Devil In The Pulpit
Written by Mevolas
* - Not the first night
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Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
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Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
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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, 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: if they are or become drunk or poisoned tonight, you die.
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Each night*, choose an alive player. If good, they die & the Demon doesn’t kill tonight. One good player registers as evil.
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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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On your 1st day, if you nominated & executed a player, the Demon doesn't kill tonight.
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Minions & Demons do not know each other. If you die, they learn who each other are that night.
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You may only nominate once per game. When you do, if the nominee is not the Demon, they die.
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If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.
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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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Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
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All players keep their eyes closed when voting and the vote tally is secret. Each night, choose if you are drunk until dusk.
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You start knowing a secret phrase. For each time you said it publicly today, a player might die.
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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. [You choose which players are which Minions. -? to +? Outsiders]
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Djinn
- Use the Djinn's special rule. All players know what it is.
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