1. In the great houses of Edwardian England, servants scramble to circumvent the caprices of their aristocratic employers

  2. Estate Agent

    You start knowing how many Outsiders are in play. (+/- 1 Outsider)


    “Jenkins keeps things shipshape around here. A great estate cannot run without a man of business with a keen eye on the books. ”

    Townsfolk

  3. Chauffeur

    You start knowing one in-play Minion character and one in-play Ousider character.


    “Headed up to the big house, sir? Very good sir. Let me get the door for you, sir.”

    Townsfolk

  4. Scullery

    You start knowing which half of the circle contains the most evil characters (If equal this information is arbitrary.)


    “The Blue Room is an absolute mess. Crumbs in the sheets, and we'll never get all this cigarette ash out of the carpet. ”

    Townsfolk

  5. Butler

    Each night, you learn a unique in-play Townsfolk role (not your own).


    “A great house runs when everyone is in their place and everyone Knows Their Place.”

    Townsfolk

  6. Housekeeper

    Each night, learn a successive player's alignment, moving clockwise around the Town Square. The Storyteller chooses which player's alignment to reveal first.


    “No, no, this needn't go all the way to her Ladyship. You tell me if there's any trouble and I'll see to correcting it before it goes upstairs.”

    Townsfolk

  7. Valet

    Each night*, choose a player. They will receive sober and healthy information tonight.


    “If you would drink this, sir. It is a little preparation of my own invention. It is the Worcester sauce that gives it its colour. The raw egg makes it nutritious. The red pepper gives it its bite. Gentlemen have told me they find it extremely invigorating after a late evening.”

    Townsfolk

  8. Nanny

    Each night* choose two players: They cannot be targeted by evil players. If they would wake tonight, they do not.


    “A little whiskey on their gums puts them right to sleep, and then they're safe as houses in the nursery 'stead of getting up to trouble, the little devils.”

    Townsfolk

  9. Lady's maid

    Each night,* choose a player. If all Lady's maids choose the same player, learn their role. Otherwise, receive false information (+1-3 Lady's maids)


    “You'd not believe what I heard while holding the curling iron this afternoon. Let's have a cuppa and I'll tell you everything.”

    Townsfolk

  10. Tutor

    Once per game, at night*, choose an alive player. If they are not the Demon, they die & the Demon doesn’t kill tonight.


    “The ancients taught us everything we need to know, Master Thos. All we have to do is follow their wisdom and pay attention in our lessons. ”

    Townsfolk

  11. Gardener

    On your 1st night, choose a player. If you both live until night 3, learn their role. If you die before learning your information, another good player becomes the Gardener.


    “I can't say as I hear too much from the folks in the big house, but now and again I met a fellow willing to admire the flowers and share a cigarette. Gives a body a chance to cultivate a little conversation, sharing a few gaspers.”

    Townsfolk

  12. Cook

    On your 1st day, publicly guess five good characters. That night, you learn how many are in play, but one of them becomes drunk.


    “Us folks below stairs deserve a hot meal and a clean tablecloth as well. And perhaps a tipple afterwards...”

    Townsfolk

  13. Boot Boy

    If you die at night, wake and learn how many steps are between you and the nearest evil player.


    “Silly boy, you've misplaced his Lordship's best wingtips! You'll never make Footman at this rate.”

    Townsfolk

  14. Footman

    The first time only good players vote on a nomination each day (at least three votes required), you wake in the night and learn which player they voted on.


    “Serving at table lets one overhear all manner of trifles. Ready for the next course, milord? ”

    Townsfolk

  15. Doctor

    Once per game, a player you nominate on will be granted a second use of their ability.


    “The first thing a doctor does when you tell him you are going to a house where there’s a French cook is to put you on a diet.”

    The Doctor does not guarantee sober or healthy information.

    Outsider

  16. The Lost Heir

    You think you are a Townfolk character, but you are not. The Demon knows you are in play. Once per game at night*, the Demon may correctly guess you are the Lost Heir and you become evil.


    “But I don't want to be an Earl! ...The inheritance is how much, you say? Well. Much to think about.”

    Outsider

  17. Antiquarian

    If you die, a curse passes to one of your living neighbors. They might die at any time.


    “You absolutely must see my latest acquisition from Egypt. My connections managed to slip it right through customs. ....Curse? Ha! There's no place for superstition in the pursuit of ancient treasure!”

    Outsider

  18. Bookie

    The first time you are executed, another player dies instead.


    “'You don’t get any five shillings out of me.’ ‘Oh, all right.’ He sat silent for a space. ‘Things happen to guys that don’t kick in their protection money,’ he said dreamily.”

    Outsider

  19. Vicar

    Each night, choose a player to register as evil until dusk. You may register as a good character, even if dead.


    “He was like some prophet of old, scourging the sins of the people. He leaped about in a frenzy of inspiration till I feared he would do himself an injury.”

    Minion

  20. Fiancee

    Each night, choose a player. If they are a Townfolk, you gain the use of their ability (you may not know what that ability is), and they are poisoned until you choose another player or die.


    “She was definitely the sort of girl who puts her hands over a husband’s eyes, as he is crawling in to breakfast with a morning head, and says: ‘Guess who!'”

    The Fiancee is not informed of which Townsfolk ability they have gained. Their use of other player's abilities is run similarly to the Cannibal.

    Minion

  21. Young Master

    Once per game, at night*, choose a player who did not vote today. They die, even if for some reason they could not.


    “The kid is a pest, a wart, and a pot of poison, and should be strangled!”

    Minion

  22. Louche

    Your 2 living Townsfolk neighbors are poisoned.


    “It’s an extraordinary thing—every time I see you, you appear to be recovering from some debauch. Don’t you ever stop drinking? How about when you are asleep?”

    Minion

  23. Her Ladyship

    Each night*, choose a player. They die. You start knowing one evil Townsfolk player. (+1 Evil Townsfolk)


    “In this day and age, economies must be made, but loyalty to the family is always rewarded.”

    Demon

  24. His Lordship

    Each night,* a player who voted will die. The first time you are executed, a player who voted on you becomes the Demon. If no players voted today, the evil team wins.


    “The line of succession is for the lawyers to worry about. Besides I've got a good long life ahead of me!”

    If His Lordship intends to select a new Demon, he should probably make an effort to vote that day. Otherwise players may question his death in the night.

    Demon

  25. Night Order

    First Night

    The Lost Heir
    Her Ladyship
    Fiancee
    Vicar
    Scullery
    Chauffeur
    Gardener
    Estate Agent
    Butler
    Housekeeper

    Other Nights

    Antiquarian
    Nanny
    Fiancee
    Vicar
    Young Master
    Valet
    Tutor
    The Lost Heir
    His Lordship
    Her Ladyship
    Cook
    Gardener
    Butler
    Housekeeper
    Lady's maid
    Footman
    Boot Boy
  26. this almanac generated using Bloodstar Clocktica