Hide And Seek
Written by Narninian & Zaba
* - 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, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.
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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 2 players (not yourself): you learn if they are the same alignment.
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Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+ the Damsel]
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The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
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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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All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
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. . . .
You start knowing a secret word. The 1st good player to say this word becomes evil that night.
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You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
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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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Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
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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*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
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Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
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