Botc Taf Almanac - V1
Botc Taf Almanac - V1
Botc Taf Almanac - V1
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.
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.
6 T R AV E L L E R S & F A B L E D
T
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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.
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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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
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
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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.
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.
9
T
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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.
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.
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.
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
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.
12 T R AV E L L E R S & F A B L E D
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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
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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.”
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.
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.”
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...
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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.
18 T R AV E L L E R S & F A B L E D
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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.
T R AV E L L E R S & F A B L E D
19
F
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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.”
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.
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.
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
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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.
22 T R AV E L L E R S & F A B L E D
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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
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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.
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