
Sadie
You start knowing how many of your neighbors are Outsiders or Minions.
Townsfolk

You start knowing how many of your neighbors are Outsiders or Minions.
Townsfolk

You start knowing 1 in play Gemsfolk and one good player. Only one is true. You are a Gemsfolk.
PEARL learns that a specific Gemsfolk character is in play and a good player, but doesn't know which is true. During the first night, Pearl is woken, shown a good player, and a possibly in play Gemsfolk. Only one is true. They learn this only once and then learn nothing more.
Luz is the Ruby, and Victor is the Aquamarine. Pearl learns that the Ruby is in play and that Victor is good. Francys is the Amethys, and the Sapphire is not in play. Pearl learns that the Sapphire is in play and that Francys is good. Michael is Ronaldo, and Louis is Blue Diamond. Pearl learns that Amethyst is in play and that Louis is good. Here, Ronaldo is registering as a Gemsfolk —in this case, Amethyst.
While preparing the first night, pick which true will you tell Pearl. Put Pearl's GEMSFOLK reminder token by any Gemsfolk character token or put Pearl's PLAYER token by any good character, only one of this can be true. If revealing a good player, prepare the Gemsfolk token you will use to lie. During the first night, wake Pearl and point to the player marked PLAYER, and show a thumbs up to signal good. Then show the Gemsfolk token marked with the GEMSFOLK reminder.
Gemsfolk characters are identified with an asterisk [*] next to their names, and have written 'You are a Gemsfolk' in their description.
Townsfolk

You start knowing how many steps from Ruby to her nearest evil player. You are a Gemsfolk. [+Ruby]
SAPPHIRE learns the distance from the Ruby to her nearest Evil character. The Sapphire learns this on the first night, and every night after swapping seats. The distance is the number of seated players, starting from the player next to the Ruby and ending at the nearest Evil character, either clockwise or counterclockwise.
The Ruby is sitting next to the Yellow Diamond. The Sapphire learns a "1". Counterclockwise from the Ruby sit the Amethyst, the Lapis, and then the Forced Fusion. Clockwise from the Ruby sit the Pearl, the Bismuth, Peedee, and then the Jasper. Because the Jasper is four steps away from the Ruby, and the Forced Fusion is three steps away from the Ruby, the Sapphire learns a "3". Clockwise from the Ruby sit the Topaz's Other Half, Peridot and the Topaz. There are no other Evil characters closer to the Ruby than the Topaz, but because as the Topaz's Other Half registers as Evil, the Sapphire learns a "2".
During the first night, wake the Sapphire. Show fingers (0, 1, 2, etc.) equaling the distance in players from the Ruby to the nearest Evil character, starting with the player neighboring the Ruby closer to that Evil character. Put the Sapphire to sleep. If the Sapphire swapped seats because of another character's ability, mark the Sapphire's token with the SWAPPED reminder token, and wake her again that night. Repeat the same process of the first night.
Townsfolk

Each night, choose a player: you learn if either neighbor is evil. At dawn, 1 of their neighbors & 1 of yours swap seats.
Townsfolk

Each night, you learn how many of your neighbors are drunk or poisoned. If zero, choose a player: at dawn you swap seats.
PEEDEE keeps learning wether their neighbors are drunk or poisoned. Peedee only learns how many of their neighbors are drunk or poisoned, not which one is. Peedee only detects his direct neighbors, so even if both one is dead, as long as the other is drunk or poisoned he will stay in his spot. When Peedee learns a zero, he must choose a player. Mark this player's token with Peedee's SWAP reminder token. At dawn, announce the seat swapping, while also swapping character tokens and adjoined reminders in your Grimoire.
Peedee is sitting between Topaz and his Other Half. Night one, he learns a "1". Night two, he learns a "1". On day three, they execute the Topaz's Other Half. That night he learns a "0". He chooses a player and, at dusk, the Storyteller announces they swap seats. Peedee is sitting between Lapis and Lion. Night one, Lapis is drunk, he learns a "1". Night two, Lapis makes him drunk, he learns a "2". At dawn, he swaps seats because of Lion. Now he sits between a Forced-Fusion Steven and Yellow Diamond, and learns a "1".
Each night, wake Peedee. Show them fingers (0, 1, or 2) equaling the number of drunk or poisoned players neighboring Peedee. If zero, ask him to point at a player. Mark the chosen player with the SWAP reminder token. Put him to sleep. At dawn, announce the players swapping seats.
Never explain why they are swapping seats. This script is full of seat swapping, and having some mistery on the reason why is always welcoming.
Townsfolk

Each night*, choose a player (not yourself): if they are drunk or poisoned, they become sober and healthy.
BISMUTH makes others sober and healthy or protects them from the Demon. Each night except for the first, the Bismuth may choose any player except themself. If the player is drunk or poisoned, Bismuth makes them sober and healthy. If not, Bismuth protects them. If the Demon attacks a player who has been protected by the Bismuth, then that player does not die. The Demon does not get to attack another player —that death simply doesn't happen tonight. Bismuth does not protect against the Demon nominating and executing someone.
Bismuth protects a sober and healthy Connie. The Pink Diamond attacks Connie. Nobody dies tonight. Bismuth protects a poisoned Onion next to Blue Diamond. Onion becomes sober and healthy. Onion dies to Blue Diamond and their ability triggers, because they were sober and healthy. Bismuth protects a sober and healthy Steven, fused with Amethyst in an attacked Opal. Pink Diamond attacks Steven. Nobody dies tonight.
Each night except the first, wake Bismuth. Bismuth points at any player except themself. (If Bismuth points at themself, shake yur head no and prompt them to point to another player.) Put Bismuth to sleep. If the chosen player is sober and healthy, put Bismuth's SAFE reminder token by the chosen player's character token. If the chosen player is either poisoned or drunk, put Bismuth's SOBER & HEALTHY reminder token by the chosen player's character token. If the Demon attacks the player marked SAFE, the player remains alive. At dawn, remove the SAFE or SOBER & HEALTHY tokens.
Townsfolk

Each night*, choose a player: they are safe from the Demon. If an Outsider, they learn you. You are a Gemsfolk. [+0 or +1 Outsider]
Townsfolk

Once per game, during a nomination, anounce you are Amethyst: if a Townsfolk is executed, you gain their ability. You are a Gemsfolk.
Townsfolk

On your 1st night, choose 3 different players: if they are evil or Sapphire, you learn this. You are a Gemsfolk.
Townsfolk

On your 1st night, choose a player: learn their character & swap seats at dawn. The Demon registers as an Outsider to you. [+1 Outsider]
Townsfolk

When you are nominated, you cannot speak. If you die at night, you wake to learn a Minion character not in play.
Townsfolk

If the Demon kills you, you are resurrected on the second day.
Townsfolk

If a neighbor dies at night, you wake to choose to die instead. If you live, learn 2 characters, one is your other neighbor's.
Townsfolk

You start knowing which of you is closer to an Evil player. The 1st time selected, wake to learn their character. [Ruby + Sapphire]
Townsfolk

Each night*, each choose a player: they swap seats at dawn. Minions & Outsiders cannot be moved by this ability. [Steven + Pearl]
Townsfolk

Each night*, each choose a character: they are safe from the demon. If they are attacked, you are attacked instead. [Steven + Amethyst]
Townsfolk

Once per game, during the day, both publicly choose a player: if they are Evil, they die. [Amethyst + Pearl]
Townsfolk

Each night, learn a number (1, 2 or 3) & choose a player: they suffer a linked effect (poison, no nomination, or null vote).
Outsider

Opt 1: You might register as Evil & as a Minion, even if dead. You cannot be killed by execution. Opt 2: Each night*, your allignance matches a different neighbor's. If you are executed, your current team looses.
Outsider

Each night, you or a neighbor is drunk. You do not know who.
Outsider

You think you are a Gemsfolk & register as one, but you are not. If you fuse, you become Unstable Fusion.
Outsider

You start knowing the number of possible Fusions are in play. Once per game, at night*, choose a player: if fused, both die.
Minion

You start knowing a code-word. Each day, before an execution, you may use it. An alive neighbor of the nominee is executed instead.
Minion

A player 2 steps away is your 'Other Half' & might register as evil. While alive, you can't die & the player between is poisoned.
Minion

Once per game, at night, choose 2 players: they are permanently poisoned, die together, & register as evil. At dawn, players learn this.
Minion

You do not know you are Unstable. You think you are a Fusion, but you are not. You might register as evil. [Any unvalid combo]
Minion

Each night*, choose a player: they die. Your first kill permanently swaps your alignment & character registrations with theirs.
Demon

Each night*, choose a player: they are poisoned until dusk. If they are nominated before then, they and the nominator die tonight.
Demon

Each night*, choose a direction: the closest healthy Good player dies, and the 2nd closest is poisoned. Dead players stay poisoned.
Demon

Each night*, choose a different player: they choose who dies. The 1st time you die, the most responsible becomes White Diamond.
Demon































