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passively receive information, some need to take action to No. This is cooking sherry. How
learn who is who, while some simply want to bait the Demon careless."
into attacking them. Both good and evil can gain the upper
hand by making well-timed sacrifices. Trouble Brewing is a
relatively straightforward Demon-hunt, but evil has a number
of dastardly misinformation tricks up their sleeves, so the
good players best question what they think they know if they
hope to survive. The Washerwoman learns that a specific Townsfolk is in play,
but not who is playing it.
Beginner. Recommended for players and Storytellers new to • During the first night, the Washerwoman is woken,
Blood on the Clocktower or to social deception games. shown two players, and learns the character of one of
them.
Good players will need to figure out who is good and who is • They learn this only once and then learn nothing more.
evil by using logic and intuition. Some players may want to
reveal which character they are and share their information Examples
immediately (such as the Chef or Investigator), while others Evin is the Chef, and Amy is the Ravenkeeper. The
may want to lie about their identity so that the Imp avoids Washerwoman learns that either Evin or Amy is the Chef.
attacking them (such as the Undertaker or Fortune Teller).
Some may lie about who they are so that the Imp does attack Julian is the Imp, and Alex is the Virgin. The Washerwoman
them (such as the Ravenkeeper or Soldier)! learns that either Julian or Alex is the Virgin.
Other good characters gain information by doing something Marianna is the Spy, and Sarah is the Scarlet Woman. The
and noticing the effect. Sacrificing one’s life by nominating a Washerwoman learns that one of them is the Ravenkeeper.
Virgin, attempting to kill the Imp as a Slayer and noticing what (This happens because the Spy is registering as a Townsfolk—
happens, or deliberately killing good players so that the in this case, the Ravenkeeper.)
Undertaker can confirm which character they were—these
are all ways to sacrifice life and power to gain information and How to Run
achieve victory. While preparing the first night, put the Washerwoman’s
"Townsfolk" reminder by any Townsfolk character token, and
Evil players will need to pretend to be good characters and do put the Washerwoman’s "Wrong" reminder by any other
so well, giving false information to confuse the good team if character token.
necessary. With only true information, the good team will
usually find out who is evil with enough time to spare. But During the first night, wake the Washerwoman and point to
with even a little believable falsehood in the air, evil has a the players marked “Townsfolk” and “Wrong.” Show the
chance. The Poisoner and Spy, if they pay attention, can cause character token marked “Townsfolk” to the Washerwoman.
huge confusion in the good team’s ranks by using their Then, put the Washerwoman to sleep. Remove the
abilities sneakily. Evil will also need to decide when to make Washerwoman’s reminders when convenient.
sacrifices. Will the Scarlet Woman kill the Imp to save their
team? Will the Imp kill themself to turn a more trustworthy
player into the Demon? Will the evil team vote to execute a
suspicious Minion in order to look like honorable members of
the town?
The Librarian learns that a specific Outsider is in play, but not The Investigator learns that a specific Minion is in play, but
who is playing it. not who is playing it.
• On the first night of the game, the Librarian learns that • During the first night, the Investigator is woken and
one of two players is a specific Outsider. shown two players, but only learns the character of one
• The Librarian learns the true character of the player. of them.
• They learn this only once and then learn nothing more.
Examples
Benjamin is the Saint, and Filip is the Baron. The Librarian Examples
learns that either Benjamin or Filip is the Saint. Amy is the Baron, and Julian is the Mayor. The Investigator
learns that either Amy or Julian is the Baron.
There are no Outsiders in this game. The Librarian learns a
“0.” Angelus is the Spy, and Lewis is the Poisoner. The Investigator
learns that either Angelus or Lewis is the Spy.
Abdallah is the Drunk, who thinks they are the Monk, and
Douglas is the Undertaker. The Librarian learns that either Brianna is the Recluse, and Marianna is the Imp. The
Abdallah or Douglas is the Drunk. (This happens because the Investigator learns that either Brianna or Marianna is the
Librarian learns the true character. The Drunk is Abdallah’s Poisoner. (This happens because the Recluse is registering as a
true character, not the Monk.) Minion—in this case, the Poisoner.)
The Chef learns if evil players are sitting next to each other. The Empath keeps learning whether their neighbors are evil.
• On the first night, the Chef learns exactly how many pairs • The Empath only learns how many of their neighbors are
there are in total. A pair is two players, but one player evil, not which one is evil.
may be a part of two pairs. So, two players sitting next to • The Empath does not detect dead players. So, if the
each other count as one pair, three players sitting next to Empath is sitting next to a dead player, the information
each other count as two pairs. Four players sitting next to refers not to the dead player, but to the closest alive
each other count as three pairs. And so on. player in that direction.
• The Chef detects evil Travelers just like other character • The Empath acts after the Demon, so if the Demon kills
types, but only if those Travelers joined the game before one of the Empath’s alive neighbors, the Empath does
the Chef acts. not learn about the now-dead player. The Empath's
information is accurate at dawn, not at dusk.
Examples
No evil players are sitting next to each other. The Chef learns Examples
a "0.” The Empath neighbors two good players—a Soldier and a
Monk. The Empath learns a "0.”
The Imp is sitting next to the Baron. Across the circle, the
Poisoner is sitting next to the Scarlet Woman. The Chef learns The next day, the Soldier is executed. That night, the Monk is
a "2.” killed by the Imp. The Empath now detects the players sitting
next to the Soldier and the Monk, which are a Librarian and an
An evil Scapegoat is sitting between the Imp and a Minion. evil Gunslinger. The Empath now learns a "1.”
Across the circle, two other Minions are sitting next to each
other. The Chef learns a "3.” There are only three players left alive: the Empath, the Imp,
and the Baron. No matter who is seated where, the Empath
How to Run learns a "2.”
During the first night, wake the Chef. Show the Chef fingers
(0, 1, 2, 3, etc.) equaling the number of pairs of neighboring How to Run
evil players. Then, put the Chef to sleep. Each night, wake the Empath. Show them fingers (0, 1, or 2)
equaling the number of evil players neighboring the Empath.
Then, put the Empath to sleep.
"I sense great evil in your soul! "Hmmm….what have we here? The
But…that could just be your left boot is worn down to the heel,
perfume. I am allergic to with flint shavings under the
elderberry." tongue. This is the garb of a
military man."
The Fortune Teller can detect who the Demon is, but The Undertaker learns which character was executed today.
sometimes thinks good players are Demons. • The player must have died from execution for the
• Each night, the Fortune Teller chooses two players and Undertaker to learn who they are. Deaths during the day
learns if at least one of them is a Demon. They do not for other reasons, such as the Gunslinger<T> choosing a
learn which of them is a Demon, just that one of them is. player to kill, or the exile of a Traveler, do not count.
If neither is the Demon, they learn this instead. Execution without death—rare as it is—does not count.
• Unfortunately, one player, called the Red Herring, will • The Undertaker learns the true character of the executed
register as a Demon to the Fortune Teller if chosen. The player.
Red Herring is the same player throughout the entire • The Undertaker wakes each night except the first, as
game. This player may be any good player, even the there have been no executions yet. If nobody died by
Fortune Teller, and the Fortune Teller does not know execution today, then the Undertaker learns nothing at
which player it is. all.
• The Fortune Teller may choose any two players—alive or
dead, or even themself. If they choose a dead Demon, Examples
then the Fortune Teller still receives a nod. The Mayor is executed today. That night, the Undertaker is
shown the Mayor token.
Examples
The Fortune Teller chooses the Mayor and the Undertaker, The Drunk, who thinks they are the Virgin, is executed today.
and learns a "no.” The Undertaker is shown the Drunk token, because the
Undertaker learns the true character, not the fake character.
The Fortune Teller chooses the Imp and the Empath, and
learns a "yes.” The Spy is executed. Two Travelers are exiled. That night, the
Undertaker is shown the Butler token, because the Spy is
The Fortune Teller chooses an alive Imp and a dead Imp, and registering as the Butler, and because the exiles are not
learns a "yes.” executions.
The Fortune Teller chooses themself and a Saint, who is the Nobody was executed today. That night, the Undertaker does
Red Herring. The Fortune Teller learns a "yes.” not wake.
The Monk protects other people from the Demon. The Ravenkeeper learns any player's character, but only if
• Each night except the first, the Monk may choose to they die at night.
protect any player except themself. • The Ravenkeeper is woken on the night that they die this
• If the Demon attacks a player who has been protected by way, and chooses a player immediately.
the Monk, then that player does not die. The Demon • The Ravenkeeper may choose a dead player if they wish.
does not get to attack another player—there is simply no
death tonight. Examples
• The Monk does not protect against harmful effects The Ravenkeeper is killed by the Imp, and then wakes to
caused by non-Demon characters, such as poisoning, choose a player. After some deliberation, they choose
drunkenness, or Outsider penalties. Benjamin. Benjamin is the Empath, and the Ravenkeeper
learns this.
Examples
The Monk protects the Fortune Teller. The Imp attacks the The Imp attacks the Mayor. The Mayor doesn't die, but the
Fortune Teller. No deaths occur tonight. Ravenkeeper dies instead, due to the Mayor's ability. The
Ravenkeeper is woken and chooses Douglas, who is a dead
The Monk protects the Mayor, and the Imp attacks the Recluse. The Ravenkeeper learns that Douglas is the Scarlet
Mayor. The Mayor's "another player dies" ability does not Woman, since the Recluse registered as a Minion.
trigger, because the Mayor is safe from the Imp. Nobody dies
tonight. How to Run
If the Ravenkeeper died tonight, wake them. They point at
The Monk protects the Imp. The Imp chooses to kill themself any player. Show the chosen player's character token to the
tonight, but nothing happens. The Imp stays alive and a new Ravenkeeper. Then, put the Ravenkeeper to sleep.
Imp is not created.
We advise you to discourage or even ban players, and
How to Run specifically the Ravenkeeper, from talking about what they
Each night except the first, wake the Monk. The Monk points are doing at night as they are doing it.
at any player except themself. (If the Monk points at themself,
shake your head no and prompt them to point at another
player.) Put the Monk to sleep. Then, put the Monk's "Safe"
reminder by chosen player’s character token.
The Virgin is safe from execution…perhaps. In the process, The Slayer can kill the Demon by guessing who it is.
they confirm if their nominator is a Townsfolk. • The Slayer can choose to use their ability at any time
• If a Townsfolk nominates the Virgin, then that Townsfolk during the day, and must declare to everyone when
is executed immediately. Because there can only be one they’re using it. If the Slayer chooses the Demon, the
execution per day, the nomination process immediately Demon dies immediately. Otherwise, nothing happens.
ends, even if a player was about to die. • The players do not learn the identity of the dead player.
• Only Townsfolk are executed due to the Virgin's ability. If After all, it may have been the Recluse!
an Outsider, Minion, or Demon nominates the Virgin, • When the Slayer declares that they wish to use their
nothing happens, and voting continues. power, it is a good idea to give the group a few minutes
• The Virgin’s ability is powerful because if a Townsfolk to discuss who the Slayer should choose, but the Slayer
nominates them and dies, then both characters are makes the final decision.
almost certainly Townsfolk. • A Slayer that uses their ability while poisoned or drunk
• After being nominated for the first time, the Virgin loses may not use it again.
their ability, even if the nominator did not die, and even
if the Virgin was poisoned or drunk. Examples
The Slayer chooses the Imp. The Imp dies, and good wins!
Examples
The Washerwoman nominates the Virgin. The Washerwoman The Slayer chooses the Recluse. The Storyteller decides that
dies, and voting ends. the Recluse registers as the Imp, so the Recluse dies, but the
game continues.
The Drunk, who thinks they are the Chef, nominates the
Virgin. The Drunk remains alive, and the Virgin loses their The Imp is bluffing as the Slayer. They declare that they use
ability. Players may now vote on whether or not to execute their Slayer ability on the Scarlet Woman. Nothing happens.
the Virgin. (This happens because the Drunk is not a
Townsfolk.) How to Run
During the day, the Slayer can declare that they wish to use
A dead player nominates the Virgin. The dead, however, their ability. If so, the Slayer points at any alive player. (If the
cannot nominate. The Storyteller declares that the Slayer points at a dead player, shake your head no and prompt
nomination does not count. The Virgin does not lose their them to point at another player.) If the chosen player is a
ability. Demon, declare that the chosen player dies. If the chosen
player is not a Demon, say "Nothing happens." Either way, put
How to Run the Slayer's "No Ability" reminder by the Slayer token.
If the first player to ever nominate the Virgin is a Townsfolk,
the nominating player is executed. (Unless the execution is Players may say whatever they want at any time, so a
prevented somehow, that player dies.) Put the Virgin's "No player who’s pretending to be the Slayer may pretend to
Ability" reminder token by the Virgin token. Then, end the use the Slayer ability. If they bluff their ability, act as if they
nomination process. were indeed the Slayer—allow time for discussion if
desired, let them make the decision, and act like you’re
If the first player to ever nominate the Virgin is not a fiddling with tokens in your Grimoire, then say "Nothing
Townsfolk, put the "No Ability" reminder token by the Virgin happens". This principle applies to any other player who
token. Then, continue the vote as normal. bluffs that they’re another role.
"As David said to Goliath, as "We must put our differences aside
Hercules said to the Minotaur, as and cease this senseless killing.
Arjuna said to Bhagadatta… No." We are all taxpayers, after all.
Well, most of us."
The Soldier cannot be killed by the Demon. The Mayor can win by peaceful means on the final day.
• The Soldier cannot be affected by the Demon’s ability in • To survive, the Mayor sometimes "accidentally" gets
any way. So, if the Imp attacks the Soldier at night, someone else killed. If the Mayor is attacked, you may
nothing happens. The Imp does not get to choose choose that a different player dies. Nobody learns how
another player to attack instead. the player died at night, just that they died.
• The Soldier can still be killed by execution, even if the • If there are just three players alive at the end of the day,
nominator was the Demon. The Soldier is protected from and no execution occurred that day, then the Mayor
the Demon’s ability, not the actions of the Demon player. wins, which means that the good team wins too.
• Travelers do count as players when counting for the
Examples Mayor’s victory, so they must be exiled first. Remember
The Imp attacks the Soldier. The Soldier does not die, so that exiles are not executions.
nobody dies that night. • Fabled characters do not count as players when counting
for the Mayor’s victory, as the Storyteller does not count
The Poisoner poisons the Soldier, then the Imp attacks the as a player.
Soldier. The Soldier dies, since they have no ability.
Examples
The Imp attacks the Mayor. The Storyteller chooses that the The Imp attacks the Mayor. The Storyteller chooses that the
Soldier dies instead. However, because the Soldier cannot be Ravenkeeper dies instead.
killed by the Demon, nobody dies that night.
There are three players alive. There are no nominations for
How to Run execution today. Good wins.
During the night, if the Demon attacks the Soldier, the Soldier
remains alive. At dawn, declare that no one died at night. There are five players alive, including two Travelers. Both
Travelers are exiled, and the vote is tied between the
remaining players. Because a tied vote means neither player is
executed, good wins.
How to Run
During the night, if the Demon attacks the Mayor, you choose
whether the Mayor or any other alive character dies. (Mark
this by putting the Demon’s "Dead" reminder by the chosen
player’s character token and putting a shroud on it.)
The Butler may only vote when their Master votes. The Drunk thinks they are a Townsfolk and has no idea that
• Each night, the Butler chooses a player to be their they are actually the Drunk.
Master. On the next day, the Butler may only have their • During setup, the Drunk's token does not go in the bag.
hand raised to vote if their Master also has their hand Instead, a Townsfolk character token goes in the bag, and
raised to vote—whether or not the Master’s vote has the player who draws that token is secretly the Drunk for
been counted yet. the whole game. You know. They do not.
• The Master, as normal, may not raise their hand to vote • The Drunk has no ability. Whenever their Townsfolk
if dead and without a vote token. ability would affect the game in some way, it doesn't.
• It is not the Storyteller’s responsibility to monitor the However, you pretend they are the Townsfolk they think
Butler. They’re responsible for their own voting. If they they are. If that character would wake at night, wake the
accidentally vote when they shouldn’t, the Storyteller will Drunk instead and act as if they are the Townsfolk. If that
count the vote as normal. However, repeating this Townsfolk would gain information, you may give them
behavior is considered cheating. false information instead—and you’re encouraged to do
• Because any player can vote for an exile, and exiles are so.
never affected by abilities, the Butler can vote freely for
an exile. Examples
The Drunk, who thinks they are the Soldier, is attacked by the
Examples Imp. The Drunk dies.
The Butler chooses Filip to be their Master. Tomorrow, if Filip
raises his hand to vote on an execution, then the Butler may The Drunk, who thinks they are the Empath, wakes and learns
too. If not, then the Butler may not raise their hand. a "0,” even though they are sitting next to one evil player. The
next night, they learn a "1.”
A nomination is in progress. The Butler and their Master both
have their hands raised to vote. As the Storyteller is counting The Drunk, who thinks they are the Ravenkeeper, is killed at
votes, the Master lowers their hand at the last second. The night. They choose the Saint, but learn that this player is the
Butler must lower their hand immediately. Poisoner.
The Butler is dead. Because dead players have no ability, the The Fortune Teller is executed. That night, the Drunk
Butler may vote with their vote token at any time. Undertaker learns that the Drunk died today.
During a nomination, the Butler may only raise their hand to While preparing the first night, put the Drunk's "Is the Drunk"
vote while the Master has their hand raised to vote or if the reminder by any Townsfolk character token, changing that
Master’s vote has been counted, regardless of whether their player’s character to The Drunk. The Drunk thinks they are
hand is still up or down. the marked Townsfolk character, and you’ll act as if they are
that character. (Wake them to act normally. They do not have
the ability of the Townsfolk character they think they are, but
they think they do. If that Townsfolk character would gain
information from their ability, you can give false information
to them if you wish.)
"Garn git ya darn grub ya mitts "Wisdom begets peace. Patience
ofma lorn yasee. Grr. Natsy begets wisdom. Fear not, for the
pikkins yonder southwise time shall come when fear too
ye begittin afta ya! Git! shall pass. Let us pray, and may
Me harvy no so widda licks the unity of our vision make saints
and demmons no be fightin' of us all."
hadsup ne'er ma kin. Git, assay!"
The Recluse might appear evil but is actually good. The Saint ends the game if they are executed.
• Whenever the Recluse’s alignment is detected, the • If the Saint dies by execution, the Saint loses. Because
Storyteller chooses whether the Recluse registers as teams always win and lose together, good loses and evil
good or evil. wins.
• Whenever the Recluse is targeted by an ability that • If the Saint dies in any way other than execution—such
affects specific Minions or Demons, the Storyteller as the Demon killing them—then the game continues.
chooses whether the Recluse registers as that specific
Minion or Demon. Examples
• The Recluse may register as either good or evil, or as an There are seven players alive and nominations are in progress.
Outsider, Minion, or Demon, at different parts of the The Saint gets four votes and is about to die. Then, the Baron
same night. The Storyteller chooses whatever is most is nominated but only gets three votes. No more nominations
interesting. occur today. The Saint is executed, and evil wins.
Examples The Imp is nominated, and the players vote. The Gunslinger
The Slayer uses their ability on the Recluse. The Storyteller kills the Saint. The Saint dies, and the game continues.
decides that the Recluse registers as the Imp, so the Recluse
dies. The Slayer believes that they just killed the Imp. The Saint is executed. However, the Scapegoat's ability is
triggered, so the Scapegoat dies instead. The game continues,
The Empath, who neighbors the Recluse and the Monk, learns because the Saint did not die.
she is neighboring one evil player. The next night, the Empath
learns they are neighboring no evil players. How to Run
If the Saint dies by execution, declare that the game ends and
The Investigator learns that either the Recluse or the Saint is evil wins.
the Scarlet Woman.
How to Run
Each time the Recluse is targeted by an ability that detects or
affects evil characters, choose which character and alignment
the Recluse registers as. Then, do whatever is appropriate to
demonstrate the Recluse’s character or alignment (such as
showing an evil character token, nodding, or giving finger
signals, or allowing an ability to work that would normally
only affect evil, Minion, or Demon players).
"Add compound alpha "Wisdom begets peace. Patience
to compound beta…NOT begets wisdom. Fear not, for the
TOO MUCH! " time shall come when fear too
shall pass. Let us pray, and may
the unity of our vision make saints
of us all."
The Poisoner secretly disrupts character abilities. The Spy knows who everyone is and might appear good, but is
• Each night, the Poisoner chooses someone to poison for actually evil.
that night and the entire next day. • If any character has an ability that would detect or affect
• A poisoned player has no ability, but you pretend they a good player, then the Spy might register as good to that
do. They do not affect the game in any real way. character. If any character has an ability that detects
However, to keep up the illusion that the poisoned player Townsfolk or Outsiders, then the Spy might register as a
is not poisoned, wake them at the appropriate time and specific Townsfolk or Outsider to that player. As always,
go through the motions as if they were not poisoned. If it is your choice as to what the Spy registers as, even as
their ability gives them information, you may give them many characters or both alignments during the same
false information. night.
• If a poisoned player uses a "once per game" ability while • Remember to keep your Grimoire tidy, and show it to the
poisoned, they cannot use their ability again. Spy in the correct orientation, so the Spy can easily see
who is who.
Examples
During the night, the Poisoner poisons the Slayer. The next Examples
day, the Slayer tries to slay the Imp. Nothing happens. The The Washerwoman learns that either Abdallah or Douglas is
Slayer now has no ability. the Ravenkeeper. Abdallah is the Monk, and Douglas is the
Spy registering as the Ravenkeeper.
The poisoned Empath, who neighbors two evil players, learns
a "0.” The next night, the Empath, no longer poisoned, learns The Spy neighbors the Imp and the Empath. The Chef learns a
the correct information: a "2.” "1" because the Spy is registering as evil. Later that night, the
Empath learns a "0" because the Spy is now registering as
The Investigator is poisoned. They learn that one of two good.
players is the Baron, even though neither is a Minion. (Or
even the right players, but the wrong Minion type.) The Spy nominates the Virgin and is executed by the Virgin’s
ability, because the Storyteller chooses that the Spy registers
The Undertaker is poisoned. Even though the Imp died today, as a Townsfolk. That night, the Undertaker learns that the
they learn that the Virgin died. The next day, a poisoned Saint Drunk died today, because the Spy is now registering as the
dies, and the game continues. Drunk.
The Poisoner poisons the Mayor, then becomes the Imp. The How to Run
Mayor is no longer poisoned because there is no Poisoner in Each night, wake the Spy and show them the Grimoire for as
play. long as they need. Then, put the Spy to sleep.
How to Run Each time the Spy is targeted by an ability that detects or
Each night, wake the Poisoner. They point at any player. Put affects good characters, you choose what character and
the "Poisoned" reminder by that character token, marking alignment the Spy registers as. The Spy cannot register as the
that player as poisoned. (A poisoned character wakes and acts Demon or a different Minion. Then, do whatever is
normally. They have no ability, but they think they do. If their appropriate, such as showing good character tokens or giving
ability would give them information, you can give false finger signals.
information to them if you wish. See “poisoning” in the
rulebook.) Then, put the Poisoner to sleep.
"This town has gone to the dogs, "You have shown me the secrets of
what? Cheap foreign labor…that's the Council of the Purple Flame.
the ticket. Stuff them in the mine, We have lain together in fire and
I say. A bit of hard work never in lust and in beastly commune,
hurt anyone, and a clip'o'the ears and I am forever your servant. But
to any brigand who says otherwise. tonight, my dear, I am your
It's all about the bottom line, what?" master."
The Baron changes the number of Outsiders in play. The Scarlet Woman becomes the Demon when the Demon
• This change happens during setup, and does not revert if dies.
the Baron dies. A change in characters during setup, • If there are five or more players just before the Demon
regardless of what happens during the game, is shown on dies—that is, four or more players left alive after the
character sheets and tokens within square brackets at Demon dies—then the Scarlet Woman immediately
the end of a character description—like [this]. becomes the Demon, and the game continues as if
• The added Outsiders always replace Townsfolk, not other nothing happened.
character types. • Travelers do not count as players to see if the Scarlet
Woman’s ability triggers.
Examples • If less than five players were alive when the Demon is
The game is being set up for seven players, with five executed, then the game ends and good wins.
Townsfolk, one Minion, and one Demon. Because the Minion • If there are five or more players alive when the Demon
is the Baron, the Storyteller removes two Townsfolk tokens dies at night, the Scarlet Woman must be the new Imp.
and adds a Saint and a Butler token. In total, three Townsfolk, • If the Scarlet Woman becomes the Demon, they are that
two Outsider, one Minion, and one Demon tokens go in the Demon in every way. Good wins if they are executed.
bag for the players to draw from. They kill each night. They register as the Demon.
The game is being set up for 15 players, with nine Townsfolk, Examples
two Outsider, three Minion, and one Demon tokens. Because There are seven players alive: the Imp, the Scarlet Woman,
the Baron is in play, the Storyteller must add a Drunk and a two Townsfolk, and three Travelers. The Imp is executed, so
Recluse. So, they remove the Monk token and add a Recluse the game ends and good wins.
token. They then add a Soldier token and the Drunk's "Is the
Drunk" token… because this game, the Soldier isn't a There are five players alive: the Imp, the Scarlet Woman, the
Townsfolk—they are an Outsider: the Drunk. All these tokens Baron, and two Townsfolk. The Imp is executed. The Scarlet
then go into the bag for the players to draw from. Woman becomes the Imp, and the game continues.
How to Run Brianna is the Scarlet Woman. The Fortune Teller chooses
While setting up the game, during step 8, replace two Brianna and Alex, and learns a "no.” Later, the Imp dies, so
Townsfolk character tokens with two Outsider character Brianna becomes the Imp. The Fortune Teller chooses Brianna
token before they go into the bag. (If you add the Drunk, and Alex again, and learns a "yes.”
remember to follow its setup instructions as well.)
How to Run
If the Demon dies and there were five or more alive players
just before, replace the Scarlet Woman token with a spare
character token matching the Demon in play, changing that
player’s character from the Scarlet Woman into the new
Demon. (This will be the Imp in Trouble Brewing.) If there is no
spare character token matching that Demon, put the "Is the
Demon" reminder by the Scarlet Woman token instead.
That night, wake the new Demon, show them the "You are"
info token, then show them the Demon’s token. Then, the
new Imp may use their ability, as normal.
"We must keep our wits sharp and
our sword sharper. Evil walks
amongst us and will stop at
nothing to destroy us good,
simple folk, bringing our fine
town to ruin. Trust no one. But if
you must trust someone, trust me."
Examples
It is the first night. The Imp learns that Evin and Sarah are the
Minions. The Imp also learns that the Monk, Chef, and
Librarian are not in play. The Imp bluffs as the Chef, then
bluffs as Mayor halfway through the game. Eventually, the
Imp is executed and good wins.
During the night, the Imp wakes and chooses a player, who
dies. The next night, the Imp chooses themselves to die. The
Imp dies, and the Poisoner becomes the Imp.
How to Run
Each night except the first, wake the Imp. The Imp points at
any player. Put the Imp to sleep. The chosen player dies.
(Mark this by putting the Imp's "Dead" reminder by the chosen
player’s character token and putting a shroud on it.)
At dawn, declare that which player died at night. (Do not say
how they died.)