1. The sleepy town of Bundagee in the heart of country NSW has had its fair share of interesting stories. But none more interesting, and none more disturbing, than what happened one fateful evening at the Bundagee Inn. The town itself is a melting pot - poor migrants workers from the abattoir mingling with middle class students of the local Police College, while families of those locked up in the maximum community prison blue with those tasked to keep their loved ones behind bars. The Bundy Inn is the place that they all go to blow off some steam, enjoy some beers, dance, punch on, hook up, you name it. But tonight, a prison break combined with a sinister ritual has raised something… something which threatens to doom the lives of those unfortunate enough to be a victim of... the Bundagee Inn Massacre...

    The Bundagee Inn Massacre
  2. Changelog


    V1.1 Wendigo changed to Bushranger. Logo added. Credit to Andre and Yuna for logo.

    V1.2 Travellers added.

  3. Cassanova

    On the first night, choose a good character; if in-play, they immediately die when you die.


    “Whoa! She's a hottie! And look at his muscles! So many hot people tonight! Stay out of my way, I'm going in!”

    The Cassanova picks a character and causes that character to die if they die.

    Examples

    The Cassanova picks the Student. Later, the Cassanova is executed. The Student immediately dies before the Storyteller ends the day.

    The Cassanova picks the Pariah. Later, the Cassanova is killed by the Sleeper, and the Pariah immediately dies at night.

    The Cassanova picks the Lieutenant. The Cleaner is bluffing as the Lieutenant. The Cassanova is executed, but as there is no Lieutenant in play, no extra deaths occur.

    The Cassanova picks the Detective. The Warden was chosen by a Blackmailer that night. The following day, the Cassanova dies, killing the Detective, and the Storyteller decides the Warden registers as a Detective to the Cassanova, so the Warden also dies.

    How to Run

    On the first night, wake the Cassanova. They pick a good character. If that character is in play, place the 'Dies with' token next to that character.

    If the Cassanova then dies, the chosen character also dies, provided they are not already dead.

    If the Cassanova is poisoned on the first night, they still wake and are asked to pick a character, but that player will not die, even if the Cassanova becomes healthy and sober.

    If the Cassanova is poisoned on other night, they will not cause their chosen character to die.

    If the Cassanova's chosen role is currently misregistering as a different role, the Storyteller may choose whether to allow the extra kill. If multiple players are registering as the same role to the Cassanova, The Storyteller may choose to kill as many or as few players as you like.

    Townsfolk

  4. Vicar

    A Townsfolk neighbour starts knowing you are in play. If you die at night, privately receive some information from the Storyteller tomorrow.


    “Come my child, these communion wafers won't cook themselves... Ahh, the Lord, He speaks to me! He works in such mysterious ways, he does!”

    The Vicar is a Townsfolk who learns information from the Storyteller if they die at night.

    Examples

    The Vicar is sitting next to the Governor. On the first night, the Governor learns that the Vicar is in play. Later, the Vicar is killed by the Yurei, and the following day, they approach the Storyteller, who tells them either Luke or Sarah is the Demon.

    The Vicar is selected by the Bouncer at night. That night, the Bouncer is killed by the Keresa, and the Vicar dies due to the Bouncer's ability. The following day, they approach the Storyteller, who tells them that Dave is either the Framer or the Waiter.

    How to Run

    On the first night, wake one of the Vicar's Townsfolk neighbours and let them know they were chosen by a Vicar (the Storyteller decides who, not the Vicar). If the Vicar dies at night, you must give the Vicar one piece of true information about the game.

    The Vicar must receive this information the day after they die at night. If they forget, they are not allowed to get any information from you.

    Think about what information you want to give a Vicar - the Vicar is trying to get themselves killed at night, so being killed by a Demon should give the Vicar more powerful information than if the Vicar approached a Jailor and asked the Jailor to use their ability to kill them.

    Information should be a fact about the game, such as 'Lauren is evil' or 'The Lieutenant chose Jack'. Opinions about the game, such as who you think is winning or what you think the Vicar should do, are generally not allowed. That said, you can get creative as you want to! See the Savant for ideas on what some good Vicar information should be.

    Townsfolk

  5. Bartender

    Each night, learn one in-play character whose ability worked normally that night.


    “Uggh, another late shift. If I have to have one more sweaty, drunk asshole come to my bar and try to chat me up, I'll probably quit...”

    Each night, the Bartender learns a character who got correct information or successfully used their ability.

    Examples

    The Lookout pics the Unionist and the Vicar. The Sleeper chooses the Unionist, but he doesn't die due to the Lookout's ability. Later that night, the Bartender learns there is a Lookout in play.

    The Cassanova nominates themselves and gets executed. That night, the Bushranger's ability turns the Cassanova into an evil Bushranger. The Bartender learns there is a Bushranger in play.

    The Boilermaker's ability is affecting the Medium, who learns false information. That night, the Bartender learns a Boilermaker is in play.

    The Lieutenant chooses the Framer, and the Executioner is poisoned and dies. You wake the Executioner and tell them the Framer is in play. The Bartender can learn either the Lieutenant or the Framer is in play.

    How to Run

    Each night, the Bartender learns that a character is in play - provided that character's ability worked normally.

    In a small game, it is possible for the Bartender to learn the same role twice. While this is preferably avoided, this is still good information for the Bartender.

    While theoretically you can show the Bartender any non-poisoned role, you should only be showing the Bartender a character that actively affected the game in some way or received true information, as this is more fun for the Bartender. A Unionist who failed to nominate anyone and therefore doesn't get their ability should not be shown to the Bartender. A Keresa who targeted a dead player to try and simulate a Sleeper should not be shown to the Bartender, as their ability did not cause a death. If you're stuck on who to show the Bartender, even showing the Bartender their own token can be useful information, as it implies that there are NO other characters who received true information, caused a death, protected a player or caused a player to receive misinformation or wake another player.

    If a character is misregistering but still received true info or affected the game, you can choose to make that player misregister and show the Bartender a different character.

    Try to show the Bartender a varied amount of roles - Townsfolk, Outsiders, Minions or Demons are good information for the Bartender to learn.

    Townsfolk

  6. Jailor

    Each night, choose an alive player. (Chosen Townsfolk learn this but do not act tonight.) They die if also chosen yesterday.


    “All I need to know is where you were between the hours of 2 o'clock and 4 o'clock. And if you lie to me, you'll be getting to know the phone book extremely well...”

    The Jailor stops Townsfolk from using their ability and confirms themselves in the process, killing any players whose story doesn't quite match up.

    Examples

    The Jailor picks Tom, the Vicar. The Vicar wakes up and learns they were chosen by a Jailor. As the Vicar doesn't act after the first night, nothing else happens.

    The Jailor picks Dean, the Detective. The Detective wakes and learns they were picked by a Jailor, but they do not get their normal information.

    The Jailor picks John, the Arsonist. John is not a Townsfolk so he does not learn that a Jailor picked him. During the following day, John does not declare that he was chosen by a Jailor, leading the Jailor to suspect his Townsfolk claim is incorrect. The Jailor picks John again the following night, and John dies.

    How to Run

    Each night, starting with the second, wake the Jailor and let them choose a player. If they choose a Townsfolk, wake that Townsfolk player and tell them that a Jailor picked them, but do not give them any information or let them use their night ability. Otherwise, nothing happens.

    If the player was chosen for the second night in a row, that player dies, unless they are protected by another ability such as a Marshall or a Bouncer.

    If a chosen player is misregistering as a non-Townsfolk role, you can choose to wake them and tell them a Jailor is on play or you can choose to let them use their ability, but not both!

    If the Jailor is misregistering as a non-Townsfolk role, you can choose to tell a player they were chosen by a completely different player, like an Arsonist or a Framer, but be prepared for some interesting questions later!

    If the Framer is in play, the Jailor can still pick a player who is dead but is registering as alive to the Jailor.

    Townsfolk

  7. Waiter

    Each night, choose a player (not yourself); you learn if their neighbours are the same alignment. If you choose an evil player, you are drunk until dusk.


    “Salt and pepper for you sir? Certainly sir. And madam? You're very welcome. You both look lovely tonight, if I do say so myself.”

    The Waiter learns whether two particular players are the same or opposite alignment each night, but is at risk of being made drunk if they pick wrong.

    Examples

    The Waiter chooses the good Bouncer, who is sitting next to a Wendigo and a Jailor. The Waiter learns a no.

    The Waiter chooses the evil Arsonist, who is sitting next to a Detective and a Warden. The waiter is poisoned, and learns a no.

    How to Run

    Each night, wake the Waiter and ask them to pick a player. If they pick a good player, let the Waiter know if their neighbors are the same alignment by giving them a yes or no. If the Waiter picks an evil player (regardless of character type), place the Drunk token next to the Waiter to show that the Waiter is drunk.

    Townsfolk

  8. Detective

    Each night*, you learn if a player died to a Townsfolk.


    “The angle of the bullet trajectory suggests that the bullet didn't come in through the window... *Puts on shades* ...but went out the window.”

    The Detective learns if any night deaths occurred as a result of a Townsfolk ability.

    Examples

    The Lieutenant chooses a Minion and an Outsider is poisoned and dies. The Detective gets a yes later that night.

    The Bouncer is killed and his two choices are are also killed as a result. The Detective gets a yes later that night, due to the Bouncer killing their choices.

    The Jailor chooses the Governor two nights in a row, but the Governor is safe from death at night due to their ability. The Detective learns a no.

    How to Run

    Each night, if at least one death was caused by a Townsfolk role, wake the Detective and give them a yes. If no players died as a result of a Townsfolk role, wake the Detective and give them a no.

    If the Demon is somehow misregistering as a Townsfolk and they kill a player using their ability, that would register as a Townsfolk death to the Detective. The inverse applies as well - a Townsfolk registering as a Demon does not register as a Townsfolk death to the Detective.

    Townsfolk

  9. Warden

    Each night*, you learn how many of the Demon's dead neighbours are evil.


    “Well, I've been working at this god damn prison for years now, and let me tell you something, you learn fast when everyone in that God forsaken place wants you dead.”

    The Warden learns each night how many of the Demon's dead neighbours are evil.

    Examples

    The Sleeper's dead neighbours are a good Cassanova and a good Unionist. The Warden learns a 0. Later, the Framer who is sitting right next to the Sleeper is executed, and the Warden learns a 1.

    The Bushranger kills one player at night, and the Lieutenant chooses Dave, who is a Minion so Casey, an Outsider, is poisoned and killed, but as there is a Framer in play, they both appear alive, so the Warden only gets to find out about the two players executed during the day.

    How to Run

    Each night, starting with the second night, wake the Warden and give them a number between 0, 1 and 2, representing how many of the Demon's closest dead neighbours are evil.

    Make sure you wake the Warden after all the killing roles have completed their ability.

    If there are multiple Demons (Yurei who has moved, for instance), you can give information on either Demon, however it is more fun for the Warden to give them information on the current living Demon.

    Townsfolk

  10. Lieutenant

    Each night*, choose a player; if they are a Minion, an Outsider is now drunk and dies. [+0 or +1 Outsider]


    “Come on men, let's save this town from the enemy! Protect it with your lives, even!”

    The Lieutenant can identify Minions and negate the damaging abilities of Outsiders at the same time.

    Examples

    The Lieutenant picks Chris, who is an Arsonist. The Storyteller drunks and kills Carissa, the Boilermaker, and now her Townsfolk neighbours are no longer receiving false information.

    The Lieutenant picks James, who is the Yurei, who is a Demon, and therefore no Outsiders are drunk and killed tonight.

    The Lieutenant picks Eddie, who is the Framer. The Storyteller drunks and kills Joshua, who is a Vicar who was chosen by a Blackmailer and was misregistering as an Outsider.

    The Lieutenant picks Alex, who is a Jailor who saw the Witness at the start of the game, and is therefore registering as a Minion. There are no more alive Outsiders so the Storyteller chooses to drunk the already dead Pariah.

    How to Run

    Each night, starting with the second night, wake the Lieutenant and let them pick a player. If the chosen player is a Minion (regardless of alignment), choose an Outsider to drunk and kill.

    If there are no more Outsiders alive, and the Lieutenant picks a Minion, make an already dead Outsider drunk. The Bundagee Inn is filled with Outsiders whose abilities still affect the game after death.

    If you have already drunk and killed all of the Outsiders, the Lieutenant's ability has no effect.

    The Lieutenant is a Townsfolk, so you should try and err on the side of killing and poisoning alive Outsiders so the Lieutenant has a chance to figure out their ability worked.

    Townsfolk

  11. Bouncer

    Each night*, choose two players (different to last night, not yourself); if both good, they can't die tonight, but if you are killed by a Demon, they also die.


    “Sorry guys, there appears to be some sort of situation going on in the dance hall, you'll have to stay here for now, and besides, I think you've had a little too much to drink for now.”

    The Bouncer protects other players from deaths at night, at the risk of causing a massacre if the Demon figures out who they are.

    Examples

    The Bouncer chooses to protect Allie, the Bartender and Jess, the Marshall. The Demon attacks Allie, and she does not die.

    The Bouncer chooses to protect Jake, the Waiter and Hayley, the Witness. The Demon attacks the Bouncer, and all three of them die.

    The Bouncer chooses to protect Fred, the Bushranger and and Matt, the Vicar. The Jailor targets Fred for the second time in a row. Fred dies, as the Bouncer chose one good player and one evil player.

    The Bouncer chooses to protect Jason, the Executioner, and Mark, the Lieutenant, who was targeted by the Blackmailer and is registering as evil. The Demon attacks the Bouncer, and only the Bouncer dies.

    The Framer is in play and the Demon targets the Bouncer. The Bouncer "dies" but learns there is a Framer in play. As the Bouncer is registering as alive, the players the Bouncer chose with their ability do not die.

    How to Run

    Each night, starting with the second, wake the Bouncer and let them pick two players. Ensure those two players weren't also picked the night before.

    If the Bouncer is killed by a Demon ability, then the Bouncer and the players the Bouncer chose die.

    The Bouncer's protection also applies to non Demon abilities - an chosen Outsider cannot be killed by a Lieutenant, for example. (but they can still be poisoned.)

    If the Bouncer is killed by a Townsfolk ability, their choices do not also die, but they are now vulnerable to dying at night as the Bouncer's ability is no longer in play. If, however the Townsfolk whose ability killed the Bouncer is registering as a Demon (either due to the Witness or the Blackmailer), the Bouncer's choices will die if they are both good (or register as good).

    Token integrity is important here! Don't let the Bouncer target the same players twice in a row.

    Townsfolk

  12. Governor

    Each day, if at least 1 player (different to other days; not yourself) was privately mad to the Storyteller about you being the Governor yesterday, you cannot die tonight.


    “And if you vote for me, I'll ensure that nobody will threaten to destroy me- I mean, this town again! Who's with me! To the polls, people!”

    The Governor is safe from death at night, provided he can put his trust in a different player each day.

    Examples

    Dave, the Governor, tells Brodie, the Bartender his role. Brodie then approaches the Storyteller and tells them that Dave is the Governor. Dave cannot die tonight.

    The following day, Dave tells Edd, the Arsonist that they are the Governor. Edd pretends to tell the Storyteller this but doesn't. Dave is not safe from death tonight.

    Bryan, the Governor, tells both Susie and Greg his role. They both approach the Storyteller at the same time and say that Bryan is the Governor. As they did not speak privately, Bryan is not safe from death tonight. However, they can both privately tell the Storyteller tomorrow that Bryan is the Governor and Byran will be safe the following night.

    How to Run

    Each day, if at least one player privately tells you the name of the Governor and that they are the Governor, put the "Safe" token next to the Governor and they cannot die at night.

    This protection includes protection from Townsfolk abilities as well.

    Keep track of who has privately approached you to be mad about the identity of the Governor. Each player can only do it once per game. If the Governor runs out of players, they are no longer safe from death.

    If a player is wrong about the identity of the Governor, that does not count towards the Governor's ability.

    Keep track of who has already been privately mad to you!

    Townsfolk

  13. Student

    Each day, choose to privately ask the Storyteller a question. If your question is answered, you might die tonight.


    “Excuse me sir, I have a question about your last psychology lecture! When you said that most narcissists feed off making others uncomfortable, and Sally's beautiful eyes make me feel uncomfortable, does that mean she's a narcissist?”

    The Student can learn information about the game, but if they get too curious, they might die.

    Examples

    The Student approaches the Storyteller and asks "Who is the Demon?" The Storyteller refuses to answer the question.

    The Student asks the Storyteller, "Is the Demon a Bushranger?" There is a Bushranger in play so the Student learns a yes. That night, the Storyteller decides to keep the Student alive.

    The Student asks the Storyteller, "how many of Reggie, Jake and Bryan are evil?" The Storyteller says 1, as Jake is evil. The Storyteller decides to kill the Student at night.

    How to Run

    Each day the Student can approach you with a question about the game. If you feel like the question is too powerful or game breaking if you were to answer it truthfully, you can choose to say "I refuse to answer."

    If you do decide to answer the question, you may decide to kill the Student at night if you wish.

    The Student is free to ask any type of question. They are only limited by their creativity!

    Try to give the Student as much information as they are able to get. Even a question such as "Who is the Demon?" can be answered if the Student is alive in the final three. Obviously, if giving the Student information would end the game prematurely, then don't do it, but try to reward the Student for creativity - remember, you can always kill the Student for getting too curious!

    Townsfolk

  14. Marshall

    Once per game, at night, choose to prevent any deaths tonight.


    “Watch out guys, the floor is wet over here. Don't want anyone getting hurt tonight. And don't drink too much! Let's have a safe fun evening, alright?”

    The Marshall can choose to protect all players from death.

    Examples

    The Marshall decides to use their ability tonight. The Keresa targets a player, but that player doesn't die.

    The Marshall decides to use their ability tonight. No players die to the Bushranger ability. The Jailor targeted the same player twice, but they don't die. The Lieutenant picked a Minion, but an Outsider doesn't die (but still gets poisoned).

    How to Run

    Each night, wake the Marshall. On the day they decide to use their ability, no players can die at night.

    Wake the Demon and other players as normal.

    Townsfolk

  15. Unionist

    The first time you nominate and execute a player, you gain their ability. If this player is evil, you are poisoned.


    “There is a time when the operation of the machine becomes so odious, makes you so sick at heart, that you can't take part; you can't even passively take part, and you've got to put your bodies upon the gears and upon the wheels, upon the levers, upon all the apparatus, and you've got to make it stop!”

    The Unionist gains the ability of the first player they nominate and subsequently execute.

    Examples

    Will, the Unionist, nominates the Marshall and gets them Executed. The following night, they wake to ask if they wish to use their ability, and they choose yes. No players die tonight, as the Unionist has the Marshall ability.

    Brad, the Unionist nominates and executes the Cleaner. The Cleaner was bluffing as the Detective, so the Unionist receives poisoned Detective information.

    The Unionist nominates and executes the Vicar. That night, a townsfolk neighbour of the Unionist learns the Unionist is in play, as per the Vicar's ability.

    How to Run

    The first time the Unionist nominates and executes a player, they gain the ability of the player they executed. Wake the Unionist when that player would normally wake.

    Remember, the Unionist only takes the ability - they do not become that character. Therefore, an ability that lets another learn you are in play would learn that the Unionist is in play, not that particular character.

    The Unionist can also get Outsider abilities. This does not mean the Unionist is an Outsider, so they are unaffected by a Pariah. A Unionist-Witness can make another player register as evil. A Unionist-Executioner will require another role to be executed before the end of the game.

    Townsfolk

  16. Executioner

    You learn 1 drunk in-play role. If just three players live and they have not been executed your team loses, even if dead.


    “I don't decide who has to die. I'm just the one that has to pull the lever...”

    The Executioner makes a player drunk, and if that player is not executed, then the good team will lose.

    Examples

    The Executioner has made the Waiter drunk. The Executioner learns the Waiter is in play. If the Waiter is not executed before the game ends, the good team lose.

    The Executioner-drunk Vicar dies at night. They learn there is no Executioner in play. The Executioner fails to convince the town to execute the dead Vicar, and the good team lose.

    The Executioner has made the Student drunk. A Lieutenant targets a Minion and the Executioner is poisoned and dies, sobering up the Student. The Student no longer needs to be executed.

    How to Run

    After setup, choose a role to be made drunk by the Executioner. Wake the Executioner and show them that role.

    That role has to be executed before the end of the game, or the good team lose. Even if the role dies at night, they will still, at some point need to be executed at least once.

    If a player is misregistering as the role the Executioner saw, and they are executed, you can choose to use this to satisfy the Executioner ability, but remember that the Executioner is an Outsider and their ability should be detrimental to town.

    Remember that just death is not enough to satisfy the Executioner condition - the seen role must be executed.

    If a Witness and an Executioner are both in play, avoid having their ability target the same person.

    Outsider

  17. Pariah

    If you or a living Outsider are mad about being an Outsider, a good player might be executed, even if dead.


    “Silence, everyone! We're not welcome here... I know it's unfair but this town isn't ready for our culture. It's bad enough the media paints us as troublemakers, I don't need some bogan to start abusing us on the streets...”

    The Pariah forces Outsiders to stay hidden, at the risk of Townsfolk being executed.

    Examples

    The Pariah is in play. The Witness tells a player that they are the Witness, and a Townsfolk is executed.

    The Boilermaker dies at night. In the morning, they announce publically that they are the Boilermaker. The Pariah only affects alive Outsiders, so nothing happens.

    The Pariah is executed. In the morning, they announce that they are the Pariah, and a Townsfolk is immediately executed.

    How to Run

    If the Pariah is in play, take note of what the other Outsiders are claiming. If an alive Outsider ever reveals their true role, you can choose to execute a Townsfolk player if you wish.

    The Pariah doesn't affect dead Outsiders, so a dead Outsider is free to claim whatever they wish. The exception to this of course, is the Pariah themselves.

    Outsider

  18. Witness

    One player learns you are in play; if they are nominated and executed their team loses, even if dead. They might register as evil and a Minion or Demon.


    “I saw them! They were standing over that poor old lady... Look, it was dark, and I wasn't wearing my glasses, and I think the bushes were sort of blocking my view, but it was definitely them!”

    The Witness makes a player register as evil, but if that player is executed, their team loses.

    Examples

    The Bartender learns the Witness is in play. The Jailor picks them and the Bartender does not learn they were chosen by a Jailor, as they registered as a Minion or Demon to the Jailor.

    The Detective learns there is a Witness in play. The town believe the Detective is evil, and the Detective is executed, and the good team lose.

    How to Run

    If the Witness is in play, wake a player and let them know they were chosen by a Witness. (The Storyteller decides who, not the Witness themselves.) If that player is executed, even if already dead, their team loses.

    The chosen player can register as evil or a Minion or Demon, but only while the Witness is alive.

    It is possible for the Witness to register as a different role if they were chosen by a Blackmailer, and show a player that they were chosen by a different role, but it's incredibly unfun to die and your team to suddenly lose, so probably don't misregister the Witness to hide their presence. You can, and it is fun, to misregister a different role such as the Vicar or the Arsonist as the Witness, if you have the opportunity!

    If a Witness and an Executioner are both in play, avoid having their ability target the same person.

    Outsider

  19. Boilermaker

    Your two Townsfolk neighbours abilities yield false info, even if dead.


    “You work sixteen tons, and what do you get? Another day older and deeper in debt...”

    The Boilermaker forces their Townsfolk neighbours to get false information each night.

    Examples

    The Boilermaker is sitting between a Detective and a Bouncer. The Detective gets false information each night. The Bouncer is unaffected, as they don't get information.

    The Boilermaker is sitting between a Vicar and a Lieutenant. The Lieutenant is given false info about the number of Outsiders in play. The Vicar's ability also yields false information, so one of their Townsfolk neighbours incorrectly learn they were chosen by a Witness, as there is no Witness in play.

    The seating order is: Unionist, Executioner, Boilermaker, Keresa, Waiter. The Executioner gets true information that a Waiter is in play, as the Boilermaker doesn't affect Outsider abilities. The Executioner-drunk Waiter will always receive false information, even if drunk. The Unionist executes the Executioner and the Union-Executioner learns an in-play role, as even though they are a Townsfolk, they have an Outsider ability. The Keresa is unaffected by the Boilermaker as they are not a Townsfolk.

    How to Run

    Put the Boiled/False token next to the Boilermaker's Townsfolk neighbours. If they would receive information from the Storyteller, it must be false, even if the Townsfolk player is drunk or poisoned.

    If the Townsfolk player is registering as a non-Townsfolk role, they still have a Townsfolk ability so they should still be getting false information.

    Take extra care with a Boilermaker in play - try to avoid giving players true information if they are affected by a Boilermaker.

    Outsider

  20. Blackmailer

    Each night, choose a player; they might register as either alignment and any character to one other ability until dusk.


    “You've got two choices. Either you forget you ever saw us, or that story involving you and Mr Jenkinson's horse might leak out somehow. So you help me out, and I'll help you out, horse-lover.”

    The Blackmailer can choose to make a player register as any alignment or any character.

    Examples

    The Blackmailer chooses the Jailor. The Jailor chooses the Student, and the Student incorrectly learns they were chosen by an Arsonist, due to the Jailor misregistering as such.

    The Blackmailer chooses themselves. The Vicar is sitting next to the Blackmailer, so the Blackmailer registers as a Townsfolk and learns that they were chosen by a Vicar.

    The Blackmailer chooses the Arsonist. The Jailor chooses the Arsonist. The Arsonist is registering as a Townsfolk so they learn that they were chosen by a Jailor and do not act tonight. The Waiter chooses the Arsonist and incorrectly learns that their neighbours are a different alignment, as the Arsonist is registering as evil to the Waiter.

    The Blackmailer chooses the Detective, who gets true information. The Bartender misregisters the Detective as the Waiter, which is what the Yurei is bluffing as.

    How to Run

    Each night, wake the Blackmailer and ask them to pick a player. That player can register as any other role you choose. If a player was to learn about a particular role being in play, and that role is targeted by the Blackmailer, you can substitute that token out for any other token you wish. That player can also register as any alignment you wish.

    Remember that just because that player is misregistering as another role, does not mean they have that ability. If you decide the Jailor registers as an Arsonist, the chosen Townsfolk still does not get to use their ability, even if you show them the Arsonist token, because they were affected by the Jailor ability. A player who falsely learned they were targeted by the Framer can still nominate as they aren't actually dead.

    Avoid game ending false negatives! Do not misregister the Witness to the player who will lose the game for their team if they're executed. You cannot misregister player with the Framer ability as the ability specifically states you have to show a player the Framer is in play. False positives are fine, however - a player who falsely thinks they are the Witness target or a player who thinks they died because they saw a Framer aren't going to accidentally immediately end the game, even if they think they might!

    Minion

  21. Cleaner

    You gain the ability of the most recently executed Minion. The first player to die learns you are in play. Good can't win if you live.


    “Clean the blood... Sweep the guts... Clean the blood... Sweep the guts... Clean the blood... Sweep the guts...”

    The Cleaner can take on the ability of executed Minions, and can prevent the game from ending if the Demon dies.

    Examples

    The Yurei is executed, but as the Cleaner is still alive, the game continues.

    The Cassanova is executed on the first day. They learn that the Cleaner is in play. On the second day, the Arsonist is executed, and the Cleaner gains the Arsonist ability.

    The Framer is executed, however the dead players are still registering as alive as the Cleaner now has the Framer ability. Later on, the Bushranger is executed, but the Cleaner is still alive so the game continues.

    The Blackmailer is killed by the Jailor, but the Cleaner does not get the Blackmailer ability, as they were not executed. Later on, the dead Blackmailer is executed as the players think they were a good role made drunk by an Executioner, and the Cleaner gains the Blackmailer ability.

    How to Run

    The first time a player dies, either at night or via execution, they learn the Cleaner is in play. They learn this as soon as they die.

    The good team cannot win while the Cleaner is alive. This means the good team will need to kill both the Demon and the Cleaner in order to win the game.

    If the first player dies at night, but register as alive due to the Framer ability, they will not register as dead to the Cleaner, and will not learn the Cleaner is in play.

    If a Minion is executed, the Cleaner gains that ability. They wake up at the same time as that other character would wake up.

    If a player chosen by a Blackmailer is executed, they can register as a Minion so the Cleaner can gain an ability, but it is recommended you probably don't do this. It might be obvious if this happens as well - a Cleaner who suddenly gets the Framer ability when there is no Framer in play initially will result in a whole lot of dead players suddenly appearing to come back to life!

    The Cleaner can only have one Minion ability at a time, apart from their own.

    Minion

  22. Arsonist

    Each night, pick a player; If a chosen player is mad about an Arsonist being in-play, they might be executed and all chosen players die.


    “I love this city, but I've set and numbered it's days... I love this city, enough that I'll set it ablaze...”

    The Arsonist is capable of hiding in the shadows, and causing a massive explosion if they are left for too long.

    Examples

    The Arsonist picks the Cassanova. The Cassanova is woken to learn they were chosen by an Arsonist. On the second night, the Arsonist picks the Governor. The Governor is also woken to learn they were chosen by an Arsonist. On the third night, the Arsonist chooses themselves and then comes out during the day, and the Storyteller decides to execute the Arsonist and kill the Cassanova and the Governor.

    The Arsonist picks the Waiter, the Bouncer and the Student. The Bartender learns the Arsonist is in play through their ability. They reveal this, and nothing happens as they were not chosen by the Arsonist.

    How to Run

    Each night, wake the Arsonist and let them pick a player. That player learns that they were chosen by an Arsonist.

    If any player who was chosen by the Arsonist is ever mad about there being an Arsonist in play, the Storyteller can decide to execute that player and kill all other players that were chosen by the Arsonist.

    The Storyteller cannot kill some players and leave others alive - they can choose, however to not execute or kill any players, if they wish.

    If there is a Cleaner and an Arsonist in play, and the Arsonist is executed without blowing themselves up, the Cleaner-Arsonist is considered a different iteration of the Arsonist and any players they choose will not explode if the players picked by the now dead Arsonist reveal themselves. Furthermore, a player picked by a Cleaner-Arsonist will learn that the Cleaner is in play, not the Arsonist, but if they reveal that the Arsonist was in play and has been taken over by a Cleaner, then they could be executed if the Storyteller wishes to do so.

    Keep an eye on how many players the Arsonist has chosen and how many of them are still alive. The more players affected, the bigger the explosion.

    Minion

  23. Framer

    Players killed by a Demon learn the Framer is in-play and register to other players as alive. If dead players nominate, their team loses.


    “Dead? No, he's not dead. I got a voicemail from him just now. Here, let me show you...”

    The Framer appears to prevent players from dying, but if any of these 'alive' players try to nominate, they could lose the game for their team.

    Examples

    The Bartender is executed, and dies. The Bushranger kills the Unionist, but the Unionist learns the Framer is in play and registers as alive.

    The Sleeper kills the Bouncer, and the Bouncer's ability kills the Arsonist and the Cassanova. The Cassanova's ability kills the Detective. The Lieutenant chooses the Arsonist and the Witness is poisoned and dies. The Bouncer is told there is a Framer in play and registers as alive, but the Arsonist, Cassanova, Detective and Witness are announced to have died in the night.

    The Blackmailer targets the Lieutenant, and the Lieutenant chooses the Blackmailer. The Pariah is poisoned but is instead told that the Framer is in play and registers as alive as the Lieutenant is registering as a Demon due to the Blackmailer's ability.

    How to Run

    If a player dies to either the Demon or due to a player that is registering as a Demon, and the Framer is in play, instead of announcing to the group that the player died at night, wake the player and tell them that the Framer is in play.

    These players register as alive - so they can still vote on as many executions as they like, however they are still dead, so they lose their ability, unless their ability has an 'even if dead' clause. If they try to nominate, announce that the game is over and that their team has lost. Do not remove any vote tokens, as this will confirm to the Good team that the player is actually dead. The Evil team can always cut off their votes by killing the Framer, after all.

    A player who incorrectly learns that a Framer is in play (for example, if they were chosen by a character that was Blackmailed) can still freely nominate and is still alive. They also keep their ability. Don't be surprised if that player starts asking questions about whether or not they are actually dead if you are waking them up at night after they learned a Framer is in play!

    If the Framer dies, announce all the deaths that the Framer was hiding at the earliest opportunity (either immediately after the Framer is executed or in the morning if the Framer dies at night). However, if there is a Cleaner who would take the Framer's ability, those players would still register as alive, so do not announce anything.

    If a Cleaner-Framer is in play, the players dying at night will still learn that a Framer is in play.

    It is not possible for a Framer or Cleaner-Framer chosen by a Blackmailer to register as a role that is not a Framer, as their ability specifically states that dead players learn a Framer is in play.

    Use the reminder tokens to keep track of who has been Framed and is actually dead - the game still ends if just 2 players live, or if the Good team has nobody left who can nominate the Demon.

    Minion

  24. Bushranger

    Each night*, a player dies. A good player who nominates and executes a good player today might become an evil Bushranger tonight.


    “Chew the meat. Hold it down. He was sick anyway, never going to survive out here...”

    The Bushranger can change the alignment of good players if they nominate and execute other good players.

    Examples

    The Unionist nominates and executes the Detective to gain their ability. The Bushranger is in play, so the Storyteller wakes the Unionist and tells them they are now the evil Bushranger. The Storyteller decides to kill the original Bushranger at night.

    The Cassanova nominates themselves and is executed. At night, you wake the Cassanova and inform them they are now an evil Bushranger.

    The Jailor nominates the Framer, who was chosen by the Blackmailer that night. The Framer is executed, but registers as good due to the Blackmailer's ability, and the Storyteller decides to turn the Jailor into an evil Bushranger and kill them.

    The Marshall nominates and executes the Bouncer, but the Storyteller decides to not turn the Marshall evil. The storyteller decided to kill the Student at night using the Bushranger ability, but as the Framer is in play, they tell the Student that the Framer is in play and do not announced their death the next morning.

    How to Run

    Each night, starting with the second night, you must pick a player, who dies.

    You must also take note of who was executed last night - if a good player nominated and executed another good player, including a self- nomination, you can choose to change the nominator into an evil Bushranger, if you wish.

    If you create a new alive evil Bushranger, you should kill another player that night, as there are now two alive Bushrangers in play. This will signal to the good team that there may have been a Demon swap and a good player is now evil.

    Less is more - you should be looking to only use the Bushranger's alignment changing ability once per game at most. The Bushranger is not trying to create an evil majority - they are trying to discredit and undermine players who have made nominations against other good players. If you do use the Bushranger ability to create an extra evil, definitely consider game balance when deciding who to kill - the ideal situation in a Bushranger game is to have a final three with 2 good players and one Bushranger, so kill evil players if you need to.

    It is possible to have two Bushrangers alive at the same time, but it is strongly suggested you kill off one of them using the other Bushranger's ability.

    Demon

  25. Yurei

    Each night*, choose a player; they die. The first time a Yurei kills themselves a player who visited the Storyteller yesterday becomes an evil Yurei. [-1 Outsider]


    “These fools, trying to contact the dead, opening portals to the place beyond the veil... They should know that when you open those gates, you don't know who - or what - will come rushing through...”

    The Yurei can jump to unsuspecting (or willing!) players who converse with the Storyteller.

    Examples

    Tom approaches the Storyteller and tells them that Georgia is the Governor. That night, the Yurei targets themselves and Tom is woken to learn they have turned into an evil Yurei.

    Alex, the Student, approaches the Storyteller to ask their question. That night, the Yurei targets themselves and Alex becomes an evil Yurei. Alex cannot jump to another player for the rest of the game.

    Matt, the Blackmailer, approaches the Storyteller to tell them about their fun rock collection, and tells the Yurei to target themselves so the Blackmailer can take over the Yurei's ability. The Yurei targets themselves and the Blackmailer becomes an evil Yurei.

    It was decided at the start of the game that players with genuine rules questions are safe from becoming a Yurei. Sam approaches the Storyteller with a genuine rules question about how two characters interact. The Yurei targets themselves, but as no other players visited the Storyteller, the Storyteller shakes their head to signal "no" and asks them to pick another player.

    How to Run

    Each night, the Yurei picks a player, who dies. If the Yurei kills themselves, the Storyteller picks a player who visited the Storyteller, either due to a Townsfolk ability, or to try and become the Yurei, and turns them into an Evil Yurei.

    Once the Yurei has jumped, they can no longer jump to another player.

    Do not use the Yurei to punish players for asking rules questions about the game unless you have the consent of all your players. If you have to choose between a player who was trying to activate the Governor ability and a player who wanted to know about how two roles interacted, never pick the player asking the genuine rules question. If you have no choice but to do this, consider giving the Yurei a no and asking them to pick a different player. There are enough players who will be talking to the Storyteller, either hoping to turn evil or due to Townsfolk abilities, and these are all fair game to the Yurei.

    Demon

  26. Keresa

    Each night*, choose a player; they die. If a Minion was executed yesterday, choose 2 players instead. [+1 Outsider]


    “If my boys go down, they're going down swinging.”

    The Keresa kills extra players for every Minion that is executed.

    Examples

    The Framer is executed. That night, the Keresa picks Fred and Dannielle, and they both die.

    The Cassanova is chosen by the Blackmailer, and is executed that day. They register as a Minion to the Keresa, who gets to target two players tonight.

    The Arsonist is killed by the Jailor. The Keresa only gets one kill tonight. The Arsonist is later executed, but the Keresa only gets one kill as the Arsonist is already dead.

    How to Run

    Each night, wake the Keresa and let them pick a player, who dies. If a Minion was executed the previous day (or a player who was registering as a Minion at the time of execution), the Keresa gets to pick two players, instead of one.

    If two or more Minions are executed at the same time for whatever reason, the Keresa still only gets two choices.

    Demon

  27. Sleeper

    Each night*, choose a player; they die. Or, choose no-one, and all Townsfolk abilities are poisoned until dusk. [-1 Outsider]


    “All fed, all done, so lift me on the pyre. The feast is over, so let the lamps expire.”

    The Sleeper can choose to not kill anyone at night, and instead poison all Townsfolk players.

    Examples

    The Sleeper decides not to kill anybody. The Lieutenant chooses a Minion but nothing happens. The Jailor chooses a player, but that player does not wake to learn that Jailor chose them. The Waiter learns incorrect information about the alignment of two players. The Bartender incorrectly learns a Marshall worked normally tonight.

    The Sleeper decides not to kill anybody. The Cassanova is executed, and because they learnt the Witness was in play at the start of the game, the good team lose due to the Witness' ability.

    How to Run

    Each night, wake the Sleeper. They can choose to either pick a player, who dies - or pick nobody, and all Townsfolk abilities are poisoned until dusk.

    The Sleeper does not affect Outsider or Minion abilities.

    Demon

  28. Bin Chicken

    Each night, choose a player; they don't wake tonight. If they don't vote today, their vote counts as three votes tomorrow.


    “Oi, gimme a chip. Just a single chip. You've got so many chips. I just want one. Don't be a dog.”

    The Bin Chicken stops players from voting or acting at night, but if you don't disturb the Bin Chicken, you get extra votes the following day.

    Examples

    Alex, the Bin Chicken, chooses Matt, the Waiter. Matt learns that he was chosen by a Bin Chicken and doesn't get to use their ability. They don't vote the next day, and the day after that their vote counts as three votes.

    The Bin Chicken chooses the Arsonist. The Arsonist learns this and is not able to pick a player. They vote tomorrow, and do not get the three vote bonus the next day.

    The Bin Chicken is chosen by the Blackmailer and picks Ash. Ash incorrectly learns they were chosen by a Framer and doesn't wake. They don't vote today, and to their surprise, they get three votes the following day.

    How to Run

    Each night, wake the Bin Chicken and let them choose a player. Inform the chosen player that they were selected by a Bin Chicken and place the Shoo! token next to their character token in the Grimoire. They don't get to use their ability if it is an active night ability.

    If that player votes today, remove the Shoo! token. If they don't vote today, replace the Shoo! token with the Three votes token. Their vote counts as three votes the following day.

    If a player is nominated for exile, The Bin Chicken's ability is not enforced.

    If a player has three votes due to the Bin Chicken ability, ensure you count the votes as you go, for example: 1... 2... 3, 4, 5... 6.

    Traveler

  29. Garbologist

    Each night, choose 3 players; if they are the same alignment, executions fail if they vote.


    “Oh, the bin goes up, and the bin goes down, to the end of the street and then I turn around! Huh, is that a knife?”

    The Garbologist causes executions to fail if they pick three players of the same alignment.

    Examples

    The Garbologist picks three good players - June, Carley and Sam. Sam votes on the only nomination which gets enough votes that day. The Storyteller announces that no players are executed and sends everyone to sleep.

    The Garbologist picks two good players and one evil player. All three players vote on a nomination and the execution happens as per normal.

    How to Run

    Wake the Garbologist and let them choose three players. If those players are the same alignment or registering as the same alignment, place the "No votes" token next to all three players' character tokens.

    If any player who has a "No votes" token votes for a nomination, the Storyteller can do one of two things:

    • Announce at the end of voting that no votes were made on the nomination and they are safe for today.
    • Announce the number of votes as per normal, and if the player would be executed, either execute the player with the next highest number of votes (provided they got at least half the number of alive players) or announce that nobody has been executed.

    Traveler

  30. Glassy

    Each night, choose two players; both players act twice and target each other with their abilities (if possible).


    “If I hear one more TAXI, I'm going to quit. I don't get paid enough for this crap, and I sure as hell have better th- oh no, no, no, no- *smash* "TAXI!"”

    The Glassy chooses two players to target each other.

    Examples

    The Glassy picks the Waiter and the Detective. The Waiter picks the Cassanova and learns information on both the Cassanova and the Detective. The Detective doesn't pick players, so they work normally.

    The Glassy picks the Arsonist and the Blackmailer. The Arsonist chooses the Vicar and the Blackmailer chooses the Jailor. As well as the Vicar and Jailor being affected by those Minions, the Arsonist is also Blackmailed and the Blackmailer learns that they were chosen by an Arsonist.

    The Glassy picks the Sleeper and the Warden. The Sleeper chooses nobody and all Townsfolk are poisoned. The Glassy is not poisoned, so the Sleeper also targets the Warden, and the Warden dies.

    The Glassy picks the Witness and the Executioner. The Storyteller decides to make the Witness target both the Executioner and the Governor. The Executioner ability does not affect Outsiders so they are unaffected.

    The Glassy picks the Vicar and the Cassanova on the first night. The Cassanova chooses the Pariah, but they also unknowingly target the Vicar. The Cassanova also learns there is a Vicar in play, despite not sitting next to the Vicar.

    How to Run

    Let the Glassy choose two players. If either of those players have an ability that targets another player, the Storyteller may choose to have them act twice. Do not wake them a second time, or direct them to choose the other player. If they gain information after choosing a player, you can give them two pieces of information, based on the other target.

    If one (or neither) player has an ability that targets another player, either by player choice or Storyteller choice, that ability is not affected.

    In the event of a Glassy targeting a player who has a Storyteller chosen target (Witness, Executioner, Bushranger etc.) you can choose to only let them act once, but you must target the other player chosen by the Glassy.

    Traveler

  31. Cricketer

    If exactly six nominations have been made by good players and you appeal (publically), no players on your team can die today or tonight.


    “Come on umpire, that was plum! Are your eyes glued on?!”

    The Cricketer can protect their team for a night if they publically appeal when exactly six nominations have been made over the course of the game by good players.

    Examples

    After three days, seven nominations have been made, six of them by good players and one by an evil player. The evil Cricketer appeals. The Cleaner is then executed, but does not die.

    After four days, one good player has nominated four times and three other good players have nominated once. The Cricketer appeals, but as seven good nominations have been made, nothing happens.

    How to Run

    Keep track of every good nomination by placing a "Good nomination" token next to their character token. Once all six tokens are placed, the Cricketer has until the next good nomination to publically appeal (either by announcing they are appealing, shouting like a real cricket player or any other mutually agreed upon method). If they are successful, all players on their team cannot die that day or the next night.

    Keep track of how many good nominations by using the tokens or (if playing online) the voting tool. As the cricketer is public, it is fine to take a minute to confirm to yourself if the ability works (but don't publically reveal this!)

    Traveler

  32. Electrician

    Each day, all players must vote with their eyes closed.


    “I'm not about to work on any live apparatus, I need to cut the power. I don't care if you need it for your fancy shmancy electric chair. Call my union if you want to cry about it.”

    The Electrician forces players to close their eyes while nominations are being counted.

    Examples

    The Electrician is in play. All players close their eyes while the vote is being tallied. The following day, the Electrician is exiled, and players can vote normally.

    How to Run

    Each day, announce to players that they must close their eyes while the vote is being tallied. (If you are running a game online, give players a short chance to privately message you if they intend to vote on the execution.)

    Traveler

  33. Night Order

    First Night

    Bin Chicken
    Garbologist
    Glassy
    Blackmailer
    Arsonist
    Jailor
    Vicar
    Cassanova
    Waiter
    Executioner
    Witness
    Bartender

    Other Nights

    Bin Chicken
    Garbologist
    Glassy
    Cleaner
    Blackmailer
    Arsonist
    Bouncer
    Governor
    Marshall
    Sleeper
    Bushranger
    Yurei
    Keresa
    Jailor
    Student
    Lieutenant
    Framer
    Detective
    Waiter
    Warden
    Bartender
  34. this almanac generated using Bloodstar Clocktica