in-play, the Xaan learns that the King is not-in-play, and the Pit-Hag learns that the Assassin is not-in-play.

    On the fourth night, the Pit-Hag creates a Greenhorn. All Minions learn a not-in-play character.

    How to Run

    During the first night, wake a Minion. Show them THESE CHARACTERS ARE NOT IN PLAY info token, then show them a not-in-play Character that has not yet been shown to another Minion. Put the Minion to sleep. Repeat this process until all Minions have learnt a unique not-in-play character.

    Outsider

  11. Haberdasher

    Copies are drunk, even if you die. If the Demon kills you, learn how many copies you created. [0-2 Townsfolk copies are in-play].


    “Well, you see, these hats are the newest in fashion, everyone is wearing them, it's lovely, don't you agree?”

    The Haberdasher might create duplicate Townsfolk, allowing Minions to easily blend in.

    Examples

    The Haberdasher causes no copies to be made. When the Haberdasher is killed by the Demon on the third night, they learn a 0.

    The Haberdasher causes 1 copy to be made, causing there to be two Grandmother’s in-play, 1 of which is drunk. When the Haberdasher is killed by the Demon on the third night, they learn a 1.

    The Haberdasher causes 2 copies to be made, causing there to be 2 Engineers and 2 Artists in-play. 1 Artist is drunk. When the Haberdasher is executed, they don’t wake that night.

    How to Run

    While setting up the game, before putting the character tokens in the bag, replace zero, one, or two Townsfolk tokens with other in-play Townsfolk tokens.

    While preparing the first night, if any Townsfolk were duplicated place the Haberdasher's DRUNK reminder token on either of the character tokens of that Townsfolk.

    If the Haberdasher was killed by the Demon, wake the Haberdasher. Show fingers (1, 2, etc.) equaling the number of copied Townsfolk created due to the Haberdasher’s ability. Put the Haberdasher to sleep.

    When running duplicated Townsfolk that wake up at night, wake one up and resolve their nightly ability fully before waking up the next one.

    OPTIONAL RULE: On the first night, a Minion learns the Haberdasher is in-play.

    Outsider

  12. Handmaid

    Each night, choose 1 of your living neighbors. If you or they are executed and dies, you become their alignment.


    “Yes, of course, sir, your wish is my command.”

    The Handmaid changes teams with ill-fated neighbors.

    Examples

    Marly the Handmaid neighbors Sally the Lunatic and Eligh the Zombuul. Eligh also neighbors Gio the Cerenovus. On the first night, Marly chooses Eligh. The next day, Eligh is executed. On the second night Marly learns she has become evil, and chooses Gio. The next day, Gio is executed. On the third night, Marly does not learn of any changes in alignment and chooses Sally. That day, Marly is executed. On the fourth night, Marly wakes and learns she has become good.

    How to Run

    Each night, wake the Handmaid, they pick one of their living neighbors. Mark them with the Handmaid’s MASTER reminder token.

    Each day, if either the Handmaid or the marked player is executed and dies, the Handmaid’s alignment becomes their alignment. Turn the Handmaid’s token right side up (if the marked player is good) or upside down (if the selected player is evil). If the Handmaid’s alignment changes, wake the Handmaid and give a thumbs up or a thumbs down, then put the Handmaid to sleep.

    Outsider

  13. Homunculus

    The first time the Demon would kill you, you become evil and do not die.


    “In the cauldron boil and pray; For a new monster born of blood, ash, and clay; And with wicked intents, to our side they will sway.”

    The Homunculus turns evil when targeted by the Demon.

    Examples

    The Ojo chooses the Homunculus. That night, no players die and the Homunculus turns evil.

    The Pukka chooses the Homunculus. The next night, the Homunculus dies as they are poisoned.

    How to Run

    If the Homunculus would be killed by the Demon, they remain alive. Wake the Homunculus and show the YOU ARE info token, then give a thumbs down. Put the Homunculus to sleep. The Homunculus loses their ability - mark them with the NO ABILITY reminder.

    Outsider

  14. Insurgent

    Once per game, if you are dead, at night a player's alignment may change.


    “For every one of us that falls, another will rise in their place.”

    The Insurgent changes a player's alignment.

    Examples

    The Insurgent dies on day 2. On night 3, the Storyteller makes the Fortune Teller evil.

    The Mezepheles makes the Saint evil on night 2. The Insurgent dies on night 3. That night, the Storyteller makes the Saint good.

    How to Run

    If the Insurgent is dead, once per game during the night, you may choose to change a player’s alignment. Wake that player and give them a thumbs-up or a thumbs-down (indicating their new alignment), then put them to sleep. Rotate their character token either right side up for good or upside-down for evil. Mark the Insurgent with the NO ABILITY reminder token.

    Outsider

  15. Mad Scientist

    Non-Demon players who are executed and die might be resurrected the next day.


    “It's alive, alive!”

    The Mad Scientist brings back players that the town executed.

    Examples

    On day 1, the Slayer is executed and dies. The Storyteller chooses not to resurrect them. On day 2, the Wraith is executed and dies. The Storyteller chooses to resurrect them. On day 3, the Storyteller announces the players who died that night, then announces that the Wraith player is alive once again.

    The Barber is executed and dies. The Storyteller announces the next day that they have been resurrected.

    How to Run

    When a player who is not the Demon is executed and dies, you may mark them with the Mad Scientist’s ALIVE reminder. At dawn, after declaring which players died, declare which player is alive again. (Do not say why.) Remove the shroud from that player’s character token.

    Be careful not to resurrect too many players, as it will allow the good team to reduce the number of potential demon candidates.

    Outsider

  16. Mannequin

    You register as your neighbor's characters and alignment, even if dead.


    “Let's dress it up with the latest in fashion.”

    The Mannequin blends in with their neighbors.

    Examples

    The Slayer uses their ability on the Mannequin, who neighbors two Legion. The Mannequin must register as a Demon and dies.

    The Mannequin is the only Outsider in the game. The Librarian learns there are no Outsiders as the Mannequin registers as one of their neighbors' roles, which is not an Outsider.

    The Mannequin neighbors the Sailor and the Chef. When the Mannequin is executed, they registers as the Chef, giving the Cannibal the Chef’s ability.

    The Mannequin neighbors the Marionette and the Empath. The Empath also neighbors the Minstrel. On the first night, the Empaath learns a 1 and on the second night learns a 0.

    How to Run

    Each time the Mannequin is targeted by an ability that detects or affects a character, choose one of the Mannequin’s neighbors. The Mannequin registers as that neighbors’ character and alignment. (Do whatever is appropriate, such as showing their character token, nodding, giving finger signals, or allowing an ability to work that would normally only affect a certain type of player.)

    Outsider

  17. Mascot

    A Minion registers as a good Townsfolk.


    “It's hard to tell who's who with all these masks.”

    The Mascot hides the identity of Minions.

    Examples

    The Grandmother learns that Irene, the Widow, is the Noble.

    George, the Harpy, nominates Alice, the Virgin. George must register as a Townsfolk, so he is executed and dies.

    The Empath neighbors the Vizier and the Butler, but learns that they do not neighbor an evil player.

    How to Run

    While setting up the first night, mark a Minion with the Mascot’s MASKED reminder token.

    Each time the marked Minion is targeted by an ability that detects or affects good Townsfolk, choose which character and alignment the Minion registers as. (Do whatever is appropriate, such as showing a good character token, nodding, giving finger signals, or allowing an ability to work that would normally only affect good or Townsfolk players.)

    Outsider

  18. Model

    If you are nominated and don't receive enough votes to be executed, the day immediately ends.


    “Eyes on me everyone, now watch this pose.”

    The Model ends the day if they don't receive enough attention.

    Examples

    The Model is the first player nominated and does not receive a majority of votes. The day immediately ends with no player being executed.

    10 players are alive. The Undertaker is nominated and receives 6 votes. Then the Model is nominated and receives 5 votes. The day immediately ends and the Undertaker is executed.

    The Model is drunk due to the Sailor's ability. The Model receives no votes. The day does not end.

    How to Run

    After the Model has been nominated and voted for, if the Model is not about to be executed, announce that the day has ended. Proceed to end the day as normal, announcing any executions, deaths, or other effects. Proceed with the night order as normal.

    Outsider

  19. Oblation

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


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

    The Oblation offers an escape for the Demon.

    Examples

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

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

    How to Run

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

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

    Outsider

  20. Patsy

    The first time a Minion would die, you die instead.


    “So, if I just stand here and tell them it's my knife, you'll pay me how much?”

    The Patsy takes the fall for a Minion.

    Examples

    The Yaggababble says their secret phrase and the Storyteller chooses to kill the Baron during that day. Instead of announcing the Baron’s death, the Storyteller announces that Rodney, who is the Patsy, has died.

    During the night, the Vigormortis chooses to kill the Assassin. Instead of dying the Patsy would instead. However, that night, the Patsy was protected by the Innkeeper and cannot die. The Storyteller announces that no players died that night. The next day, when the Assassin is executed, they die as normal, as the Patsy no longer has their ability.

    During the night, the Devil’s Advocate chooses to protect Irene, the Patsy. The next day, the Devil’s Advocate is the only player nominated and receives a majority of votes. When the Storyteller announces the execution for the day, they announce that Irene is executed and does not die.

    How to Run

    The first time a Minion would die, the Patsy dies instead.

    If this happens during the day due to another character’s ability, announce the Patsy’s death immediately. If the Patsy cannot die, instead, treat it as though the Minion did not die.

    If the Patsy were to die because a Minion is executed, announce that the Patsy is executed instead.

    If the Patsy dies at night, instead of putting a DEAD reminder token on the Minion, place it on the Patsy. At dawn, declare that the Patsy’s player died at night. (Do not say how they died.) If the Patsy cannot die that night, do not declare that either the Minion or the Patsy died.

    When this occurs, the Patsy loses their ability. Mark the Patsy with the NO ABILITY reminder token.

    Outsider

  21. Pilgrim

    If you die, the Storyteller can break a rule once during the game.


    “We are his chosen flock, so long as we live in this land and hold to his covenant, the Lord shall be merciful.”

    The death of the Pilgrim invokes the Storyteller's wrath.

    Examples

    The Pilgrim dies. That night, the Storyteller chooses to wake one evil player and one good player, informing them that they are both now Pilgrims.

    The Pilgrim dies. The next day, the Storyteller announces that all dead players now live. That night, the Pilgrim is targeted by the Demon and dies again. The Storyteller announces that all resurrected players are now dead again.

    The Pilgrim dies. The Storyteller changes an Outsider’s token to the Lunatic, then wakes them and informs them that they are the new evil Fang Gu.

    How to Run

    If the Pilgrim dies, you may break one of the game rules at any point, as you see fit. Use evil reminder tokens if you need them.

    Similar to the Atheist, this is a character that can fundamentally change the game. Be careful when including it in your game and avoid affecting the balance too heavily, changing win conditions, or making an arbitrary rule.

    Outsider

  22. Prisoner

    You start knowing a good player. While they live, if you vote or are mad you are the Prisoner, you both may die, even if dead.


    “So long as neither of us squeals, they won't have nothing on us.”

    The Prisoner can't vote until another player dies.

    Examples

    On the first night, Owen the Prisoner wakes up and learns Heather, who is the good Tea Lady. On the first day, Owen approaches Heather and lets her know that he knows she is good. Later that day, Owen announces that he is an Outsider. The Storyteller decides that this is enough information to suggest that Owen is the Prisoner and announces that Owen and Heather both die.

    Ten seconds into the first day, Duncan the Prisoner announces that they are an Outsider. The other Outsiders on the script are the Drunk, the Lunatic, and the Hermit. The Storyteller declares that Duncan and the player they started knowing both die.

    Mike the Prisoner learns Harvey on the first night. On the third night, Harvey dies. The next day, Mike announces that they are the Prisoner. Nothing happens as the player Mike started knowing is now dead. The next night, the Professor resurrects Harvey. On the fourth day, when a player asks Mike about being the Prisoner, Mike claims that he was ceranovus mad that day, the Storyteller decides not to kill Mike and Harvey. At the end of that day, after Mike votes during a nomination, the Storyteller announces that both Mike and Harvey die.

    How to Run

    While preparing the first night, put the KNOW reminder by any Townsfolk character token. During the first night, wake the Prisoner. Point to the player marked KNOW. Put the Priosner to sleep.

    If the Player marked KNOW is alive and the Prisoner votes during a nomination or at any time (even at night), if you believe that the Prisoner is mad about being the Prisoner, then you may choose to announce that both die. If the Prisoner is dead, only announce that the player who is marked KNOW has died.

    Outsider

  23. Rat

    If you voted today, a Townsfolk is drunk tonight and tomorrow.


    “Scree? Scree scree. Screee scree. Screeee!”

    The Rat causes a Townsfolk to be drunk if they vote.

    Examples

    Bruce the Rat votes on day 1. On night 2 and day 2, Wally the Virgin is drunk. The next day, when the Clockmaker nominates Wally, nothing happens.

    How to Run

    Each day, if the Rat votes during a nomination, mark the Rat with the VOTED reminder token. Each night, if the Rat is marked with their VOTED reminder token, remove that reminder token and put the Rat’s DRUNK reminder token on a Townsfolk’s character token.

    Each night, if the Rat is not marked with their VOTED reminder token and a player is marked with the Rat’s DRUNK reminder token, remove the DRUNK reminder token.

    Outsider

  24. Schrödinger

    When you die, you register as living until you vote. You don't receive a vote token when you die.


    “And then it hit me, if it's a cat, we'll never know, but if I go into the box, then at least I'll know!”

    Schrödinger can not be sure if they are alive or dead.

    Examples

    Erwin, the Schrödinger, is executed on the first day - the Storyteller announces that they are executed but do not die. The Storyteller then marks their character token with the DEAD? reminder. That night, the Undertaker does not learn what character Erwin is, as Erwin does not register as dead. The next day, after Erwin votes, the Storyteller announces that they have died.

    On the second night, Rudolf, the Schrödinger, is made drunk by the Sailor and then killed by the Demon. The next day, no deaths are announced. On the third night, when the Mourner chooses Rudolf, the Storyteller shakes their head no. Later that night when the Dreamer chooses Rudolf, they learn both the Schrödinger and the Witch. On the fourth day, when Rudolf votes for the first time since being targeted by the Demon, the Storyteller announces that Rudolf has died.

    How to Run

    When the Schrödinger dies, instead of putting a shroud on the Schrödinger, put the Schrödinger’s DEAD? reminder token on the Schrödinger character token. The next time the Schrödinger votes during a nomination, announce that that player has died and replace the DEAD? reminder token with a shroud.

    After announcing that the Schrödinger has died, do not grant them a vote token. The Schrödinger may still receive vote tokens from other players' abilities.

    Outsider

  25. Sheep

    If your closest living anti-clockwise neighbor votes and you don't, all Sheep die tonight. [+0-+2 sheep].


    “Stay with the herd and everything will be ok.”

    The Sheep follows the crowd.

    Examples

    During setup, the Storyteller decides to replace an Outsider with the Sheep, putting two Sheep in-play. On the first day, one of the Sheep does not vote when their anti-clockwise neighbor does. The next day, it is announced that both of the Sheep players die.

    During setup, the Storyteller replaces one Outsider and one Townsfolk with the Sheep, putting three Sheep in-play. On the first day, a Sheep is executed. The next day, when the dead Sheep votes, nothing happens as they no longer have their ability. On the final day, both Sheep and the majority of the town vote for the Demon, who is executed, and good winds.

    During setup, the Storyteller replaces one Townsfolk with the Sheep, putting two Sheep in-play. On the first day, one of the Sheep does not vote when their anti-clockwise neighbor does. That night they are killed by the Demon. The next day, the other Sheep remains alive.

    How to Run

    While setting up the game, before putting the character tokens in the bag, replace zero, one, or two Townsfolk or Outsider tokens with Sheep tokens.

    During a nomination, if the Sheep's anti-clockwise neighbor has voted and the Sheep does not raise their hand to also vote, put the Sheep’s DID NOT VOTE reminder token on that player’s character token.

    Each night, if a Sheep is marked with the DID NOT VOTE reminder token, put the Sheep’s DEAD reminder token and a shroud on all Sheep and remove the DID NOT VOTE reminder token. At dawn, declare which players died at night. (Do not say how they died.)

    Outsider

  26. Squonk

    Each night*, after a player chooses you with their ability, you cannot die. If no player chooses you, you may die.


    “*Sob Sob* and then they said I was ugly!”

    The Squonk needs attention or they die.

    Examples

    During the first night, no player chooses the Squonk, but nothing happens as it is the first night. On the second night, the Dreamer chooses the Squonk, so they do not die. On the third night, the first player to choose the Squonk is the Lord of Typhon. The Lord of Typhon kills the Squonk before they are adored and so the Squonk dies.

    On the second night, the Preacher chooses the Squonk. Later that night, the No Dashii chooses the Squonk. The Squonk does not die as they are adored. On the third night, no player chooses the Squonk, and the Storyteller decides that the Squonk dies

    How to Run

    At the start of each night except the first, mark the Squonk with the IGNORED reminder token.

    At night, if a player chooses to use their ability on the Squonk, remove the IGNORED reminder token.

    At the end of the night order, if the Squnok still has their IGNORED reminder token, you may decide that the Squonk dies - switch the IGNORED reminder token with the Squonk’s DEAD reminder token and place a shroud on their character token. At dawn, declare which players died during the night. (Do not say how.)

    Outsider

  27. Stow-Away

    Your alignment changes to the winning team’s alignment.


    “Huh? What's been going on out there?”

    The Stow-Away joins the winning side if they survive.

    Examples

    The Stow-Away is alive during the final three, and a Minion is executed. The Stow-Away wins with evil.

    On the last day, four players live, including the Stow-Away, the Demon, and two Townsfolk. That day, a Townsfolk is executed. That night, the Stow-Away is killed by the Demon. Evil wins, and the Stow-Away loses.

    On the first day, the Saint is executed. Evil wins, and the Stow-Away wins.

    How to Run

    When the game ends, if the alignment opposite of the Stow-Away wins and the Stow-Away still has their ability, declare that the Stow-Away’s alignment changes to the winning team’s alignment and that they win too.

    Outsider

  28. Stylite

    If there are 3 remaining alive players, you die. You cannot die during the day.


    “The ground is where the devils and demons work their wicked ways. So long as I'm up here on my column, I'll be safe - now go on, send me up my meal!”

    The Stylite dies if there aren't enough players left.

    Examples

    The Stylite is executed on the first day. The Storyteller announces that they are executed but do not die.

    On the fourth night, with 4 players remaining, the Demon kills a Townsfolk. That night, the Stylite also dies, and the town wakes to learn that evil has won.

    On the final day, with 4 players remaining, the Psychopath kills a Townsfolk. Although only 3 players live, it is day so the Stylite cannot die.

    How to Run

    During the day, if the Stylite would die, the Stylite instead remains alive.

    If only 3 players live, the Stylite dies. At dawn, declare which players died during the night.

    Outsider

  29. Tollman

    Each day, first Townsfolk to vote is drunk tonight and tomorrow, even if you are dead.


    “Only way through is to answer the riddle or the toll, and you already failed at the riddle!”

    The Tollman causes a townsfolk who voted to be drunk.

    Examples

    The first day, there are no votes cast for any nomination. That night no Townsfolk is made drunk. On the second day, the Empath is the first Townsfolk to vote, and the Tollman is executed. That night, the drunk Empath learns an inaccurate 2.

    The Washerwoman is the first player to vote for the Sweetheart who is executed. The Sweetheart’s death causes the Tollman to become drunk. That night, only the Tollman is drunk.

    How to Run

    Each day, during nominations, mark the character token of the first Townsfolk to vote that day with the Tollman’s VOTED reminder token. Each night, replace the Tollman’s VOTED reminder token with the Tollman’s DRUNK reminder token. If no Townsfolk voted today, instead remove the Tollman’s DRUNK reminder token.

    Outsider

  30. Turncoat

    If a player was executed today, tonight your alignment may change.


    “I think I see the tides turning on this one, better get going while the going is good.”

    The Turncoat changes alignment.

    Examples

    On the first day, the Fool is executed but does not die. That night, the Turncoat wakes and becomes evil. The next day, the Mutant is executed and dies due to their ability. That night, the Turncoat wakes again and becomes good. On the third day, the Harlot is exiled. That night, the Turncoat cannot change alignment as exiles are not executed.

    On the first day, the Knight is executed. The Storyteller chooses not to make the Turncoat change alignments. On the second day, the Pit Hag is executed and the Storyteller marks the Turncoat with the TURNING reminder token. That night, the Turncoat is poisoned by the Poisoner. The Turncoat does not change alignment.

    How to Run

    If a player is executed, you may mark the Turncoat with their TURNING reminder token.

    Each night, if the Turncoat is marked with their TURNING reminder token, they change alignment. Wake the Turncoat and show them the YOU ARE info token and then give them a thumbs up if they are now good or a thumbs down if they are now evil. Put the Turncoat to sleep and rotate their character token 180 degrees to indicate their alignment change. Remove the TURNING reminder token.

    Outsider

  31. Umbraphile

    If you are executed, tonight, the demon wakes twice.


    “Just be careful not to look at it directly.”

    The Umbraphile causes the night to be more dangerous.

    Examples

    The Umbraphile is executed. The Po decides not to kill anyone. Afterwards, they are woken again, learn that the Umbraphile was executed, and are prompted to choose three players to die.

    The Umbraphile is executed. The Yaggababble is in-play. The Yaggababble does not wake up, so nothing happens.

    The Umbraphile is executed. The Fang-Gu wakes up and chooses an Outsider. The newly created Fang-Gu then wakes up, learns that they are now the evil Fang-Gu, that the Umbraphile was executed, and is prompted to choose a player who dies.

    How to Run

    If the Umbraphile is executed, put the WAKES TWICE reminder token on the Demon’s character token. That night, after the Demon has woken and resolved their ability, wake the Demon again, show them the THIS CHARACTER SELECTED YOU info token and the Umbraphile character token. Then, prompt the Demon to take any nighttime actions again and put them to sleep.

    Outsider

  32. Understudy

    You have a not-in-play character's ability, but you don't know which.


    “This will be the greatest role of my life and the whole world is my stage!”

    The Understudy isn't sure what ability they have.

    Examples

    Jackie is the Understudy whom the Storyteller decides has the Monk's ability. Each night except the first, the Storyteller wakes Jackie and prompts them to choose a character. Jackie isn’t sure if they have the ability of the Monk, the Butler, or the Exorcist.

    Jade is the Understudy whom the Storyteller decides has the Organ Grinder’s ability. Each night, the storyteller wakes Jade and prompts them to choose yes or no. Jade isn’t sure if she has a once-per-game ability or the Organ Grinder’s ability until she chooses yes.

    Larry is the Understudy whom the Storyteller decides has the Cult Leader’s ability. On the third day, when Larry wakes up to learn that they are evil, they are not sure if it is because of the Mezepheles or if it is because they either have the ability of the Cult Leader or the Goon.

    How to Run

    While preparing the first night, replace the Understudy’s character token with any other character token and put the Understudy’s IS THE UNDERSTUDY reminder token by that token. They are still an Outsider, but have the ability of that character.

    During the game, proceed as though the Understudy were that character. (If that character would wake to act at night, the Drunk wakes to act. If their ability would give them information, they learn that information. Etc.)

    Outsider

  33. Vertigo

    Votes may be counted clockwise or anti-clockwise. If you die, each night a different player is drunk until dusk.


    “Spinning spinning round we go, where we stop you just don't know, careful of whose friend and foe, else this nausea will forever grow.”

    The Vertigo causes the direction of votes to be unpredictable and players to be drunk if they die.

    Examples

    Yvette is nominated, and the Storyteller chooses to count votes anti-clockwise. Later that day Peter is nominated and the Storyteller chooses to count votes clockwise.

    The Vertigo is drunk. That day the Storyteller must count votes clockwise.

    The Vertigo is executed. That night the Dreamer is drunk and learns false information. The next night the Soldier is drunk and is killed by the Demon.

    How to Run

    During each nomination, before you begin to count votes, you may choose to begin to count clockwise or anti-clockwise from the nominated player, with the nominated player always being the last to vote. If the Vertigo dies, that night, put the Vertigo’s DRUNK token on any player. Each night, move the DRUNK token to a player different than the one it is currently on.

    Outsider

  34. Vigilante

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


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

    The Vigilante kills another player.

    Examples

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

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

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

    How to Run

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

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

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

    Outsider

  35. Ward

    Each night, if there are no living Minions, become a not-in-play evil Minion.


    “The young master will be safe with us, we'll show him our ways.”

    The Ward joins evil if no Minions live.

    Examples

    Victoria is the Ward and Amy is the Poisoner and only Minion. Amy is executed. That night, Victoria wakes up and learns that she is now the Boffin.

    Aisha is the Ward. On the third night, there are no living Minions, but Aisha is drunk, so she does not become an evil Minion. On the fourth night, Aisha is sober, and she becomes the Spy.

    How to Run

    At night, if the number of living Minions equals 0, choose a not-in-play evil Minion. Swap that character token with the Ward’s character token. Wake the former Ward and show them the new character token and a thumbs down. Put the former Ward to sleep.

    Outsider

  36. Whistleblower

    If you die, that night the Demon sees the Grimoire.


    “Now don't tell anyone I told you this, but...”

    The Whistleblower tells all to the Demon.

    Examples

    The Whistleblower is executed. That night, the No Dashii wakes and sees the Grimoire.

    The Whistleblower dies due to the Gossip’s ability. That night, any Legion players whom the Storyteller decides to register as the Demon wake and see the Grimoire.

    The Whistleblower is killed by Lil’Monsta. That night, whoever is babysitting Lil’Monsta wakes and sees the Grimoire.

    How to Run

    When the Whistleblower dies, that night, wake the Demon and show them the Grimoire for as long as they need. Put the Demon to sleep

    It is recommended to use the Jinxes of other Grim-peeking characters such as the Spy or the Widow.

    Outsider

  37. Night Order

    First Night

    Apostate
    Fraud
    Greenhorn
    Handmaid
    Understudy
    Vigilante
    Ward

    Other Nights

    Anomaly
    Apostate
    Beekeeper
    Fraud
    Haberdasher
    Handmaid
    Insurgent
    Rat
    Sheep
    Squonk
    Stylite
    Turncoat
    Understudy
    Vertigo
    Vigilante
    Ward
    Whistleblower
  38. this almanac generated using Bloodstar Clocktica