1. 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

  2. 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

  3. Investor

    Each night, flip: if right, increase your count by one. Once per game, at night, you may learn that many players' characters.


    “BUY BUY BUY SELL BUY BUY SELL SELL!”

    The Investor learns more characters the longer they wait.

    Examples

    The Investor wakes on the first night, chooses heads, and is correct. On the second night, they choose yes, learn a “1”, learn the Godfather character, and learn the Godfather player.

    The Investor wakes on the first night, chooses heads, and is correct. On the second night, they chose tails, and are correct. On the third night, they are made drunk by the Sailor. That night, they chose yes, learn a “1”, learn the Artist character, and learn the Imp player.

    The Investor wakes on the first night, chooses heads, and is incorrect. On the second night, they choose yes, the Storyteller shakes their head, puts the Investor to sleep, and marks them as having no ability.

    How to Run

    Each night, wake the Investor. They will either nod yes or they will pick a coin face. If they pick a coin face, put the Investor to sleep. Flip the coin. If correct, add a $ reminder token by the Investor. If incorrect, move to the next character in the night order.

    OPTIONAL RULE: You may flip privately for the Investor while they are awake, allowing them to learn if their choice was correct or incorrect.

    Townsfolk

  4. Jeweler

    Each night*, learn a player who was mad about something false the previous day.


    “If you look here, you can see that there is a slight imperfection, a fracture in your diamond - that's no good.”

    The Jeweler learns someone who was wrong.

    Examples

    The first day, Jane the Fortune Teller is adamant that one of the players they picked, either John or Sara, is the Demon, however, John is actually their Red Herring. That night, the Jeweler learns Jane.

    The fourth day, Peter the Baron claims to be the Saint. That night, the Jeweler learns Peter.

    The second day, Fran the Empath, who has been getting a 1, claims that one of their neighbors, either Ron or Trudy, is evil. However, Fran has been poisoned and both Ron and Trudy are evil. That night, the Jeweler learns Fran.

    The third day, Bob the Artist claims that Susan is the Zombuul. Susan is actually the Lleech. That night, the Jeweler learns Bob.

    How to Run

    Each day, as you listen to players’ discussions, note a player who has been sufficiently mad about something false. When you note this, mark that player with the Jeweler’s MAD reminder token. Each night except the first, wake the Jeweler. Point to the player with the Jeweler’s MAD reminder token. Put the Jeweler to sleep. Remove the Jeweler’s MAD reminder token.

    Townsfolk

  5. Knoller

    Deaths are announced during the night.


    “For you, the bell tolls.”

    The Knoller lets town know who has died during the night.

    Examples

    During the night, Chris the Po, with 3 Attacks, first chooses John the Artist, who dies. Then the Storyteller announces John has died. Then Chris chooses Jessica the Sailor, who does not die. Lastly, Chris chooses Tim the Barber, who dies. Then the Storyteller announces that Tim has died.

    During the night, Fred the Imp chooses Pinky the Inn Keeper, who dies. Then the Storyteller announces that Pinky has died. Then Ollie the Gambler chooses Fred and guesses that they are the Butler, causing Ollie to die. Then the Storyteller announces that Ollie has died.

    How to Run

    Each night, whenever a player would die, immediately declare that they have died. The night continues as normal.

    The strength of the Knoller comes from wasting nights checking out players who have died. For example, using the Preacher's ability on a player who died that night. It can also be utilized by characters like the Professor who want to target a dead player.

    Townsfolk

  6. Kobold

    Each day, privately learn a boon. If no one dies today, tonight gain the boon.


    “Now, some of us might die on the way, but I promise this treasure is worth it!”

    The Kobold gains power so long as no one dies each day.

    Examples

    On the first day, the Kobold visits the Storyteller and learns that if no one dies that day, one player who would be poisoned or drunk tonight won’t be. That day, the Chef is executed and the boon is not granted.

    On the second day, the Kobold visits the Storyteller and learns that if no one dies that day, they will learn one player’s character. When no one is executed that day, that night the Storyteller shows the Kobold the Farmer token and points to the Farmer player.

    On the third day, the Kobold visits the Storyteller and learns that if no one dies that day, they will learn which Outsiders are in-play. That day, the Sailor is executed but does not die. That night, the Kobold is shown each in-play Outsider.

    On the fourth day, the Kobold visits the Storyteller and learns that if no one dies that day, all dead players will gain a second vote token. That day, a player dies due to the Witch’s ability and the boon is not granted.

    How to Run

    Each day at dawn, mark the Kobold with their BOON reminder token. If a player dies during the day, remove the BOON reminder token.

    Once per day, the Kobold privately visits you. Whisper a boon that they will receive should no one die during the day.

    At dusk, if the Kobold still has the BOON reminder token by their character token, grant the boon from that day.

    The Boon should incentivize the Kobold to attempt to prevent deaths and executions each day, using up the chance to execute potential Demon candidates in exchange for rewards. Utilize the Kobold by offering more powerful boons on days when not executing anyone is more detrimental to the town. Keep in mind that Boons not only offer the Kobold power, but depending on what Boons you offer, may confirm that the Kobold is in play if there are no other explanations. Try to keep this in mind while balancing the Boons that you offer.

    Townsfolk

  7. Laborer

    Each night, pick two players. Until dusk, either both are drunk or neither is.


    “All right, listen up, we've got new rules from the boys upstairs: no napping, no slacking, and no drinking.”

    The Laborer learns if their neighbors are getting bad information.

    Examples

    The Laborer chooses the Sailor and the Heretic. The Storyteller chooses to make both sober. Tonight, the Sailor cannot make themself drunk.

    The Laborer chooses the Engineer and the Minstrel. The Storyteller chooses to make both drunk. Tonight, when the Engineer chooses to use their power, nothing happens.

    The Laborer chooses the Heretic and the Kazali. The Storyteller chooses to make both drunk. Tonight no one dies to the Demon. The next night, when the Kazali is no longer drunk, they choose the Heretic the Heretic dies and their ability continues to function.

    How to Run

    Each night, wake the Laborer. They will pick two players. Put the Laborer to sleep. Either make both players drunk or make both players sober.

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

    If both are drunk - mark them with the Laborer’s DRUNK token.

    At dusk, remove any SOBER or DRUNK tokens.

    Recommended Jinx: Drunk - If the Laborer chooses the Drunk and they are made sober, as long as they are sober they have the ability of the character they think they are.

    Townsfolk

  8. Lamb

    Once per game, at night, choose a player. The first time that they would die, you die instead, even if you are dead.


    “Liberty for the wolves is death for the lamb.”

    The Lamb sacrifices themself for another player.

    Examples

    On the first night, Bo the Lamb wakes but chooses not to use their ability. On the second night, the Lamb chooses Woody the Tinker. During the third day, when the Tinker’s ability would cause Woody to die, the Storyteller instead announces that Bo has died.

    On the first night, Bo the Lamb wakes but chooses not to use their ability. On the first day, Bo is executed. On subsequent nights, Bo does not wake up and may not choose a player.

    On the first night, Bo the Lamb wakes and chooses Greg the General. On the first day, Bo is executed. On the second night, Greg is chosen by the Vortox. The next morning, it is announced that no one died.

    On the first night, Bo the Lamb wakes and chooses Rachel the Undertaker. On the second night, Bo is killed by the Po. On the Third day, Rachel is nominated and receives the majority of votes. The Storyteller announces that Bo is executed.

    How to Run

    Each night, wake the Lamb. The Lamb either shakes their head or points at any player. Put the Lamb to sleep.

    If the Lamb points at a player, the first time that player would die, the Lamb dies instead - mark them with the Lamb’s SAFE reminder token. Remove the Lamb’s night token from the night sheet.

    When a player with the Lamb’s SAFE reminder token dies, instead, the Lamb dies, even if already dead. Remove the Lamb’s SAFE reminder token.

    If the Lamb is already dead when the selected player first dies, do not announce that either the selected player or the Lamb dies.

    In the case of an execution, instead of announcing the chosen player, announce that the Lamb’s player is executed.

    Townsfolk

  9. Liaison

    Once per game, at night, choose 2 other players: they learn each other's character. If either is evil, both are evil.


    “Now, if we can all just see eye-to-eye, we're all on the same side here...we are all on the same side, aren't we?”

    The Liaison lets 2 players know each other, but might make 1 evil.

    Examples

    On the first and second night, the Storyteller chooses not to wake the Liaison. On the third night, the Storyteller wakes the Liaison and prompts them to choose. The Liaison chooses the Alsaahir and the Oracle. The Alsaahir is shown the Oracle token and then learns the Oracle player. The Oracle is shown the Alsaahir token and then learns the Alsaahir player.

    On the first night, the Storyteller wakes the Liaison and prompts them to choose. The Liaison chooses the Imp and the Juggler. The Imp is shown the Juggler token and then learns the Juggler player. The Juggler is shown the Imp token and then learns the Imp player and then is told that they are now evil.

    On the first and second night, the Storyteller chooses not to wake the Liaison. On the third day, the Liaison is executed and dies. The Storyteller may not wake the Liaison.

    On the second night, the Storyteller chooses to wake the Liaison. The Liaison chooses the evil Goon and the Mastermind. The Goon is shown the Mastermind token and then learns the Mastermind player. The Mastermind is shown the Goon token and then learns the Goon player.

    How to Run

    Once per game, at night, you may wake the Liaison. They must point at 2 players. Put the Liaison to sleep. The Liaison loses their ability - mark them with the NO ABILITY reminder and remove their token from the night sheet. If the selected players are of opposite alignments, turn the good player’s character token upside down. (This shows they are now evil.)

    Wake the first selected player, show them the character token of the other selected player, point to that player, and if they turned evil show them the YOU ARE info token, then a thumbs-down. Put the first selected player to sleep. Do the same for the second selected player.

    OPTIONAL RULE: Each night wake the Liaison and allow them to choose if they use their power. Each night*, you may force the Liaison to choose.

    Townsfolk

  10. Lifeguard

    Each night*, 1 and only 1 player dies.


    “No running!”

    The Lifeguard prevents too many deaths from happening.

    Examples

    Joe is the Lifeguard. On the first day, Jim the Gossip says that there is a Po in play. That night Erik the Gambler gambles that Jim is the Assassin, causing him to die. Next, Terra the Po chooses to charge. Then, Jim’s ability would cause another player to die, but Joe’s ability prevents this. The next night, Terra first chooses to kill Jim, then two other players, but Joe’s ability prevents the other two from dying.

    Randy is the Lifeguard and Polly is the Al-Hadikhia. On the second night, Polly chooses Rebecca, Emily, and Carl, all of whom choose to live. Since all live, all three die at the same time, but Randy’s ability prevents more than one of them from dying. The Storyteller decides that that night, Emily dies.

    Mitch is the Lifeguard. On night 2, Casey the Imp kills Summer. Later that night Mike the Assassin kills Hobie. Mitch’s ability does not prevent the second kill, as the Assassin’s ability overrides the Lifeguards.

    How to Run

    When preparing the first night, put the Lifeguard’s OFF DUTY reminder in the center of the left side of the Grimoire. Every night except the first, only one player may die. Each night, after the first player dies, replace the OFF DUTY reminder with the ON DUTY reminder.

    If multiple players would die at the same time, only one does - you choose which.

    If no player has died by the end of the night, choose a player, they die - mark them with the Lifeguard’s DEAD reminder token and place a shroud on their character.

    At Dawn remove the ON DUTY reminder. At Dusk, place the OFF DUTY reminder in the center of the left side of the Grimoire.

    Townsfolk

  11. Locksmith

    Each night*, choose a living player. If they do not have their ability, they regain their ability and learn they were chosen.


    “Here you are, all opened up again, now will that be cash or check?”

    The Locksmith allows some characters to use their abilities more than once.

    Examples

    On the first night, the Locksmith wakes and chooses the Philosopher player who has used their ability. The Philosopher learns that they have been chosen, loses the ability that they chose, and may choose again the next night.

    On the second night, the Locksmith wakes and chooses the Chef. That night the Chef wakes and their ability activates.

    On the third night, the Locksmith wakes and chooses the Assassin who has used their ability and was chosen by the Preacher. Both the Assassin’s NO ABILITY reminder and the Preacher’s NO ABILITY reminder are removed.

    On the fourth night, the Locksmith wakes and chooses the Ogre. The Ogre wakes, chooses a player, and the Ogre’s alignment changes to their newly chosen player’s alignment.

    On the first night, the Locksmith wakes and chooses the Huntsman player who hasn’t used their ability yet, nothing happens.

    On the second night, the Locksmith wakes and chooses the Puzzlemaster, who has made their guess. Their GUESS USED token is removed, they learned they were picked, and the next day, they may guess again.

    On the third night, the Locksmith wakes and chooses the Mezepheles who has used their ability. The Mezepheles learns they were chosen, regains their ability, and learns a new secret word.

    On the fourth night, the Locksmith wakes and chooses the Ogre. The Ogre wakes, chooses a player, and the Ogre’s alignment changes to their newly chosen player’s alignment.

    How to Run

    Each night, except the first, wake the Locksmith. They will point at a player.

    If that player has a NO ABILITY token (or similar token) on them or wakes only on the first night, put the Locksmith to sleep. That player regains their ability - if applicable, remove the NO ABILITY token from them and place their night token back on the night sheet, otherwise put the Locksmith’s ONCE AGAIN token on that player. Wake that player, show them the THIS CHARACTER SELECTED YOU info card and show them the Locksmith character token. Put that player to sleep. Add their token back to the night sheet.

    If that player doesn’t have a NO ABILITY token on them and wouldn’t gain the ONCE AGAIN reminder token, put the Locksmith to sleep.

    When a character with the ONCE AGAIN reminder token wakes and performs their ability, replace any effects and tokens from their first decision with their more recent decision and remove the ONCE AGAIN token.

    Because of how many different tokens and abilities there are in the game, this role requires a bit of Storyteller discretion on what abilities can be lockpicked and which ones cannot. Try to be clear and consistent with your rulings so that players understand and can build their worlds around what is and isn’t possible. When in doubt, a stricter interpretation of the rule is easier to follow.

    Townsfolk

  12. Lookout

    Each night, if the living evil outnumbers the living good, you learn who the Demon is. The Demon knows you are in-play.


    “Where there's smoke, there's fire.”

    The Lookout learns who the Demon is if the evil team grows too powerful.

    Examples

    On the fourth day, the Demon, two Minions, and two Townsfolk are alive. That night, the Lookout wakes and learns who the Demon is.

    On the third day, The Demon, two Minions, three Townsfolk, and the Goon are alive. When the Demon chooses the Goon, they turn evil. That night, the Lookout learns who the Demon is.

    In a game where most players are Legion, as long as there are more Legion alive than good, each night the Lookout will wake up. The Storyteller can choose to show them the same player or different players as the Demon.

    On the third day, the Lookout is poisoned. Even though alive good outnumber alive evil, the Storyteller wakes the Lookout and points to the Innkeeper player.

    How to Run

    During the first night, wake the Demon. Show them the Lookout token. Put the Demon to sleep.

    When the number of alive evil players exceeds the number of alive good players, add a night token to the Lookout’s entry on the night sheet.

    Each night, wake the Lookout. Point to the Demon player. Put the Lookout to sleep.

    Townsfolk

  13. Lumberjack

    If 3 good players are executed and die, 1 of them is resurrected.


    “For every tree taken, a tree planted.”

    The Lumberjack brings back an executed good player if too many good players were executed.

    Examples

    On the first day, the Fisherman is executed and is marked with the FELLED 1 reminder.

    On the second night, the Lumberjack is poisoned by the poisoner. The next day the High Priestess is executed. They are not marked with a Felled 2 reminder token.

    On the third day, the General is executed and is marked with the FELLED 3 reminder.

    During the fourth night, the Storyteller can choose to resurrect either the Fisherman or the General, as they both have FELLED tokens on them.

    On the first night, the Lumberjack is chosen by the Widow and is poisoned on all subsequent days and nights. On the first three days, three good players are executed, on the fourth night, no one is resurrected as the Lumberjack is poisoned and no players are marked with FELLED reminders.

    How to Run

    The first time a good player is executed, add the FELLED 1 reminder to the Lumberjack and the executed player.

    The second time a good player is executed, remove the FELLED 1 reminder from the Lumberjack and add the FELLED 2 reminder to the Lumberjack and the executed player.

    The third time a good player is executed, remove the FELLED 2 reminder from the Lumberjack and add the FELLED 3 reminder to the executed player. At the start of the night, one of them is resurrected. Mark that player with the ALIVE reminder, remove their shroud, and remove all FELLED reminder tokens. The Lumberjack’s ability resets. At dawn, after declaring which players died, declare which player is alive again. (Do not say why.)

    Townsfolk

  14. Lush

    Each night, you may flip: if right, an evil player is drunk until dusk. If wrong, 2 good players are drunk until dusk.


    “*Hiccup* and that's when I said... *hiccup*... let's grab a drink!”

    The Lush can hurt the evil team, but risks damaging good information.

    Examples

    On the first night, the Lush wakes up, indicates no, and goes back to sleep. No one is marked drunk.

    On the second night, the Lush wakes up, chooses heads, and is correct. That night, the Imp is made drunk, and no one dies.

    On the third night, the Lush wakes up, chooses tails, and is wrong. That night, the Fool and the Goon are made drunk. The Goon’s ability does not trigger because the Lush did not choose them. The next day, the Fool is executed and dies.

    On the fourth night, the Lush wakes up, chooses tails, and is wrong. That night, the dead Fool and the dead Puzzlemaster are drunk. As the Puzzlemaster is drunk, the player who is marked by the Puzzlemaster’s drunk token is no longer drunk.

    How to Run

    Each night, wake the Lush. They will either shake no or they will pick a coin face. If they shake their head no, put the Lush to sleep.

    If they pick a coin face, put the Lush to sleep. Flip the coin.

    If correct, add one of the Lush’s DRUNK reminder tokens by an evil player’s character token.

    If incorrect, add both of the Lush’s Drunk reminder tokens to two different good players’ character tokens.

    At dusk, remove any DRUNK tokens.

    Townsfolk

  15. Mason

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


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

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

    Examples

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

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

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

    How to Run

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

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

    Townsfolk

  16. Medium

    Vote tokens spent today are returned at the start of the next day.


    “The dead are restless and weary, they shall not leave until their deaths are avenged.”

    The Medium empowers the dead to use their votes.

    Examples

    The dead Dreamer votes for a player and the dead Pacifist does not. That night the Medium chooses to use their ability. The next day, the dead Dreamer is given their vote token back. The dead Pacifist keeps the vote token they already have and does not gain a new one. The Medium does not wake up on later nights.

    The dead Empath votes for a player. The next night, the Poisoner picks the Medium player, and the Medium chooses to use their ability. The next day, the Empath does not receive their vote token. The Medium does not wake up on later nights.

    How to Run

    Each night except the first, wake the Medium. They will nod their head yes or shake their head no. Put the Medium to sleep.

    If the Medium chooses yes, check to see if any dead players have used their vote token. If they have, place a new vote token in front of them. The Medium loses their ability - mark them with a NO ABILITY reminder and remove their night token from the night sheet.

    Townsfolk

  17. Messenger

    Each night, learn how many Townsfolk were targeted by evil characters that night.


    “Don't shoot me, I'm just the messenger!”

    The Messenger learns if and how many Townsfolk are attracting the attention of evil.

    Examples

    On the first night, the Pukka chooses the Empath player and the Witch chooses the Bounty Hunter player. The Messenger learns a two.

    On the first day, the Psychopath chooses the Monk player. At night, the Po chooses not to kill any players. The Messenger learns a zero, as no evil characters choose townsfolk at night.

    On the third day, the Shabaloth first chooses the Goon then the King, neither player dies as the Shabaloth is made drunk by the Goon. Late that night, the Messenger learns a one, as the Shabaloth choose the King.

    How to Run

    When preparring for the first night, mark the Messenger with their 0 reminder token.

    Each night, for each townsfolk chosen by an evil character using their ability, replace the Messenger’s reminder token with the next sequential one. Then wake the Messenger and show fingers (1, 2, etc.) equaling the token amount. Put the Messenger to sleep.

    At dawn, if the Messenger’s reminder token is not 0, replace it with the 0 reminder token.

    Townsfolk

  18. Meteorologist

    Each night, learn the player whose death would benefit evil the most.


    “There's a stillness in the eye of the storm, but you need to be careful not to find yourself on the edge.”

    The Meteorologist learns a player that is helping good.

    Examples

    On the first night, the Meterologist learns John, who is the Bounty Hunter and who will continue to learn evil players. On the second night, John dies. That night, the Meterologist learns Arnie who is the Mayor and who provides an alternative win condition. On the third night, the Philosopher chooses to gain the Heretic’s ability. That night, the Meteorologist learns Thompson, the Fang Gu player.

    How to Run

    Each night, wake the Meteorologist. Point to a player. Put the Meteorologist to sleep.

    Townsfolk

  19. Midwife

    Each night, learn information that a not-in-play good character could have learned.


    “One way or another, we will bring the child into this world.”

    The Midwife learns information that those not in the village would know.

    Examples

    On the first night, the Midwife is shown the Empath character token, then shown a 0 as neither neighbor is evil.

    On the second night, the Midwife is shown the Dreamer character token, the Storyteller then selects a player and shows the Midwife a good and evil character, one of which the selected player is.

    On the third night, the Midwife is shown the Soldier character token. The Midwife recieves no other information. Later that night, when the Fang Gu selects the Midwife, the Midwife dies, as they do not have the ability of the Soldier.

    The Midwife is drunk and is shown the Grandmother character token. The Storyteller then points to the Assassin player and shows the Midwife the Preacher character token.

    How to Run

    At the start of each night, choose a not-in-play good character, tonight the Midwife will learn a piece of information they could have learned if they were that character. You may use that character’s reminder tokens to simulate any selections or choices. Each night, wake the Midwife, show them the selected good character’s Character Token, and give them the chosen information. Put the Midwife to sleep.

    The Midwife does not have the not-in-play characters ability. For example, a Midwife could not become the Demon through the Snake Charmer's ability, but they could learn a player is or isn't the Demon. Try to avoid showing the Midwife too many character tokens - they not only learn information that character can learn, but also learn that the selected character is not-in-play. Try limiting your choices to one or two characters unless otherwise needed.

    Townsfolk

  20. Miner

    Each night*, learn a dead character.


    “Well, it was the darndest thing, there I was minding my own business tunneling, when the late madam happened to fall down from above.”

    The Miner learns about dead characters, but can't be sure which player they belong to.

    Examples

    The Gambler dies due to their own ability. That night, the Miner learns the Gambler is dead.

    On day 1, the Mayor is executed. That night, the Vigormortis kills the Witch. Later that night, the Miner wakes and learns the Witch.

    On day 1, the Washerwoman is executed. That night, no one else dies, and the Miner learns the Washerwoman. The next day, the No Dashii is killed, but the Mastermind keeps the game going. That night, the Miner learns the Washerwoman.

    How to Run

    Each night except the first, wake the Miner. Show them the character token of a dead player, then put the Miner to sleep.

    Townsfolk

  21. Minister

    Each night*, if no one was executed today, choose a player: you learn their alignment.


    “Let us not give in to paranoia and fear, we are a community after all, it is up to us to trust one another.”

    The Minister learns about player's alignment, but only if no one is executed.

    Examples

    During the day, no one is executed. That night, the Minister wakes, chooses the Zombuul player, and learns that they are evil.

    During the day, the Saint is executed but does not die due to the Pacifist's ability. That night, the Minister does not wake as a player was executed.

    During the day, the Village Idiot is executed. That night, the Minister does not wake.

    During the day, no one is executed. That night, the Minister is drunk due to the Sailor’s ability. That night, the Minister wakes, chooses the Sailor player, and learns that they are evil.

    How to Run

    Each day, if a player is executed, mark them with the Minister’s EXECUTED reminder token.

    Each night, except the first, if no player is marked with the Minister’s EXECUTED reminder token, wake the Minister. They point to a player. Give a thumbs up or a thumbs down. Put the Minister to sleep.

    At dawn, if any player is marked by the Minister’s EXECUTED reminder token, remove the reminder token.

    Townsfolk

  22. Mole

    You start knowing a secret phrase. Each night*, learn if an evil player said the phrase.


    “This is Agent Foxtrot reporting in, Bogey is compromised, move in on my mark.”

    The Mole tries to trick evil players into saying a code word.

    Examples

    The Mole learns the phrase “I’d like to Gossip”. On the first day, three players, including the Assassin, say the phrase. That night, the Mole wakes and learns a yes.

    The Mole learns the phrase “I nominate myself”. The first two days, no one says the phrase, and the Mole learns a No both nights. The third day, the Town Crier says the phrase, and that night the Mole learns a No. On the fourth day, the Wizard says the phrase, and that night the Mole learns a yes.

    The Mole learns the phrase “Hot Dog”. On the first day, three Townsfolk say the phrase. That night, the Mole wakes and learns a no.

    How to Run

    While setting up the game, write a single word on a piece of paper or on a phone or other device. During the first night, wake the Mole, show the written word, then put them to sleep.

    Each day, the first time you hear an evil player say the secret word, mark the Mole with the HEARD reminder.

    Each night, except the first, wake the Mole. If the Mole is marked Heard, nod your head yes. Otherwise, shake your head no. Then, put the Mole to sleep. Remove the HEARD reminder, if any.

    Townsfolk

  23. Mother Goose

    Once per game*, at night, if a player was executed today, you may choose to have their character publicly announced.


    “Oh my dear, demons and heroes? That sounds just like this one story, now let me see if I can't find that book.”

    Mother Goose lets everyone learn a player's character.

    Examples

    On the first day, no one is executed, and Mother Goose does not wake. On the second day, the Evil Twin is executed. That night, Mother Goose chooses not to use their power. On the third day, the Exorcist is executed. That night, Mother Goose chooses to use their power, and the Storyteller announces that an Exorcist was executed today. Mother Goose does not wake on later nights.

    Mother Goose is drunk due to the No Dashii’s ability. When Mother Goose chooses to use their power, no announcement is made. Mother Goose loses their ability and no longer wakes.

    How to Run

    If a player dies by execution, put the Mother Goose’s DIED TODAY reminder token by the dead player's character token.

    Each night except the first, if any player died by execution today, wake the Mother Goose, they either shake their head no or nod yes. Put them to sleep.

    If the Mother Goose chooses to use their power, say that the marked player’s character has died today. The Mother Goose loses their ability - mark them with a NO ABILITY reminder and remove their night token from the night sheet.

    If more than one player was executed today, the Storyteller may choose which character to announce.

    Townsfolk

  24. Mourner

    Each night*, choose a dead player: they regain their vote token.


    “Dearly beloved, though our friends may have moved on, they are never far gone from our hearts.”

    The Mourner gives extra votes to the dead.

    Examples

    The Mourner chooses the dead Acrobat who has used their vote token. The Acrobat is given a new vote token and may use it to cast a vote during nominations.

    The Mourner chooses the dead Imp who gave their vote token to the Beggar. The Imp is given a new vote token and may use it to cast a vote during nominations. The Mourner chooses the dead Pixie who has not used their vote token. The Pixie does not receive an additional vote token.

    How to Run

    Each night except the first, wake the Mourner. They will choose a dead player. Put the Mourner to sleep. If the chosen dead player does not still have their vote token, they gain a new vote token - place a new vote token in front of them.

    Townsfolk

  25. Nisse

    Once per game, at night, choose a player. You learn what they learn. If they die, you die. If they are evil, you are poisoned.


    “Your town? I've the one doing nearly all the work tilling the fields, baking the bread, and sweeping the floors!”

    The Nisse learns whatever another player learns, but shares their fate.

    Examples

    John the Nisse on the second night chooses Fran the Artist. The next day, Fran uses their ability and asks if the Demon is wearing glasses and learns a yes. Later that day, the Storyteller pulls John aside and tells them that “Yes, the Demon is wearing glasses”. When Fran is executed, the Storyteller announces that John also dies.

    Tod the Nisse on the second night chooses Pepper the Clockmaker. Tod does not learn the information that Pepper learned on the first night. Later, on the third night, when Pepper is chosen by Bill the Nightwatchman, Tod also learns that Pepper was chosen by Bill the Nightwatchman.

    Amanda the Nisse chooses Sam the Summoner. Amanda’s ability causes themself to become poisoned. The Storyteller chooses to pretend that Sam is the Fortune Teller. Each night, Amanda learns two different players and either a no or a yes arbitrarily. When Sam is executed, Amanda does not die.

    Sara the Nisse chooses Randy the Monk. Each night, Sara wakes and learns the player chosen by Randy.

    Jolene the Nisse chooses Dolly the Soldier. Jolene does not learn any information throughout the game.

    How to Run

    John the Nisse on the second night chooses Fran the Artist. The next day, Fran uses their ability and asks if the Demon is wearing glasses and learns a yes. Later that day, the Storyteller pulls John aside and tells them that “Yes, the Demon is wearing glasses”. When Fran is executed, the Storyteller announces that John also dies.

    Tod the Nisse on the second night chooses Pepper the Clockmaker. Tod does not learn the information that Pepper learned on the first night. Later, on the third night, when Pepper is chosen by Bill the Nightwatchman, Tod also learns that Pepper was chosen by Bill the Nightwatchman.

    Amanda the Nisse chooses Sam the Summoner. Amanda’s ability causes themself to become poisoned. The Storyteller chooses to pretend that Sam is the Fortune Teller. Each night, Amanda learns two different players and either a no or a yes arbitrarily. When Sam is executed, Amanda does not die.

    Sara the Nisse chooses Randy the Monk. Each night, Sara wakes and learns the player chosen by Randy.

    Jolene the Nisse chooses Dolly the Soldier. Jolene does not learn any information throughout the game.

    If the Nisse chooses an evil player, they are poisoned and will not die due to their ability, unless made healthy by another player’s ability.

    Townsfolk

  26. Pinocchio

    Each day, you may make a public statement. Once per game, at night, you may learn how many were false.


    “My nose grows now.”

    Pinocchio makes statements and tries to figure out which were true and which were false.

    Examples

    During the day, Pinocchio says, "I am Pinocchio. My public statement is: There are additional Outsiders in play." There are additional Outsiders in play. Pinocchio does not gain a FALSE reminder token. On the second day, while drunk, Pinocchio publicly states, “No one is drunk”. Pinocchio gains a False reminder token. On the third night, while healthy and sober, Pinocchio chooses to use their ability and learns a 1.

    During the game, Pinocchio makes two false statements and one true one. On the night that Pinocchio chooses to use their ability, they are poisoned. Pinocchio learns an inaccurate 3.

    How to Run

    Each day, if the Pinocchio makes a definite, false public statement, add a FALSE reminder by the Pinocchio.

    Each night, wake the Pinocchio. They will either nod yes or shake no.

    If the Pinocchio chooses yes, show fingers (1, 2 etc.) equaling the number of FALSE reminder tokens by their character token. The Pinocchio loses their ability - mark them with the NO ABILITY reminder token and remove their night token from the night sheet.

    Townsfolk

  27. Prince

    You are safe from execution. If only you and the Demon live, good wins. The Demon knows you are in-play.


    “Ah, you may be mighty demon, but I've dealt with the devil himself, and he's cleared out all my siblings for my path to the crown. You're nothing more than another fool to think you could stand in my way.”

    The Prince defeats the Demon.

    Examples

    James the Prince is executed, it is announced that he is executed but does not die. The Demon, who knows that the Prince is in-play, chooses to kill James that night, thinking that he may be the Prince.

    It is the final day, and the following players are alive: Henry the Prince, Giselle the Balloonist, and Polly the Yaggababble. Giselle is executed, and good wins due to the Prince’s ability.

    How to Run

    During the first night, wake the Demon. Show the Prince token. Put the Demon to sleep.

    During the day, if the Prince is executed, declare that the player was executed but remains alive.

    At any point, if exactly two players are alive and one is the Prince and the other is the Demon, declare that the game ends and good wins.

    Townsfolk

  28. Printer

    Once per game, at night, choose a Townsfolk character: you gain their ability until dusk.


    “With my new machine, we'll be able to make sure everyone in town can get their hands on the paper. Quick, we need to get some stories to print first though!”

    The Printer copies another Townsfolk's ability.

    Examples

    Trudy the Printer chooses to gain the Nightwatchman’s ability. That night, Trudy chooses a player who then learns that Trudy is the Nightwatchman. When Jane the Dreamer chooses Trudy later that night, they learn that Trudy is either the Printer or the Organ Grinder.

    Jimmy the Printer is drunk when he chooses to gain the Slayer ability. The next day, when Jimmy publicly attempts to use the slayer ability on Donny the Imp, nothing happens.

    Charlie the Printer chooses to gain the Professor’s ability, but chooses not to use it that night. Charlie loses access to the Professor’s ability at dusk the next day and is not woken up again to choose a player.

    How to Run

    Each night, wake the Printer. They will either shake their head no or choose a Townsfolk character from their character sheet.

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

    If they pointed to a Townsfolk character that is not-in-play, replace the Printer’s character token with the selected character and mark the Printer with the IS THE PRINTER reminder token. If they pointed to a Townsfolk character that is in play, mark that player’s character token with the Printer’s DUPLICATED reminder token.

    At dusk the next day, remove the Printer’s reminder tokens, and if the Printer does not still have the Printer character token, replace their character token with the Printer character token. The Printer loses their ability - mark them with the NO ABILITY reminder token and remove their night token from the night sheet.

    Townsfolk

  29. Ratoner

    Each night, if there are no living Outsiders, become a not-in-play Townsfolk.


    “Well, once they started offering gold for dead rats, I started hunting them. Of course, soon I figured that if I started breeding the things, I could get even more gold for less work. Then of course, I saw how cute they were, couldn't well go on killing them or caging them anymore.”

    The Ratoner learns when there are no Outsiders left.

    Examples

    Danielle is the Ratoner and Joseph is the Drunk and only Outsider. Joseph is executed. That night, Danielle wakes up and learns that she is now the Engineer.

    Mariella is the Ratoner. On the third night, there are no living Outsiders, but Mariella is drunk, so she does not become another Townsfolk. On the fourth night, when Mariella is sober, she becomes the General.

    How to Run

    At night, if the number of living Outsiders equals 0, choose a not-in-play Townsfolk. Swap that character token with the Ratoner’s character token. Wake the former Ratoner and show them the new character token. Put the former Ratoner to sleep.

    Townsfolk

  30. Redcap

    Ties result in both players being executed.


    “Kill them both, those liver-warted, pig-footed, sardine-smelling, hairy-eared rotten criminals!”

    The Redcap prevents ties from stopping executions by executing both players.

    Examples

    Carl is the Redcap, Marie is the Tea Lady who neighbors two good players, and Andrew is the Fortune Teller who neighbors Marie. Andrew is nominated and receives enough votes to be executed. Then Marie is nominated and receives the same number of votes. No other player is nominated. First, Andrew is executed, but does not die due to Marie’s ability, then Marie is executed and dies.

    How to Run

    When a player is about to be executed and another player is nominated and receives the same number of votes, announce that both players are about to be executed. If no other player receives more votes when the day ends, announce that both players are executed and die.

    If two or more players are about to be executed and another player receives the same number of votes, all tied players are about to be executed.

    Executed players die in the order they were nominated.

    Townsfolk

  31. Regent

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


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

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

    Examples

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

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

    How to Run

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

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

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

    Townsfolk

  32. Reporter

    Each night, choose a player: the next night, you learn if they were drunk or poisoned.


    “Excuse me ma'am, what do you think about the new bar down on the corner?”

    The Reporter learns if another player got bad information.

    Examples

    On the first night, the Reporter chooses the Empath who is neighboring the No Dashii. On the second night, the Reporter learns a yes, then chooses the No Dashii player. On the third night, the Reporter learns a no and then chooses the Sailor, whose ability has made themself drunk. On the fourth night, the Reporter learns a yes.

    How to Run

    Each night, wake the reporter. They point at any player. If that player is drunk or poisoned, mark the reporter with their MUCK reminder token.

    Each night, except the first, before the reporter points at a player, nod yes if the reporter is marked with their MUCK reminder token then remove the MUCK token, and no if they are not marked with the MUCK token.

    Townsfolk

  33. Researcher

    Each night, learn a player: they are not an Outsider, even if you are drunk or poisoned.


    “All I need is a swab from your cheek and we can tell you all about your lineage.”

    The Researcher learns players whose abilities aren't detrimental.

    Examples

    Alex is the Researcher and Zach is the Mutant and only Outsider. Each night, the Storyteller wakes Alex and shows them a player other than Zach.

    There are no Outsiders, each night, the Storyteller wakes the Researcher and points to any player.

    The Researcher is sitting next to the No Dashii and there is one Outsider in play. Each night, the Researcher learns a player other than the Outsider player.

    How to Run

    When preparing each night, mark any player who is not an Outsider with the KNOW reminder. Each night, wake the Researcher. Point to the player marked KNOW. Put the Researcher to sleep. Do this even if the Researcher is drunk or poisoned.

    Townsfolk

  34. Scamp

    When you die, at night, learn 1 of the Demon bluffs, the Demon knows which.


    “Oi I got 'em good, I did, swapped out that old dagger of 'is wit me old whoopee cushion I did.”

    The Scamp tricks evil with an in-play bluff.

    Examples

    Jose is the Scamp. Darian is the Al-Hadikia who learns the bluffs of Empath, Investigator, and Goon. Darian also learns that the Empath is marked by the Scamp. Later, Jose is executed. That night Jose learns the Empath role.

    Brian is the Scamp. Michelle is the Leviathan who learns the bluffs of Fortune Teller, Alsaahir, and Alchemist. Michelle also learns that the Fortune Teller is marked by the Scamp. Later, Brian dies while poisoned. That night, Brian learns the Cannibal.

    How to Run

    When preparing the first night, pick a Demon bluff and mark it with the Scamp’s KNOW reminder token. Proceed with the first night phase as normal up until the Demon learns their bluffs. Ater showing them their bluffs, also show the THIS CHARACTER SELECTED YOU info token, the Scamp’s character token, and the marked bluff character token.

    When the Scamp dies, at night, wake the Scamp. Show the Scamp the marked Demon Bluff character token. Put the Scamp to sleep.

    Townsfolk

  35. Scarecrow

    Each night, choose a player: they are safe from Minions until dusk.


    “Been needing a lot more of these since the Ravenkeeper figured out how to strap knives to his birds.”

    The Scarecrow wards off minions.

    Examples

    The Scarecrow chooses John and then the Ceranovus chooses John. John does not wake up to learn he was chosen by the Ceranovus and cannot die due to the Ceranovus’ ability tomorrow.

    The Scarecrow chooses Lucy. The next day, the Psychopath picks Lucy. The Storyteller announces that nothing happens.

    On day 1, the Widow picks Robert. On night 3, Ophelia picks Robert. Robert is healthy on night 3 until dusk the next day.

    The Scarecrow is drunk and chooses Tony. That night, the Godfather chooses Tony. Tony dies.

    The Scarecrow chooses Ilene. That night, the Assassin chooses Ilene. The Assassin's ability takes priority and kills Ilene.

    How to Run

    Each night, wake the Scarecrow, they will choose a player. Put the Scarecrow to sleep. Mark the selected player with the Scarecrow’s SAFE reminder token.

    If a Minion’s ability would affect the player marked SAFE, it does not. Do not place any of the Minion’s reminder tokens on the Monk.

    At dusk, remove the SAFE reminder token.

    Certain Minions, such as the Harpy, can have multiple interpretations with this character - just make sure no matter how you rule it, you keep it consistent and clear with your players!

    Townsfolk

  36. Sculptor

    If you are mad about something false, it may become true.


    “I have an artistic vision, and nothing can compromise that. We have to make it bigger, make it more grand, there cannot be any flaws!”

    The Sculptor makes what they believe come to life.

    Examples

    The Sculptor is mad that a Minion is the Demon and the Demon is a Minion. During the night, the Storyteller wakes each, informs them that they are now the other’s role, and then puts them to sleep.

    The Sculptor is mad that they are the Lycanthrope’s Faux Paw, when in reality, another player is. That night, the Storyteller moves the FAUX PAW reminder token to the Sculptor’s character token.

    The Sculptor is mad that there is a Pacifist in-play. That night, the Storyteller replaces the Chef’s character token with the Pacifist character token, wakes the Chef, and tells them that they are now the Pacifist.

    The Sculptor is mad that the evil Savant is good. That night, the Storyteller changes the Savant’s alignment, wakes the Savant, and tells them that they are now good.

    How to Run

    During the day, if you notice that the Sculptor is mad about something false, take a note of it. Then, during the night, you may modify the Grimoire to make that statement true. If you do, be sure to inform players of any changes to their alignment or role that may have happened as a result.

    When running the Sculptor, try not to make changes that the Sculptor is explicitly asking for or that would drastically change the game balance. Instead, opt for smaller changes that the Sculptor genuinely believes to be the truth.

    Townsfolk

  37. Shepard

    When you learn one of your neighbors has died, you may publicly choose to resurrect them. If you do, you die.


    “No harm shall come to my flock.”

    The Shepherd protects their neighbors with their life.

    Examples

    The Shepard neighbors the Imp and the Noble. In the night, the Noble dies. The next morning, when the Lunatic’s death is announced, the Shepard chooses to use their ability. The Shepard then dies, and the Noble is resurrected. That night, the Noble learns of another 3 players, 1 of whom is evil.

    The Shepard neighbors the Tea Lady (who neighbors two good players) and the Politician. When the Politician dies, the Shepard chooses to use their ability. The Tea Lady prevents the Shepard from dying, so the Storyteller announces that nothing happens. Later, when the Tea Lady is executed, the Shepard chooses to use their ability again. This time, the Shepard dies, and the Tea Lady is resurrected.

    The Shepard neighbors the Imp and the Scarlet Woman. The Imp kills themself in the night, causing the Scarlet Woman to become the Imp. The next morning, when the Shepard learns that their neighbor died, chooses to use their ability. The Shepard dies and the Imp is resurrected, causing there to be two Imps. The Storyteller is using the Shepard’s optional rule, so tonight's deaths are arbitrary.

    How to Run

    When you declare that either of the Shepard’s neighbors have died, the Shepard may choose to publicly claim to be the Shepard and to resurrect that player. The Shepard then dies - mark them with a shroud and announce that they have died. The selected player then becomes alive again - remove their shroud and announce that they are alive.

    If the Shepard does not die, nothing happens.

    OPTIONAL RULE: If the Shepard would cause there to be two living Demons, tonight, deaths are arbitrary.

    Townsfolk

  38. Smith

    You start knowing 3 players, 2, and only 2, are characters of the same type.


    “We've got goldsmiths, blacksmiths, silversmiths, locksmiths, whitemiths, tinsmiths, arrowsmiths, coppersmiths, bladesmiths, gunsmiths. Now, which kind were you again?”

    The Smith learns 2 players who share a type and one who doesn't.

    Examples

    Fry is the Marionette, Leela is the Boffin, and Hermes is the Zealout. The Smith learns all three.

    Lana is the Drunk, Ceril is the Hatter, and Pam is the Zombuul. The Smith learns all three.

    The Smith is drunk. Linda is the Amnesiac, Bob is the Magician, and Teddy is the Slayer. The Smith learns all three.

    How to Run

    While preparing the first night, mark two the character tokens of two players with the same character type with the Smith’s SAME reminders. Mark any character token of a player with a different character type with the third DIFFERENT reminder.

    Townsfolk

  39. Snoop

    You might learn information that your neighbors learn.


    “And you'll never believe what I overheard her talking about, she was saying her neighbor's best friend's uncle was...”

    The Snoop learns what their neighbors might.

    Examples

    The Snoop neighbors the Artist and the Empath. The Empath learns a 0. Later that night, the Storyteller wakes the Snoop and shows them a 0. The next day, the Artist asks if the Demon player’s name starts with a vowel and learns a yes. That day the Storyteller pulls the Snoop for a private conversation and tells them that Yes, the Demon player’s name does start with a vowel.

    The Snoop neighbors the Lunatic and the No Dashii. During the night, the Storyteller wakes the Snoop, and shows them an arbitrary number. On another night, the Storyteller wakes the Snoop again, points to a random players, and shows them a thumbs down. Later, when the Snoop becomes sober due to the Cup Bearer, the Storyteller chooses to wake the Snoop and point at the player chosen by the No Dashii that night.

    The Snoop neighbors the Drunk, who believes they are an Empath and the Soldier. The Drunk incorrectly learns a 2. Later that night, the Storyteller wakes the Snoop and shows them a 2. The next night, the Nightwatchman chooses the Soldier player. Afterwards, the Storyteller wakes the Snoop, shows them the Nightwatchman’s character token, then points to the Nightwatchman.

    How to Run

    Whenever the Snoop’s neighbors would learn information, the Storyteller may choose to tell the Snoop that information as well.

    If they learn this information at night, the Snoop wakes after that player goes back to sleep, learns that information, and then is put to sleep. If they learn this information during the day, pull the Snoop aside for a private conversation and relay any learned information.

    Townsfolk

  40. Sommelier

    Drunk and poisoned players' abilities yield only false information.


    “Well, if you enjoy that vintage, you'll love this one. Oh, and if you're going to sample that bottle, then of course you need to try these ones as well.”

    The Sommelier prevents players from being unsure about their information.

    Examples

    The Sommelier is in play. The Fortune Teller who sits next to No Dashii chooses their Red Herring and the Town Crier. They learn a yes. The next night, they pick the Scarlet Woman and the Goon. They learn a yes. The next night, they pick the No Dashii and themselves. They learn a no.

    The Puzzlemaster makes the Innkeeper drunk. The Innkeeper chooses the Washerwoman and the Chef, but because they are drunk, the Chef still dies to the Demon that night. That night, the Nightwatchman also chooses the Innkeeper. The Innkeeper learns that the Nightwatchman is the Nightwatchman because that information came from the Nightwatchman’s ability, not the Innkeeper's.

    The Sommelier and the Drunk are in play. The Drunk believes they are the Savant. The Drunk learns two pieces of information each day. Both are false.

    How to Run

    While the Sommelier is alive, you must give false information whenever a poisoned or drunk player’s ability prompts you to give information.

    The Drunk registers as drunk to the Sommelier.

    Townsfolk

  41. Spelunker

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


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

    The Spelunker takes risks to learn player's alignment.

    Examples

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

    How to Run

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

    If that player is good, nothing happens.

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

    Townsfolk

  42. Stuntman

    Each day, you may privately flip. If you do, learn something useful from the Storyteller. If wrong, tonight you die.


    “What's life without a bit of risk?”

    The Stuntman risks their life to learn useful information.

    Examples

    The Stuntman visits the Storyteller, guesses heads, and is correct. The Storyteller tells them, “Trust Carolyn”. Carolyn is the Fortune Teller who got a yes when they chose the Demon.

    The Stuntman visits the Storyteller, guesses tails, and is incorrect. The Storyteller tells them, “Be wary of executing today”. There are only 5 players alive, the Stuntman will die in the night as they were incorrect, and the Demon will kill another player tonight.

    The Stuntman neighbors the No Dashii and is poisoned. The Stuntman visits the Storyteller, guesses heads, and is incorrect. The Storyteller tells them, “You can win without executing the Demon”. The Demon is claiming to be the Mayor. The Storyteller gave bad advice to the Stuntman, as they are poisoned. They also do not die that night since they are poisoned.

    How to Run

    During each day, the Stuntman can request a private chat with you. Take them away from the circle so you cannot be overheard. They will choose a coin face. Privately flip a coin without letting them know the result. Tell the Stuntman a helpful piece of information.

    If their chosen coin face is incorrect, mark them with the Stuntman’s DEAD reminder token. That night, they die.

    Townsfolk

  43. Tailor

    Each night*, learn how many times players changed characters.


    “The good lord requested a new hat, his madam the veil, and of course, we'll need to change their twins' outfits to match.”

    The Tailor learns if players are changing characters.

    Examples

    On the first night, the Philosopher chooses to use their ability. As they are still the Philosopher, the Tailor’s count does not increase. Later that night, the Pit-Hag uses their ability to change a player into the Snitch. That night, the Tailor learns a 1.

    At night, the Huntsman chooses the Damsel, who becomes the Snake Charmer. Later that night, the new Snake Charmer chooses the Ojo, and they swap roles. That night, the Tailor learns a 3.

    At night, no one changes roles, but the Sailor makes the Tailor drunk. That night, the Tailor learns a 2.

    How to Run

    Each night, whenever a player’s character changes, put one of the Tailor’s CHANGED reminder tokens on the Tailor's character token.

    Each night, count the number of CHANGED reminder tokens on the Tailor, then wake the Tailor. Show fingers (1, 2, etc.) equaling the number of CHANGED reminder tokens. Then put the Tailor to sleep and remove all CHANGED reminder tokens.

    Townsfolk

  44. Tax Collector

    Each night*, learn how many evil players voted for you, even if dead.


    “Only two things in life are certain.”

    The Tax Collector learns if evil voted for them.

    Examples

    The Tax Collector is nominated, and the Fang Gu and the Recluse vote for the Tax Collector. That night they learn a 2.

    The Tax Collector is nominated, and no one votes for them. That night they learn a 0.

    The Tax Collector is nominated, and the evil Harlot votes for the Tax Collector. That night they learn a 1.

    How to Run

    Each day, whenever an evil player votes for the Tax Collector, put a VOTED reminder token on that player’s character token.

    Each night, except the first, count the number of players with VOTED tokens and wake the Tax Collector. Show fingers (1, 2, etc.) equaling the number of players with VOTED tokens. Put the Tax Collector to sleep. Remove all VOTED tokens.

    If the Tax Collector dies, they still learn how many evil players voted for them the previous day.

    Townsfolk

  45. Thatcher

    The Demon is given 1 fewer bluff.


    “It seems we've had some unsavory folks squatting out in some of these abandoned houses. Not to worry, we'll get these holes patched up.”

    The Thatcher limits the number of bluffs evil receives.

    Examples

    On the first night, the Demon learns that only the Sage and the Goon are not-in-play.

    On the third night, the Pit-Hag creates a Thatcher. The Storyteller removes a bluff but otherwise does not make any other modifications or private announcements.

    How to Run

    When preparing the first night, pick a Demon bluff and remove it from the Grimoire. When the Demon learns their bluffs, they only learn 2 bluffs instead of 3.

    Townsfolk

  46. Titan

    Each night*, if the Demon kills you, pick a player. If evil, you don't die.


    “Tartarus hungers for more souls.”

    The Titan chooses how many players are executed each day.

    Examples

    The Yaggababble’s ability kills the Titan. The Titan wakes and chooses the Evil Twin player. The Titan does not die.

    The Ojo chooses the Titan, who is protected by the Monk. The Titan does not wake up and does not die.

    The Titan is poisoned by the Poisoner and killed by Lil’ Monsta’s ability. The Titan does not wake up and dies.

    How to Run

    If the Titan was killed by the Demon, wake the Titan. They will choose a player. Put the Titan to sleep. If the chosen player is evil, remove the Demon’s DEAD reminder token and the shroud from the Titan. Tomorrow, do not announce that the Titan had died or that they are resurrected.

    Townsfolk

  47. Tyro

    Each night, you and the Demon learn a new not-in-play character.


    “Now I know he's a scary looking fellow, but that's no reason not to make introductions, I'm sure we can all be friends.”

    The Tyro gives extra information to the Demon, but learns it too.

    Examples

    On the first night, the Tyro and Demon learn that the Saint is not in play. On the second night, the Tyro and Demon learn that the Godfather is not in play. On the third night, the Tyro and Demon learn that the Choirboy is not in play.

    On the first night, the Demon learns that the Monk, Barber, and Noble are not in play. That night, the Tyro’s ability causes the Tyro and the Demon to learn that the Noble is not in play.

    The Tyro is sitting beside the No-Dashii. On the first night, the Tyro and the Demon both learn that the Mutant isn’t in play, but it is in play. On the second night, the Tyro learns that the Puzzlemaster isn’t in play and the Demon learns that the Clockmaker isn’t in play, neither the Puzzlemaster nor the Clockmaker is in play. On the third night, the Tyro learns that the Boffin isn’t in play, but it is in play. The same night, the Demon instead correctly learns that the Exorcist is not in play.

    How to Run

    Each night except the first, wake the Tyro, show them a not-in-play character’s token, and put the Tyro to sleep. Then, wake the Demon, show them a not-in-play character token, and put the Demon to sleep.

    Townsfolk

  48. Vulture

    Each night*, choose a player: if they died tonight, learn a character that killed them.


    “While the Ravens are off avenging, the vulture will have its way with their keeper's remains.”

    The Vulture learns the cause of player's deaths.

    Examples

    The Vulture wakes up and chooses the Empath who is alive. The Vulture does not learn any character.

    The Vulture wakes up and chooses the Professor, who was killed by the Gossip’s ability. The Vulture learns Gossip.

    The Vulture wakes up and chooses the Fortune Teller, who was killed by both the Kazali and the Assassin. The Storyteller chooses to show the Vulture the Assassin instead of the Kazali.

    How to Run

    Each night except the first, wake the Vulture. They will choose a player. If that player is marked by a reminder token that indicates that they have died, show them the character token that the reminder token belongs to. Put the Vulture to sleep.

    Townsfolk

  49. Warden

    Outsiders start knowing you are the Warden.


    “Let those without sin cast the first stone upon the wretched soul.”

    The Warden protects Outsiders.

    Examples

    There are no Outsiders in-play, no players learn the Warden player.

    There is a Drunk and a Damsel in-play, they each wake and learn the Warden player.

    The Boffin gives the Fang Gu the Warden ability. The Klutz and the Saint both learn that the Fang Gu player is the Warden.

    How to Run

    On the first night, wake any Outsider, show them the Warden token, then point to the Warden player. Put that Outsider to sleep. Repeat until all Outsiders have learned this.

    Recommended Jinx: Lunatic - The Lunatic must learn that the Warden player is one of their Minions, but doesn’t learn they are the Warden.

    Townsfolk

  50. Watchdog

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


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

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

    Examples

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

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

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

    How to Run

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

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

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

    Townsfolk

  51. Night Order

    First Night

    Inheritor
    Investor
    Laborer
    Lamb
    Liaison
    Lookout
    Lush
    Mason
    Messenger
    Meteorologist
    Midwife
    Mole
    Nisse
    Pinocchio
    Printer
    Ratoner
    Regent
    Reporter
    Researcher
    Scamp
    Scarecrow
    Smith
    Snoop
    Tyro
    Warden
    Watchdog

    Other Nights

    Inheritor
    Investor
    Jeweler
    Kobold
    Laborer
    Lamb
    Liaison
    Locksmith
    Lookout
    Lush
    Messenger
    Meteorologist
    Midwife
    Miner
    Minister
    Mole
    Mother Goose
    Mourner
    Nisse
    Pinocchio
    Printer
    Ratoner
    Reporter
    Researcher
    Scamp
    Scarecrow
    Snoop
    Spelunker
    Stuntman
    Tailor
    Tax Collector
    Titan
    Tyro
    Vulture
    Watchdog
  52. this almanac generated using Bloodstar Clocktica