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Preacher and Djinn: Difference between pages

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<div id='character-details'>
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[[File:icon_preacher.png|250px]]
[[File:icon_djinn.png|250px]]
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>


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<tr>
<tr>
<td>Type</td>
<td>Type</td>
<td>[[Character Types#Townsfolk|Townsfolk]]</td>
<td>[[Character Types#Fabled|Fabled]]</td>
</tr>
</tr>
<tr>
<tr>
<td>Artist</td>
<td>Artist</td>
<td>John Grist</td>
<td>John Grist</td>
</tr>
<tr>
<td>Revealed</td>
<td>04/07/2020</td>
</tr>
</tr>
</table>
</table>


<p class='flavour'>"It is better to be rich and healthy than poor and sick."</p>
<p class='flavour'>"نحن لسنا هنا.<br>
 
انت لست حقيقي.<br>
</div>
كل شيء هو وهم.<br>
 
أسئلتك هي جبل نار في يوم صافٍ."</p>
<div id='jinxes'>
 
<span style="display: block; color: black; font-size: 18px; text-align: center; margin-top: 10px; text-transform: uppercase; font-family: Dumbledor;">
Related Jinxes <span style="cursor: pointer; color: #5C1F22;" id="jinx-toggle">(Open)</span>
</span>
<table style="width: 90%; margin: 0 auto;">
{{Jinx|Legion|legion|Evil|If the Preacher chooses Legion, Legion keeps their ability, but the Preacher might learn they are Legion.}}
{{Jinx|Riot|riot|Evil|Riot registers as a Minion to the Preacher.}}
{{Jinx|Summoner|summoner|Evil|If the Preacher chose the Summoner on or before the 3rd night, the Summoner chooses which Demon, but the Storyteller chooses which player.}}
{{Jinx|Vizier|vizier|Evil|If the Vizier loses their ability, they learn this. If the Vizier is executed while they have their ability, their team wins.}}
</table>


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== Summary ==
== Summary ==
"Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability."
"Use the Djinn's special rule. All players know what it is."


The Preacher removes the Minion abilities of selected players.
Add the Djinn to all games with a jinx icon on the script. The Djinn resolves jinxes by creating a unique rule.
* When creating a character list using the Script Tool, some character combinations will be marked as unusual. These two characters are jinxed—they have abilities that clash or contradict each other in some way. The Djinn creates a special rule that allows these characters to work well together. Some jinxed characters even work better with the Djinn in play!
* The Djinn’s special rule is described by the Script Tool online, and is printed out automatically when you create a script with a character combination that is jinxed.
* There are many different Djinn special rules. Each is tailored to a specific pair of jinxed characters.
* If there are jinxed characters on the character sheet, even if there are no jinxed characters in play, the Storyteller tells all players what the Djinn’s special rule is at the start of the game.
* The Djinn may have several special rules at once. If there are multiple pairs of jinxed characters on the character sheet, the players learn all the Djinn’s special rules.
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== How to Run ==
== How to Run ==
Each night, wake the Preacher and have them choose a player. If they choose a Minion, put a “No Ability” reminder token next to that Minion. Put the Preacher to sleep. If applicable, wake the Minion the Preacher chose tonight, show them the “this character selected you” card and the Preacher token. Put the Minion back to sleep.
From now on, that Minion has no ability. If they would normally wake at night to make a choice, take an action or learn information due to their ability, they no longer do so. If their ability would otherwise have an effect on the game while they are marked by the "No Ability" token, it does not.
If the Preacher dies, remove all “No Ability” tokens from affected Minions. The Minions regain their abilities. Minions with expended once-per-game abilities do not gain another use of that ability. Affected Minions are not told that the Preacher is dead, but may be able to figure it out when they start waking up again etc.
If a Preacher is made drunk or poisoned, Minions who have lost their abilities to the Preacher regain them, but lose them again when the Preacher becomes healthy and sober.
If a Minion who has been chosen by the Preacher later becomes a different type of character (ie not a Minion), they are no longer affected by the Preacher’s ability. Remove the relevant “No Ability” reminder token. Also, evil players are not affected by the Preacher ability just because they’re evil, they need to be explicitly a Minion character in order to be affected.


In a similar vein, a non-Minion who later becomes a Minion is not affected by having been chosen by the Preacher before they became a Minion. If the Preacher chooses them after they become a Minion, the Preacher ability works as normal.
At the start of the game, if there are jinxed characters on the character sheet, declare that the Djinn is in play and inform the group of all Djinn special rules for this game. (''Do this even if there are no jinxed characters in play.'')


If a preached Minion dies and is resurrected they do not regain their ability, they are still preached provided the Preacher is still alive.
Follow the Djinn instructions as listed on the Script Tool printout.
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<div class='example'>
<div class='example'>
Alex is the Preacher. On the first night, the Preacher chooses the {{Evil|Fearmonger}}. The {{Evil|Fearmonger}} loses their ability and learns that they have been chosen by the Preacher. On the second night, the Preacher chooses the {{Good|Slayer}}. Nothing happens because the {{Good|Slayer}} is not a Minion. On the third night, the Preacher chooses the {{Evil|Po}}. Nothing happens because the {{Evil|Po}} is not a Minion. On the fourth night, the Preacher chooses the {{Evil|Poisoner}}. The {{Evil|Poisoner}} loses their ability and learns that they have been chosen by the Preacher.  
The {{Evil|Pit-Hag}} and the {{Good|Heretic}} are Jinxed. At the start of the game, the Storyteller reads out the Djinn's special rule: “A {{Evil|Pit-Hag}} cannot create a {{Good|Heretic}}.” Later in the game, the {{Evil|Pit-Hag}} tries to create a {{Good|Heretic}}. The Storyteller shakes their head, and the {{Evil|Pit-Hag}} must choose another character to create.  
</div>
</div>


<div class='example'>
<div class='example'>
The Preacher has previously chosen the {{Evil|Spy}}, the {{Good|Saint}}, the {{Good|Drunk}}, and the {{Evil|Goblin}}. The {{Evil|Spy}} and the {{Evil|Goblin}} have no ability, so the {{Evil|Spy}} doesn't see the Grimoire each night, and the {{Evil|Goblin}} cannot win by being executed. The Preacher becomes drunk. The {{Evil|Spy}} and the {{Evil|Goblin}} regain their abilities. The {{Evil|Spy}} sees the Grimoire that night, and the {{Evil|Goblin}} will win if executed. The Preacher becomes sober, so once again the {{Evil|Spy}} and {{Evil|Goblin}} have no abilities. The {{Evil|Spy}} dies. The Preacher dies. The {{Evil|Goblin}} gets their ability back, but the {{Evil|Spy}} does not, because the {{Evil|Spy}} is dead.
The {{Good|Spy}} and the {{Evil|Magician}} are Jinxed. At the start of the game, the Storyteller reads out the Djinn's special rule: "When the {{Good|Spy}} sees the grimoire, the Demon and the {{Evil|Magician}}'s character tokens are removed." There is no {{Good|Spy}} and no {{Evil|Magician}} in play, but the Storyteller reads this aloud anyway so that the good team doesn't know which Minion is in play.
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== Tips & Tricks ==
* The Preacher’s ability can turn Minion abilities off. They learn this but will get it back as soon as you’re dead. While you don’t know whether you’ve successfully hit a Minion or not, watch your targets carefully the next day and see if their behaviour changes. If they do, and they suddenly seem more enthusiastic for executions, then you’ve probably got a Minion.
* Be careful about revealing that you are the Preacher! Your ability is a thorn in the side of the evil team, defusing their {{Evil|Boomdandy}} or outsmarting their {{Evil|Mezepheles}}. Even just the threat of taking a minion's ability away could unravel the evil team's elaborate plan, and thus make you a priority for death. Try to bluff as a more innocuous Townsfolk, or even an Outsider like the {{Good|Butler}} or the {{Good|Barber}}!
* If a player is acting suspicious and they’re keeping to themselves, that’s a good target for you. While both good and evil players have reasons for trying not to be noticed, you have no effect on good players who aren’t actually Minions just trying to keep out of sight. You have nothing to lose for taking the shot in the dark!
* On the first day, listen carefully for people who are making public claims. Remember that Minions do not get bluffs and tend to be the last to come out publicly. The players who get embroiled in double claims or only come out later into the game are very good targets for your ability.
* If you have to pick between two potential Minions, pick the one doing the most ongoing damage. Hitting an {{Evil|Assassin}} after they've already killed doesn't really achieve too much for your team, but a {{Evil|Widow}} losing their ability has still seen the Grimoire, but will lose their ability to poison. A {{Evil|Pit-Hag}} would be a even more urgent priority again!
* Once you're dead, coming out is important if you suspect you've disabled some minions - now that you're dead, those abilities are back online now and a threat to your town!
* The Preacher can target dead players! While this may not be helpful most of the time, this does make you a surprise counter to the {{Evil|Vigormortis}} and an evil aligned {{Traveler|Bone Collector}}. Some future Minions may even keep their abilities while dead - not that this keeps them safe from you!
</div>


</div>
== Explanation ==


<div class='row'>
When creating a character list using the Script Tool, some character combinations will be marked as unusual with a little character symbol under one of the characters you have selected. These two characters are Jinxed&mdash;they have abilities that clash or contradict each other in some way. The Djinn creates a special rule that allows these characters to work well together. Some jinxed characters even work <em>better</em> with the Djinn in play!


<div class="small-12 large-12 columns" style="padding-right: 0;">
The Djinn's special rule is described by the Script Tool online, and is printed out automatically when you create a script with a character combination that is jinxed. There are many different Djinn special rules. Each is tailored to a specific pair of jinxed characters. If there are jinxed characters on the character sheet, even if there are no jinxed characters in play, the Storyteller tells all players what the Djinn's special rule is at the start of the game.
== Bluffing as the Preacher ==


When bluffing as the Preacher, there are a few things you should keep in mind:
The Djinn may have several special rules at once. If there are multiple pairs of jinxed characters on the character sheet, the players learn all the Djinn's special rules.


* Bluffing as the Preacher can be a little tricky, because even a real Preacher doesn’t have much feedback in the game to back up their claims. However, you can use your pretend ability to throw a little bit of shade on other players or build trust.
== Djinn Special Rules ==


* To lend credibility to your bluff, you can coordinate with the evil team to make a minion ability disappear! Just use a minion ability that has a public tell (like the {{Evil|Witch}} or {{Evil|Cerenovus}}), and then mask that ability by picking evil players for a time instead. You can then lay the blame for the lack of {{Evil|Witch}} deaths or madness at the feed of whatever poor innocent good player you please, claiming that since you "preached" them, that ability has vanished!
This section will get updated as more characters are made available.


* Be cautious of who you accuse to be a minion! If the town believes you, they won't consider that person a demon target, and since you have neutralised them, they might prefer to go around executing unknowns as opposed to the good players you're tarring with your accusations! (Of course, if you suspect they're going to do this, you can always deliberately throw shade on your Demon - the town will dismiss them as an insignificant Minion and leave them alone for another day!)
The Djinn special rule allows Jinxed characters to both be on the same script, and even both in play at the same time. If your script has jinxed characters, let your players know the Djinn special rule(s) at the beginning of the game, whether or not Jinxed characters are in play.


* If someone’s behaviour dramatically changes from one night to the next, you can suggest that the change in their behaviour is because you’re the Preacher and you chose them last night. This implies that they’re suddenly acting differently because they’re just learned they have no ability.
=== Townsfolk ===
* {{Good|Bounty Hunter}} / {{Evil|Kazali}}: An evil Townsfolk is only created if the Bounty Hunter is still in play after the Kazali acts.
* {{Good|Bounty Hunter}} / {{Good|Philosopher}}: If the Philosopher gains the Bounty Hunter ability, a Townsfolk might turn evil.
* {{Good|Cannibal}} / {{Good|Butler}}: If the Cannibal gains the Butler ability, the Cannibal learns this.
* {{Good|Cannibal}} / {{Good|Juggler}}: If the Cannibal gains the Juggler ability, the Cannibal learns this.
* {{Good|Cannibal}} / {{Good|Poppy Grower}}: If the Cannibal eats the Poppy Grower, then dies or loses the Poppy Grower ability, the Demon and Minions learn each other that night.
* {{Good|Cannibal}} / {{Good|Zealot}}: If the Cannibal gains the Zealot ability, the Cannibal learns this.
* {{Good|Mathematician}} / {{Good|Chambermaid}}: The Chambermaid learns if the Mathematician wakes tonight or not, even though the Chambermaid wakes first.
* {{Good|Mathematician}} / {{Good|Lunatic}}: The Mathematician learns if the Lunatic attacks a different player(s) than the real Demon attacked.


* You can try to use your ability to build trust. You can go secretly up to a good player and confide to them that you used your Preacher ability on them last night. You can go on to suggest that because they don’t seem to be acting very differently, you trust them more because they’re probably not a Minion (obviously you know they aren’t, but they don’t know that). This has a similar impact to a {{Good|Butler}} bluff - alone a Preacher doesn't have any way of confirming the people they choose, but just the act of being chosen and "cleared" can inspire trust in the other player.
=== Outsider ===
* {{Good|Butler}} / {{Evil|Organ Grinder}}: If the Organ Grinder is causing eyes closed voting, the Butler may raise their hand to vote but their vote is only counted if their master voted too.
* {{Good|Heretic}} / {{Evil|Baron}}: The Baron might only add 1 Outsider, not 2.
* {{Good|Heretic}} / {{Evil|Boffin}}: The Demon cannot have the Heretic ability.
* {{Good|Heretic}} / {{Evil|Godfather}}: Only 1 jinxed character can be in play.
* {{Good|Heretic}} / {{Evil|Lleech}}: If the Lleech has poisoned the Heretic then the Lleech dies, the Heretic remains poisoned.
* {{Good|Heretic}} / {{Evil|Pit-Hag}}: A Pit-Hag can not create a Heretic.
* {{Good|Heretic}} / {{Good|Spy}}: Only 1 jinxed character can be in play.
* {{Good|Heretic}} / {{Evil|Widow}}: Only 1 jinxed character can be in play.
* {{Good|Ogre}} / {{Good|Recluse}}: If the Recluse registers as evil to the Ogre, the Ogre learns that they are evil.
* {{Good|Plague Doctor}} / {{Evil|Baron}}: If the Storyteller gains the Baron ability, up to two players become not-in-play Outsiders.
* {{Good|Plague Doctor}} / {{Evil|Boomdandy}}: If the Plague Doctor is executed and the Storyteller would gain the Boomdandy ability, the Boomdandy ability triggers immediately.
* {{Good|Plague Doctor}} / {{Evil|Evil Twin}}: The Storyteller cannot gain the Evil Twin ability if the Plague Doctor dies.
* {{Good|Plague Doctor}} / {{Evil|Fearmonger}}: If the Plague Doctor dies, a living Minion gains the Fearmonger ability in addition to their own ability, and learns this.
* {{Good|Plague Doctor}} / {{Evil|Goblin}}: If the Plague Doctor dies, a living Minion gains the Goblin ability in addition to their own ability, and learns this.
* {{Good|Plague Doctor}} / {{Evil|Marionette}}: If the Demon has a neighbor who is alive and a Townsfolk or Outsider when the Plague Doctor dies, that player becomes an evil Marionette. If there is already an extra evil player, this does not happen.
* {{Good|Plague Doctor}} / {{Evil|Scarlet Woman}}: If the Plague Doctor dies, a living Minion gains the Scarlet Woman ability in addition to their own ability, and learns this.
* {{Good|Plague Doctor}} / {{Good|Spy}}: If the Plague Doctor dies, a living Minion gains the Spy ability in addition to their own ability, and learns this.


* If your bluff is falling apart, you can claim to have been the Preacher all along as a fallback. The Preacher is a prime target for the evil team if they come out, so it will make sense that you lied. This can serve as a last-ditch effort to survive execution as well, since you can warn that minions will regain their powers without you!
=== Minions ===
* {{Evil|Boffin}} / {{Good|Alchemist}}: If the Alchemist has the Boffin ability, the Alchemist does not learn what ability the Demon has.
* {{Evil|Boffin}} / {{Good|Cult Leader}}: If the Demon has the Cult Leader ability, they can’t turn good due to this ability.
* {{Evil|Boffin}} / {{Good|Drunk}}: If the Demon would have the Drunk ability, the Boffin chooses a Townsfolk player to have this ability instead.
* {{Evil|Boffin}} / {{Good|Goon}}: If the Demon has the Goon ability, they can’t turn good due to this ability.
* {{Evil|Boffin}} / {{Good|Ogre}}: The Demon cannot have the Ogre ability.
* {{Evil|Boffin}} / {{Good|Politican}}: The Demon cannot have the Politician ability.
* {{Evil|Boffin}} / {{Good|Village Idiot}}: If there is a spare token, the Boffin can give the Demon the Village Idiot ability.
* {{Evil|Cerenovus}} / Goblin: The Cerenovus may choose to make a player mad that they are the Goblin.
* {{Evil|Marionette}} / {{Good|Balloonist}}: If the Marionette thinks that they are the Balloonist, +1 Outsider might have been added.
* {{Evil|Marionette}} / {{Good|Damsel}}: The Marionette does not learn that a Damsel is in play.
* {{Evil|Marionette}} / {{Good|Huntsman}}: If the Marionette thinks that they are the Huntsman, the Damsel was added.
* {{Evil|Marionette}} / {{Good|Lil' Monsta}}: The Marionette neighbors a Minion, not the Demon. The Marionette is not woken to choose who takes the Lil' Monsta token, and does not learn they are the Marionette if they have the Lil' Monsta token.
* {{Evil|Marionette}} / {{Good|Poppygrower}}: When the Poppy Grower dies, the Demon learns the Marionette but the Marionette learns nothing.
* {{Evil|Marionette}} / {{Good|Snitch}}: The Marionette does not learn 3 not in-play characters. The Demon learns an extra 3 instead.
* {{Evil|Mastermind}} / Al-Hadikhia: If the Al-Hadikhia dies by execution, and the Mastermind is alive, the Al-Hadikhia chooses 3 good players tonight: if all 3 choose to live, evil wins. Otherwise, good wins.
* {{Evil|Pit-Hag}} / {{Good|Cult Leader}}: If the Pit-Hag turns an evil player into the Cult Leader, they can't turn good due to their own ability.
* {{Evil|Pit-Hag}} / {{Good|Damsel}}: If a Pit-Hag creates a Damsel, the Storyteller chooses which player it is.
* {{Evil|Pit-Hag}} / {{Good|Goon}}: If the Pit-Hag turns an evil player into the Goon, they can't turn good due to their own ability.
* {{Evil|Pit-Hag}} / {{Good|Ogre}}: If the Pit-Hag turns an evil player into the Ogre, they can't turn good due to their own ability.
* {{Evil|Pit-Hag}} / {{Good|Politician}}: If the Pit-Hag turns an evil player into the Politician, they can't turn good due to their own ability.
* {{Evil|Pit-Hag}} / {{Good|Village Idiot}}: If there is a spare token, the Pit-Hag can create an extra Village Idiot. If so, the drunk Village Idiot might change.
* {{Evil|Scarlet Woman}} / {{Evil|Al-Hadikhia}}: If there are two living Al-Hadikhias, the Scarlet Woman Al-Hadikhia becomes the Scarlet Woman again.
* {{Evil|Scarlet Woman}} / {{Evil|Fang Gu}}: If the Fang Gu chooses an Outsider and dies, the Scarlet Woman does not become the Fang Gu.
* {{Good|Spy}} / {{Good|Alchemist}}: If the Alchemist has the Spy ability, they do not see the Grimoire, and the real Spy cannot register falsely.
* {{Good|Spy}} / {{Good|Damsel}}: If the Spy is (or has been) in play, the Damsel is poisoned.
* {{Good|Spy}} / {{Evil|Magician}}: When the Spy sees the Grimoire, the Demon and Magician's character tokens are removed.
* {{Good|Spy}} / {{Good|Ogre}}: The Spy registers as evil to the Ogre.
* {{Good|Spy}} / {{Good|Poppy Grower}}: If the Poppy Grower is in play, the Spy does not see the Grimoire until the Poppy Grower dies.
* {{Evil|Summoner}} / {{Good|Alchemist}}: If there is an Alchemist-Summoner in play, the game starts with a Demon in play, as normal. If the Alchemist-Summoner chooses a player, they make that player a Demon but do not change their alignment.
* {{Evil|Summoner}} / {{Good|Clocktower}}: If the Summoner is in play, the Clockmaker does not receive their information until a Demon is created.
* {{Evil|Summoner}} / {{Good|Courtier}}: If the Summoner is drunk on the 3rd night, the Summoner chooses which Demon, but the Storyteller chooses which player.
* {{Evil|Summoner}} / {{Good|Engineer}}: If the Engineer removes a Summoner from play before that Summoner uses their ability, the Summoner uses their ability immediately.
* {{Evil|Summoner}} / {{Good|Hatter}}: The Summoner cannot create an in-play Demon. If the Summoner creates a not-in-play Demon, deaths tonight are arbitrary.
* {{Evil|Summoner}} / {{Evil|Kazali}}: The Summoner cannot create an in-play Demon. If the Summoner creates a not-in-play Demon, deaths tonight are arbitrary.
* {{Evil|Summoner}} / {{Evil|Legion}}: If the Summoner creates Legion, most players (including all evil players) become evil Legion."
* {{Evil|Summoner}} / {{Evil|Lord of Typhon}}: If the Summoner creates a Lord of Typhon, the Lord of Typhon must neighbor a Minion. The other neighbor becomes a not-in-play evil Minion.
* {{Evil|Summoner}} / {{Evil|Marionette}}: The Marionette neighbors the Summoner. The Summoner knows who the Marionette is.
* {{Evil|Summoner}} / {{Evil|Pit-Hag}}: The Summoner cannot create an in-play Demon. If the Summoner creates a not-in-play Demon, deaths tonight are arbitrary.
* {{Evil|Summoner}} / {{Good|Poppy Grower}}: If the Poppy Grower is alive when the Summoner acts, the Summoner chooses which Demon, but the Storyteller chooses which player.
* {{Evil|Summoner}} / {{Good|Preacher}}: If the Preacher chose the Summoner on or before the 3rd night, the Summoner chooses which Demon, but the Storyteller chooses which player.
* {{Evil|Summoner}} / {{Evil|Pukka}}: The Summoner may choose a player to become the Pukka on the 2nd night.
* {{Evil|Summoner}} / {{Evil|Zombuul}}: If the Summoner turns a dead player into the Zombuul, the Storyteller treats that player as a Zombuul that has died once.
* {{Evil|Vizier}} / {{Good|Alsaahir}}: If the Vizier is in play, the Alsaahir must also guess which Demon(s) are in play.
* {{Evil|Vizier}} / {{Good|Courtier}}: If the Vizier loses their ability, they learn this. If the Vizier is executed while they have their ability, their team wins.
* {{Evil|Vizier}} / {{Evil|Fearmonger}}: The Vizier wakes with the Fearmonger, learns who they choose and cannot choose to immediately execute that player.
* {{Evil|Vizier}} / {{Good|Investigator}}: If the Investigator learns that the Vizier is in play, the existence of the Vizier is not announced by the Storyteller.
* {{Evil|Vizier}} / {{Evil|Magician}}: If the Vizier and Magician are both in play, the Demon does not learn the Minions.
* {{Evil|Vizier}} / {{Good|Politician}}: The Politician might register as evil to the Vizier.
* {{Evil|Vizier}} / {{Good|Preacher}}: If the Vizier loses their ability, they learn this. If the Vizier is executed while they have their ability, their team wins.
* {{Evil|Vizier}} / {{Good|Zealot}}: The Zealot might register as evil to the Vizier.
* {{Evil|Widow}} / {{Good|Alchemist}}: If the Alchemist has the Widow ability, they do not see the Grimoire.
* {{Evil|Widow}} / {{Good|Damsel}}: If the Widow is (or has been) in play, the Damsel is poisoned.
* {{Evil|Widow}} / {{Good|Magician}}: When the Widow sees the Grimoire, the Demon and Magician's character tokens are removed.
* {{Evil|Widow}} / {{Good|Poppy Grower}}: If the Poppy Grower is in play, the Widow does not see the Grimoire until the Poppy Grower dies.


* Deliberately die at night and come out as a Preacher to throw shade on some good players! You can have the demon kill you, or you can star-pass yourself if you're a demon like the {{Evil|Fang Gu}} for example. A Preacher dying at night has a lot more credibility than one who is executed.
=== Demons ===
* {{Evil|Kazali}} / {{Good|Choirboy}}: The Kazali can not choose the King to become a Minion if a Choirboy is in play.
* {{Evil|Kazali}} / {{Good|Goon}}: The Kazali can choose that the Goon player is one of their evil Minions.
* {{Evil|Kazali}} / {{Good|Huntsman}}: If the Kazali chooses the Damsel to become a Minion, and a Huntsman is in play, a good player becomes the Damsel.
* {{Evil|Kazali}} / {{Good|Marionette}}: If the Kazali chooses to create a Marionette, they must choose one of their neighbors.
* {{Evil|Kazali}} / {{Good|Soldier}}:  The Kazali can choose that the Soldier player is one of their evil Minions.
* {{Evil|Legion}} / {{Good|Engineer}}: Legion and the Engineer can not both be in play at the start of the game. If the Engineer creates Legion, most players (including all evil players) become evil Legion.
* {{Evil|Legion}} / {{Good|Hatter}}: If the Hatter dies and Legion is in play, nothing happens. If the Hatter dies and an evil player chooses Legion, all current evil players become Legion.
* {{Evil|Legion}} / {{Good|Minstrel}}: If Legion died by execution today, Legion keeps their ability, but the Minstrel might learn they are Legion.
* {{Evil|Legion}} / {{Good|Preacher}}: If the Preacher chooses Legion, Legion keeps their ability, but the Preacher might learn they are Legion.
* {{Evil|Legion}} / {{Good|Zealot}}: The Zealot might register as evil to Legion's ability.
* {{Evil|Leviathan}} / {{Good|Banshee}}: Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Banshee dies & gains their ability.
* {{Evil|Leviathan}} / {{Good|Exorcist}}: Evil does not win when more than 1 good player has been executed, if the Exorcist is alive and has ever successfully chosen the Leviathan.
* {{Evil|Leviathan}} / {{Good|Farmer}}: Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Farmer uses their ability but does not die.
* {{Evil|Leviathan}} / {{Good|Grandmother}}: If Leviathan is in play and the Grandchild dies by execution, evil wins.
* {{Evil|Leviathan}} / {{Good|Hatter}}: If the Hatter dies on or after day 5, the Demon cannot choose Leviathan.
* {{Evil|Leviathan}} / {{Good|Innkeeper}}: If the Leviathan is in play, the Innkeeper-protected-players are safe from all evil abilities.
* {{Evil|Leviathan}} / {{Good|King}}: If the Leviathan is in play, and at least 1 player is dead, the King learns an alive character each night.
* {{Evil|Leviathan}} / {{Good|Mayor}}: If the Leviathan is in play & no execution occurs on day 5, good wins.
* {{Evil|Leviathan}} / {{Good|Monk}}: If the Leviathan is in play, the Monk-protected-player is safe from all evil abilities.
* {{Evil|Leviathan}} / {{Good|Pit-Hag}}: After day 5, the Pit-Hag cannot choose Leviathan.
* {{Evil|Leviathan}} / {{Good|Ravenkeeper}}: Each night*, the Leviathan chooses an alive player (different to previous nights): a chosen Ravenkeeper uses their ability but does not die.
* {{Evil|Leviathan}} / {{Good|Sage}}: Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Sage uses their ability but does not die.
* {{Evil|Leviathan}} / {{Good|Soldier}}: If the Leviathan is in play, the Soldier is safe from all evil abilities.
* {{Evil|Lil' Monsta}} / {{Good|Hatter}}: If a Demon chooses Lil' Monsta, they also choose a Minion to become and babysit Lil' Monsta tonight.
* {{Evil|Lil' Monsta}} / {{Evil|Magician}}: Each night, the Magician chooses a Minion: if that Minion & Lil' Monsta are alive, that Minion babysits Lil’ Monsta.
* {{Evil|Lil' Monsta}} / {{Good|Poppy Grower}}: If the Poppy Grower is in play, Minions don't wake together. They are woken one by one, until one of them chooses to take the Lil' Monsta token.
* {{Evil|Lil' Monsta}} / {{Evil|Scarlet Woman}}: If there are 5 or more players alive and the player holding the Lil' Monsta token dies, the Scarlet Woman is given the Lil' Monsta token tonight.
* {{Evil|Lil' Monsta}} / {{Evil|Vizier}}: The Vizier can die by execution if they are babysitting Lil' Monsta.
* {{Evil|Lleech}} / {{Evil|Mastermind}}: If the Mastermind is alive and the Lleech's host dies by execution, the Lleech lives but loses their ability.
* {{Evil|Lleech}} / {{Good|Slayer}}: If the Slayer slays the Lleech's host, the host dies.
* {{Evil|Riot}} / {{Good|Banshee}}: Each night*, Riot chooses an alive good player (different to previous nights): a chosen Banshee dies & gains their ability.
* {{Evil|Riot}} / {{Good|Exorcist}}: If the Exorcist chooses Riot on the 3rd night, Minions do not become Riot.
* {{Evil|Riot}} / {{Good|Farmer}}: Each night*, Riot chooses an alive good player (different to previous nights): a chosen Farmer uses their ability but does not die.
* {{Evil|Riot}} / {{Good|Grandmother}}: If Riot is in play and the Grandchild dies during the day, the Grandmother dies too.
* {{Evil|Riot}} / {{Good|Innkeeper:}} If Riot is in play, the Innkeeper-protected player is safe from all evil abilities.
* {{Evil|Riot}} / {{Good|King}}: If Riot is in play, and at least 1 player is dead, the King learns an alive character each night.
* {{Evil|Riot}} / {{Good|Mayor}}: The Mayor may choose to stop nominations. If they do so when only 1 Riot is alive, good wins. Otherwise, evil wins.
* {{Evil|Riot}} / {{Good|Monk}}: If Riot is in play, the Monk-protected player is safe from all evil abilities.
* {{Evil|Riot}} / {{Good|Ravenkeeper}}: Each night*, Riot chooses an alive good player (different to previous nights): a chosen Ravenkeeper uses their ability but does not die.
* {{Evil|Riot}} / {{Good|Sage}}: Each night*, Riot chooses an alive good player (different to previous nights): a chosen Sage uses their ability but does not die.
* {{Evil|Riot}} / {{Good|Soldier}}: If Riot is in play, the Soldier is safe from all evil abilities.
* {{Evil|Vortox}} / {{Good|Banshee}}: If the Vortox is in play and the Demon kills the Banshee, the players still learn that the Banshee has died.
* {{Evil|Yaggababble}} / {{Good|Exorcist}}: If the Exorcist chooses the Yaggababble, the Yaggababble ability does not kill tonight.: If the Summoner turns a dead player into the Zombuul, the Storyteller treats that player as a Zombuul that has died once.
* {{Evil|Vizier}} / {{Good|Alsaahir}}: If the Vizier is in play, the Alsaahir must also guess which Demon(s) are in play.
* {{Evil|Vizier}} / {{Good|Courtier}}: If the Vizier loses their ability, they learn this. If the Vizier is executed while they have their ability, their team wins.
* {{Evil|Vizier}} / {{Evil|Fearmonger}}: The Vizier wakes with the Fearmonger, learns who they choose and cannot choose to immediately execute that player.
* {{Evil|Vizier}} / {{Good|Investigator}}: If the Investigator learns that the Vizier is in play, the existence of the Vizier is not announced by the Storyteller.
* {{Evil|Vizier}} / {{Evil|Magician}}: If the Vizier and Magician are both in play, the Demon does not learn the Minions.
* {{Evil|Vizier}} / {{Good|Politician}}: The Politician might register as evil to the Vizier.
* {{Evil|Vizier}} / {{Good|Preacher}}: If the Vizier loses their ability, they learn this. If the Vizier is executed while they have their ability, their team wins.
* {{Evil|Vizier}} / {{Good|Zealot}}: The Zealot might register as evil to the Vizier.
* {{Evil|Widow}} / {{Good|Alchemist}}: If the Alchemist has the Widow ability, they do not see the Grimoire.
* {{Evil|Widow}} / {{Good|Damsel}}: If the Widow is (or has been) in play, the Damsel is poisoned.
* {{Evil|Widow}} / {{Good|Magician}}: When the Widow sees the Grimoire, the Demon and Magician's character tokens are removed.
* {{Evil|Widow}} / {{Good|Poppy Grower}}: If the Poppy Grower is in play, the Widow does not see the Grimoire until the Poppy Grower dies.


* Once you are dead, you can really sell that you're the real, bonafide Preacher if you have a minion accomplice still alive. Simply have them mask their ability's existence until you're dead, and then go to town causing trouble in a public way (e.g. An {{Evil|Assassin}} kill or a {{Evil|Devil's Advocate}} execution block). Point out that you died just after you picked a certain player, and now the minions are running rampant! It's tricky, but pull it off and the town will not only be sad you died, but furious with the patsy you have named the minion!
* {{Evil|Kazali}} / {{Good|Choirboy}}: The Kazali can not choose the King to become a Minion if a Choirboy is in play.
* {{Evil|Kazali}} / {{Good|Goon}}: The Kazali can choose that the Goon player is one of their evil Minions.
* {{Evil|Kazali}} / {{Good|Huntsman}}: If the Kazali chooses the Damsel to become a Minion, and a Huntsman is in play, a good player becomes the Damsel.
* {{Evil|Kazali}} / {{Good|Marionette}}: If the Kazali chooses to create a Marionette, they must choose one of their neighbors.
* {{Evil|Kazali}} / {{Good|Soldier}}:  The Kazali can choose that the Soldier player is one of their evil Minions.
* {{Evil|Legion}} / {{Good|Engineer}}: Legion and the Engineer can not both be in play at the start of the game. If the Engineer creates Legion, most players (including all evil players) become evil Legion.
* {{Evil|Legion}} / {{Good|Hatter}}: If the Hatter dies and Legion is in play, nothing happens. If the Hatter dies and an evil player chooses Legion, all current evil players become Legion.
* {{Evil|Legion}} / {{Good|Minstrel}}: If Legion died by execution today, Legion keeps their ability, but the Minstrel might learn they are Legion.
* {{Evil|Legion}} / {{Good|Preacher}}: If the Preacher chooses Legion, Legion keeps their ability, but the Preacher might learn they are Legion.
* {{Evil|Legion}} / {{Good|Zealot}}: The Zealot might register as evil to Legion's ability.
* {{Evil|Leviathan}} / {{Good|Banshee}}: Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Banshee dies & gains their ability.
* {{Evil|Leviathan}} / {{Good|Exorcist}}: Evil does not win when more than 1 good player has been executed, if the Exorcist is alive and has ever successfully chosen the Leviathan.
* {{Evil|Leviathan}} / {{Good|Farmer}}: Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Farmer uses their ability but does not die.
* {{Evil|Leviathan}} / {{Good|Grandmother}}: If Leviathan is in play and the Grandchild dies by execution, evil wins.
* {{Evil|Leviathan}} / {{Good|Hatter}}: If the Hatter dies on or after day 5, the Demon cannot choose Leviathan.
* {{Evil|Leviathan}} / {{Good|Innkeeper}}: If the Leviathan is in play, the Innkeeper-protected-players are safe from all evil abilities.
* {{Evil|Leviathan}} / {{Good|King}}: If the Leviathan is in play, and at least 1 player is dead, the King learns an alive character each night.
* {{Evil|Leviathan}} / {{Good|Mayor}}: If the Leviathan is in play & no execution occurs on day 5, good wins.
* {{Evil|Leviathan}} / {{Good|Monk}}: If the Leviathan is in play, the Monk-protected-player is safe from all evil abilities.
* {{Evil|Leviathan}} / {{Good|Pit-Hag}}: After day 5, the Pit-Hag cannot choose Leviathan.
* {{Evil|Leviathan}} / {{Good|Ravenkeeper}}: Each night*, the Leviathan chooses an alive player (different to previous nights): a chosen Ravenkeeper uses their ability but does not die.
* {{Evil|Leviathan}} / {{Good|Sage}}: Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Sage uses their ability but does not die.
* {{Evil|Leviathan}} / {{Good|Soldier}}: If the Leviathan is in play, the Soldier is safe from all evil abilities.
* {{Evil|Lil' Monsta}} / {{Good|Hatter}}: If a Demon chooses Lil' Monsta, they also choose a Minion to become and babysit Lil' Monsta tonight.
* {{Evil|Lil' Monsta}} / {{Evil|Magician}}: Each night, the Magician chooses a Minion: if that Minion & Lil' Monsta are alive, that Minion babysits Lil’ Monsta.
* {{Evil|Lil' Monsta}} / {{Good|Poppy Grower}}: If the Poppy Grower is in play, Minions don't wake together. They are woken one by one, until one of them chooses to take the Lil' Monsta token.
* {{Evil|Lil' Monsta}} / {{Evil|Scarlet Woman}}: If there are 5 or more players alive and the player holding the Lil' Monsta token dies, the Scarlet Woman is given the Lil' Monsta token tonight.
* {{Evil|Lil' Monsta}} / {{Evil|Vizier}}: The Vizier can die by execution if they are babysitting Lil' Monsta.
* {{Evil|Lleech}} / {{Evil|Mastermind}}: If the Mastermind is alive and the Lleech's host dies by execution, the Lleech lives but loses their ability.
* {{Evil|Lleech}} / {{Good|Slayer}}: If the Slayer slays the Lleech's host, the host dies.
* {{Evil|Riot}} / {{Good|Banshee}}: Each night*, Riot chooses an alive good player (different to previous nights): a chosen Banshee dies & gains their ability.
* {{Evil|Riot}} / {{Good|Exorcist}}: If the Exorcist chooses Riot on the 3rd night, Minions do not become Riot.
* {{Evil|Riot}} / {{Good|Farmer}}: Each night*, Riot chooses an alive good player (different to previous nights): a chosen Farmer uses their ability but does not die.
* {{Evil|Riot}} / {{Good|Grandmother}}: If Riot is in play and the Grandchild dies during the day, the Grandmother dies too.
* {{Evil|Riot}} / {{Good|Innkeeper:}} If Riot is in play, the Innkeeper-protected player is safe from all evil abilities.
* {{Evil|Riot}} / {{Good|King}}: If Riot is in play, and at least 1 player is dead, the King learns an alive character each night.
* {{Evil|Riot}} / {{Good|Mayor}}: The Mayor may choose to stop nominations. If they do so when only 1 Riot is alive, good wins. Otherwise, evil wins.
* {{Evil|Riot}} / {{Good|Monk}}: If Riot is in play, the Monk-protected player is safe from all evil abilities.
* {{Evil|Riot}} / {{Good|Ravenkeeper}}: Each night*, Riot chooses an alive good player (different to previous nights): a chosen Ravenkeeper uses their ability but does not die.
* {{Evil|Riot}} / {{Good|Sage}}: Each night*, Riot chooses an alive good player (different to previous nights): a chosen Sage uses their ability but does not die.
* {{Evil|Riot}} / {{Good|Soldier}}: If Riot is in play, the Soldier is safe from all evil abilities.
* {{Evil|Vortox}} / {{Good|Banshee}}: If the Vortox is in play and the Demon kills the Banshee, the players still learn that the Banshee has died.
* {{Evil|Yaggababble}} / {{Good|Exorcist}}: If the Exorcist chooses the Yaggababble, the Yaggababble ability does not kill tonight.


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[[Category:Experimental Characters]]
[[Category:Fabled]]
[[Category:Townsfolk]]

Revision as of 00:13, 6 December 2024

Icon djinn.png Information

Type Fabled
Artist John Grist

"نحن لسنا هنا.
انت لست حقيقي.
كل شيء هو وهم.
أسئلتك هي جبل نار في يوم صافٍ."

Summary

"Use the Djinn's special rule. All players know what it is."

Add the Djinn to all games with a jinx icon on the script. The Djinn resolves jinxes by creating a unique rule.

  • When creating a character list using the Script Tool, some character combinations will be marked as unusual. These two characters are jinxed—they have abilities that clash or contradict each other in some way. The Djinn creates a special rule that allows these characters to work well together. Some jinxed characters even work better with the Djinn in play!
  • The Djinn’s special rule is described by the Script Tool online, and is printed out automatically when you create a script with a character combination that is jinxed.
  • There are many different Djinn special rules. Each is tailored to a specific pair of jinxed characters.
  • If there are jinxed characters on the character sheet, even if there are no jinxed characters in play, the Storyteller tells all players what the Djinn’s special rule is at the start of the game.
  • The Djinn may have several special rules at once. If there are multiple pairs of jinxed characters on the character sheet, the players learn all the Djinn’s special rules.

How to Run

At the start of the game, if there are jinxed characters on the character sheet, declare that the Djinn is in play and inform the group of all Djinn special rules for this game. (Do this even if there are no jinxed characters in play.)

Follow the Djinn instructions as listed on the Script Tool printout.

Examples

The Pit-Hag and the Heretic are Jinxed. At the start of the game, the Storyteller reads out the Djinn's special rule: “A Pit-Hag cannot create a Heretic.” Later in the game, the Pit-Hag tries to create a Heretic. The Storyteller shakes their head, and the Pit-Hag must choose another character to create.

The Spy and the Magician are Jinxed. At the start of the game, the Storyteller reads out the Djinn's special rule: "When the Spy sees the grimoire, the Demon and the Magician's character tokens are removed." There is no Spy and no Magician in play, but the Storyteller reads this aloud anyway so that the good team doesn't know which Minion is in play.

Explanation

When creating a character list using the Script Tool, some character combinations will be marked as unusual with a little character symbol under one of the characters you have selected. These two characters are Jinxed—they have abilities that clash or contradict each other in some way. The Djinn creates a special rule that allows these characters to work well together. Some jinxed characters even work better with the Djinn in play!

The Djinn's special rule is described by the Script Tool online, and is printed out automatically when you create a script with a character combination that is jinxed. There are many different Djinn special rules. Each is tailored to a specific pair of jinxed characters. If there are jinxed characters on the character sheet, even if there are no jinxed characters in play, the Storyteller tells all players what the Djinn's special rule is at the start of the game.

The Djinn may have several special rules at once. If there are multiple pairs of jinxed characters on the character sheet, the players learn all the Djinn's special rules.

Djinn Special Rules

This section will get updated as more characters are made available.

The Djinn special rule allows Jinxed characters to both be on the same script, and even both in play at the same time. If your script has jinxed characters, let your players know the Djinn special rule(s) at the beginning of the game, whether or not Jinxed characters are in play.

Townsfolk

  • Bounty Hunter / Kazali: An evil Townsfolk is only created if the Bounty Hunter is still in play after the Kazali acts.
  • Bounty Hunter / Philosopher: If the Philosopher gains the Bounty Hunter ability, a Townsfolk might turn evil.
  • Cannibal / Butler: If the Cannibal gains the Butler ability, the Cannibal learns this.
  • Cannibal / Juggler: If the Cannibal gains the Juggler ability, the Cannibal learns this.
  • Cannibal / Poppy Grower: If the Cannibal eats the Poppy Grower, then dies or loses the Poppy Grower ability, the Demon and Minions learn each other that night.
  • Cannibal / Zealot: If the Cannibal gains the Zealot ability, the Cannibal learns this.
  • Mathematician / Chambermaid: The Chambermaid learns if the Mathematician wakes tonight or not, even though the Chambermaid wakes first.
  • Mathematician / Lunatic: The Mathematician learns if the Lunatic attacks a different player(s) than the real Demon attacked.

Outsider

  • Butler / Organ Grinder: If the Organ Grinder is causing eyes closed voting, the Butler may raise their hand to vote but their vote is only counted if their master voted too.
  • Heretic / Baron: The Baron might only add 1 Outsider, not 2.
  • Heretic / Boffin: The Demon cannot have the Heretic ability.
  • Heretic / Godfather: Only 1 jinxed character can be in play.
  • Heretic / Lleech: If the Lleech has poisoned the Heretic then the Lleech dies, the Heretic remains poisoned.
  • Heretic / Pit-Hag: A Pit-Hag can not create a Heretic.
  • Heretic / Spy: Only 1 jinxed character can be in play.
  • Heretic / Widow: Only 1 jinxed character can be in play.
  • Ogre / Recluse: If the Recluse registers as evil to the Ogre, the Ogre learns that they are evil.
  • Plague Doctor / Baron: If the Storyteller gains the Baron ability, up to two players become not-in-play Outsiders.
  • Plague Doctor / Boomdandy: If the Plague Doctor is executed and the Storyteller would gain the Boomdandy ability, the Boomdandy ability triggers immediately.
  • Plague Doctor / Evil Twin: The Storyteller cannot gain the Evil Twin ability if the Plague Doctor dies.
  • Plague Doctor / Fearmonger: If the Plague Doctor dies, a living Minion gains the Fearmonger ability in addition to their own ability, and learns this.
  • Plague Doctor / Goblin: If the Plague Doctor dies, a living Minion gains the Goblin ability in addition to their own ability, and learns this.
  • Plague Doctor / Marionette: If the Demon has a neighbor who is alive and a Townsfolk or Outsider when the Plague Doctor dies, that player becomes an evil Marionette. If there is already an extra evil player, this does not happen.
  • Plague Doctor / Scarlet Woman: If the Plague Doctor dies, a living Minion gains the Scarlet Woman ability in addition to their own ability, and learns this.
  • Plague Doctor / Spy: If the Plague Doctor dies, a living Minion gains the Spy ability in addition to their own ability, and learns this.

Minions

  • Boffin / Alchemist: If the Alchemist has the Boffin ability, the Alchemist does not learn what ability the Demon has.
  • Boffin / Cult Leader: If the Demon has the Cult Leader ability, they can’t turn good due to this ability.
  • Boffin / Drunk: If the Demon would have the Drunk ability, the Boffin chooses a Townsfolk player to have this ability instead.
  • Boffin / Goon: If the Demon has the Goon ability, they can’t turn good due to this ability.
  • Boffin / Ogre: The Demon cannot have the Ogre ability.
  • Boffin / Politican: The Demon cannot have the Politician ability.
  • Boffin / Village Idiot: If there is a spare token, the Boffin can give the Demon the Village Idiot ability.
  • Cerenovus / Goblin: The Cerenovus may choose to make a player mad that they are the Goblin.
  • Marionette / Balloonist: If the Marionette thinks that they are the Balloonist, +1 Outsider might have been added.
  • Marionette / Damsel: The Marionette does not learn that a Damsel is in play.
  • Marionette / Huntsman: If the Marionette thinks that they are the Huntsman, the Damsel was added.
  • Marionette / Lil' Monsta: The Marionette neighbors a Minion, not the Demon. The Marionette is not woken to choose who takes the Lil' Monsta token, and does not learn they are the Marionette if they have the Lil' Monsta token.
  • Marionette / Poppygrower: When the Poppy Grower dies, the Demon learns the Marionette but the Marionette learns nothing.
  • Marionette / Snitch: The Marionette does not learn 3 not in-play characters. The Demon learns an extra 3 instead.
  • Mastermind / Al-Hadikhia: If the Al-Hadikhia dies by execution, and the Mastermind is alive, the Al-Hadikhia chooses 3 good players tonight: if all 3 choose to live, evil wins. Otherwise, good wins.
  • Pit-Hag / Cult Leader: If the Pit-Hag turns an evil player into the Cult Leader, they can't turn good due to their own ability.
  • Pit-Hag / Damsel: If a Pit-Hag creates a Damsel, the Storyteller chooses which player it is.
  • Pit-Hag / Goon: If the Pit-Hag turns an evil player into the Goon, they can't turn good due to their own ability.
  • Pit-Hag / Ogre: If the Pit-Hag turns an evil player into the Ogre, they can't turn good due to their own ability.
  • Pit-Hag / Politician: If the Pit-Hag turns an evil player into the Politician, they can't turn good due to their own ability.
  • Pit-Hag / Village Idiot: If there is a spare token, the Pit-Hag can create an extra Village Idiot. If so, the drunk Village Idiot might change.
  • Scarlet Woman / Al-Hadikhia: If there are two living Al-Hadikhias, the Scarlet Woman Al-Hadikhia becomes the Scarlet Woman again.
  • Scarlet Woman / Fang Gu: If the Fang Gu chooses an Outsider and dies, the Scarlet Woman does not become the Fang Gu.
  • Spy / Alchemist: If the Alchemist has the Spy ability, they do not see the Grimoire, and the real Spy cannot register falsely.
  • Spy / Damsel: If the Spy is (or has been) in play, the Damsel is poisoned.
  • Spy / Magician: When the Spy sees the Grimoire, the Demon and Magician's character tokens are removed.
  • Spy / Ogre: The Spy registers as evil to the Ogre.
  • Spy / Poppy Grower: If the Poppy Grower is in play, the Spy does not see the Grimoire until the Poppy Grower dies.
  • Summoner / Alchemist: If there is an Alchemist-Summoner in play, the game starts with a Demon in play, as normal. If the Alchemist-Summoner chooses a player, they make that player a Demon but do not change their alignment.
  • Summoner / Clocktower: If the Summoner is in play, the Clockmaker does not receive their information until a Demon is created.
  • Summoner / Courtier: If the Summoner is drunk on the 3rd night, the Summoner chooses which Demon, but the Storyteller chooses which player.
  • Summoner / Engineer: If the Engineer removes a Summoner from play before that Summoner uses their ability, the Summoner uses their ability immediately.
  • Summoner / Hatter: The Summoner cannot create an in-play Demon. If the Summoner creates a not-in-play Demon, deaths tonight are arbitrary.
  • Summoner / Kazali: The Summoner cannot create an in-play Demon. If the Summoner creates a not-in-play Demon, deaths tonight are arbitrary.
  • Summoner / Legion: If the Summoner creates Legion, most players (including all evil players) become evil Legion."
  • Summoner / Lord of Typhon: If the Summoner creates a Lord of Typhon, the Lord of Typhon must neighbor a Minion. The other neighbor becomes a not-in-play evil Minion.
  • Summoner / Marionette: The Marionette neighbors the Summoner. The Summoner knows who the Marionette is.
  • Summoner / Pit-Hag: The Summoner cannot create an in-play Demon. If the Summoner creates a not-in-play Demon, deaths tonight are arbitrary.
  • Summoner / Poppy Grower: If the Poppy Grower is alive when the Summoner acts, the Summoner chooses which Demon, but the Storyteller chooses which player.
  • Summoner / Preacher: If the Preacher chose the Summoner on or before the 3rd night, the Summoner chooses which Demon, but the Storyteller chooses which player.
  • Summoner / Pukka: The Summoner may choose a player to become the Pukka on the 2nd night.
  • Summoner / Zombuul: If the Summoner turns a dead player into the Zombuul, the Storyteller treats that player as a Zombuul that has died once.
  • Vizier / Alsaahir: If the Vizier is in play, the Alsaahir must also guess which Demon(s) are in play.
  • Vizier / Courtier: If the Vizier loses their ability, they learn this. If the Vizier is executed while they have their ability, their team wins.
  • Vizier / Fearmonger: The Vizier wakes with the Fearmonger, learns who they choose and cannot choose to immediately execute that player.
  • Vizier / Investigator: If the Investigator learns that the Vizier is in play, the existence of the Vizier is not announced by the Storyteller.
  • Vizier / Magician: If the Vizier and Magician are both in play, the Demon does not learn the Minions.
  • Vizier / Politician: The Politician might register as evil to the Vizier.
  • Vizier / Preacher: If the Vizier loses their ability, they learn this. If the Vizier is executed while they have their ability, their team wins.
  • Vizier / Zealot: The Zealot might register as evil to the Vizier.
  • Widow / Alchemist: If the Alchemist has the Widow ability, they do not see the Grimoire.
  • Widow / Damsel: If the Widow is (or has been) in play, the Damsel is poisoned.
  • Widow / Magician: When the Widow sees the Grimoire, the Demon and Magician's character tokens are removed.
  • Widow / Poppy Grower: If the Poppy Grower is in play, the Widow does not see the Grimoire until the Poppy Grower dies.

Demons

  • Kazali / Choirboy: The Kazali can not choose the King to become a Minion if a Choirboy is in play.
  • Kazali / Goon: The Kazali can choose that the Goon player is one of their evil Minions.
  • Kazali / Huntsman: If the Kazali chooses the Damsel to become a Minion, and a Huntsman is in play, a good player becomes the Damsel.
  • Kazali / Marionette: If the Kazali chooses to create a Marionette, they must choose one of their neighbors.
  • Kazali / Soldier: The Kazali can choose that the Soldier player is one of their evil Minions.
  • Legion / Engineer: Legion and the Engineer can not both be in play at the start of the game. If the Engineer creates Legion, most players (including all evil players) become evil Legion.
  • Legion / Hatter: If the Hatter dies and Legion is in play, nothing happens. If the Hatter dies and an evil player chooses Legion, all current evil players become Legion.
  • Legion / Minstrel: If Legion died by execution today, Legion keeps their ability, but the Minstrel might learn they are Legion.
  • Legion / Preacher: If the Preacher chooses Legion, Legion keeps their ability, but the Preacher might learn they are Legion.
  • Legion / Zealot: The Zealot might register as evil to Legion's ability.
  • Leviathan / Banshee: Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Banshee dies & gains their ability.
  • Leviathan / Exorcist: Evil does not win when more than 1 good player has been executed, if the Exorcist is alive and has ever successfully chosen the Leviathan.
  • Leviathan / Farmer: Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Farmer uses their ability but does not die.
  • Leviathan / Grandmother: If Leviathan is in play and the Grandchild dies by execution, evil wins.
  • Leviathan / Hatter: If the Hatter dies on or after day 5, the Demon cannot choose Leviathan.
  • Leviathan / Innkeeper: If the Leviathan is in play, the Innkeeper-protected-players are safe from all evil abilities.
  • Leviathan / King: If the Leviathan is in play, and at least 1 player is dead, the King learns an alive character each night.
  • Leviathan / Mayor: If the Leviathan is in play & no execution occurs on day 5, good wins.
  • Leviathan / Monk: If the Leviathan is in play, the Monk-protected-player is safe from all evil abilities.
  • Leviathan / Pit-Hag: After day 5, the Pit-Hag cannot choose Leviathan.
  • Leviathan / Ravenkeeper: Each night*, the Leviathan chooses an alive player (different to previous nights): a chosen Ravenkeeper uses their ability but does not die.
  • Leviathan / Sage: Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Sage uses their ability but does not die.
  • Leviathan / Soldier: If the Leviathan is in play, the Soldier is safe from all evil abilities.
  • Lil' Monsta / Hatter: If a Demon chooses Lil' Monsta, they also choose a Minion to become and babysit Lil' Monsta tonight.
  • Lil' Monsta / Magician: Each night, the Magician chooses a Minion: if that Minion & Lil' Monsta are alive, that Minion babysits Lil’ Monsta.
  • Lil' Monsta / Poppy Grower: If the Poppy Grower is in play, Minions don't wake together. They are woken one by one, until one of them chooses to take the Lil' Monsta token.
  • Lil' Monsta / Scarlet Woman: If there are 5 or more players alive and the player holding the Lil' Monsta token dies, the Scarlet Woman is given the Lil' Monsta token tonight.
  • Lil' Monsta / Vizier: The Vizier can die by execution if they are babysitting Lil' Monsta.
  • Lleech / Mastermind: If the Mastermind is alive and the Lleech's host dies by execution, the Lleech lives but loses their ability.
  • Lleech / Slayer: If the Slayer slays the Lleech's host, the host dies.
  • Riot / Banshee: Each night*, Riot chooses an alive good player (different to previous nights): a chosen Banshee dies & gains their ability.
  • Riot / Exorcist: If the Exorcist chooses Riot on the 3rd night, Minions do not become Riot.
  • Riot / Farmer: Each night*, Riot chooses an alive good player (different to previous nights): a chosen Farmer uses their ability but does not die.
  • Riot / Grandmother: If Riot is in play and the Grandchild dies during the day, the Grandmother dies too.
  • Riot / Innkeeper: If Riot is in play, the Innkeeper-protected player is safe from all evil abilities.
  • Riot / King: If Riot is in play, and at least 1 player is dead, the King learns an alive character each night.
  • Riot / Mayor: The Mayor may choose to stop nominations. If they do so when only 1 Riot is alive, good wins. Otherwise, evil wins.
  • Riot / Monk: If Riot is in play, the Monk-protected player is safe from all evil abilities.
  • Riot / Ravenkeeper: Each night*, Riot chooses an alive good player (different to previous nights): a chosen Ravenkeeper uses their ability but does not die.
  • Riot / Sage: Each night*, Riot chooses an alive good player (different to previous nights): a chosen Sage uses their ability but does not die.
  • Riot / Soldier: If Riot is in play, the Soldier is safe from all evil abilities.
  • Vortox / Banshee: If the Vortox is in play and the Demon kills the Banshee, the players still learn that the Banshee has died.
  • Yaggababble / Exorcist: If the Exorcist chooses the Yaggababble, the Yaggababble ability does not kill tonight.: If the Summoner turns a dead player into the Zombuul, the Storyteller treats that player as a Zombuul that has died once.
  • Vizier / Alsaahir: If the Vizier is in play, the Alsaahir must also guess which Demon(s) are in play.
  • Vizier / Courtier: If the Vizier loses their ability, they learn this. If the Vizier is executed while they have their ability, their team wins.
  • Vizier / Fearmonger: The Vizier wakes with the Fearmonger, learns who they choose and cannot choose to immediately execute that player.
  • Vizier / Investigator: If the Investigator learns that the Vizier is in play, the existence of the Vizier is not announced by the Storyteller.
  • Vizier / Magician: If the Vizier and Magician are both in play, the Demon does not learn the Minions.
  • Vizier / Politician: The Politician might register as evil to the Vizier.
  • Vizier / Preacher: If the Vizier loses their ability, they learn this. If the Vizier is executed while they have their ability, their team wins.
  • Vizier / Zealot: The Zealot might register as evil to the Vizier.
  • Widow / Alchemist: If the Alchemist has the Widow ability, they do not see the Grimoire.
  • Widow / Damsel: If the Widow is (or has been) in play, the Damsel is poisoned.
  • Widow / Magician: When the Widow sees the Grimoire, the Demon and Magician's character tokens are removed.
  • Widow / Poppy Grower: If the Poppy Grower is in play, the Widow does not see the Grimoire until the Poppy Grower dies.
  • Kazali / Choirboy: The Kazali can not choose the King to become a Minion if a Choirboy is in play.
  • Kazali / Goon: The Kazali can choose that the Goon player is one of their evil Minions.
  • Kazali / Huntsman: If the Kazali chooses the Damsel to become a Minion, and a Huntsman is in play, a good player becomes the Damsel.
  • Kazali / Marionette: If the Kazali chooses to create a Marionette, they must choose one of their neighbors.
  • Kazali / Soldier: The Kazali can choose that the Soldier player is one of their evil Minions.
  • Legion / Engineer: Legion and the Engineer can not both be in play at the start of the game. If the Engineer creates Legion, most players (including all evil players) become evil Legion.
  • Legion / Hatter: If the Hatter dies and Legion is in play, nothing happens. If the Hatter dies and an evil player chooses Legion, all current evil players become Legion.
  • Legion / Minstrel: If Legion died by execution today, Legion keeps their ability, but the Minstrel might learn they are Legion.
  • Legion / Preacher: If the Preacher chooses Legion, Legion keeps their ability, but the Preacher might learn they are Legion.
  • Legion / Zealot: The Zealot might register as evil to Legion's ability.
  • Leviathan / Banshee: Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Banshee dies & gains their ability.
  • Leviathan / Exorcist: Evil does not win when more than 1 good player has been executed, if the Exorcist is alive and has ever successfully chosen the Leviathan.
  • Leviathan / Farmer: Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Farmer uses their ability but does not die.
  • Leviathan / Grandmother: If Leviathan is in play and the Grandchild dies by execution, evil wins.
  • Leviathan / Hatter: If the Hatter dies on or after day 5, the Demon cannot choose Leviathan.
  • Leviathan / Innkeeper: If the Leviathan is in play, the Innkeeper-protected-players are safe from all evil abilities.
  • Leviathan / King: If the Leviathan is in play, and at least 1 player is dead, the King learns an alive character each night.
  • Leviathan / Mayor: If the Leviathan is in play & no execution occurs on day 5, good wins.
  • Leviathan / Monk: If the Leviathan is in play, the Monk-protected-player is safe from all evil abilities.
  • Leviathan / Pit-Hag: After day 5, the Pit-Hag cannot choose Leviathan.
  • Leviathan / Ravenkeeper: Each night*, the Leviathan chooses an alive player (different to previous nights): a chosen Ravenkeeper uses their ability but does not die.
  • Leviathan / Sage: Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Sage uses their ability but does not die.
  • Leviathan / Soldier: If the Leviathan is in play, the Soldier is safe from all evil abilities.
  • Lil' Monsta / Hatter: If a Demon chooses Lil' Monsta, they also choose a Minion to become and babysit Lil' Monsta tonight.
  • Lil' Monsta / Magician: Each night, the Magician chooses a Minion: if that Minion & Lil' Monsta are alive, that Minion babysits Lil’ Monsta.
  • Lil' Monsta / Poppy Grower: If the Poppy Grower is in play, Minions don't wake together. They are woken one by one, until one of them chooses to take the Lil' Monsta token.
  • Lil' Monsta / Scarlet Woman: If there are 5 or more players alive and the player holding the Lil' Monsta token dies, the Scarlet Woman is given the Lil' Monsta token tonight.
  • Lil' Monsta / Vizier: The Vizier can die by execution if they are babysitting Lil' Monsta.
  • Lleech / Mastermind: If the Mastermind is alive and the Lleech's host dies by execution, the Lleech lives but loses their ability.
  • Lleech / Slayer: If the Slayer slays the Lleech's host, the host dies.
  • Riot / Banshee: Each night*, Riot chooses an alive good player (different to previous nights): a chosen Banshee dies & gains their ability.
  • Riot / Exorcist: If the Exorcist chooses Riot on the 3rd night, Minions do not become Riot.
  • Riot / Farmer: Each night*, Riot chooses an alive good player (different to previous nights): a chosen Farmer uses their ability but does not die.
  • Riot / Grandmother: If Riot is in play and the Grandchild dies during the day, the Grandmother dies too.
  • Riot / Innkeeper: If Riot is in play, the Innkeeper-protected player is safe from all evil abilities.
  • Riot / King: If Riot is in play, and at least 1 player is dead, the King learns an alive character each night.
  • Riot / Mayor: The Mayor may choose to stop nominations. If they do so when only 1 Riot is alive, good wins. Otherwise, evil wins.
  • Riot / Monk: If Riot is in play, the Monk-protected player is safe from all evil abilities.
  • Riot / Ravenkeeper: Each night*, Riot chooses an alive good player (different to previous nights): a chosen Ravenkeeper uses their ability but does not die.
  • Riot / Sage: Each night*, Riot chooses an alive good player (different to previous nights): a chosen Sage uses their ability but does not die.
  • Riot / Soldier: If Riot is in play, the Soldier is safe from all evil abilities.
  • Vortox / Banshee: If the Vortox is in play and the Demon kills the Banshee, the players still learn that the Banshee has died.
  • Yaggababble / Exorcist: If the Exorcist chooses the Yaggababble, the Yaggababble ability does not kill tonight.