A Flask Of Poison
Written by Red Mist
* - Not the first night
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Each night, learn which player the Storyteller believes you should talk to most.
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Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.
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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 day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.
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Once per game, at night, choose a player: they learn you are the Nightwatchman.
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You do not know what you ability is. Each day, privately guess what it is: you learn how accurate you are.
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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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When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.
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1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.
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Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.
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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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The Demon (even if drunk or poisoned) has a not-in-play good character's ability. You both know which.
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Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
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Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.
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Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
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Djinn
- Use the Djinn's special rule. All players know what it is.
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Boffin
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Drunk
: The Demon cannot have the Drunk ability.
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