The Paradise Gardens
Written by Tyler Nafe
* - Not the first night
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You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
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Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
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Each night, if the dead equal or outnumber the living, you learn 1 alive character. The Demon knows you are the King.
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Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
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Each night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
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Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
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Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
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You do not know that you are the Drunk. You think you are a Townsfolk character, but you are not.
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When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
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. . .
If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
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Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
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Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
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You think you are a good character but you are not. The Demon knows who you are. [You neighbor the Demon]
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All players know you are the Vizier. You cannot die during the day. If good voted, you may choose to execute immediately.
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Each night*, you may choose 3 players (all players learn who): each silently chooses to live or die, but if all live, all die.
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