Broken Circles
* - Not the first night
|
. .
You start knowing a good player & their character. If the Demon kills them, you die too.
|
. . . .
Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.
|
|
. .
Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
|
|
|
. . .
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
|
|
|
. .
When a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.
|
.
If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
|
|
.
You do not know that you are the Drunk. You think you are a Townsfolk character, but you are not.
|
|
|
. . .
If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
|
|
. . . .
You start knowing a secret word. The 1st good player to say this word becomes evil that night.
|
. .
You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
|
|
. . .
Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
|
. . .
Each night*, choose a player & a character they become (if not-in-play). If a Demon is made, deaths tonight are arbitrary.
|
|
. .
Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
|
. .
Each night*, choose 2 players: they die. A dead player you chose last night might be regurgitated.
|
|
. . .
Each night*, choose a player: they die: Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
|
. . .
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
|