A masked silhouette walks through the wilting garden, it’s figure sprouting seemingly from the ground itself. The shadows spreading alongside Ravenwood’s Bluff at the dusk of night, with beings watching from ledges and mountains, royalty and seers gazing throughout the corridors of the mansion, as the smoking room is crowded with people who should know better, and those who should not.
There will be a maximum of fifteen non-traveller players, and a minimum of five. Those players will be assigned to one of four character types. 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 or characters unless stated.
The number of players to the amount of character types in play is
No two players will have the same ability at the start of the game, unless explicitly specified.
Starting Evils know each other’s identities and character types, unless specified.
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.
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.”
**-Ability must be claimed to have an effect on the game state.
|Possible Townsfolk Characters|
|Shugenja||You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.|
|Noble||You start knowing 3 players, 1 and only 1 of which is evil.|
|High Priestess||Each night, learn which player the Storyteller believes you should talk to most.|
|General||Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.|
|Town Crier||Each night*, you learn if a Minion nominated today.|
|Undertaker||Each night*, you learn which character died by execution today.|
|Monk||Each night*, choose a player (not yourself): they are safe from the Demon tonight.|
|Savant||Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.|
|Amnesiac||You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.|
|Philosopher||Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.|
|Soldier||You are safe from the Demon.|
|Magician||The Demon thinks you are a Minion. Minions think you are a Demon.|
|Poppy Grower||Minions & Demons do not know each other. If you die, they learn who each other are that night.|
|Possible Outsider Characters|
|Saint||If you die by execution, your team loses.|
|Plague Doctor||If you die, the Storyteller gains a not-in-play Minion ability.|
|Mutant||If you are “mad” about being an Outsider, you might be executed.|
|Lunatic||You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.|
|Possible Minion Characters|
|Poisoner||Each night, choose a player: they are poisoned tonight and tomorrow day.|
|Harpy||Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or both might die.|
|Baron||There are extra Outsiders in play. [+2 Outsiders]|
|Spy||Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.|
|Scarlet Woman||If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don’t count)|
|Possible Demon Characters|
|No Dashii||Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.|
|Vigormortis||Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]|
|Fang Gu||Each night*, choose a player; they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead [+1 Outsider]|
Each day phase will last for 48 hours.
|Discussion||24h||Players are allowed to whisper.|
|Nomination and Voting||36h||Players may nominate and vote.|
Each night phase will last for 24 hours. The game begins during night one.
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. Dead players have no abilities (unless stated otherwise), so if a player is dead during their turn in action resolution, they do not act (unless stated otherwise).
|First Night||Other Nights|
|Poppy Grower||Poppy Grower|
|Demon Info||Scarlet Woman|
|High Priestess||Town Crier|
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. The 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 fabled that I may put in play are the Hell’s Librarian to prevent night talking, the Fiddler if both the demon and the town refuse to kill, and the Djinn to indicate there are characters jinxed with each other.
|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.|
|Djinn||Use the Djinn’s special rule. All players know what it is.|
Malfunctioning is the main source of interference with abilities. A malfunctioning character is not directly told that they are malfunctioning and cannot affect the gamestate in any way using their ability, primarily killing. If a malfunctioning character would receive information, then the information they receive is arbitrary, which means the host can decide whether or not to give true information. The malfunctioning status lasts indefinitely unless stated otherwise.
Nominations and Voting
After twelve hours, the nomination phase will be opened. 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. Votes do not lock. Votes are cast using the standard voting system, and the first “vote” on someone is seen as a nomination on them.
Any votes that are not cast by the end of day, after forty-eight hours of the day starting, will be considered votes to pardon. If the count of votes to execute is half or more of the number of living players (not half+1), 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 the host account and the hosts @Atlas and @Silviu200530). Whispers must be publicly announced, by requesting permission to whisper using the format /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. You may whisper several players at the same time, announcing all the players in the whisper and having all of them confirm
Whispers are allowed for the 1st 24 hours of the day, and are unlimited for each player.
Each player may, in addition, make a whisper per day to each neighbour of up to 15 words without announcing this in thread.
If your ability requires you to privately speak to the storyteller during the day, you must declare it publically by saying /whisper Storyteller. You may choose to declare this even if you do not have one of these abilities.
When a player dies, their role and alignment aren’t revealed, but they continue to be allowed to speak in thread. They can’t nominate or call for the exile of travellers and have only one “vote token”, which they may expend on a nomination to cast a vote, losing it afterwards. When player dies, unless otherwise specified, their ability stops working, which means that a player killed before they would perform their ability will not perform their ability (check Night Action Resolution) and any ability with a constant effect will cease.
Good wins if all Demons are dead.
Evil wins if only 2 players (not counting Travellers) live.
In the rolecards, it will be phrased as:
Your team wins if all Demons are dead.
Your team wins if only 2 players (not counting Travellers) live.
In the event of a tie, the good team win.
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 with a specific-host or player chosen character that can enter or leave the game at any point. Their character and it’s ability is publically known, and they can either be good or evil, decided on their entry to the game.
Travellers have specific mechanics to them, that standard players do not.
- They may be exiled by majority vote at any time, instead of executed. Only alive players can call for a travellers exile, but dead players can freely vote for their exile, not requiring their vote token, and not losing it if they vote. Any nomination-based abilities don’t include exiles.
- They do not count as players for any win conditions.
- If they are evil, they learn who the Demon upon their entry to the game.
|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, at night, choose a dead player: they regain their ability until dusk.|
|Waitress||Each night*, choose a living player: if they agree, you learn their character, but you both might die.|
|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.|
|Magician + Spy||When the Spy sees the grimoire, the Demon and Magician’s character tokens are removed.|
|Poppy Grower + Spy||If the Poppy Grower is in play, the Spy does not see the grimoire until the Poppy Grower dies.|
|Plague Doctor + Baron||If the Plague Doctor dies and the ST would gain the Baron ability, up to two players become not-in-play Outsiders.|
|Plague Doctor + Spy||If the Plague Doctor dies and the ST would gain the Spy ability, a living Minion instead gains the Spy ability in addition to their own ability, and learns this.|
|Plague Doctor + Scarlet Woman||If the Plague Doctor dies and the ST would gain the Scarlet Woman ability, a living Minion instead gains the Scarlet Woman ability in addition to their own ability, and learns this.|
|Fang Gu + Scarlet Woman||If the Fang Gu chooses an Outsider and dies, the Scarlet Woman does not become the Fang Gu.|
Sign up using /in, seat [X] or /travel in, seat [X] and pinging this account.
If you wish to travel in, please include your traveller character as well. If you’d prefer to travel in mid-game, you may choose to select your own character or let the hosts pick yours for balance.
There is a maximum of 15 standard players and 5 Travellers
- nightingale [Waitress] (travelling in at the start of d1)