Trust
Written by Milk
* - 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, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
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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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. . .
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 good character: gain that ability. If this character is in play, they are drunk.
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. . . .
You have the ability of the most recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
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If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
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You think you are a demon, but you are not. The Demon knows who you are & who you choose at night.
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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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. . . .
If you were the player most responsible for your team losing, you change alignment & win, even if dead.
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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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. . .
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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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 player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
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Magician
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Marionette
: If the Magician is alive, the Demon doesn't know which neighbor is the Marionette.
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