1. The Town of Ravenswood bluff has long held in its walls the likes of the most wicked, cruel, and villainous of mankind, but as the pitiable town has begun to invite the likes of Demons & Devils alike into their midst, the Lord has taken notice and his wrath is forthcoming. Servants of his now descend and seek to twist the Town to turn upon itself and curse it into damnation.

    Even as it is plagued by divine judgment, the sinful and shameless among them aspire to kill and loot what remains, dragging the town further into the pits of despair and making way for evil's foothold to only grow stronger. Can Ravenswood Bluff come together to repel these Demons & Angels alike, or will this Heavenly Host spell the doom of the Townsfolk and all others within?

    Heavenly Host V1.2
  2. Heavenly Host is a script built around the Angel-based Demon pair of the Cherubim and the Seraph. These two Demons dramatically change the nature of the game, putting Minions on alert for whether their Demon is telling them the truth, or if they, much like the rest of the Town, are having the wool pulled over their eyes.

    While the Townsfolks and Outsiders are forced to still hunt down the evil team and seek to eliminate the Demons, Minions & Demons play their own cat-and-mouse game, forcing evil to spend valuable time and resources figuring out one another rather than fighting off the town.

    Heavenly Host forces all players to consider why deaths are happening - are the kills coming down from the Storyteller's choice? Are the Demon's carefully weeding out the strongest abilities? Or are Townsfolk who die by their own hand keeping that secret close to the chest, hoping to fool the Minions into outing their own Demon?

  3. Changelog


    Updated as of 8/7/2026

    V 1.1 Sees changes meant to balance the script from the original concept to a more balanced version

    Sees the removal of Masons & the Flock to limit town confirmation chains, The Ale Wife, Captain, Garroter, & Guru to reduce Droisoing, the Gargoyle which is switched with stronger info roles, the Anomaly & Oblation to put more emphasis on death, and the Sphinx & Paramourn to create room for other minions. Added are the Smith, Titan, Distiller, Lamb, Uskok (new), Schrodinger, Patsy, Stepmother, Headsman, and Soul Stealer. These roles were added to emphasize death over droison in the script.

    V 1.2 Sees changes following initial playtests meant to increase the good team's knowledge and make some roles more interesting.

    Cartographer updated to give it more information. Regent & Heir are given additional abilities beyond knowing each other/potentially being evil, allowing them to gain information and, if evil, sow more misinformation. Prophet replaces the Broadcaster. Done as Town needed more ways to hunt the Demon, while Broadcaster ended up being more of a help to Minions. Gnostic added - only had 12 Townsfolks, oops...counting is hard. Uskok changed to look for Demons rather than evil. Garçon updated to cause moving drunkenness and give the Demon a bluff of why they won't nominate, given that the Prophet is a healthy motivation to not do so. Umbraphile replaces Vigilante to make tracking death easier while giving evil more control. Pagan replaced Schrodinger to give a hidden Outsider & avoid voting confusion. Crone changed to target players rather than characters due to feedback that this would feel more fun & less like the Crone had to always pick optimal. Soul Stealer always adds an Outsider. Phantom only adds one Outsider. Phantom makes a living player always register as a Demon rather than all Outsiders potentially registering.

  4. Cartographer

    Each night, pick a Townsfolk character. You learn if it is in-play.


    “I'm almost entirely certain that this was more or less the right way.”

    The Cartographer knows what Townsfolk are in-play.

    Examples

    The Washerwoman is in play. The Cartographer picks Washerwoman and learns a yes.

    The Empath is not in play. The Cartographer picks the Empath and learns a no.

    The Spy is in play, but the Bounty Hunter is not. The Cartographer picks the Bounty Hunter and learns a yes, as the Spy registers as the Bounty Hunter.

    The Cartographer picks the Saint. Because the Saint is not a Townsfolk, the Story Teller prompts the Cartographer to pick again.

    How to Run

    While preparing the first night, put the Cartographer’s IN-PLAY token by any evil player’s token. Select one Minion or Demon token that is not in play and put it near the Cartographer’s character token.

    During the first night, wake the Cartographer and show them the character token marked by the IN-PLAY character token and the other selected Character token. Put the Cartographer to sleep. Remove the Cartographer’s reminder token and the additional character token when convenient.

    Townsfolk

  5. Smith

    You start knowing 3 players, 2, and only 2, are characters of the same type.


    “We've got goldsmiths, blacksmiths, silversmiths, locksmiths, whitemiths, tinsmiths, arrowsmiths, coppersmiths, bladesmiths, gunsmiths. Now, which kind were you again?”

    The Smith learns 2 players who share a type and one who doesn't.

    Examples

    Fry is the Marionette, Leela is the Boffin, and Hermes is the Zealout. The Smith learns all three.

    Lana is the Drunk, Ceril is the Hatter, and Pam is the Zombuul. The Smith learns all three.

    The Smith is drunk. Linda is the Amnesiac, Bob is the Magician, and Teddy is the Slayer. The Smith learns all three.

    How to Run

    While preparing the first night, mark two the character tokens of two players with the same character type with the Smith’s SAME reminders. Mark any character token of a player with a different character type with the third DIFFERENT reminder.

    Townsfolk

  6. Regent

    You and the Heir start knowing each other. If the Heir dies, at night, you learn 3 living in-play characters. [+the Heir]


    “But what is more evil? To seize power and become a tyrant yourself, or stand idly by and watch an even greater tyrant rise to the throne?”

    The Regent can't be sure the Heir is on their side and learns info when they die.

    Examples

    On the first night, the Regent wakes up and learns who the Heir is. Then the Heir wakes up and learns who the Regent is.

    On the second night, the Heir is killed by the Assassin. That night, the Regent learns three living characters: the Washerwoman, the Assassin, and the Baron.

    How to Run

    While setting up the game, before putting character tokens in the bag, if the Heir is not already in play, remove a Townsfolk character token and add the Heir character token.

    During the first night, wake the Regent. Show them the Heir token, then point to the Heir player. Put the Regent to sleep. Then, wake the Heir. Show them the Regent token, then point to the Regent player. Put the Heir to sleep.

    At night, if the Heir died today, wake the Regent. Show them three character okens of living players. Put the Regent to sleep.

    Townsfolk

  7. Heir

    You or the Regent might be evil. If the Regent dies, at night, pick a player and learn their character. [+the Regent]


    “My inheritance is not the crown, it is the enemies, ambitions, and legacy of my ancestors. But they will come to find I am not so benevolent as my predecessors.”

    The Heir can't be sure if the Regent is on their side, and learns info when they die.

    Examples

    During the game set up, the Storyteller decides neither the Heir nor the Regent is evil. On the first night, the Regent wakes up and learns who the Heir is. Then the Heir wakes up and learns who the Regent is. The night after the Regent is executed, the Heir wakes, points at a player, and learns that they are the Snake Charmer.

    How to Run

    While setting up the game, before putting character tokens in the bag, if the Regent is not already in play, remove a Townsfolk character token and add the Regent character token.

    During setup, you may choose to turn one of the Regent's or the Heir’s token upside down to represent that they are evil, or turn neither.

    At night, if the Regent died today, wake the Heir. The Heir points at a player. Show the Heir that player's character token. Put the Heir to sleep.

    Townsfolk

  8. Prophet

    Each night*, learn the character type of the last player to nominate you.


    “The Lord is my light and my salvation, whom shall I fear?”

    The Prophet knows who has nominated them.

    Examples

    The Prophet is nominated by the Washerwoman. That night they learn Townsfolk.

    The Prophet is nominated by the Recluse. That night they learn Demon.

    The Prophet is poisoned when they are nominated by the Sweetheart, but is sober that night. As they are sober when they would learn their information, they learn Outsider.

    How to Run

    Each day, if the Prophet is nominated, place the reminder token that matches the nominator's character type on the Prophet, replacing any of the Prophet's other reminder tokens.

    Each night, wake the Prophet. On their character sheet, point to the character type that matches the reminder token they are marked with. If they are not marked by a reminder token, shake your head no. Put the Prophet to sleep.

    Townsfolk

  9. Watchdog

    Each night, choose a player: the next night, learn how many evil players nominated or voted for them.


    “RUFF!RUFF!RUFF!RUFF!RUFF!RUFF!RUFF!”

    The Watchdog learns if evil go after a player during the day.

    Examples

    The Watchdog chooses the Empath. The Empath is nominated by the Recluse and voted for by the Recluse, and 3 Legion players. That night, the Watchdog learns a 4.

    The Watchdog chooses the Butler. The Butler is nominated by the Watchdog and voted for by the evil Deviant and Goblin. The Watchdog learns a 2.

    The Watchdog chooses the Summoner. The Summoner is nominated by the Tea lady and only good players vote for the Summoner. The Watchdog learns a 0.

    The Watchdog is poisoned when they choose the Nightwatchman. The Nightwatchman is nominated by the Flowergirl. That night, the Watchdog becomes sober and learns a correct 0.

    How to Run

    Each night, wake the Watchdog. They will choose a player. Put the Watchdog to sleep. Mark their chosen player with the Watchdog’s WATCHED reminder token.

    Each day, when an evil player either nominates or votes for that player, put one of the Watchdog’s KNOW reminder tokens on that player if they don’t yet have one.

    Each night except the first, count the number of KNOW reminder tokens and remove the Watchdog’s WATCHED token. When you wake the Watchdog, before they choose a player, show fingers (1, 2, etc.) equaling the number of players with KNOW tokens. When the Watchdog goes back to sleep, remove all WATCHED tokens.

    Townsfolk

  10. Spelunker

    Each night*, choose a player: if they are evil, you die.


    “Look, there's nothing dangerous about cave diving, it's not like there's anything lurking down there after all.”

    The Spelunker takes risks to learn player's alignment.

    Examples

    On the second night, the Spelunker chooses the Tea Lady player, nothing happens. On the third night, the Spelunker is drunk and chooses the Assassin player, nothing happens. On the fourth night, the Spelunker is no longer drunk and chooses the Leviathan player. The Spelunker dies.

    How to Run

    Each night except the first, wake the Spelunker. They point at any player. Put the Spelunker to sleep.

    If that player is good, nothing happens.

    If that player is evil, the Spelunker dies - mark the Spelunker with their DEAD reminder token and put a shroud on their character token.

    Townsfolk

  11. Titan

    Each night*, if the Demon kills you, pick a different player. If evil, you don't die.


    “Tartarus hungers for more souls.”

    The Titan chooses how many players are executed each day.

    Examples

    The Yaggababble’s ability kills the Titan. The Titan wakes and chooses the Evil Twin player. The Titan does not die.

    The Ojo chooses the Titan, who is protected by the Monk. The Titan does not wake up and does not die.

    The Titan is poisoned by the Poisoner and killed by Lil’ Monsta’s ability. The Titan does not wake up and dies.

    How to Run

    If the Titan was killed by the Demon, wake the Titan. They will choose a player that they have not chosen yet. Put the Titan to sleep. If the chosen player is evil, remove the Demon’s DEAD reminder token and the shroud from the Titan and mark that character with the Titan's CHOSEN reminder token. Tomorrow, do not announce that the Titan had died or that they are resurrected.

    Townsfolk

  12. Gnostic

    Each night*, learn if the most recently executed player neighbors any evil players.


    “God cannot change the shape of a soul.”

    The Gnostic learns about executed player's neighbors.

    Examples

    The Choirboy is executed and neighbors the King and the Sweetheart. The Gnostic learns a no.

    The Drunk is executed and neighbors the Baron and the dead Mathematician. The Gnostic learns a yes.

    The Gnostic is drunk, and a Legion is executed. They neighbor two other Legions. The Gnostic learns a no.

    How to Run

    Each day, if a player is executed, mark them with the Gnostic’s EXECUTED reminder token.

    Each night except the first, if any player has been executed, wake the Gnostic. If the character marked EXECUTED neighbors an evil player, nod your head yes. Otherwise, shake your head no. Put the Gnostic to sleep.

    Townsfolk

  13. Daredevil

    Each day, you may visit the Storyteller and privately learn a dare and a boon. If completed, get the boon.


    “It's landing the flip that's the hard part.”

    The Daredevil gets rewarded for doing what is asked of them by the Storyteller.

    Examples

    The Daredevil learns that “As long as you are mad that you are the Zealot, you cannot die”.

    The Daredevil learns that “If you cause no one to be executed due to tying the vote, you can choose a player tonight, they die”.

    The Daredevil learns that “If you execute an Outsider today, a Townsfolk will be resurrected tonight”.

    How to Run

    Once per day, if the Daredevil requests a private chat with you, take them away from the circle so you cannot be overheard. Whisper something that they must do and something that they will receive for doing such.

    If the Daredevil successfully completes the given task, implement the boon.

    It is recommended to give the Daredevil tasks that might be detrimental to their team, but boons which would offset this cost, allowing the Daredevil to choose if the reward is worth the risk. You can also implement time limits, such as today do X, by the next dawn do Y, or before the next player dies do Z.

    Townsfolk

  14. Distiller

    Once per game, at night, choose a player: learn their character. They are drunk. If you pick the Demon, you are drunk instead.


    “Why don't you try a sip of this and tell me of your troubles, friend?”

    The Distiller permanently makes a player drunk but learns who they are.

    Examples

    The Distiller is woken on the 1st night and chooses the Empath player. The Distiller learns that they are the Empath. The Empath receives drunken information as long as the Distiller is alive.

    The Distiller is woken on the 1st night, but does not use their ability. On the 2nd night, the Cobbler chooses the Po player. The Distiller is made drunk and is shown that the Po player is the Pixie.

    How to Run

    Each night, wake the Courtier. They either shake their head no or point at a player. If they shake their head no, put the Distiller to sleep.

    If that player is not the Demon, show the chosen player’s character token to the Distiller - mark the selected player with the Distiller’s DRUNK token and the Distiller with the NO ABILITY token. Put the Distiller to sleep.

    If they are the Demon, mark the Distiller with both their DRUNK token and their NO ABILITY token. Show the Distiller a different character token than the Demon’s actual token. Put the Distiller to sleep.

    Townsfolk

  15. Lamb

    Once per game, at night, choose a player. The first time that they would die, you die instead, even if you are dead.


    “Liberty for the wolves is death for the lamb.”

    The Lamb sacrifices themself for another player.

    Examples

    On the first night, Bo the Lamb wakes but chooses not to use their ability. On the second night, the Lamb chooses Woody the Tinker. During the third day, when the Tinker’s ability would cause Woody to die, the Storyteller instead announces that Bo has died.

    On the first night, Bo the Lamb wakes but chooses not to use their ability. On the first day, Bo is executed. On subsequent nights, Bo does not wake up and may not choose a player.

    On the first night, Bo the Lamb wakes and chooses Greg the General. On the first day, Bo is executed. On the second night, Greg is chosen by the Vortox. The next morning, it is announced that no one died.

    On the first night, Bo the Lamb wakes and chooses Rachel the Undertaker. On the second night, Bo is killed by the Po. On the Third day, Rachel is nominated and receives the majority of votes. The Storyteller announces that Bo is executed.

    How to Run

    Each night, wake the Lamb. The Lamb either shakes their head or points at any player. Put the Lamb to sleep.

    If the Lamb points at a player, the first time that player would die, the Lamb dies instead - mark them with the Lamb’s SAFE reminder token. Remove the Lamb’s night token from the night sheet.

    When a player with the Lamb’s SAFE reminder token dies, instead, the Lamb dies, even if already dead. Remove the Lamb’s SAFE reminder token.

    If the Lamb is already dead when the selected player first dies, do not announce that either the selected player or the Lamb dies.

    In the case of an execution, instead of announcing the chosen player, announce that the Lamb’s player is executed.

    Townsfolk

  16. Uskok

    If you nominated the Demon, tonight, a player dies.


    “Bog ne vlada bojnim poljem, mi vladamo.”

    The Uskok kills when they find the Demon.

    Examples

    The Uskok nominates the Recluse. That night, the Storyteller uses the Uskok’s ability to kill the Virgin.

    The Uskok nominates the Imp. That night, the Storyteller uses the Uskok’s ability to kill the Baron.

    The Uskok nominates the Empath. Nothing happens that night.

    How to Run

    Each day, if the Uskok nominates the Demon, mark the Uskok with their NOMINATED reminder token.

    Each night, except the first, if the Uskok is marked with their NOMINATED reminder token, a player dies - put the Uskok’s DEAD reminder token on another player and remove the NOMINATED reminder token.

    Townsfolk

  17. Garçon

    Each night*, the first Townsfolk to nominate today is drunk until dusk tomorrow.


    “Hoh, Hoh, Hoh, oui oui missour, ze wine is from ze greatest vineyards in all of France.”

    The Garçon causes the Townsfolk who is nominated first to be drunk.

    Examples

    The Monk nominates the Empath. That night, the Empath is drunk and learns false information. The next day, the Godfather nominates the Monk. That night, the Monk is drunk.

    How to Run

    Each day, the first time a Townsfolk makes a nomination, put the Garçon’s NOMINATED reminder token on that player's character token.

    Each night, remove the Garçon’s DRUNK reminder token, then replace the Garçon’s NOMINATED reminder token with the DRUNK reminder token - That player is drunk.

    Outsider

  18. Umbraphile

    If you are executed, tonight, a Demon acts twice.


    “Just be careful not to look at it directly.”

    The Umbraphile causes the night to be more dangerous.

    Examples

    The Umbraphile is executed. The Po decides not to kill anyone. Afterwards, they learn that the Umbraphile was executed, and are prompted to choose three players to die.

    The Umbraphile is executed. The Yaggababble is in-play and said their phrase once. The Yaggababble causes two deaths that night.

    The Umbraphile is executed. The Fang-Gu wakes up and chooses an Outsider. The newly created Fang-Gu then wakes up, learns that they are now the evil Fang-Gu, that the Umbraphile was executed, and is prompted to choose a player who dies.

    How to Run

    If the Umbraphile is executed, put the ACTS TWICE reminder token on the Demon’s character token. That night, after the Demon has woken and resolved their ability, show them the THIS CHARACTER SELECTED YOU info token and the Umbraphile character token. Then, prompt the Demon to take any nighttime actions again and put them to sleep.

    Outsider

  19. Pagan

    If the Demon privately guesses you (once), they learn a non-Demon character & gain their ability, even if you are dead.


    “When the ways of old are forgotten, great spirits shall rise up and revolt once again.”

    The Pagan must stay hidden or the Demon becomes more powerful.

    Examples

    The Clockmaker learns the Pagan on the first night. The next day, the Pagan announces they are the Pagan. That night, the Clockmaker and Pagan both die.

    The General learns the Pagan on the first night. On the third day, the General claims that the Pagan player is the Pagan. The General dies immediately.

    How to Run

    At any time (even at night), the Demon may privately guess a player they believe is the Pagan. If they are correct, show them the character token of a non-Demon character; they have their ability in addition to their own.

    If they were told a character not in play, place that character's token beneath the Demon's character token.

    If they were told a character in play, place the Pagan's POSSESSED reminder token on the Demon and that character's token.

    This ability works even if the Pagan is dead.

    Outsider

  20. Patsy

    The 1st time a Minion would die, you die instead.


    “So, if I just stand here and tell them it's my knife, you'll pay me how much?”

    The Patsy takes the fall for a Minion.

    Examples

    The Yaggababble says their secret phrase and the Storyteller chooses to kill the Baron during that day. Instead of announcing the Baron’s death, the Storyteller announces that Rodney, who is the Patsy, has died.

    During the night, the Vigormortis chooses to kill the Assassin. Instead of dying the Patsy would instead. However, that night, the Patsy was protected by the Innkeeper and cannot die. The Storyteller announces that no players died that night. The next day, when the Assassin is executed, they die as normal, as the Patsy no longer has their ability.

    During the night, the Devil’s Advocate chooses to protect Irene, the Patsy. The next day, the Devil’s Advocate is the only player nominated and receives a majority of votes. When the Storyteller announces the execution for the day, they announce that Irene is executed and does not die.

    How to Run

    The first time a Minion would die, the Patsy dies instead.

    If this happens during the day due to another character’s ability, announce the Patsy’s death immediately. If the Patsy cannot die, instead, treat it as though the Minion did not die.

    If the Patsy were to die because a Minion is executed, announce that the Patsy is executed instead.

    If the Patsy dies at night, instead of putting a DEAD reminder token on the Minion, place it on the Patsy. At dawn, declare that the Patsy’s player died at night. (Do not say how they died.) If the Patsy cannot die that night, do not declare that either the Minion or the Patsy died.

    When this occurs, the Patsy loses their ability. Mark the Patsy with the NO ABILITY reminder token.

    Outsider

  21. Crone

    Each night, learn 2 players, choose one: they are poisoned until dusk.


    “This herbal remedy will have you feeling better in no time.”

    The Crone chooses one of two players to poison.

    Examples

    The Crone wakes and learns the Empath and the Librarian. The Crone chooses to make the Empath poisoned. The Empath learns a 2 but is sitting between two good Townsfolk.

    The Crone wakes and learns the Soldier and the Slayer. The Crone chooses to make the Soldier drunk. The Crone is then made drunk by the Sailor. When the Imp chooses the Soldier, they do not die.

    Only the Crone, the Vigormortis, the Golem, and the Farmer are alive. The Crone wakes and only learns the Farmer. When the Farmer is killed by the Vigormortis, no new Farmer is created.

    How to Run

    Each night, wake the Crone and point at two players. The Crone then points at one of those two players. Put the Crone to sleep.

    The chosen player becomes poisoned - mark them with the POISONED reminder.

    Minion

  22. Stepmother

    Each night, choose a good character: tomorrow, if either of their neighbors is executed, they die.


    “Oh you wicked, insolent child. Look at what you've done now!”

    The Stepmother causes executions to kill more players.

    Examples

    The Stepmother curses the Mathematician. During the next day, the Mathematician’s neighbor, the Engineer, is executed and dies. The Storyteller announces that the Mathematician also dies.

    The Stepmother curses themself. The next day, the Empath who neighbors the Stepmother is executed and does not die due to the Tea Lady’s ability. The Storyteller announces that the Empath is executed and that the Stepmother dies.

    How to Run

    Each night except the first, wake the Ashborn. They point at any player. Put the Ashborn to sleep. That player dies - mark them with the Ashborn’s DEAD reminder token and BURNING reminder token.

    Each later night, if the Ashborn chooses a player already marked with their BURNING reminder token, instead, the neighbors of the selected player die - mark each neighbor of the selected player with the Ashborn’s DEAD reminder token.

    Minion

  23. Headsman

    Each day, if no player died, tonight choose two players: one of them dies.


    “Now look here, I got a quota to meet and if it ain't your head its gonna be mine.”

    The Headsman makes sure that someone dies if an execution is not successful.

    Examples

    During the day, no player died. That night, the Headsman wakes and chooses James and Jessie. The next day, it is announced that James died.

    During the day, the Virgin was nominated, causing a player to die. That night, the Headsman does not wake up.

    During the Day, the dead Investigator is executed, but is already dead and so does not die. That night, the Headsman wakes and selects two players, one of whom dies.

    How to Run

    Each night, if no player died today, wake the Headsman. The Headsman selects two players. Put the Headsman to sleep. Choose one of the selected players, they die - mark them with the DEAD reminder token.

    Minion

  24. Soul Stealer

    The first executed Outsider becomes evil and gains & keeps a not-in-play Minion ability [+1 Outsider].


    “They sought to cast you low, but worry not, our work is not yet done.”

    The Soul Stealer turns an executed Outsider into a Minion.

    Examples

    The Drunk is executed and dies. That night, they learn they are evil and gain the Witch’s ability.

    The Damsel is executed and dies. That night, they learn they are evil and gain the Spy’s ability. When the Courtier chooses the Spy and the Sailor makes the Damsel drunk, the Damsel still sees the Grimoire, as they are not the Spy, and it is the Soul Stealer’s ability that lets them see the Grimoire.

    The Hatter is executed but does not die due to the Pacifist’s ability. That night, they learn they are evil and gain the Goblin’s ability.

    How to Run

    During setup, add an Outsider.

    The first time an Outsider is executed, at night, wake them, show them the THIS CHARACTER SELECTED YOU token, then the Soul Stealer token. Then give them a thumbs down to indicate that they are evil and show them a Minion token - they now have this Minion’s ability.

    Put the Outsider to sleep. Place the Minion token by the Outsider’s character token and flip the Outsider character token upside down to indicate that they are evil.

    The Soul Stealer loses their ability - mark them with the NO ABILITY reminder and remove their night token from the night sheet.

    Minion

  25. Dogfish

    On your 1st night, learn 2 players: they are drunk. If 1 dies, choose a new player. Each night*, a drunk player dies then becomes sober.


    “Come young sailor, pull me from these waves and find what tasty flesh I do have.”

    The Dogfish kills drunk players.

    Examples

    On the first night, the Dogfish learns that Eliza and Alexander are drunk. Eliza is executed on the first day. That night, the Dogfish wakes and chooses to make Perry drunk. Afterwards, the Dogfish’s ability causes Perry to die. The next night, the Dogfish wakes and chooses to make Cecilia drunk.

    The Dogfish learns that Gerald and Taylor are drunk. On the second night, Wesley, who was made drunk by the Sailor's ability, dies due to the Dogfish’s ability.

    The Dogfish makes Hannah the Ravenkeeper drunk. When Hannah dies, her ability does not activate.

    How to Run

    While preparing the first night, mark 2 players with the Dogfish’s DRUNK reminder. These players are drunk.

    If a player marked by the Dogfish’s DRUNK reminder dies, wake the Dogfish. They will point at a player. That player is drunk - mark them with the Dogfish’s DRUNK reminder.

    Each night except the first, choose a player marked by any character’s DRUNK reminder token. That player dies - mark them with the Dogfish's DEAD reminder token.

    Demon

  26. Phantom

    Each night*, choose a player: they die. A living player registers as an evil Demon. [+1 Outsider].


    “You didn’t see me then and you won't know me now.”

    The Phantom makes the town distrust each other.

    Examples

    The Empath neighbors the Phantom and the Drunk, who is registering as a Demon. That night, the Empath learns a 2.

    The Slayer chooses to use their ability and chooses the Fortune Teller, who is registering as a Demon. The Fortune Teller dies.

    How to Run

    While setting up the first night, mark a player with the Phantom’s MISREGISTER reminder token.

    If the player marked with the Phantom’s MISREGISTER reminder token dies, remove the MISREGISTER token and put it on a living player.

    Each night, except the first, wake the Phantom. They point at any player. Put the Phantom to sleep.

    That player dies - mark them with the DEAD reminder.

    Whenever a player marked by the Phantom’s MISREGISTER reminder token is targeted by an ability that detects or affects Demons or evil characters, that player must register as an evil Demon. (Do whatever is appropriate, such as showing an evil character token, nodding, giving finger signals, or allowing an ability to work that would normally only affect evil or Demon players.)

    Demon

  27. Seraph

    Each night*, see the Grimoire and choose a player: they die. Demons learn each other. [Minions are good] [+ the Cherubim]


    “...smiting all those that you find, for this is a place of wicked ways and wicked men. Let them not sin again...”

    The Seraph chooses the perfect player to die and makes Minions seem evil.

    Examples

    On the first night, the Seraph wakes and learns the Cherubim and vice versa. They both then learn who the Minions are and what the Demon bluffs are.

    On the second night, the Seraph wakes and sees the Grimoire. They see which player the Cherubim’s ability has killed and decide to sink their kill into the same player to avoid Minions from suspecting it is a Seraph & Cherubim game.

    How to Run

    While setting up the game, before putting character tokens in the bag, if the Cherubim is not already in play, remove a Townsfolk character token and add the Cherubim character token.

    During setup, turn all Minion character tokens upside down to represent that they are good.

    During the Demon info phase, wake both the Seraph and the Cherubim. Let them make eye contact. Point at the Cherubim, then show the Cherubim’s token to the Seraph. Point at the Seraph, then show the Seraph’s character token to the Cherubim. Continue with the Demon info phase as normal.

    Each night except the first, wake the Seraph and show them the Grimoire for as long as they need. The Seraph will point at a character token in the Grimoire. That player dies - mark them with a DEAD reminder and a shroud. Put the Seraph to sleep.

    Demon

  28. Cherubim

    Each night*, a player dies. If the Seraph dies, you choose who dies. Minions do not learn you or if they are good. [+ the Seraph]


    “...and let not their sins go unpunished. Lay low those who have dealt with demons and cleanse that stain off the land...”

    The Cherubim keeps Minions from learning they are good and stays hidden.

    Examples

    On the first night, the Minions wake up and learn the Seraph player, but don’t learn the Cherubim player.

    On night two and three, the storyteller picks a player to die due to the Cherubim’s ability. On night four, after the Seraph died due to the Slayer’s ability, the Cherubim wakes up and picks a player to die.

    The Cherubim is executed and dies. Minions do not learn that they are good, as their allignment has not changed.

    Only five players, including the Cherubim and Seraph, live. The Storyteller chooses to use the Cherubim’s ability to kill the Seraph to avoid making winning impossible for good on the final day.

    How to Run

    While setting up the game, before putting character tokens in the bag, if the Seraph is not already in play, remove a Townsfolk character token and add the Seraph character token.

    During the Minion info phase, do not show the Minions the Cherubim player.

    Each night except the first, and if the Seraph has not died, a player dies – mark them with a DEAD reminder and a shroud.

    Each night except the first, and if the Seraph has died, wake the Cherubim. They point at any player. That player dies – mark them with a DEAD reminder and a shroud. Put the Cherubim to sleep.

    If a Minion asks about their alignment or would otherwise learn their alignment, they learn that they are evil, even if they are not.

    The Cherubim comes before the Seraph each day, allowing the Seraph to choose whether to sink the kill. If Cherubim is on the script, avoid confirming Minions alignment to them, letting them know that as Minions their alignment would be evil and they would learn if it changed unless they wouldn't due to an ability.

    Demon

  29. Night Order

    First Night

    Seraph
    Cherubim
    Dogfish
    Crone
    Stepmother
    Distiller
    Lamb
    Smith
    Heir
    Regent
    Cartographer
    Watchdog

    Other Nights

    Daredevil
    Soul Stealer
    Crone
    Distiller
    Lamb
    Dogfish
    Phantom
    Cherubim
    Seraph
    Headsman
    Uskok
    Titan
    Stepmother
    Spelunker
    Gnostic
    Watchdog
    Prophet
    Cartographer
    Regent
    Heir
  30. this almanac generated using Bloodstar Clocktica