This game is designed for between 5 and 15 non-Traveller players. All non-Traveller players are assigned one of the 4 character types, then an character from the possible characters for that type. Players that start as Townsfolk or Outsiders are on the Good team, while players that start as Minions or Demons are on the Evil team. Players cannot change alignments unless explicitly stated.
The number of characters of each type dealt out are as follows:
No two players will have the same ability at the start of the game.
Starting Evils know each other’s identities and character types, but not characters. They have no method of private communication besides whispers, as described below.
Starting Demons know three not-in-play good roles.
The abilities of certain characters modify the game setup, by adding or subtracting certain characters or character types. These are denoted in [square brackets], and only have an effect if the character is present at the beginning of the game. Unless otherwise stated, the amount of Townsfolk is modified so that the total number of characters given out matches the total player count.
All players start with exactly one of the following abilities, depending on their character type. Townsfolk and Outsiders are good characters, while Minions and Demons are evil characters.
Night* (with an asterisk) in all contexts means “Night, except the first.”
|Possible Townsfolk Characters|
|Washerwoman||You start knowing that 1 of 2 players is a particular Townsfolk…|
|Chef||You start knowing how many pairs of evil players there are.|
|Noble||You start knowing 3 players, 1 and only 1 of which is evil.|
|Librarian||You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)|
|Seamstress||Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.|
|Undertaker||Each night*, you learn which character died by execution today.|
|Fortune Teller||Each night, choose 2 players: you learn if either is a Demon There is a good player that registers as a Demon to you.|
|Empath||Each night, you learn how many of your 2 alive neighbors are evil.|
|Balloonist||Each night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]|
|Ravenkeeper||If you die at night, you are woken to choose a player: you learn their character.|
|Monk||Each night*, choose a player (not yourself): they are safe from the Demon tonight.|
|Mayor||If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead|
|Philosopher||Once per game, at night, choose a good character: gain that ability. If this character is in play, they malfunction.|
|Possible Outsider Characters|
|Drunk||You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.|
|Saint||If you die by execution, your team loses.|
|Recluse||You might register as evil & as a Minion or Demon, even if dead.|
|Butler||Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.|
|Possible Minion Characters|
|Scarlet Woman||If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don’t count.)|
|Spy||Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.|
|Poisoner||Each night, choose a player: they malfunction tonight and tomorrow day.|
|Baron||There are extra Outsiders in play. [+2 Outsiders]|
|Possible Demon Characters|
|Vigormortis||Each night*, choose a player: they die. Minions you kill keep their ability & 1 of their Townsfolk neighbours malfunction. [-1 Outsider]|
|No Dashii||Each night*, choose a player: they die. Your 2 Townsfolk neighbors malfunction|
|Imp||Each night*, choose a player: they die. If you kill yourself this way, a minion becomes the Imp.|
|Pukka||Each night*, choose a player: they malfunction. The previously malfunctioning player dies then becomes healthy|
Each day phase will last for 48 hours.
|Discussion||12h||Players may talk.|
|Nomination||12h||Players who wish to nominate may do so at this time, and votes may begun to be cast during this time as well.|
|Voting||24h||During this time, votes may be cast freely on any existing nomination, but no new nominations may be made. Once this time ends or all votes have been locked in, the day will resolve.|
Each night phase will last for 24 hours. The game begins on a night phase.
Night actions are locked 2 hours before the start of each day.
Night Action Resolution
All actions are processed in a specific order each night. Natural Actin Resolution does not apply. Dead players have no abilities (unless stated otherwise), and if a player is dead during their turn in action resolution, they do not act (unless stated otherwise).
|First Night||Other Nights|
The Storyteller is the key moderator for the game; All ability uses at night must be sent to the Storyteller via private message, and Storyteller will have the final say on any open-ended ability behaviors. Storyteller’s goal is to keep the game both fun and balanced, and they’ll often be trying to make it last as long as possible; however, the Storyteller may not alter any existing rules to accomplish this.
The Fabled are special modifiers that the Storyteller can put in play to tweak the game. Fabled will always be announced when they are in play, along with their effect upon the gamestate. The most likely fabled to be included are the Hell’s Librarian to prevent night talking, The Storm Catcher which names a good role and they can only die to execution, yet evils will know who they are from minion/Demon info, The Storm Catcher favors the Undertaker and the Fiddler on the off-chance the game gets deadlocked.
|Fiddler||Once per game, at night, the Demon secretly chooses a player of an opposing alignment; All players then vote which of these two wins the game.|
|Hell’s Librarian||Something bad might happen to whomever speaks when the Storyteller calls for silence.|
|Storm Catcher||Name a good character. If in play, they can only die by execution, but evil players learn which player it is.|
Malfunctioning is the primary source of interference with abilities. A malfunctioning character is not told that they are malfunctioning and cannot affect the gamestate in any way using their ability. If a malfunctioning character would receive information, then the information they receive is arbitrary (open-ended, Storyteller may resolve at their discretion). The malfunctioning status lasts indefinitely unless stated otherwise.
Nominations and Voting
Once the discussion phase has ended, the Storyteller will formally announce the opening of the nomination phase. Players must be nominated before they may be voted on that day. Each player may only be nominated once per day, and each player may only nominate once per day.
When a nomination is opened, the storyteller begins to track votes for that nomination. The players may precast votes, but the votes will lock in a clockhand format. Starting with the player below the nominee on the list, and working downwards, the votes will be locked if they are cast. As an example, take the following five players;
Brianna is nominated. Cameron’s vote will be locked as soon as he places it, because he is the first person below Brianna on the list. Derek may cast his vote before Cameron, and may alter his vote if Cameron has not yet voted, but once Cameron has voted and had his vote locked, Derek’s vote will be the next to lock, and if it is placed when Cameron’s vote locks, then Derek’s vote will lock as the vote cast by Derek at that time.
Any votes that are not cast by EoD will be considered votes to pardon. If the count of votes to execute is more than half of the number of living players (not half+1, that’s an important distinction), and is the highest count of votes against any player that day, the accused will be considered “about to die”. At the end of the day or when all votes on all nominations have been cast, the player who is “about to die” will be executed. If there is a tie between two or more players for the highest count of votes, the day will end with no execution. The Storyteller may only declare an early end to voting if it is no longer possible to tie or exceed the highest nomination.
Players may whisper each other in-game through private messages (including both this account, CRich and Leafia). Whispers must be publicly announced, by requesting permission to whisper using a format such as /whisper [Player]. Once a whisper has been declared and accepted, the two players may whisper via private message until one of them speaks publicly in the game chat, at which point the whisper is considered broken and the players must declare whispers again if they wish to whisper.
In addition, a player may make 1 whisper per day to each neighbor of up to 10 words without announcing this in thread.
Some abilities require you to speak privately to the Storyteller during the day. If you wish to do this, you must declare so publicly using a format such as /whisper [Storyteller]. You may choose to declare this even if you do not have one of these abilities.
When a player dies, nothing is revealed about their character and they are allowed to stay in the game and speak. They may not nominate and they will have only one vote token (this will allow them to cast a vote to execute) for the entire game. Evil players who die may thus continue to help their allies by keeping up their claim and spreading misinformation, and good players may similarly help their allies by retaining relevant info that others may have forgotten in the heat of the game. Once a player dies, their ability stops working, which means that a player killed before they would perform their ability will not perform their ability, and any ability with a persistent effect will end upon the player’s death.
Good wins if all Demons are dead.
Evil wins if only 2 players (not counting Travellers) live.
In the event of a tie, the good team wins.
Alternate routes to victory or defeat may exist as detailed by characters’ abilities. The list of all possible characters is above.
A Traveller is a player character that can enter or exit a game at any point. Their identity and ability are known to all players, but their alignment may be either good or evil (which is decided by the Storyteller upon their entry to the game).
Unlike standard players, Travellers exist under some special circumstances.
- They may be exiled by majority vote at any time, instead of executed. This vote is independent of the nomination/execution system.
- They do not count as players for any rules or win conditions.
- Travelers can be targeted by abilities, same as residents.
- If they are evil, they learn who the Demon is.
|Possible Traveller Characters|
|Barista||Each night, until dusk, 1) A player becomes sober, healthy & gets true info, or 2) Their ability works twice. They learn which.|
|Bone Collector||Once per game, during the day, choose a dead player; they regain their ability tonight until dusk.|
|Bureaucrat||Each night, choose a player (not yourself): their vote counts as three tomorrow.|
|Deviant||If you were funny today, you cannot be exiled.|
|Scapegoat||If a player of your alignment is executed, you might be executed instead.|
|Thief||Each night, choose a player (not yourself): their vote counts negatively tomorrow.|
Cleaned up some blocks of text in the OP to be more concise.
Added table formatting to spots in the OP.
- Bone Collector submits actions during the day instead of at the very start of the night.
- JaketheWolfie as Barista
- Mistyx as the Deviant
- Nancy Drew 39 (By Discord DM)