Botc Taf Almanac - V1

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is a collection of wild, strange, powerful

characters that are added as needed to


games of TROUBLE BREWING, BAD
MOON RISING, SECTS & VIOLETS ,
or other editions. This is not a standalone edition.

TRAVELLERS are characters that players can use if they arrive late
to a game or need to leave early. Travellers are also added to games
that have more than fifteen players. All players know which player is
which Traveller, but not what alignment that player is. Each Traveller
has a unique and powerful ability that functions in an obvious way,
but they will need to earn the trust of the good team or else risk being
exiled from the town.
Each edition of BLOOD ON THE CLOCKTOWER works with
particular Travellers and not others. The recommended Travellers for
games of TROUBLE BREWING are the Scapegoat, Gunslinger, Beggar,
Bureaucrat, and Thief. The recommended Travellers for games of
BAD MOON RISING are the Apprentice, Matron, Voudon, Judge, and
Bishop. The recommended Travellers for games of SECTS & VIOLETS
are the Butcher, Bone Collector, Harlot, Barista, and Deviant.
For the full rules on how to include Travellers in your games, see the
TR AVELLER CHAR ACTERS section (page 24) in the main rulebook.

FABLED are characters for the Storyteller. They cannot be killed and
they alter the game itself. Fabled characters are not extra spice to
alter a game for the sake of a twist—they help the Storyteller run
more balanced, more inclusive games and to solve real-world issues
that may arise.
To make a large game finish earlier, or a small game finish later,
add the Doomsayer or the Toymaker.
To help new players have fun, add the Angel or the Buddhist.
To help a disadvantaged player or Storyteller participate, add the
Revolutionary or the Hell’s Librarian.
To end the game at a particular time or resolve a stalemate,
add the Fiddler.
If you have made a new character list using the Script Tool online at
bloodontheclocktower.com/script, you may need to add the Fibbin,
Duchess, Sentinel, Spirit of Ivory, or Djinn.
For the full rules on how to include Fabled in your games, see the
FABLED CHAR ACTERS section (page 25) in the main rulebook.
I N THE RAIN-SLICK MUD WHICH CONSTITUTES
THE STREETS OF SOME NAMELESS VILLAGE,
A TALL MAN STANDS IN THE DEAD OF NIGHT.
THE BRIM OF HIS HAT, DEFLECTING THE TORRENT,
CREATES A BRILLIANT CASCADE OF PALE
MOONLIGHT, REFLECTED IN THE STREAM OF
RAINWATER EXPLODING AT HIS FEET.
HE STANDS AS IF IN JUDGEMENT OF HIS
SURROUNDINGS. HE STANDS WITH THE POSE OF A
MAN WHO KNOWS HIS PURPOSE AND HAS COME TO
EXECUTE IT. ALL AROUND HIM, CURTAINS FLICKER AS
THE VILLAGERS SILENTLY OBSERVE.

THESE VILLAGERS KNOW HIS PURPOSE ALSO.


THEIR CONCERN COMES NOT FROM THE
POWERFUL WRIT WHICH THE MAN WIELDS.
NO, THEIR WORRIES LIE IN HOW HE WILL USE IT.
IT HAS BEEN WRITTEN THAT FEAR OF THE UNKNOWN
IS THE GREATEST FEAR OF ALL. THIS MAN, THIS
UNKNOWN MAN, WITH HIS UNKNOWN INTENTIONS,
IS THE VERY EMBODIMENT OF THAT FEAR.
WHAT CAN BE TRUSTED ABOUT A MAN WHO HAS NO
HOME, NO ALLEGIANCE, NO CREED? WHAT USE HAVE
WE FOR SUCH MEN?

WHAT USE HAVE WE FOR...


T
R
A
V
E THIEF BUREAUCRAT
L Each night, choose a player (not yourself):
their vote counts negatively tomorrow.
Each night, choose a player (not yourself):
their vote counts as 3 votes tomorrow.
L
E “I ain’t done nuffink. I weren’t even in dat alley last night! "Sign here, please. And here. And here. Aaaaaaaaand here.
R It weren’t me what stole Mayor Bruno’s briefcase wiv all dem fancy This should all be sorted and tallied by the end of the day,
dockoments innit. Besides, it was too ‘eavy to carry far.” assuming everyone’s signature is legible. We haven’t had a mix-up
S in the paperwork for ages. Yesterday noon, if memory serves…”

T HE THIEF steals votes from a player, making their vote count


negatively.
T HE BUREAUCR AT gives extra votes to a player of their

When a player chosen by the Thief votes, the vote tally goes choice.
down by one instead of up by one. This happens every time When a player chosen by the Bureaucrat votes, that vote
that player votes that day. counts as three votes. This happens every time that player votes
T The player with the negative vote changes back to having a that day.

R positive vote immediately if the Thief dies, including if the


Thief is exiled, because the Thief loses their ability.
The player with the triple vote loses it immediately if the
Bureaucrat dies, including if the Bureaucrat is exiled,
O Exiles are never affected by abilities, so the player with because the Bureaucrat loses their ability.

U the negative vote can support exiles unaffected by the


Thief’s ability.
Exiles are never affected by abilities, so the player with the
triple vote can only support exiles once, not three times.
B Since the Storyteller counts the number of votes out loud as Since the Storyteller counts the number of votes out loud as
they move their hand around the circle, all players will know
L which player the Thief chose.
they move their hand around the circle, all players will know
which player the Bureaucrat chose.
E EXAMPLES EXAMPLES
The Thief chooses Marianna. The next day, while tallying the The Bureaucrat chooses Evin. The next day, when the first vote
first vote, the Storyteller counts “1... 2... 3... 2... 3... 4... 5.”
B The nominated player now has five votes for their execution,
is being tallied, the Storyteller counts “1... 2... 3... 4-5-6... 7.”
The nominated player now has seven votes for their execution,
R and the nomination process continues. and the nomination process continues.
The Thief chooses Abdallah. Abdallah votes for an execution, so
E the tally of votes is four, instead of the tally of six if Abdallah was
The Bureaucrat chooses Alex. The next day, Alex has a triple vote,
which he uses during four nominations.
W not affected by the Thief. Since ten players are alive, the nominee
is not executed today. Later that day, the players are considering The Bureaucrat chooses Doug, who is dead. The next day, Doug
uses his vote token to vote, and his vote counts as triple.
I whether to exile the Gunslinger. Abdallah raises his hand to
support the exile, which counts positive.
HOW TO RUN
N The Thief chooses Marianna. The Bureaucrat also chooses Each night, wake the Bureaucrat. They point at any player.
G Marianna. The next day, Marianna’s vote counts as negative
three votes.
Mark the chosen player with the Bureaucrat’s 3 VOTES reminder.
Put the Bureaucrat to sleep.
HOW TO RUN Each time you tally the vote of a player marked 3 VOTES, count it
as three votes instead of one. (Count this out loud, as normal.)
Each night, wake the Thief. They point at any player. Mark the
chosen player with the Thief’s NEGATIVE VOTE reminder.
Put the Thief to sleep.
Each time you tally the vote of a player marked NEGATIVE VOTE,
count it as subtracting one vote instead of adding one vote. (Count
this out loud, as normal.)

6 T R AV E L L E R S & F A B L E D
T
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A
V
GUNSLINGER SCAPEGOAT E
Each day, after the 1st vote has been tallied,
you may choose a player that voted: they die.
If a player of your alignment is executed,
you might be executed instead.
L
L
“It’s time someone took matters into their own hands. “Good evening! Thank you for inviting me to the ball. I’m not from
E
That someone…is me.” around here, but you sure seem like a friendly bunch, by golly. R
I’m sure we’ll get along just dandy. What’s all that rope for?”
S
T HE GUNSLINGER kills players who vote.

T HE SCAPEGOAT is executed instead of an ally.

Each day, after the first vote for execution has been tallied,
the Gunslinger may publicly choose a player that just voted If the Scapegoat is evil, they might die instead of an evil player
to die immediately. The Gunslinger does not have to kill a dying. If the Scapegoat is good, they might die instead of a
player—it is entirely up to them. Whether they use their ability good player dying. When exactly this happens is up to the
or not, the Gunslinger cannot kill any further players that day. Storyteller. This can only happen due to an execution, not
death by other means such as a Demon or Slayer.
T
It is the Gunslinger’s responsibility to speak up and let the
Storyteller know that they wish to use their ability. The Scapegoat being killed still counts as an execution, so no
R
Since exiles are not affected by character abilities in any way, more nominations occur today. O
the Gunslinger cannot use their ability to kill a player that
supports an exile.
As always, players do not learn the alignment of the Scapegoat
when they die. U
EXAMPLES EXAMPLES B
The Imp has been nominated. There are ten players alive, The Fortune Teller is about to be executed, but the Storyteller L
and five votes for the Imp, so the Imp is about to die. chooses to execute the good Scapegoat instead. The Fortune Teller
The Gunslinger chooses a voting player to die. That player dies lives and the Scapegoat dies. That night, the Undertaker learns E
but the day continues, with the Imp still about to die. that a Scapegoat was executed today.
The players exile the Scapegoat. Then, the Butler is nominated The Poisoner is about to be executed, but the Storyteller chooses
for execution and gets one vote. This is the first nomination to execute the evil Scapegoat instead. The Storyteller could have B
for execution, since the Scapegoat’s exile does not count.
The Gunslinger chooses to kill the single voting player. Later that
let the Poisoner die as normal, but chose not to.
R
The Spy is about to be executed. The good Scapegoat dies instead,
day, the Saint is nominated and six players vote. The Gunslinger
cannot use their ability now because this is not the first vote for
because the Spy is registering as good. E
execution today.
HOW TO RUN W
The Empath voted, and their vote counted negatively due to the
Thief. The Gunslinger kills the Empath.
If a player of the same alignment as the Scapegoat would be I
executed, you may choose that the Scapegoat is executed instead.
HOW TO RUN The Scapegoat dies. N
Each day, immediately after the first vote for execution is tallied, It is best to use the Scapegoat’s ability before the final day, because a
G
the Gunslinger can declare that they wish to use their ability. Scapegoat that remains alive on the final day will almost certainly be
If so, the Gunslinger points at any player who voted for this exiled. You should always use an evil Scapegoat’s ability to prevent
execution. The chosen player dies. evil from losing the game.

If the Gunslinger is a new player, you may wish to remind them that
they can use their ability.

When the Gunslinger wants to use their ability, you may need to ask
all players who voted to raise their hand again, so the Gunslinger
doesn’t accidentally choose a player that didn’t vote.

T R AV E L L E R S & F A B L E D
7
T
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A
V
E BEGGAR
L You must use a vote token to vote. If a dead player gives you
theirs, you learn their alignment. You are sober & healthy.
L
E “Alms for the poor, good sir? Spare a coin, madam?
R Thank you. God bless! You’re a right kind soul and no mistake!
I’ll have some swanky nosh tonight, I will!”
S
T HE BEGGAR cannot vote unless someone gives them a token.

The Beggar cannot raise their hand to vote at all unless they
have a vote token.
When they do vote, they lose one vote token. If they have more
T than one, they may only use one at a time.
R Only a dead player may give their vote token to the Beggar,
after which that dead player cannot vote. Each dead player
O decides for themself whether to give the Beggar their vote

U token. No one, including the Beggar, may move a player’s vote


token on their behalf.
B When a player gives their vote token to the Beggar, the Beggar

L learns whether that player is good or evil.


The Beggar can still nominate freely, and can still vote for an
E exile freely, because exiles are not affected by abilities.
If the Beggar dies, they gain one vote token to use while dead,
just like any other character would. However, the Beggar loses
B all their previously acquired vote tokens.

R If the Beggar would become drunk or poisoned, they do not.

E The ability to donate vote tokens is unique to the Beggar


ability. Players may not give their vote token to a player that is
W not the Beggar, whether or not a Beggar is in play.

I EXAMPLES
N The Beggar cannot vote. On the fourth day, Sarah gives her vote
token to the Beggar. The Beggar may now vote once and learns
G that Sarah is good. The Beggar is evil and tells the group that
Sarah is evil.
The good Beggar has three vote tokens. Doug gives the Beggar his
vote token, and the Beggar learns that Doug is evil. That day, the
Beggar dies and loses all their vote tokens except for one.

HOW TO RUN
The Beggar cannot vote unless they have a vote token. They lose
one vote token each time they vote.
During the day, a dead player can declare that they give their vote
token to the Beggar. Transfer the vote token to the Beggar and
privately tell the Beggar the alignment of that player.

8 T R AV E L L E R S & F A B L E D
T
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A
V
APPRENTICE MATRON E
On your 1st night, you gain a Townsfolk ability (if good),
or a Minion ability (if evil).
Each day, you may choose up to 3 sets of 2 players to swap seats.
Players may not leave their seats to talk in private.
L
L
“For years have I travelled, studying the ways of The Craft. “Miss Featherbottom, be quiet.
E
Which craft, you ask? Simply that of the simple folk. Master Rutherford, a teacup needs just the four fingers, please. R
Nothing to worry about. Not yet.” I know you are a father of nine, but age, or lack thereof as the case
may be, is never an excuse for poor manners.” S
T HE APPRENTICE has either a Townsfolk or a Minion ability.

T HE MATRON chooses where players sit.

A good Apprentice gains a Townsfolk ability. An evil


Apprentice gains a Minion ability. They have this ability The Matron may swap two players’ seating positions, up to
until they die. three times per day. The new seating order is permanent,
The Apprentice learns their ability on their first night,
unless changed again by the Matron. B
and they may act that night if the character whose ability
they gain would do so.
The same player may be moved multiple times.
A
Some players may find moving difficult due to a physical
Only abilities listed on the character sheet may be gained. disability or impediment. In these cases, they are immune to D
the Matron’s ability and can stay put.
If the Apprentice gains an ability that normally only functions
on the first night of the game, such as the Grandmother’s, With the Matron in play, players may not talk privately
it functions on the Apprentice’s first night instead. except with their immediate neighbors while sitting down. M
The Apprentice does not literally become the character whose
ability they gain. They are the Apprentice, a Traveller, so they
Players may not leave their seat to whisper something to any
player, and may not even talk about the game to each other O
may be exiled but not executed, and they do not count toward
when going to the bathroom, and so on. Players should
self-police this.
O
the number of alive players to see if evil wins due to just two
players being alive. Also, other characters’ abilities that detect If the Matron swaps just one or two sets of players, they may N
characters would detect the Apprentice as the Apprentice. not swap another set of players later that day.

EXAMPLES EXAMPLES R
The evil Apprentice gains the Assassin ability. That night, they The good Matron swaps the seating position of the player they
kill the Fool. think is the Demon, so that player is far away from the player they I
The good Apprentice gains the Fool ability. They are exiled and
think is the Minion. They may not whisper to each other now.
S
do not die. While the exile process itself cannot be affected by The evil Matron swaps their seat with another player so the
abilities, the Traveller dies after the exile is decided. In this case Matron is sitting next to the Tea Lady. This way, the two of I
the Fool would die, but remains alive. them can whisper to each other, and the Tea Lady’s ability does
not work.
N
The good Apprentice gains the Chambermaid ability. From now
on, they learn who wakes at night. Later, the Gambler guesses that
HOW TO RUN G
the Apprentice is the Chambermaid. The Gambler dies, because
the Apprentice is not the Chambermaid. Players who leave their seats cannot talk about the game to other
players until they return.
HOW TO RUN Each day, the Matron may choose two players
During the first night after the Apprentice enters play, and declare that they swap seating positions.
wake the Apprentice. Show them the YOU ARE info token, Ask them to do so. Swap their character
then a Townsfolk or Minion token. In the Grimoire, replace tokens and any reminders they have in the
the Apprentice token with that character token, and mark them Grimoire. The Matron may do this up to
with the IS THE APPRENTICE reminder. That player remains the three times, but all swaps happen one after
Apprentice but gains the ability of their character token. the other.

You will almost certainly want to choose a not-in-play character


ability, because there is only one of each character token and the
Apprentice needs to use that token.

9
T
R
A
V
E JUDGE VOUDON
L Once per game, if another player nominated,
you may choose to force the current execution to pass or fail.
Only you & the dead can vote. They don’t need a vote
token to do so. A 50% majority isn't required.
L
E “I find the defendant guilty of the crimes of murder, fraud, arson, “Byen venu. Sit down. Breathe deep. Enter the land of the dead.
R larceny, impersonating an officer of the law, practicing medicine See with their eyes. Speak with their voice. Yon sel lang se janm ase.”
without a license, slander, regicide, and littering.”
S
T HE JUDGE can determine whether an execution succeeds or T HE VOUDON lets the dead vote as if they were alive,
but prevents alive players from voting.
not, regardless of who voted. The dead and the Voudon may vote as many times per day as
The Judge can decide to pardon a player that they think is they wish. They do not need a vote token to vote, and do not
innocent, to condemn a player that they think is guilty, lose their vote token when they do so. Alive players cannot
or vice versa. vote. It is not the case that they may put their hand up but the
B If the nominee is pardoned, then they are not executed today,
votes don’t count—their hands must stay down during voting.

A and none of the votes for them count. If the nominee is


condemned, then they are executed immediately, regardless
The number of votes required to execute a player is no longer
half or more of the alive players. The player with the most
D of how many votes they received, and regardless of whether
another player was about to die by execution. Then the day
votes is executed each day, but even a single vote is enough to
execute a player if no other player gets more votes.
ends, because there can normally only be one execution The Voudon does not alter who can make nominations.
per day.
M The Judge may use their ability during or after the votes are
As normal, alive players may make nominations, and dead
players may not. Since Travellers are exiled, not executed,
O tallied. However, once a new player has been nominated,
then the Judge may only use their ability on this new nominee.
all players, alive or dead, may support exiling the Voudon or
other Travellers.
O The Judge may only use their ability once, and only if a If a player is about to die and then the Voudon is exiled, that
different player made a nomination.
N player is still about to die and nominations continue, but alive
players vote as normal. If a later nomination gets more votes
EXAMPLES and it tallies to half or more of the alive players, this new player
The Slayer was about to die, but the Po is nominated and every is about to die instead.
R alive player votes, so now the Po is about to die. The evil Judge
decides that the Po’s execution fails. So, as before, the Slayer is EXAMPLES
I about to die, and the nomination process continues. There are twelve players alive and three dead. An alive Innkeeper
S The good Judge nominates the Professor. Nobody votes, but the nominates the Moonchild. Of the four players that can vote—
the Voudon and the three dead players—three do. All other
Judge may not use their ability. Later, a Traveller is considered
I for exile. Once again, the Judge may not use their ability because nominees today get fewer than three votes, so the Moonchild dies.

N abilities do not affect exiles. The Grandmother nominates the


Goon for execution. The Goon gets only one vote, but the Judge
It is the first day. Only the Voudon can vote, but does not.
The players call for the Voudon to be exiled. Five players support
G decides that the Goon is executed immediately. the exile, and seven oppose. The Voudon lives.
HOW TO RUN Two dead players vote for the Mastermind to be executed.
At any time during a nomination for execution—from the Then the Voudon, the dead Fool, and the apparently dead
moment that the nomination is declared to the moment before Zombuul all vote for the Gossip. The Gossip is executed.
a new player is nominated for execution—the Judge can declare
that this execution succeeds or fails. If the Judge declares that it
HOW TO RUN
succeeds, the nominated player is executed and you may proceed During votes for execution, only dead players and the Voudon
to the night phase (as there may only be one execution per day). may raise their hand to vote. The dead may vote even if they have
If the Judge declares that it fails, the nominated player is no no vote token, and voting does not use a vote token. If a nominee
longer about to die and they are treated as receiving zero votes gets at least one vote, they are about to die by execution until a
for execution, and the nomination process continues. The Judge different player gets more votes.
loses their ability—put the Judge’s NO ABILITY reminder token by
the Judge token.

10 T R AV E L L E R S & F A B L E D
BISHOP
Only the Storyteller can nominate.
At least 1 opposing player must be nominated each day.

“In nomine Patris, et Filii, et Spiritus Sancti…


Volumus Dei. Deus vult nobis.”

T HE BISHOP prevents players from nominating at all.


Instead, the Storyteller does all nominating.
The Storyteller makes nominations during the nomination
process instead of the players, and the Storyteller may
nominate as few or as many players as they wish. To make
things fair, they must nominate at least one player whose
alignment is opposite the Bishop’s alignment each day.
The Bishop does not alter who can and cannot vote.
Each player may do so normally.
Since Travellers are exiled, not executed, any player may call for
the Bishop or another Traveller to be exiled.

EXAMPLES
The Bishop is good. On the first day, the Storyteller nominates
the Demon, a Minion, and two Townsfolk. On the second day,
the Storyteller nominates a Minion and an Outsider.
The Bishop is evil. The Storyteller has nominated nobody.
However, the Storyteller must nominate at least one good player
today, so they choose the Minstrel. The next day, the Storyteller
nominates four good players and the Demon. The Bishop is
exiled that day, and now the players may continue the nomination
process normally.

HOW TO RUN
Each dawn, mark the good Bishop with their NOMINATE EVIL
reminder, or mark the evil Bishop with their NOMINATE GOOD
reminder.
During the nomination process for execution, the players cannot
make nominations, but you can. (Voting happens as normal.)
When you nominate a player whose alignment is opposite
the alignment of the Bishop, remove the Bishop’s reminder.
You cannot end the nomination process if the Bishop is marked
with their reminder.

Usually, you’ll want to nominate about three to five players


each day, with at least one of them being evil. You do not have to
nominate the Demon each day, but you should nominate all alive
players on the final day. Which players you nominate is up to you,
but it’s best to nominate more evil players if the Bishop is good,
and to nominate fewer evil players if the Bishop is evil.
T
R
A
V
E BARISTA HARLOT
L Each night, until dusk, 1) a player becomes sober, healthy &
gets true info, or 2) their ability works twice. They learn which.
Each night*, choose a living player: if they agree,
you learn their character, but you both might die.
L
E “A cup of coffee with no cream, Monsieur? I’m terribly sorry, but we’re “Enchanté, sailor. You look like you need someone to really listen
R fresh out of cream—how about with no milk?” to your troubles. I’m a good listener. Very, very good.”

S
T HE BARISTA either makes people sober and healthy, or allows
them to act twice as much. T HE HARLOT learns the character of whoever agrees to reveal
it, but at great risk to them both.
The Storyteller chooses which player the Barista affects each Each night, the Harlot chooses a player. That player has a
night, and which one of the two Barista abilities is in effect. decision to make: do they reveal their character to the Harlot?
The Barista does not know who or what the Storyteller If they do, the Storyteller may decide that both this player and
chooses, but the affected player does. the Harlot die tonight.
S If the affected player is acting twice, then they do so at the The Harlot only learns the character of the chosen player, not

E normal time. If they would normally wake at night, they act,


go to sleep, then wake to act again. If they have already used a
that player’s alignment.
The Harlot may discuss during the day which character they
C “once per game” ability, they may use that ability again. If they
have a “once per game” ability but have not used it yet, they
would like to pick at night, and other players may offer to
be picked, but they may go back on their word and choose
T may use it twice before dusk.
differently when night comes.
S If the Barista makes a player sober and healthy, their
drunkenness and poisoning, if any, is removed, and they may EXAMPLES
not become drunk or poisoned until dusk. This player must The good Harlot wakes and chooses the Philosopher, who chooses
& get true information, even if a Vortox is in play. to reveal. The next night, the Harlot chooses the No Dashii, who
chooses not to reveal. The next night, the Harlot chooses the
EXAMPLES Mutant, who chooses to reveal. The Storyteller decides that the
V The Barista makes the Sage sober and healthy. Harlot and Mutant die tonight.
I The Klutz acts twice. They die and must choose two players. The evil Harlot chooses the Sage, who reveals. The next day,
If either is evil, evil wins. The next night, the Barista makes the the Harlot says the Sage is actually the Witch.
O Witch act twice. Two players are cursed.
HOW TO RUN
L HOW TO RUN Each night, wake the Harlot. The Harlot points at any player. Put
E Each night, remove previous reminders then put the Barista’s the Harlot to sleep. Wake the chosen player, show them the THIS
SOBER AND HEALTHY reminder or their ACTS TWICE reminder CHARACTER SELECTED YOU info token, then the Harlot token.
T by any character token. Wake that character’s player and show That player either nods their head yes or shakes their head no.

S them the THIS CHARACTER SELECTED YOU info token, the


Barista token, then one finger (to show they are sober and healthy) or
Put that player to sleep.
If they shook their head no, then nothing happens. Continue
two fingers (to show they act twice). Put that player to sleep.
with the night phase.
A player marked SOBER AND HEALTHY is sober and healthy (even
If they nodded their head yes, wake the Harlot and show them the
if they’re also marked DRUNK or POISONED) and always gets true
chosen player’s character token. Put the Harlot to sleep. You may
information (even if an ability would make them drunk or poisoned).
decide that both players die—mark them with DEAD reminders.
A player marked ACTS TWICE acts twice at the appropriate time.
(If the ability is optional, they may use it twice. If it is mandatory, When choosing whether to kill players, do what you feel is the most
they must use it twice.) Use the Barista’s ? reminders if needed, to interesting and balanced. If the Demon reveals to the Harlot, you
substitute for the character’s own reminders. should not end the game by killing them.

Some characters are better off knowing they are sober and healthy,
as they gain no benefit from acting twice, such as the Flowergirl,
Town Crier, or Oracle.

The Barista ensures players get true information even if an ability


causes false information, such as a Fortune Teller, Spy, or Recluse.

12 T R AV E L L E R S & F A B L E D
T
R
A
V
BUTCHER DEVIANT E
Each day, after the 1st execution,
you may nominate again.
If you were funny today,
you cannot die by exile.
L
L
“It tastes like chicken… “'Twas the lady’s quip, forsooth.”
E
More, please.” R
T HE BUTCHER allows a second execution to occur each day. T HE DEVIANT can avoid being exiled—as long as the Deviant
was amusing today. S
The Deviant can amuse the group in any way they choose.
After the first executed player has died, the Butcher may Generally, verbal means such as jokes, funny stories, or witty
nominate a second player for execution. The Butcher may remarks will suffice.
nominate a player that has already been nominated today, The Storyteller is the judge of whether the Deviant was funny
and the Butcher may make a nomination even if the Butcher or not.
already made a nomination earlier today. S
EXAMPLES
If a player is executed, even if they do not die, then the Butcher
may use their ability. The players may choose to vote or not to The evil Deviant cracks a few jokes and gets a few laughs, but the
E
vote, so there is no guarantee that this extra nomination will
cause an execution—it still needs to get enough votes—but this
players nevertheless decide to exile them. Even though there are
enough votes, the Storyteller decides to keep the Deviant alive.
C
second nomination does not need to exceed the vote tally of
the previous nominations. On the third day, the Deviant was slightly funny. The players exile
T
If no execution occurs today, then the Butcher may not use
the Deviant, but the Deviant does not die. On the fourth day, the
Deviant was not very funny, is exiled, and dies.
S
their ability at all today.

EXAMPLES
HOW TO RUN &
If the Deviant would be exiled, you may declare that the Deviant
The Witch is executed and dies. The Butcher then nominates the
Sage, who gets enough votes to be executed. The Sage dies too.
remains alive.
V
The Bone Collector is exiled, and then the Harlot is exiled. It is best to be forgiving and treat even a slightly funny Deviant
as funny. It can be tough to be funny when one is expected to be,
I
There are no executions today. The Butcher does not get to
nominate again, because exiles are not executions. after all. O
The Butcher nominates the Town Crier, but the Town Crier is
not executed. The Mathematician gets more votes and is executed
If the player would prefer, you may determine different criteria for L
whether the Deviant is exiled. If being “funny” is difficult, you may
today. The game continues, and the Butcher nominates the Town reward the Deviant who “creates a positive mood” or “is helpful to E
Crier again. This time, enough hands are raised, and the Town
Crier is executed.
others” instead. The Deviant is not a serious character, and it is
meant to encourage laughter, lightheartedness, and fun, so adjust the
T
HOW TO RUN
Deviant rules to your players’ needs and talents. S
Each day, immediately after a player is executed, the Butcher
may nominate a player for execution. (Remind them if needed.) To
succeed, this nomination must tally votes of at least
half the alive players, as normal, but does not
have to exceed the votes of the execution
that prompted the Butcher ability.
If this second execution succeeds,
it does not allow the Butcher to
nominate a third player.

T R AV E L L E R S & F A B L E D
13
T
R
A
V
E BONE COLLECTOR
L Once per game, at night, choose a dead player:
they regain their ability until dusk.
L
E “I collect many things. Hair. Teeth. Clothes. Fragments of poems. The
R dreams of lost lovers. My secret arts are not for you to know, but my
fee is a mere pittance. Bring me the blood of a noblewoman who died
S of heartbreak under a full moon, and you shall have your answers.”

T HE BONE COLLECTOR gives dead players their ability


back temporarily.
The Bone Collector must choose a dead player. The chosen
player remains dead, but they get their ability to use. If their
S ability was a “you start knowing” or a “once per game”
ability—such as the Virgin, Slayer, Clockmaker, Seamstress,
E or Juggler—they may use it again, even if it was already used,
until dusk falls.
C When the Bone Collector chooses a player, that player does
T not learn they were selected by the Bone Collector, although
they find out soon enough when they are woken to use
S their ability.
If the Bone Collector dies, that player no longer has the ability
& they regained due to the Bone Collector.

EXAMPLES
V The Bone Collector gives the dead Flowergirl her ability back.
I That night, the Flowergirl learns that the Demon did indeed
vote today. The following night, the Flowergirl once again has
O no ability.

L The Bone Collector chooses the dead Witch. The Witch wakes
and curses the Clockmaker. The Clockmaker nominates the
E following day and dies.

T At night, the Bone Collector chooses the dead Butcher. The


following day, after a player is executed, the Storyteller says that
S the Butcher may make a nomination for execution.
During the day, the dead Juggler guesses five players’ characters.
That night, the Bone Collector gives the Juggler their ability back.
The Juggler learns a “3”.

HOW TO RUN
Each night, wake the Bone Collector. They either shake their
head no or point at any dead player. Put the Bone Collector
to sleep.
If they pointed at a dead player, the chosen player regains their
ability—mark their character token with the Bone Collector’s HAS
ABILITY reminder. (They may need to be woken tonight to use their
ability.) The Bone Collector loses their ability—mark them with
their NO ABILITY reminder. The next dusk, the chosen player
loses their ability—remove the HAS ABILITY reminder.

14 T R AV E L L E R S & F A B L E D
A WEARY COACHMAN TAKES A SIP, HIS MUG WITH MEAD REPLETE.
SETTLING DOWN BESIDE THE HEARTH, HE SINKS INTO HIS SEAT.
TURNING TOWARDS THE ROARING FIRE, HE YAWNS AND WARMS HIS FEET.

“A STORY FROM THE ROAD, GOOD SIR?” A TAVERN VOICE SPEAKS UP.
“TELL US A TALE OF SAD AND WOE, AND THEN WE’LL LET YOU SUP.”
“TELL US A TALE OF MIRTH AND WIT, WE’LL PAY FOR YOUR NEXT CUP.”

SIGHING STANDS THE COACHMAN NOW, APPEASING THIS REQUEST.


TAKING OF A DEEP, LONG BREATH, HE PUFFS OUT HIS GREAT CHEST.
THE LISTENERS, SAT IN SILENT AWE, AWAIT TO BE ADDRESSED.

’TIS TRUE, HE SPEAKS, IT IS NO LIE, I’VE TRAVELLED FAR AND WIDE.


I’VE RIDDEN THROUGH THE DESERT, AND I’VE SAILED UPON THE TIDE.
I’VE SEEN BABES BE BORN ANEW, I’VE KNOWN GOOD MEN WHO’VE DIED.

YET THERE ARE THOSE I CANNOT KNOW, A ROAD I’VE YET TO WALK.
A PLACE THAT HORSES CANNOT TREAD, YET HIDDEN FROM THE HAWK.
WHOSE MARKSMAN EYES MAY SEE SO MUCH, YET HERE THEY CANNOT STALK.

SO GATHER 'ROUND THIS HEARTH, DEAR FRIENDS, AND KEEP YOUR HORSES STABLED.
OPEN UP YOUR EARS AND KEEP YOUR CONVERSATIONS TABLED.
AND I SHALL TELL YOU NOW OF THOSE THE LEGENDS CALL THE...
F
A
B
L
E DOOMSAYER TOYMAKER
D If 4 or more players live, each living player may publicly choose
(once per game) that a player of their own alignment dies.
The Demon may choose not to attack & must do this at least
once per game. Evil players get normal starting info.

“And on the Seventh Day, there shall be a great flood and a pestilence “It buzzes! It walks down stairs! It keeps you warm at night!
upon the People of the Village of the Ravens! The dead shall rise and It tastes like sugar! The kiddies love it! Introducing...the brand new...
the living shall repent! O Woe! O Unholy Day! Only by great sacrifice Warm’o-buzzy-wuzzy-walk’a’bot-thingy-contraption! Fun for all ages!”
shall they prevail! So sayeth the Sages of Nostros and so sayeth I.”

U SE THE DOOMSAYER to make large games take less time. U SE THE TOYMAKER to make small games take more time.

If you created a character list using the Teensyville option


The Doomsayer allows players to sacrifice their allies in order to in the Script Tool, then you may want to use the Toymaker.
gain information, which shortens the game. Games set in Teensyville have only six Townsfolk, two
Only alive players may use the Doomsayer ability, and each may Outsiders, two Minions, and one Demon on the list, and they
do so only once per game. It is their responsibility to remember specifically cater to five or six players.
to not use it again. With the Toymaker in play, the Demon learns three not-in-
If a player says something like “I use the Doomsayer ability,” play characters at the start of the game, and the Minion(s)
then the Storyteller chooses which player to kill, but they must and Demon learn who each other are. Once per game, the
kill an alive player of the same alignment as the player who Demon must voluntarily choose to attack nobody tonight. If
used the Doomsayer ability. So, if a good player uses the ability, the Demon is about wake to attack a player and this would end
then a good player dies. If an evil player uses the ability, then an the game, but the Demon has not yet chosen to attack nobody,
evil player dies. then the Storyteller does not wake the Demon—they are forced
to attack nobody tonight.
Once three players are left alive, the Doomsayer ability may no
longer be used. You may use the Toymaker in games of TROUBLE BREWING
with five or six players, but it is not necessary.
EXAMPLES
The Monk uses the Doomsayer ability, and the Washerwoman
EXAMPLES
dies. Later that day, the Poisoner uses the Doomsayer ability, and On the second night, when five players are alive, the Imp chooses
the Baron dies. not to attack, which allows it to act during the final night. On the
third night, when four players are alive, it attacks a player.
An evil Thief uses the Doomsayer ability, and the Scarlet Woman
dies. Later, the Spy uses the Doomsayer ability, and the good On the second night, the Imp attacks a player. On the third night,
Gunslinger dies, because the Spy is registering as good. Later, the when just three players are alive, the Imp cannot attack because it
Demon uses the Doomsayer ability, and the Spy dies, because is the final night.
the Spy is registering as evil.
HOW TO RUN
HOW TO RUN At the start of the game, declare that the Toymaker is in play.
At any time, declare that the Doomsayer is in play. Add the Add the Toymaker token to the Grimoire, and mark the Demon
Doomsayer token to the Grimoire. with the Toymaker’s FINAL NIGHT: NO ATTACK reminder.
At any time during the day, if four or more players are alive, a player On the first night, resolve the "Minion info" and "Demon info”
can declare that they wish to use the Doomsayer ability. When this steps on the night sheet even though there are fewer than
happens, choose one player of the same alignment. The chosen seven players.
player dies. Each night the Demon wakes, they may choose not to attack by
shaking their head no. If they choose not to attack, remove the
You won’t want to kill the Demon this way, unless the game can
FINAL NIGHT: NO ATTACK reminder.
continue afterwards for some reason, such as if a Scarlet Woman is
in play. During any night, if the Demon would wake and their attack
could end the game, but the Demon is marked FINAL NIGHT:
NO ATTACK, the Demon does not wake or act tonight.

18 T R AV E L L E R S & F A B L E D
F
A
B
L
ANGEL BUDDHIST E
Something bad might happen to whoever
is most responsible for the death of a new player.
For the first 2 minutes of each day, D
veteran players may not talk.

“Let those who are without sin dare to raise their hand “You throw thorns. Falling in my silence, they become flowers.”
to my chosen, for I shall strike such fools down with the fury
and righteousness of a thousand storms.”
U SE THE BUDDHIST to help new players have fun when
there are one or two veterans in a group of new players.

U SE THE ANGEL to help new players have fun when there


are one or two new players in a group of veterans.
When experienced players find themselves in a game full of
beginners, the veterans will often dominate the game due to
Being the only new player in a group can be overwhelming. their enthusiasm and knowledge.
Being protected by the Angel encourages all players to keep
Players affected by the Buddhist cannot talk at all for the first
new players alive for as long as possible, which means new
two minutes of each day. They may not whisper in private,
players have more fun and contribute to the game more.
and may not talk to each other. They simply listen.
All players know who is protected by the Angel, but not
This is not a punishment for being talkative. Being talkative is
their alignment or character. Whoever is the single player
great! BLOOD ON THE CLOCKTOWER is a talking game, and
most responsible for killing a protected player suffers some
the more, the merrier. That said, forcing the veterans to stay
consequence. For example, if the Demon kills a protected
silent temporarily each day allows the new players to find their
player, the Demon suffers a penalty. If a protected player is
own voices, to come up with their own theories, and to take
executed, the player who suffers a penalty will probably be the
action on their own. It is about fun for everybody.
one who nominated the protected player.
It is common for a player to say “I am a Buddhist” or for the
EXAMPLES Storyteller to say to them “You are a Buddhist.” This doesn’t
The Angel protects Sarah. The Demon attacks and kills her. mean that their character is the Buddhist. It is a pleasant
As a penalty, the Demon cannot attack on the next night. shorthand for saying “You are affected by the Buddhist ability.”
This is similar to saying “You are a Revolutionary.”
Ben is the Demon and is protected by the Angel. The players
do not execute him until the final day, at which point they may EXAMPLES
execute him without penalty.
Lachlan and Lewis are veterans in a game of mostly new players.
To encourage the new players to talk, the Storyteller puts the
HOW TO RUN Buddhist in play. Lachlan and Lewis may not talk for the first two
At the start of the game, declare that the Angel is in play. minutes each day, after which they may talk freely.
Declare which player or players it is protecting, with their consent.
Add the Angel token and their reminders to the Grimoire, Evin is affected by the Buddhist. He is a Minion and simply listens
and mark each protected player with a PROTECTED reminder. to what people are saying for the first two minutes, allowing him
to bluff as a not-in-play character later on.
If a player marked PROTECTED dies, something bad happens to
the player responsible for the death. You may need to mark their HOW TO RUN
character token with the SOMETHING BAD reminder, to remind
At the start of the game, declare that the Buddhist is in play.
you that they are now poisoned, or mad, or can’t vote today,
Add the Buddhist token to the Grimoire. Declare which players
or simply as a reminder to decide on what to do later.
are Buddhists, with their consent. Those players must stay silent
Remove the Angel at any time, declaring when you do so. for the first two minutes of each day.
Remove the Buddhist at any time, declaring when you do so.
The Angel only protects a player if that player wants it to. Ask for
their consent before the game begins.
If no device is available to set a two-minute timer, then use your best
judgment as to what is two minutes, and inform the veterans when
The “something bad” that happens is up to you. However, it is
you feel that the time is up.
recommended to either make the penalty that the player dies, that
the player loses their ability for a day, or that the player may not vote
Like the Angel and the Revolutionary, you’ll want to ask for a
for a day. A light penalty works much better than a severe one.
player’s consent before affecting them with the Buddhist. Something
like this is best: “Do you mind if I make you a Buddhist for this
Remove the Angel on the final day, so that players feel free to execute
game? You are really good at the game, and I want to give the new
players protected by the Angel.
players a chance to figure things out for themselves. Is that okay?”

T R AV E L L E R S & F A B L E D
19
F
A
B
L
E REVOLUTIONARY HELL'S LIBRARIAN
D 2 neighboring players are known to be the same alignment.
Once per game, 1 of them registers falsely.
Something bad might happen to whoever talks
when the Storyteller has asked for silence.

“United, we feigned. Divided, we stalled.” “Shhhhh. Please be quiet. It is best not to disturb the Librarian.
I’ve heard it has a temper.”

U SE THE REVOLUTIONARY to help disadvantaged players


participate.
If a player has an intellectual disability, is unable to understand
U SE THE HELL’S LIBR ARIAN to help a soft-spoken
Storyteller participate.
the rules of the game, is blind or deaf, or is unable to As the Storyteller, you’ll find the Hell’s Librarian useful when
communicate or participate as normal, they may still play by it is difficult to get the group’s attention. Maybe you need to
teaming up with a player that they trust. explain a game rule? Or get attention for a crucial final-day
These two players are the same alignment and sit next to each vote? It can also be used to prevent players from talking about
other so they can whisper or signal to each other throughout their characters before the game begins or from narrating what
the game. The experienced player can help the disadvantaged they are doing at night. Players instinctively stay quieter during
player in whatever way is needed, talking on their behalf or the pre-game period and at night, so you may never need it.
suggesting what to do. It is best to give the players fair warning before you bring
The Revolutionary is also useful for couples or good friends the hammer down. Like the Angel, the threat of a mysterious
who wish to play, but are uncomfortable with lying to or penalty is more important than the actual penalty.
mistrusting each other, even in a game. The purpose of this character is to make games run smoothly,
not to punish minor infringements.
Once per game, the Storyteller can make either player register
as a different character, alignment, or both. EXAMPLES
The Storyteller may wake both players at night, instead of just The Storyteller is attempting to explain the voting rules to a
the player due to wake, if that helps understanding. few new players. The group is loud and is not listening to the
If an ability would change a Revolutionary’s alignment, Storyteller’s requests for silence, so the Storyteller declares that
this ability has no effect or it changes both Revolutionaries’ the Hell’s Librarian is in play. Two players continue to loudly
alignment, Storyteller’s choice. talk, even though they know the possible penalty. The Storyteller
decides that one dies and the other loses their vote for today.
EXAMPLES All players are silent while the rules are explained.
Matt is deaf. He teams up with Julian via the Revolutionary. Matt
draws the Poisoner, and Julian is given the Imp. They can scheme
HOW TO RUN
in private using sign language, so that Matt can participate. At any time, declare that the Hell’s Librarian is in play. Add the
Hell’s Librarian token and their SOMETHING BAD reminder to
Hannah is twelve years old. She is keen to play but does not
the Grimoire.
understand the intricacies of how the characters work. She gets
the Monk and teams up with her father, who is the Empath. At any time, you can ask the group for silence for a particular
period of time. Remind them that the Hell’s Librarian is in play
HOW TO RUN if needed. If a player talks or otherwise interrupts and makes
When setting up the game, before giving the bag to the players, your job difficult during that time, you can let them know that
declare that the Revolutionary is in play and which two something bad happens to them. You may need to mark their
neighboring players are Revolutionaries. Add the Revolutionary character token with the SOMETHING BAD reminder, to remind
token to the Grimoire. Mark the Revolutionaries with the you that they are now poisoned, or mad, or can’t vote today, or
REGISTER FALSELY? reminder between their character tokens.
simply as a reminder to decide on what to do later.

Give the bag to one Revolutionary. They draw a token. Look at Like the Angel, the “something bad” that might happen is up
their token, choose a token of the same alignment from the bag, to you. However, it is recommended to either make the penalty that
and give it to the other Revolutionary. Then, give the bag to the the player dies, that the player loses their ability for a day, or that
non-Revolutionary players to draw from. the player may not vote for a day. A light penalty works much better
Once per game, you can make one player marked REGISTER than a severe one.
FALSELY? register as a different character and alignment, then
remove the REGISTER FALSELY? reminder.

The Revolutionary should only be in play if both players want it


to be. Ask for their consent before the game begins.

20 T R AV E L L E R S & F A B L E D
FIDDLER
Once per game, the Demon secretly chooses an opposing
player: all players choose which of these 2 players win.

“I’ll wager mi lyef ye cannae best me in a fiddle contest, ye boss-eyed


snook! We’ll go out on the lash, get the pub jammers an’ have a right
craic. I’ll be layin’ ma boots into ya come mornin’ ye rumbly muppet.”

U SE THE FIDDLER to decide a winner if the game must end


due to time constraints or a stalemate.
Sometimes there won’t be enough time to finish a game.
Maybe the venue you are playing at needs to close. Maybe
some players need to leave unexpectedly and the game cannot
continue without them. Maybe the Townsfolk refuse to execute
and the Demon refuses to kill.
The Storyteller can add and activate the Fiddler at any time.
To do so, all players close their eyes while the Demon chooses
a good player to challenge to a fiddle contest. Then, after a
minute or two, all players will raise their hands to vote on
which of these two players wins. The game ends, and the
winning player’s entire team wins too.
Like an exile, this group decision on who wins the game is not
affected by abilities, and the dead may vote normally.
The Thief cannot steal votes, the Voudon has no effect,
and so on.
Players cannot use their abilities once the Fiddler has been
activated. The Slayer cannot choose to slay a player, the Artist
cannot ask their question, and so on.
If this fiddle contest is a tie, evil wins.

EXAMPLES
The game needs to end in thirty minutes due to a freak lightning
storm approaching the neighborhood, so the Storyteller adds
the Fiddler. After twenty-five minutes, the Fiddler activates. The
players choose the good player to win, so good wins.
There are just four players left alive. Each day, nobody nominates.
Each night, the Demon chooses a dead player to kill. Since this
could go on indefinitely, the Storyteller adds the Fiddler so that
the game can end.

HOW TO RUN
At any time, if you expect to run out of time, declare that the
Fiddler is in play and declare the time when the game will end.
Add the Fiddler token to the Grimoire.
When the game needs to end, declare that you are using the
Fiddler ability. Put all players to sleep. Wake the Demon.
They point at any good player. (If the Demon is good, they must choose
an evil player instead.) Wake all players and declare that the Demon
player and the chosen player are in a fiddle contest. (Do not say
what their characters are.) After a minute or two, run a “vote” for
each player in the fiddle contest. (This is not an execution vote.)
All players may vote. The player with the most votes wins, their
team wins, and the game ends. On a tie, the evil team wins.

T R AV E L L E R S & F A B L E D
21
F
A
B
L
E FIBBIN DUCHESS
D Once per game, 1 good player
might get incorrect information.
Each day, 3 players may choose to visit you. At night*, each
visitor learns how many visitors are evil, but 1 gets false info.

“Tee-hee-hee. “We shall entertain between the hours of 6 and 7 precisely.


Tee. Hee. Hee.” Tea at 6:15. Scones at 6:45. Do not be late.
C Formal wear applies, as always.”

U A DD THE FIBBIN if your script has too much information or


no possibility of misinformation.
A DD THE DUCHESS if your script has too little information

S If you create a character list and it has no characters that cause


drunkenness, poisoning, or other ways for information to be
or too much misinformation.
Sometimes, you may want to create a character list using the
T false, then you may want to add the Fibbin. Whilst it is not Script Tool that has hardly any good characters that gain
necessary, even a minor chance of a good player’s information information directly. Whilst having an abundance of abilities
O being incorrect can drastically help the evil players bluff. and a lack of information can be fun for some players, other
M The Fibbin does not make an ability fail in the way that
players like something more. The Duchess adds regular
information to such a game.
drunkenness and poisoning do. It only affects abilities that
provide information from the Storyteller signaling to a player Each player that visits the Duchess learns how many visitors
S during the night or telling them something. are evil, including themself. However, one visitor of the
Storyteller’s choice will get false information.
If the game ends before you have given a good player incorrect
C information, that’s okay. Players that visit the Duchess still get to use their ability

R Some characters get false information due to their ability.


The Fibbin can make this information true.
normally. The Duchess does not make their ability give
false information.
I The players decide amongst themselves which players will be
EXAMPLES
P On the first night, all players get correct information. On the
the three players to visit. If exactly three visitors cannot be
decided upon, then the Duchess does not act tonight.
T second night, the Empath learns they are neighboring one evil
player, even though both their neighbors are actually good, EXAMPLES
S because of the Fibbin. For the rest of the game, all good players The Soldier, Pacifist, and Sage visit the Duchess. The Soldier and
get correct information. Pacifist learn a “0”. The Sage learns a “1”.
The Virgin is nominated by a Townsfolk. This Townsfolk is The Mutant, Butler, and Po visit the Duchess. The Mutant learns
executed immediately—the Fibbin can’t affect the Virgin’s ability a “1”, the Butler learns a “2”, and the Po learns a “1”.
since it doesn’t give information. Later, the Monk protects a
The Mastermind, Imp, and Minstrel visit the Duchess. The
player. Again, the Monk’s ability cannot fail due to the Fibbin's
Mastermind learns a “2”, the Imp learns a “1”, and the Minstrel
ability. Later, the Ravenkeeper dies at night and gets false
learns a “2”.
information, because information from an ability can be affected
by the Fibbin's ability.
HOW TO RUN
The Storyteller tells the Savant that Lachlan, Ben, or Sarah is At the start of the game, declare that the Duchess is in play.
the Lunatic, and that all players who didn’t vote yesterday are Add the Duchess token and their reminders to the Grimoire.
good. Both of these statements are true, even though the Savant
is supposed to get one piece of true information and one piece Each day, any player may volunteer to visit the Duchess tonight.
of false information. The Fibbin's ability made the Savant’s If exactly three players volunteer to visit the Duchess tonight,
information incorrect, but also true. then mark two of them with a VISITOR reminder and one of
them with a FALSE INFO reminder. If more or less than three
HOW TO RUN players volunteer to visit, do not add these reminders.
At the start of the game, declare that the Fibbin is in play. At night, wake each player marked VISITOR or FALSE INFO
Add the Fibbin token to the Grimoire. one at a time. Show the woken player the Duchess token. If the
woken player is marked VISITOR, show them fingers (0, 1, 2, or
Once per game, when a good player gains information from an
3) equaling the number of evil players who are marked either
ability, you can give them incorrect information. The Fibbin
VISITOR or FALSE INFO. If the woken player is marked FALSE
loses their ability—put their NO ABILITY reminder token by
INFO, show them any number of fingers except the correct
their token.
number. Put the woken player to sleep.
Remove the Duchess at any time, declaring when you do so.

22 T R AV E L L E R S & F A B L E D
F
A
B
L
SENTINEL SPIRIT OF IVORY E
There might be 1 extra or 1 fewer
Outsider in play.
There can’t be more than D
1 extra evil player.

“Name, please. “The Wasteland calls. Bones rise to flesh, then fall to dust.
Papers, please. The great spirit grows. The great spirit watches. The great spirit
Weapons, please.” guides. The human listens, or the human is no more.” C
A DD THE SENTINEL to your script to keep the number of
U
Outsiders in play mysterious.
The official character lists are carefully constructed so that the
A DD THE SPIRIT OF IVORY to your script to keep the
number of evil players fair and balanced.
S
When creating character lists using the Script Tool, it is a good
number of Outsiders is never completely known, which lets
evil players safely bluff as Outsiders. Many of the games you
idea to include no more than one character that adds evil T
characters. If two or more players turn evil, then the evil team
create using the Script Tool will not have this luxury. If, for
one reason or another, the number of Outsiders in a game
can win simply by revealing who they are and winning due to O
will become certain, the Storyteller can add a Sentinel.
their voting majority. Adding the Spirit of Ivory prevents too
many players turning evil, creating a more fun and fair game
M
This will confuse matters and help the evil team either bluff
for the good players.
as Outsiders or make existing Outsiders look suspicious.
Games with a Sentinel in play might have one more Outsider
With a Spirit of Ivory in play, only one more player than
normal can ever be evil. If a second player would become evil,
S
than normal. They may have one less. They may have the
normal amount. It is up to the Storyteller.
they stay good instead. C
EXAMPLES
The normal number of evil players is printed on the Traveller
sheet and on the Setup sheet. R
There are seven players in this game. There are no characters on
the character list that add Outsiders. The Demon bluffs as the EXAMPLES I
Saint. A Sentinel is in play, so the good players are not sure if The Fang Gu attacks an Outsider and creates an evil player. P
there is actually a Saint or not.
There are nine players in this game. Even though a Baron is on
Later, the Devil’s Advocate chooses the Goon at night.
Normally, the Goon would turn evil, but the Goon remains T
the character list, the good players know no Baron is in play
good because there is already one more evil character than
normal in play.
S
because the Witch just killed a player, so there should be just
two Outsiders in play. However, the Outsiders cannot be trusted The Goon is evil. The Snake Charmer chooses the Demon.
because a Sentinel is in play. Indeed, there is one less Outsider The evil Demon becomes the good Snake Charmer, and the
than normal in this game, and the Witch is bluffing as the Butler. good Snake Charmer becomes the evil Demon. Since the number
of evil players is not increased, the Spirit of Ivory’s ability does
HOW TO RUN not trigger.
At the start of the game, declare that the Sentinel is in play.
Add the Sentinel token to the Grimoire. HOW TO RUN
At the start of the game, declare that the Spirit of Ivory is in play.
While setting up the game, before putting character tokens in
Add the Spirit of Ivory token and their reminder token to the
the bag, add an Outsider token and remove a Townsfolk token,
Grimoire.
remove an Outsider token and add a Townsfolk token, or
do neither. At all times, if there is an extra evil character in play, mark the
Spirit of Ivory with the NO MORE EVIL reminder. (If any character
becomes good, remove the reminder.)
If a player would become evil and the Spirit of
Ivory is marked NO MORE EVIL, that player stays
good.

T R AV E L L E R S & F A B L E D
23
F
A
B
L
E DJINN
D Use the Djinn’s special rule.
All players know what it is.

C
U
S A DD THE DJINN to all games with a jinx icon on the script.
The Djinn resolves jinxes by creating a unique rule.
T When creating a character list using the Script Tool,
O some character combinations will be marked as unusual.
These two characters are jinxed—they have abilities that clash
M or contradict each other in some way. The Djinn creates a
special rule that allows these characters to work well together.
Some jinxed characters even work better with the Djinn
S in play!
The Djinn’s special rule is described by the Script Tool online,
C and is printed out automatically when you create a script with
R a character combination that is jinxed.
There are many different Djinn special rules. Each is tailored
I to a specific pair of jinxed characters.

P If there are jinxed characters on the character sheet, even if


there are no jinxed characters in play, the Storyteller tells all
T players what the Djinn’s special rule is at the start of the game.

S The Djinn may have several special rules at once. If there are
multiple pairs of jinxed characters on the character sheet,
the players learn all the Djinn’s special rules.

EXAMPLES
The Pit-Hag and the Heretic are jinxed. At the start of the game,
the Storyteller reads out the Djinn’s special rule: “A Pit-Hag
cannot create a Heretic.” Later in the game, the Pit-Hag tries to
create a Heretic. The Storyteller shakes their head, and the
Pit-Hag must choose another character to create.
The Spy and the Magician are jinxed. At the start of the game,
the Storyteller reads out the Djinn’s special rule: “When the
Spy sees the Grimoire, the Demon and the Magician’s character
tokens are removed.” There is no Spy and no Magician in play,
but the Storyteller reads this aloud anyway so that the good team
doesn’t know which Minion is in play.

HOW TO RUN
At the start of the game, if there are jinxed characters on the
character sheet, declare that the Djinn is in play and inform the
group of all Djinn special rules for this game. (Do this even if there
are no jinxed characters in play.)
Follow the Djinn instructions as listed on the Script Tool
printout.

24 T R AV E L L E R S & F A B L E D

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