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== Djinn Special Rules ==
== Djinn Special Rules ==


Special rules for characters from Trouble Brewing, Sects & Violets, and Bad Moon Rising:
This section will get updated as more characters are made available.
* {{Evil|Fang Gu}} and {{Evil|Scarlet Woman}}: If the {{Evil|Fang Gu}} chooses an outsider and dies, the {{Evil|Scarlet Woman}} does not become the {{Evil|Fang Gu}}.
* {{Good|Chambermaid}} and {{Good|Mathematician}}: The {{Good|Chambermaid}} learns if the {{Good|Mathematician}} wakes tonight or not, even though the {{Good|Chambermaid}} wakes first.
* {{Good|Lunatic}} and {{Good|Mathematician}}: The {{Good|Mathematician}} learns if the {{Good|Lunatic}} attacks a different player(s) than the real Demon attacks.


Special rules involving Experimental characters:
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.
* Many pairs of characters follow the "hate" jinx special rule of: "Only one jinxed character can be in play". Currently, these character pairs are:
** {{Evil|Godfather}} and {{Good|Heretic}}
** {{Good|Spy}} and {{Good|Damsel}}
** {{Good|Spy}} and {{Good|Heretic}}
** {{Evil|Widow}} and {{Good|Damsel}}
** {{Evil|Widow}} and {{Good|Heretic}}
** {{Evil|Legion}} and {{Good|Preacher}}
** {{Evil|Lil' Monsta}} and {{Good|Magician}}
** {{Evil|Riot}} and {{Good|Exorcist}}
** {{Evil|Riot}} and {{Good|Flowergirl}}
** {{Evil|Riot}} and {{Good|Minstrel}}
** {{Evil|Al-Hadikhia}} and {{Evil|Mastermind}}, with the additional rule that evil players start knowing which player and character it is.
** {{Evil|Organ Grinder}} and {{Good|Minstrel}}, with the additional rule that evil players start knowing which player and character it is.
** {{Evil|Organ Grinder}} and {{Good|Preacher}}, with the additional rule that evil players start knowing which player and character it is.
** {{Evil|Vizier}} and {{Good|Magician}}, with the additional rule that evil players start knowing which player and character it is.
 
* Some pairs of characters cannot be in play in the start of the game, or have special rules relating to their creation:
** {{Evil|Pit-Hag}} and {{Good|Damsel}}: If a {{Evil|Pit-Hag}} creates a {{Good|Damsel}}, the Storyteller chooses which player it is.
** {{Evil|Pit-Hag}} and {{Good|Heretic}}: A {{Evil|Pit-Hag}} cannot create a {{Good|Heretic}}.
** {{Evil|Pit-Hag}} and {{Good|Politician}}: A {{Evil|Pit-Hag}} cannot create an evil {{Good|Politician}}.
** {{Evil|Pit-Hag}} and {{Evil|Riot}}: If the {{Evil|Pit-Hag}} creates {{Evil|Riot}}, all evil players become {{Evil|Riot}}. If the {{Evil|Pit-Hag}} creates {{Evil|Riot}} after day 3, the game continues for one more day.
** {{Evil|Legion}} and {{Good|Engineer}}: {{Evil|Legion}} and the {{Good|Engineer}} cannot both be in play at the start of the game. If the {{Good|Engineer}} creates {{Evil|Legion}}, most players (including all evil players) become evil {{Evil|Legion}}.
** {{Good|Engineer}} and {{Evil|Riot}}: {{Evil|Riot}} and the {{Good|Engineer}} cannot both be in play at the start of the game. If the {{Good|Engineer}} creates {{Evil|Riot}}, the evil players become {{Evil|Riot}}.
 
* Several experimental townsfolk characters ({{Good|Alchemist}}, {{Good|Magician}}, {{Good|Poppy Grower}}) interact poorly with Minion characters ({{Good|Spy}} and {{Evil|Widow}}) that get to see the Grimoire. The jinxes between these characters are:
** {{Good|Alchemist}}: The {{Good|Alchemist}} cannot have the {{Good|Spy}}/{{Evil|Widow}} ability.
** {{Good|Magician}}: When the {{Good|Spy}}/{{Evil|Widow}} sees the Grimoire, the Demon and the {{Good|Magician}}'s character tokens are removed.
** {{Good|Poppy Grower}}: If the {{Good|Poppy Grower}} is in play, the {{Good|Spy}}/{{Evil|Widow}} does not see the Grimoire until the {{Good|Poppy Grower}} dies.
 
* Other jinxes between experimental townsfolk and good characters are:
** {{Good|Lycanthrope}} and {{Good|Gambler}}: If the {{Good|Lycanthrope}} is alive and the {{Good|Gambler}} kills themselves at night, no other players can die tonight.
** {{Good|Cannibal}} and {{Good|Butler}}: If the {{Good|Cannibal}} gains the {{Good|Butler}} ability, the {{Good|Cannibal}} learns this.
 
* The {{Good|Plague Doctor}} has eight special rules:
** {{Good|Plague Doctor}} and {{Evil|Baron}}: If the Storyteller gains the Baron ability, up to two players become out-of-play Outsiders.
** {{Good|Plague Doctor}} and {{Evil|Boomdandy}}: If the Plague Doctor is executed and the Storyteller would gain the Boomdandy ability, the Boomdandy ability triggers immediately.
** {{Good|Plague Doctor}} and {{Evil|Evil Twin}}: The Storyteller cannot gain the Evil Twin ability if the Plague Doctor dies.
** {{Good|Plague Doctor}} and {{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}} and {{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}} and {{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}} and {{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}} and {{Evil|Spy}}: If the Plague Doctor dies, a living Minion gains the Spy ability in addition to their own ability, and learns this.
 
* The {{Evil|Marionette}} has six special rules:
** {{Evil|Marionette}} and {{Good|Balloonist}}: If the {{Evil|Marionette}} thinks that they are the {{Good|Balloonist}}, +1 Outsider was added.
** {{Evil|Marionette}} and {{Good|Huntsman}}: If the {{Evil|Marionette}} thinks that they are the {{Good|Huntsman}}, the {{Good|Damsel}} was added.
** {{Evil|Marionette}} and {{Good|Poppy Grower}}: When the {{Good|Poppy Grower}} dies, the Demon learns the {{Evil|Marionette}} but the {{Evil|Marionette}} learns nothing.
** {{Evil|Marionette}} and {{Good|Damsel}}: The {{Evil|Marionette}} does not learn that a {{Good|Damsel}} is in play.
** {{Evil|Marionette}} and {{Good|Snitch}}: The {{Evil|Marionette}} does not learn three not-in-play characters. The Demon learns an extra three instead.
** {{Evil|Marionette}} and {{Evil|Lil' Monsta}}: The {{Evil|Marionette}} neighbors a Minion, not the Demon. The {{Evil|Marionette}} is not woken to choose who takes the {{Evil|Lil' Monsta}} token, and does not learn they are the {{Evil|Marionette}} if they have the {{Evil|Lil' Monsta}} token.


* The {{Evil|Organ Grinder}} has two special rules:
=== Townsfolk ===
** {{Evil|Organ Grinder}} and {{Good|Butler}}: 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|Bounty Hunter}} / {{Evil|Kazali}}: An evil Townsfolk is only created if the Bounty Hunter is still in play after the Kazali acts.
** {{Evil|Organ Grinder}} and {{Good|Flowergirl}}: If players' eyes were closed during the nominations, the Flowergirl learns how many times the Demon voted.
* {{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 Juggler guesses on their first day and dies by execution, tonight the living Cannibal learns how many guesses the Juggler got correct.
* {{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.


* The {{Evil|Vizier}} has five special rules:
=== Outsiders ===
** {{Evil|Vizier}} and {{Good|Alchemist}}: If the {{Good|Alchemist}} has the {{Evil|Vizier}} ability, they may only choose to execute immediately if three or more players voted, regardless of those players' alignment.
* {{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.
** {{Evil|Vizier}} and {{Good|Courtier}}: If the {{Evil|Vizier}} loses their ability, they learn this and if the {{Evil|Vizier}} is executed while they have their ability, their team wins.
* {{Good|Heretic}} / {{Evil|Baron}}: The Baron might only add 1 Outsider, not 2.
** {{Evil|Vizier}} and {{Good|Investigator}}: If the {{Good|Investigator}} learns that the {{Evil|Vizier}} is in play, the existence of the {{Evil|Vizier}} is not announced by the Storyteller.
* {{Good|Heretic}} / {{Evil|Boffin}}: The Demon cannot have the Heretic ability.
** {{Evil|Vizier}} and {{Good|Preacher}}: If the {{Evil|Vizier}} loses their ability, they learn this and if the {{Evil|Vizier}} is executed while they have their ability, their team wins.
* {{Good|Heretic}} / {{Evil|Godfather}}: Only 1 jinxed character can be in play.
** {{Evil|Vizier}} and {{Evil|Fearmonger}}: The {{Evil|Vizier}} wakes with the {{Evil|Fearmonger}}, learns who they choose and cannot choose to execute that player.
* {{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.


* Additional special rules for minions and Minion characters:
=== Minions ===
** {{Evil|Baron}} and {{Good|Heretic}}: The {{Evil|Baron}} might only add one outsider, not two.
* {{Evil|Boffin}} / {{Good|Alchemist}}: If the Alchemist has the Boffin ability, the Alchemist does not learn what ability the Demon has.
** {{Evil|Cerenovus}} and {{Evil|Goblin}}: The {{Evil|Cerenovus}} may choose to make a player mad that they are the {{Evil|Goblin}}.
* {{Evil|Boffin}} / {{Good|Cult Leader}}: If the Demon has the Cult Leader ability, they can’t turn good due to this ability.
** {{Evil|Pit-Hag}} and {{Good|Village Idiot}}: If there is a spare token, the {{Evil|Pit-Hag}} can create an extra {{Good|Village Idiot}}. If so, the drunk {{Good|Village Idiot}} might change.
* {{Evil|Boffin}} / {{Good|Drunk}}: If the Demon would have the Drunk ability, the Boffin chooses a Townsfolk player to have this ability instead.
** {{Evil|Scarlet Woman}} and {{Evil|Al-Hadikhia}}: If there are two living {{Evil|Al-Hadikhia}}s, the Scarlet Woman {{Evil|Al-Hadikhia}} becomes the {{Evil|Scarlet Woman}} again.
* {{Evil|Boffin}} / {{Good|Goon}}: If the Demon has the Goon ability, they can’t turn good due to this ability.
** {{Evil|Mastermind}} and {{Evil|Lleech}}: If the {{Evil|Mastermind}} is alive and the {{Evil|Lleech}}'s host dies by execution, the {{Evil|Lleech}} lives but loses their ability.
* {{Evil|Boffin}} / {{Good|Ogre}}: The Demon cannot have the Ogre ability.
* {{Evil|Boffin}} / {{Good|Politician}}: 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}} / {{Evil|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}} / {{Evil|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|Poppy Grower}}: 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}} / {{Evil|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|Clockmaker}}: 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.


* The {{Evil|Kazali}} has 5 special rules:
=== Demons ===
** {{Evil|Kazali}} and {{Good|Bounty Hunter}}: An evil Townsfolk is only created if the {{Good|Bounty Hunter}} is still in play after the Kazali acts.
* {{Evil|Kazali}} / {{Good|Choirboy}}: The Kazali can not choose the King to become a Minion if a Choirboy is in play.
** {{Evil|Kazali}} and {{Good|Choirboy}}: The {{Evil|Kazali}} can not choose the King to become a Minion if a {{Good|Choirboy}} is in play.
* {{Evil|Kazali}} / {{Good|Goon}}: The Kazali can choose that the Goon player is one of their evil Minions.
** {{Evil|Kazali}} and {{Good|Goon}}: If the {{Evil|Kazali}} chooses the {{Good|Goon}} to become a Minion, remaining Minions choices are decided by the Storyteller.
* {{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}} and {{Good|Huntsman}}: If the {{Evil|Kazali}} chooses the {{Good|Damsel}} to become a Minion, and a {{Good|Huntsman}} is in play, a good player becomes the {{Good|Damsel}}.
* {{Evil|Kazali}} / {{Evil|Marionette}}: If the Kazali chooses to create a Marionette, they must choose one of their neighbors.
** {{Evil|Kazali}} and {{Evil|Marionette}}: If the {{Evil|Kazali}} chooses to create a {{Evil|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.
* The {{Evil|Legion}} has 1 further special rule, in additional to the jinxes with {{Good|Preacher}} and {{Good|Engineer}}:
* {{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}} and {{Good|Hatter}}: If the {{Good|Hatter}} dies and {{Evil|Legion}} is in play, nothing happens. If the {{Good|Hatter}} dies and an evil player chooses {{Evil|Legion}}, all current evil players become {{Evil|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.
* The Demon character {{Evil|Leviathan}} does not kill at night and causes the game to end at the end of day 5. It has nine special rules:
* {{Evil|Legion}} / {{Good|Zealot}}: The Zealot might register as evil to Legion's ability.
** {{Evil|Leviathan}} and {{Good|Farmer}}: If {{Evil|Leviathan}} is in play and a {{Good|Farmer}} dies by execution, a good player becomes a {{Good|Farmer}} that night.
* {{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}} and {{Good|Innkeeper}}: If {{Evil|Leviathan}} nominates and executes a player the {{Good|Innkeeper}} chose, that player does not die.
* {{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}} and {{Good|Mayor}}: If {{Evil|Leviathan}} is in play and no execution occurs on day 5, good wins.
* {{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}} and {{Good|Monk}}: If {{Evil|Leviathan}} nominates and executes the player the {{Good|Monk}} chose, that player does not die.
* {{Evil|Leviathan}} / {{Good|Grandmother}}: If Leviathan is in play and the Grandchild dies by execution, evil wins.
** {{Evil|Leviathan}} and {{Good|Ravenkeeper}}: If {{Evil|Leviathan}} is in play and the {{Good|Ravenkeeper}} dies by execution, they wake that night to use their ability.
* {{Evil|Leviathan}} / {{Good|Hatter}}: If the Hatter dies on or after day 5, the Demon cannot choose Leviathan.
** {{Evil|Leviathan}} and {{Good|Sage}}: If {{Evil|Leviathan}} is in play and the {{Good|Sage}} dies by execution, they wake that night to use their ability.
* {{Evil|Leviathan}} / {{Good|Innkeeper}}: If the Leviathan is in play, the Innkeeper-protected-players are safe from all evil abilities.
** {{Evil|Leviathan}} and {{Good|Soldier}}: If {{Evil|Leviathan}} nominates and executes the {{Good|Soldier}}, the {{Good|Soldier}} does not die.
* {{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}} and {{Good|Hatter}}: If the Hatter dies on or after day 5, the Demon cannot choose Leviathan.
* {{Evil|Leviathan}} / {{Good|Mayor}}: If the Leviathan is in play & no execution occurs on day 5, good wins.
** {{Evil|Leviathan}} and {{Evil|Pit-Hag}}: After day 5, the {{Evil|Pit-Hag}} cannot choose {{Evil|Leviathan}}.
* {{Evil|Leviathan}} / {{Good|Monk}}: If the Leviathan is in play, the Monk-protected-player is safe from all evil abilities.
 
* {{Evil|Leviathan}} / {{Evil|Pit-Hag}}: After day 5, the Pit-Hag cannot choose Leviathan.
* The {{Evil|Lil' Monsta}} has five special rules:
* {{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|Lil' Monsta}} and {{Good|Poppy Grower}}: If the {{Good|Poppy Grower}} is in play, Minions don't wake together. They are woken one by one, until one of them chooses to take the {{Evil|Lil' Monsta}} token.
* {{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|Lil' Monsta}} and {{Good|Hatter}}: If a Demon chooses {{Evil|Lil' Monsta}}, they also choose a Minion to become and babysit {{Evil|Lil' Monsta}} tonight.
* {{Evil|Leviathan}} / {{Good|Soldier}}: If the Leviathan is in play, the Soldier is safe from all evil abilities.
** {{Evil|Lil' Monsta}} and {{Evil|Organ Grinder}}: Votes for the {{Evil|Organ Grinder}} count if the {{Evil|Organ Grinder}} is babysitting {{Evil|Lil' Monsta}}.
* {{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}} and {{Evil|Scarlet Woman}}: If there are five or more players alive and the player holding the {{Evil|Lil' Monsta}} token dies, the {{Evil|Scarlet Woman}} is given the {{Evil|Lil' Monsta}} token 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}} and {{Evil|Vizier}}: The {{Evil|Vizier}} can die by execution if they are babysitting {{Evil|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.
* The Demon character {{Evil|Lleech}} has two further special rules, in addition to the jinx with the {{Evil|Mastermind}}:
* {{Evil|Lil' Monsta}} / {{Evil|Vizier}}: The Vizier can die by execution if they are babysitting Lil' Monsta.
** {{Evil|Lleech}} and {{Good|Slayer}}: If the {{Good|Slayer}} shoots the {{Evil|Lleech}}'s host, the host dies.
* {{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}} and {{Good|Heretic}}: If the {{Evil|Lleech}} has poisoned the {{Good|Heretic}} then the {{Evil|Lleech}} dies, the {{Good|Heretic}} remains poisoned.
* {{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.
* The Demon character {{Evil|Riot}} has the most jinxes of all!
* {{Evil|Riot}} / {{Good|Exorcist}}: If the Exorcist chooses Riot on the 3rd night, Minions do not become Riot.
** {{Evil|Riot}} and {{Good|Clockmaker}}/{{Good|Investigator}}/{{Good|Preacher}}/{{Good|Town Crier}}/{{Good|Damsel}}: {{Evil|Riot}} registers as a Minion to the {{Good|Clockmaker}}/{{Good|Investigator}}/{{Good|Preacher}}/{{Good|Town Crier}}/{{Good|Damsel}}
* {{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}} and {{Good|Cannibal}}/{{Good|Pacifist}}/{{Good|Undertaker}}/{{Evil|Devil's Advocate}}: Players that die by nomination register as executed to the {{Good|Cannibal}}/{{Good|Pacifist}}/{{Good|Undertaker}}/{{Evil|Devil's Advocate}}.
* {{Evil|Riot}} / {{Good|Grandmother}}: If Riot is in play and the Grandchild dies during the day, the Grandmother dies too.
** If a {{Evil|Riot}} player nominates and kills...
* {{Evil|Riot}} / {{Good|Innkeeper}}: If Riot is in play, the Innkeeper-protected player is safe from all evil abilities.
*** {{Good|Farmer}}: ...a {{Good|Farmer}}, the {{Good|Farmer}} uses their ability tonight.
* {{Evil|Riot}} / {{Good|King}}: If Riot is in play, and at least 1 player is dead, the King learns an alive character each night.
*** {{Good|Grandmother}}: ...the grandchild, the {{Good|Grandmother}} dies too.
* {{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.
*** {{Good|King}}: ...the {{Good|King}} and the {{Good|Choirboy}} is alive, the {{Good|Choirboy}} uses their ability tonight.
* {{Evil|Riot}} / {{Good|Monk}}: If Riot is in play, the Monk-protected player is safe from all evil abilities.
*** {{Good|Ravenkeeper}}: ...the {{Good|Ravenkeeper}}, the {{Good|Ravenkeeper}} uses their ability tonight.
* {{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.
*** {{Good|Sage}}: ...the {{Good|Sage}}, the {{Good|Sage}} uses their ability tonight.
* {{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.
** If a {{Evil|Riot}} player nominates...
* {{Evil|Riot}} / {{Good|Soldier}}: If Riot is in play, the Soldier is safe from all evil abilities.
*** {{Good|Innkeeper}}: ...an {{Good|Innkeeper}}-protected player, the protected player does not die.
* {{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.
*** {{Good|Monk}}: ...a {{Good|Monk}}-protected player, the protected player does not die.
* {{Evil|Yaggababble}} / {{Good|Exorcist}}: If the Exorcist chooses the Yaggababble, the Yaggababble ability does not kill tonight.
***{{Good|Soldier}}: ...the {{Good|Soldier}}, the {{Good|Soldier}} does not die.
** There are a further 6 special rules for {{Evil|Riot}} games:
***{{Evil|Riot}} and {{Good|Mayor}}: If the third day begins with just three players alive, the players may choose (as a group) not to nominate at all. If so (and a {{Good|Mayor}} is alive) the {{Good|Mayor}}'s team wins.
***{{Evil|Riot}} and {{Good|Butler}}: The {{Good|Butler}} cannot nominate their master.
***{{Evil|Riot}} and {{Good|Golem}}: If the {{Good|Golem}} nominates {{Evil|Riot}}, the {{Evil|Riot}} player does not die.
***{{Evil|Riot}} and {{Good|Saint}}: If a good player nominates and kills the {{Good|Saint}}, the {{Good|Saint}}'s team loses
***{{Evil|Riot}} and {{Good|Snitch}}: If the {{Good|Snitch}} is in play, each {{Evil|Riot}} player gets an extra three bluffs
***{{Evil|Riot}} and {{Good|Hatter}}: If the {{Good|Hatter}} dies, {{Evil|Riot}} is in play and a {{Evil|Riot}} chooses a different Demon, a normal evil team is created from the {{Evil|Riot}} players. If the {{Good|Hatter}} dies and the Demon chooses {{Evil|Riot}}, Minions become {{Evil|Riot}} too.
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.


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Latest revision as of 08:51, 23 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 Juggler guesses on their first day and dies by execution, tonight the living Cannibal learns how many guesses the Juggler got correct.
  • 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.

Outsiders

  • 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 / Politician: 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 / Poppy Grower: 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 / Clockmaker: 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.