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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 neighbour 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}} neighbours 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|Alchemist}} / {{Evil|Boffin}} : If the Alchemist has the Boffin ability, the Alchemist does not learn what ability the Demon has.
** {{Evil|Organ Grinder}} and {{Good|Flowergirl}}: If players' eyes were closed during the nominations, the Flowergirl learns how many times the Demon voted.
* {{Good|Alchemist}} / {{Evil|Marionette}}: An Alchemist-Marionette has no Marionette ability & the Marionette is in play.
* {{Good|Alchemist}} / {{Evil|Mastermind}}: An Alchemist-Mastermind has no Mastermind ability & the Mastermind is not-in-play.
* {{Good|Alchemist}} / {{Evil|Organ Grinder}}: If the Alchemist has the Organ Grinder ability, the Organ Grinder is in play. If both are sober, both are drunk.
* {{Good|Alchemist}} / {{Good|Spy}}: An Alchemist-Spy has no Spy ability & a Spy is in play. After each execution, a living Alchemist-Spy may publicly guess a living player as the Spy. If correct, the Demon must choose the Spy tonight.
* {{Good|Alchemist}} / {{Evil|Summoner}}: The Alchemist-Summoner does not get bluffs, and chooses which Demon but not which player. If they die before this happens, evil wins. [No Demon]
* {{Good|Alchemist}} / {{Evil|Wraith}}: An Alchemist-Wraith has no Wraith ability & a Wraith is in play. After each execution, a living Alchemist-Wraith may publicly guess a living player as the Wraith. If correct, the Demon must choose the Wraith tonight.
* {{Good|Alchemist}} / {{Evil|Widow}}: An Alchemist-Widow has no Widow ability & a Widow is in play. After each execution, a living Alchemist-Widow may publicly guess a living player as the Widow. If correct, the Demon must choose the Widow tonight.
* {{Good|Bounty Hunter}} / {{Evil|Kazali}}: If the Kazali turns the Bounty Hunter into a Minion, an evil Townsfolk is not created.
* {{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|Princess}}: If the Cannibal nominated, executed, & killed the Princess today, the Demon doesn’t kill tonight.
* {{Good|Cannibal}} / {{Good|Zealot}}: If the Cannibal gains the Zealot ability, the Cannibal learns this.
* {{Good|Mathematician}} / {{Good|Chambermaid}}: The Chambermaid can detect if the Mathematician will wake tonight.
* {{Good|Mathematician}} / {{Good|Drunk}}: The Mathematician might learn if the Drunk's ability yielded false info or failed to work properly.
* {{Good|Mathematician}} / {{Good|Lunatic}}: The Mathematician might learn if the Lunatic attacks a different player than the real Demon attacked.
* {{Good|Mathematician}} / {{Evil|Marionette}}: The Mathematician might learn if the Marionette's ability yielded false info or failed to work properly.
* {{Good|Magician}} / {{Evil|Legion}}: The Magician wakes with Legion and might register as evil. Legion knows if a Magician is in play, but not which player it is.
* {{Good|Magician}} / {{Evil|Marionette}}: If the Magician is alive, the Demon doesn't know which neighbor is the Marionette.
* {{Evil|Magician}} / {{Good|Spy}}: When the Spy sees the Grimoire, the Demon and Magician's character tokens are removed.
* {{Good|Magician}} / {{Evil|Vizier}}: If the Vizier is in play, the Magician has no ability but is immune to the Vizier's ability.
* {{Good|Magician}} / {{Evil|Widow}}: When the Widow sees the Grimoire, the Demon and Magician's character tokens are removed.
* {{Good|Magician}} / {{Evil|Wraith}}: After each execution, the living Magician may publicly guess a living player as the Wraith. If correct, the Demon must choose the Wraith tonight.


* 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.
* {{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}}: Only 1 jinxed character can be in play.
** {{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|Godfather}}: Only 1 jinxed character can be in play.
** {{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|Lleech}}: 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|Pit-Hag}}: Only 1 jinxed character can be in play.
* {{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|Plague Doctor}} / {{Evil|Baron}}: If the Storyteller would gain the Baron ability, up to two players become Outsiders.
* {{Good|Plague Doctor}} / {{Evil|Boomdandy}}: If the Storyteller would gain the Boomdandy ability, a player becomes the Boomdandy.
* {{Good|Plague Doctor}} / {{Evil|Evil Twin}}: If the Storyteller would gain the Evil Twin ability, a player becomes the Evil Twin.
* {{Good|Plague Doctor}} / {{Evil|Fearmonger}}: If the Storyteller would gain the Fearmonger ability, a Minion gains it, and learns this.
* {{Good|Plague Doctor}} / {{Evil|Goblin}}: If the Storyteller would gain the Goblin ability, a Minion gains it, and learns this.
* {{Good|Plague Doctor}} / {{Evil|Marionette}}: If the Storyteller would gain the Marionette ability, one of the Demon's good neighbors becomes the Marionette.
* {{Good|Plague Doctor}} / {{Evil|Scarlet Woman}}: If the Storyteller would gain the Scarlet Woman ability, a Minion gains it, and learns this.
* {{Good|Plague Doctor}} / {{Good|Spy}}: If the Storyteller would gain the Spy ability, a Minion gains it, and learns this.
* {{Good|Plague Doctor}} / {{Evil|Wraith}}: If the Storyteller would gain the Wraith ability, a Minion gains it, and learns this.
* {{Good|Recluse}} / {{Good|Ogre}}: If the Recluse registers as evil to the Ogre, the Ogre learns that they are evil.
* {{Good|Recluse}} / {{Good|Sage}}: The Recluse might register as the Demon to the Sage.


* 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|Cult Leader}}: If the Demon has the Cult Leader ability, they can’t turn good due to this ability.
** {{Evil|Cerenovus}} and {{Evil|Goblin}}: The {{Evil|Cerenovus}} may choose to make a player mad that they are the {{Evil|Goblin}}.
* {{Evil|Boffin}} / {{Good|Drunk}}: The Demon cannot have the Drunk ability.
** {{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|Heretic}}: The Demon cannot have the Heretic 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, an Outsider might have been added during setup.
* {{Evil|Marionette}} / {{Good|Huntsman}}: If the Marionette thinks that they are the Huntsman, the Damsel was added during setup.
* {{Evil|Marionette}} / {{Evil|Kazali}}: If there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.
* {{Evil|Marionette}} / {{Evil|Lil' Monsta}}: If there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.
* {{Evil|Marionette}} / {{Evil|Summoner}}: If there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.
* {{Evil|Mastermind}} / {{Evil|Vigormortis}}: A Mastermind that has their ability keeps it if the Vigormortis dies.
* {{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 would be two Demons, one of which was the Scarlet Woman, the Scarlet Woman becomes the Scarlet Woman again.
* {{Evil|Scarlet Woman}} / {{Evil|Fang Gu}}: If there would be two Demons, one of which was the Scarlet Woman, the Scarlet Woman remains the Scarlet Woman.
* {{Good|Spy}} / {{Good|Damsel}}: If the Spy is (or has been) in play, the Damsel is poisoned.
* {{Good|Spy}} / {{Good|Ogre}}: The Spy registers as evil to the Ogre.
* {{Good|Spy}} / {{Good|Poppy Grower}}: If the Poppy Grower has their ability, the Spy does not see the Grimoire.
* {{Evil|Summoner}} / {{Good|Clockmaker}}: The Summoner registers as the Demon to the Clockmaker.
* {{Evil|Summoner}} / {{Good|Courtier}}: If the living Summoner has no ability, the Storyteller has the Summoner ability.
* {{Evil|Summoner}} / {{Good|Engineer}}: If the living Summoner is removed from play, the Storyteller has the Summoner ability.
* {{Evil|Summoner}} / {{Good|Hatter}}: If the Summoner creates a second living Demon, deaths tonight are arbitrary.
* {{Evil|Summoner}} / {{Evil|Kazali}}: If the Summoner creates a second living Demon, deaths tonight are arbitrary.
* {{Evil|Summoner}} / {{Evil|Lord of Typhon}}: If a Lord of Typhon is summoned, they must neighbor a Minion & their other neighbor becomes an evil Minion.
* {{Evil|Summoner}} / {{Evil|Pit-Hag}}: If the Summoner creates a second living Demon, deaths tonight are arbitrary.
* {{Evil|Summoner}} / {{Good|Poppy Grower}}: If the Poppy Grower is alive on the 3rd night, the Summoner chooses which Demon but not which player.
* {{Evil|Summoner}} / {{Good|Preacher}}: If the living Summoner has no ability, the Storyteller has the Summoner ability.
* {{Evil|Summoner}} / {{Evil|Pukka}}: The Summoner may summon a Pukka on the 2nd night instead of the 3rd.
* {{Evil|Summoner}} / {{Evil|Zombuul}}: If the Summoner summons a dead player into the Zombuul, the Zombuul has already "died once".
* {{Evil|Vizier}} / {{Good|Alsaahir}}: The Storyteller doesn't declare the Vizier is in play.
* {{Evil|Vizier}} / {{Good|Courtier}}: If the Vizier loses their ability, they learn this, and cannot die during the day.
* {{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}}: The Storyteller doesn't declare the Vizier is in play.
* {{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, and cannot die during the day.
* {{Evil|Vizier}} / {{Good|Zealot}}: The Zealot might register as evil to the Vizier.
* {{Evil|Widow}} / {{Good|Damsel}}: If the Widow is (or has been) in play, the Damsel is poisoned.
* {{Evil|Widow}} / {{Good|Poppy Grower}}: If the Poppy Grower has their ability, the Widow does not see the Grimoire.


* The {{Evil|Kazali}} has special rule:
=== Demons ===
** {{Evil|Kazali}} and {{Good|Bounty Hunter}}: An evil Townsfolk is only created if the Bounty Hunter is still in play after the Kazali acts.
* {{Evil|Al-Hadikhia}} / {{Good|Princess}}: If the Princess nominated & executed a player on their 1st day, no one dies to the Al-Hadikhia tonight.
** {{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|Al-Hadikhia}} / {{Evil|Mastermind}}: 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|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|Legion}} / {{Good|Engineer}}: If Legion is created, all evil players become Legion. If Legion is in play, the Engineer starts knowing this but has no ability.
** {{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|Legion}} / {{Good|Hatter}}: If Legion is created, all evil players become Legion. If Legion is in play, the Hatter has no ability.
** {{Evil|Kazali}} and {{Evil|Marionette}}: If the {{Evil|Kazali}} chooses to create a {{Evil|Marionette}}, they must choose one of their neighbours.
* {{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|Politician}}: The Politician might register as evil to Legion.
* The {{Evil|Legion}} has 1 further special rule, in additional to the jinxes with {{Good|Preacher}} and {{Good|Engineer}}:
* {{Evil|Legion}} / {{Good|Preacher}}: If the Preacher chooses Legion, Legion keeps their ability, but the Preacher might learn they are 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}} / {{Evil|Summoner}}: If Legion is summoned, all evil players become Legion.
 
* {{Evil|Legion}} / {{Good|Zealot}}: The Zealot might register as evil to 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|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|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|Exorcist}}: If the Leviathan nominates and executes the Exorcist-chosen player, good wins.
** {{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|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|Mayor}}: If {{Evil|Leviathan}} is in play and no execution occurs on day 5, good wins.
* {{Evil|Leviathan}} / {{Good|Grandmother}}: If the Leviathan is in play and the Grandchild dies by execution, evil wins.
** {{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|Hatter}}: The Leviathan cannot enter play after day 5.
** {{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|Innkeeper}}: If the Leviathan nominates and executes an Innkeeper-protected player, good wins.
** {{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|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|Soldier}}: If {{Evil|Leviathan}} nominates and executes the {{Good|Soldier}}, the {{Good|Soldier}} does not die.
* {{Evil|Leviathan}} / {{Good|Mayor}}: If the Leviathan and the Mayor are alive on day 5 & no execution occurs, good wins.
** {{Evil|Leviathan}} and {{Good|Hatter}}: If the Hatter dies on or after day 5, the Demon cannot choose Leviathan.
* {{Evil|Leviathan}} / {{Good|Monk}}: If the Leviathan nominates and executes the Monk-protected player, good wins.
** {{Evil|Leviathan}} and {{Evil|Pit-Hag}}: After day 5, the {{Evil|Pit-Hag}} cannot choose {{Evil|Leviathan}}.
* {{Evil|Leviathan}} / {{Evil|Pit-Hag}}: The Leviathan cannot enter play after day 5.
 
* {{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.
* The {{Evil|Lil' Monsta}} has five special rules:
* {{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|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|Soldier}}: If the Leviathan nominates and executes the Soldier, good wins.
** {{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|Lil' Monsta}} / {{Good|Hatter}}: If the Hatter dies & the Demon chooses Lil' Monsta, they also choose a Minion to become.
** {{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|Poppy Grower}}: If Lil' Monsta & the Poppy Grower are alive, Minions wake one by one, until one of them chooses to take the Lil' Monsta token.  
** {{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|Psychopath}}: If the Psychopath is babysitting Lil' Monsta, they die when executed.
** {{Evil|Lil' Monsta}} and {{Evil|Vizier}}: The {{Evil|Vizier}} can die by execution if they are babysitting {{Evil|Lil' Monsta}}.
* {{Evil|Lil' Monsta}} / {{Good|Magician}}: If the Magician is alive, the Storyteller chooses which Minion babysits Lil' Monsta.
 
* {{Evil|Lil' Monsta}} / {{Evil|Scarlet Woman}}: If Lil' Monsta dies with 5 or more players alive, the Scarlet Woman babysits Lil' Monsta for the rest of the game.
* The Demon character {{Evil|Lleech}} has two further special rules, in addition to the jinx with the {{Evil|Mastermind}}:
* {{Evil|Lil' Monsta}} / {{Evil|Vizier}}: If the Vizier is babysitting Lil' Monsta, they die when executed.
** {{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 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 host, the host dies.
 
* {{Evil|Riot}} / {{Good|Atheist}}: During a riot, if the Storyteller is nominated, players vote. If they are "about to die", the game ends. If not, they nominate again.
* The Demon character {{Evil|Riot}} has the most jinxes of all!
* {{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}} 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|Exorcist}}: If Riot nominates and executes the Exorcist-chosen player, good wins.
** {{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|Farmer}}: Each night*, Riot chooses an alive good player (different to previous nights): a chosen Farmer uses their ability but does not die.
** If a {{Evil|Riot}} player nominates and kills...
* {{Evil|Riot}} / {{Good|Grandmother}}: If Riot is in play and the Grandchild dies by execution, evil wins.
*** {{Good|Farmer}}: ...a {{Good|Farmer}}, the {{Good|Farmer}} uses their ability tonight.
* {{Evil|Riot}} / {{Good|Innkeeper}}: If Riot nominates and executes an Innkeeper-protected player, good wins.
*** {{Good|Grandmother}}: ...the grandchild, the {{Good|Grandmother}} dies too.
* {{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|King}}: ...the {{Good|King}} and the {{Good|Choirboy}} is alive, the {{Good|Choirboy}} uses their ability tonight.
* {{Evil|Riot}} / {{Good|Mayor}}: The Mayor may choose to stop the riot. If they do so when only 1 Riot is alive, good wins. Otherwise, evil wins.
*** {{Good|Ravenkeeper}}: ...the {{Good|Ravenkeeper}}, the {{Good|Ravenkeeper}} uses their ability tonight.
* {{Evil|Riot}} / {{Good|Monk}}: If Riot nominates and executes the Monk-protected player, good wins.
*** {{Good|Sage}}: ...the {{Good|Sage}}, the {{Good|Sage}} 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.
** If a {{Evil|Riot}} player nominates...
* {{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.
*** {{Good|Innkeeper}}: ...an {{Good|Innkeeper}}-protected player, the protected player does not die.
* {{Evil|Riot}} / {{Good|Soldier}}: If Riot nominates and executes the Soldier, good wins.
*** {{Good|Monk}}: ...a {{Good|Monk}}-protected player, the protected player does not die.
* {{Evil|Vortox}} / {{Good|Banshee}}: If the Vortox kills the Banshee, all players learn that the Banshee has died.
***{{Good|Soldier}}: ...the {{Good|Soldier}}, the {{Good|Soldier}} does not die.
* {{Evil|Yaggababble}} / {{Good|Exorcist}}: If the Exorcist chooses the Yaggababble, the Yaggababble does not kill tonight.
** 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 15:03, 27 November 2025

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

  • Alchemist / Boffin : If the Alchemist has the Boffin ability, the Alchemist does not learn what ability the Demon has.
  • Alchemist / Marionette: An Alchemist-Marionette has no Marionette ability & the Marionette is in play.
  • Alchemist / Mastermind: An Alchemist-Mastermind has no Mastermind ability & the Mastermind is not-in-play.
  • Alchemist / Organ Grinder: If the Alchemist has the Organ Grinder ability, the Organ Grinder is in play. If both are sober, both are drunk.
  • Alchemist / Spy: An Alchemist-Spy has no Spy ability & a Spy is in play. After each execution, a living Alchemist-Spy may publicly guess a living player as the Spy. If correct, the Demon must choose the Spy tonight.
  • Alchemist / Summoner: The Alchemist-Summoner does not get bluffs, and chooses which Demon but not which player. If they die before this happens, evil wins. [No Demon]
  • Alchemist / Wraith: An Alchemist-Wraith has no Wraith ability & a Wraith is in play. After each execution, a living Alchemist-Wraith may publicly guess a living player as the Wraith. If correct, the Demon must choose the Wraith tonight.
  • Alchemist / Widow: An Alchemist-Widow has no Widow ability & a Widow is in play. After each execution, a living Alchemist-Widow may publicly guess a living player as the Widow. If correct, the Demon must choose the Widow tonight.
  • Bounty Hunter / Kazali: If the Kazali turns the Bounty Hunter into a Minion, an evil Townsfolk is not created.
  • 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 / Princess: If the Cannibal nominated, executed, & killed the Princess today, the Demon doesn’t kill tonight.
  • Cannibal / Zealot: If the Cannibal gains the Zealot ability, the Cannibal learns this.
  • Mathematician / Chambermaid: The Chambermaid can detect if the Mathematician will wake tonight.
  • Mathematician / Drunk: The Mathematician might learn if the Drunk's ability yielded false info or failed to work properly.
  • Mathematician / Lunatic: The Mathematician might learn if the Lunatic attacks a different player than the real Demon attacked.
  • Mathematician / Marionette: The Mathematician might learn if the Marionette's ability yielded false info or failed to work properly.
  • Magician / Legion: The Magician wakes with Legion and might register as evil. Legion knows if a Magician is in play, but not which player it is.
  • Magician / Marionette: If the Magician is alive, the Demon doesn't know which neighbor is the Marionette.
  • Magician / Spy: When the Spy sees the Grimoire, the Demon and Magician's character tokens are removed.
  • Magician / Vizier: If the Vizier is in play, the Magician has no ability but is immune to the Vizier's ability.
  • Magician / Widow: When the Widow sees the Grimoire, the Demon and Magician's character tokens are removed.
  • Magician / Wraith: After each execution, the living Magician may publicly guess a living player as the Wraith. If correct, the Demon must choose the Wraith tonight.

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: Only 1 jinxed character can be in play.
  • Heretic / Godfather: Only 1 jinxed character can be in play.
  • Heretic / Lleech: Only 1 jinxed character can be in play.
  • Heretic / Pit-Hag: Only 1 jinxed character can be in play.
  • Heretic / Spy: Only 1 jinxed character can be in play.
  • Heretic / Widow: Only 1 jinxed character can be in play.
  • Plague Doctor / Baron: If the Storyteller would gain the Baron ability, up to two players become Outsiders.
  • Plague Doctor / Boomdandy: If the Storyteller would gain the Boomdandy ability, a player becomes the Boomdandy.
  • Plague Doctor / Evil Twin: If the Storyteller would gain the Evil Twin ability, a player becomes the Evil Twin.
  • Plague Doctor / Fearmonger: If the Storyteller would gain the Fearmonger ability, a Minion gains it, and learns this.
  • Plague Doctor / Goblin: If the Storyteller would gain the Goblin ability, a Minion gains it, and learns this.
  • Plague Doctor / Marionette: If the Storyteller would gain the Marionette ability, one of the Demon's good neighbors becomes the Marionette.
  • Plague Doctor / Scarlet Woman: If the Storyteller would gain the Scarlet Woman ability, a Minion gains it, and learns this.
  • Plague Doctor / Spy: If the Storyteller would gain the Spy ability, a Minion gains it, and learns this.
  • Plague Doctor / Wraith: If the Storyteller would gain the Wraith ability, a Minion gains it, and learns this.
  • Recluse / Ogre: If the Recluse registers as evil to the Ogre, the Ogre learns that they are evil.
  • Recluse / Sage: The Recluse might register as the Demon to the Sage.

Minions

  • Boffin / Cult Leader: If the Demon has the Cult Leader ability, they can’t turn good due to this ability.
  • Boffin / Drunk: The Demon cannot have the Drunk ability.
  • Boffin / Goon: If the Demon has the Goon ability, they can’t turn good due to this ability.
  • Boffin / Heretic: The Demon cannot have the Heretic 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, an Outsider might have been added during setup.
  • Marionette / Huntsman: If the Marionette thinks that they are the Huntsman, the Damsel was added during setup.
  • Marionette / Kazali: If there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.
  • Marionette / Lil' Monsta: If there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.
  • Marionette / Summoner: If there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.
  • Mastermind / Vigormortis: A Mastermind that has their ability keeps it if the Vigormortis dies.
  • 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 would be two Demons, one of which was the Scarlet Woman, the Scarlet Woman becomes the Scarlet Woman again.
  • Scarlet Woman / Fang Gu: If there would be two Demons, one of which was the Scarlet Woman, the Scarlet Woman remains the Scarlet Woman.
  • Spy / Damsel: If the Spy is (or has been) in play, the Damsel is poisoned.
  • Spy / Ogre: The Spy registers as evil to the Ogre.
  • Spy / Poppy Grower: If the Poppy Grower has their ability, the Spy does not see the Grimoire.
  • Summoner / Clockmaker: The Summoner registers as the Demon to the Clockmaker.
  • Summoner / Courtier: If the living Summoner has no ability, the Storyteller has the Summoner ability.
  • Summoner / Engineer: If the living Summoner is removed from play, the Storyteller has the Summoner ability.
  • Summoner / Hatter: If the Summoner creates a second living Demon, deaths tonight are arbitrary.
  • Summoner / Kazali: If the Summoner creates a second living Demon, deaths tonight are arbitrary.
  • Summoner / Lord of Typhon: If a Lord of Typhon is summoned, they must neighbor a Minion & their other neighbor becomes an evil Minion.
  • Summoner / Pit-Hag: If the Summoner creates a second living Demon, deaths tonight are arbitrary.
  • Summoner / Poppy Grower: If the Poppy Grower is alive on the 3rd night, the Summoner chooses which Demon but not which player.
  • Summoner / Preacher: If the living Summoner has no ability, the Storyteller has the Summoner ability.
  • Summoner / Pukka: The Summoner may summon a Pukka on the 2nd night instead of the 3rd.
  • Summoner / Zombuul: If the Summoner summons a dead player into the Zombuul, the Zombuul has already "died once".
  • Vizier / Alsaahir: The Storyteller doesn't declare the Vizier is in play.
  • Vizier / Courtier: If the Vizier loses their ability, they learn this, and cannot die during the day.
  • Vizier / Fearmonger: The Vizier wakes with the Fearmonger, learns who they choose and cannot choose to immediately execute that player.
  • Vizier / Investigator: The Storyteller doesn't declare the Vizier is in play.
  • Vizier / Politician: The Politician might register as evil to the Vizier.
  • Vizier / Preacher: If the Vizier loses their ability, they learn this, and cannot die during the day.
  • Vizier / Zealot: The Zealot might register as evil to the Vizier.
  • Widow / Damsel: If the Widow is (or has been) in play, the Damsel is poisoned.
  • Widow / Poppy Grower: If the Poppy Grower has their ability, the Widow does not see the Grimoire.

Demons

  • Al-Hadikhia / Princess: If the Princess nominated & executed a player on their 1st day, no one dies to the Al-Hadikhia tonight.
  • Al-Hadikhia / Mastermind: 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.
  • Legion / Engineer: If Legion is created, all evil players become Legion. If Legion is in play, the Engineer starts knowing this but has no ability.
  • Legion / Hatter: If Legion is created, all evil players become Legion. If Legion is in play, the Hatter has no ability.
  • Legion / Minstrel: If Legion died by execution today, Legion keeps their ability, but the Minstrel might learn they are Legion.
  • Legion / Politician: The Politician might register as evil to Legion.
  • Legion / Preacher: If the Preacher chooses Legion, Legion keeps their ability, but the Preacher might learn they are Legion.
  • Legion / Summoner: If Legion is summoned, all evil players become Legion.
  • Legion / Zealot: The Zealot might register as evil to Legion.
  • Leviathan / Banshee: Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Banshee dies & gains their ability.
  • Leviathan / Exorcist: If the Leviathan nominates and executes the Exorcist-chosen player, good wins.
  • 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 the Leviathan is in play and the Grandchild dies by execution, evil wins.
  • Leviathan / Hatter: The Leviathan cannot enter play after day 5.
  • Leviathan / Innkeeper: If the Leviathan nominates and executes an Innkeeper-protected player, good wins.
  • 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 and the Mayor are alive on day 5 & no execution occurs, good wins.
  • Leviathan / Monk: If the Leviathan nominates and executes the Monk-protected player, good wins.
  • Leviathan / Pit-Hag: The Leviathan cannot enter play after day 5.
  • 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 nominates and executes the Soldier, good wins.
  • Lil' Monsta / Hatter: If the Hatter dies & the Demon chooses Lil' Monsta, they also choose a Minion to become.
  • Lil' Monsta / Poppy Grower: If Lil' Monsta & the Poppy Grower are alive, Minions wake one by one, until one of them chooses to take the Lil' Monsta token.
  • Lil' Monsta / Psychopath: If the Psychopath is babysitting Lil' Monsta, they die when executed.
  • Lil' Monsta / Magician: If the Magician is alive, the Storyteller chooses which Minion babysits Lil' Monsta.
  • Lil' Monsta / Scarlet Woman: If Lil' Monsta dies with 5 or more players alive, the Scarlet Woman babysits Lil' Monsta for the rest of the game.
  • Lil' Monsta / Vizier: If the Vizier is babysitting Lil' Monsta, they die when executed.
  • Lleech / Mastermind: If the Mastermind is alive and the Lleech host dies by execution, the Lleech lives but loses their ability.
  • Lleech / Slayer: If the Slayer slays the Lleech host, the host dies.
  • Riot / Atheist: During a riot, if the Storyteller is nominated, players vote. If they are "about to die", the game ends. If not, they nominate again.
  • Riot / Banshee: Each night*, Riot chooses an alive good player (different to previous nights): a chosen Banshee dies & gains their ability.
  • Riot / Exorcist: If Riot nominates and executes the Exorcist-chosen player, good wins.
  • 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 by execution, evil wins.
  • Riot / Innkeeper: If Riot nominates and executes an Innkeeper-protected player, good wins.
  • 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 the riot. If they do so when only 1 Riot is alive, good wins. Otherwise, evil wins.
  • Riot / Monk: If Riot nominates and executes the Monk-protected player, good wins.
  • 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 nominates and executes the Soldier, good wins.
  • Vortox / Banshee: If the Vortox kills the Banshee, all players learn that the Banshee has died.
  • Yaggababble / Exorcist: If the Exorcist chooses the Yaggababble, the Yaggababble does not kill tonight.