Church Of Spies
Written by Andrew Nathenson
* - Not the first night
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You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
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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, learn which player the Storyteller believes you should talk to most.
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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, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins.
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Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.
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. . . .
Once per game, at night, choose a player: they learn you are the Nightwatchman.
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. . .
On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
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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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Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
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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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If there are 5 or more players alive & the Demon dies, you become the Demon (Travellers don't count.)
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Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
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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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