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An introductory script to the Muruk: a minion which can cause mass misregistration, but with a pattern that can be deduced by the good team. Slayers can kill Townsfolk, Golems can fail to punch, and Cannibals can get food poisoning.
Townsfolk (13)
Washerwoman You start knowing that 1 of 2 players is a particular Townsfolk.
Librarian You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Empath Each night, you learn how many of your 2 alive neighbors are evil.
High Priestess Each night, learn which player the Storyteller believes you should talk to most.
Mathematician Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.
Fortune Teller Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
Oracle Each night*, you learn how many dead players are evil.
Philosopher Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Slayer Once per game, during the day, publicly choose a player: if they are the Demon, they die.
Cannibal You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Amnesiac You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Sage If the Demon kills you, you learn that it is 1 of 2 players.
Virgin The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
Outsider (4)
Recluse You might register as evil & as a Minion or Demon, even if dead.
Golem You may only nominate once per game. When you do, if the nominee is not the Demon, they die.
Mutant If you are “mad” about being an Outsider, you might be executed.
Damsel All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Minion (5)
Cerenovus Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Widow On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play.
Scarlet Woman If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)
Boffin The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
MurukGood players might register as the player either X steps clockwise from them, or X steps counterclockwise (you know which). [X Outsiders]
Demon (3)
Lil' Monsta Each night, Minions choose who babysits Lil' Monsta & "is the Demon". Each night*, a player might die. [+1 Minion]
No Dashii Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
Fang Gu Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
Jinxes (4)
First Night
- DuskCheck that all eyes are closed. Some Travellers act.
Boffin Wake the Boffin and the Demon. Show the *THIS CHARACTER SELECTED YOU* & Boffin tokens, then the not-in-play good character token.
Philosopher The Philosopher might choose a character. If necessary, swap their character token.- Minion InfoIf there are 7 or more players, wake all Minions: show the THIS IS THE DEMON token and point to the Demon. Show the THESE ARE YOUR MINIONS token and point to the other Minions.
- Demon InfoIf there are 7 or more players, wake the Demon: show the THESE ARE YOUR MINIONS token and point to all Minions. Show the THESE CHARACTERS ARE NOT IN PLAY token and 3 not-in-play good character tokens.
Lil' Monsta Wake the Minions. They choose a player. Put the Minions to sleep. Wake the target. Show the *YOU ARE* & Lil' Monsta tokens.
MurukWake the Muruk. Point in the direction their ability is causing misregistration.
Widow Show the Grimoire for as long as the Widow needs. The Widow chooses a player. Put the Widow to sleep. Wake the player marked *KNOW* & show the Widow token.
Cerenovus The Cerenovus chooses a player & a character. Put the Cerenovus to sleep. Wake the target. Show the *THIS CHARACTER SELECTED YOU* token, the Cerenovus token, then the madness-character token.
Damsel During Minion Info, show the Minions the Damsel token. If you haven't done this yet, do so now. If the Damsel was chosen by the Huntsman, show the *YOU ARE* info token & their new character token.
Amnesiac Do whatever needs to be done to satisfy the Amnesiac's ability.
Washerwoman Show the Townsfolk character token. Point to both the *TOWNSFOLK* and *WRONG* players.
Librarian Show the Outsider character token. Point to both the *OUTSIDER* and *WRONG* players.
Empath Give a finger signal.
Fortune Teller The Fortune Teller chooses 2 players. Nod if either is the Demon (or the *RED HERRING*).
High Priestess Point to a player.
Mathematician Give a finger signal.- DawnWait a few seconds. Call for eyes open.
Other Nights
- DuskCheck that all eyes are closed. Some Travellers act.
Philosopher The Philosopher might choose a character. If necessary, swap their character token.
Cerenovus The Cerenovus chooses a player & a character. Put the Cerenovus to sleep. Wake the target. Show the *THIS CHARACTER SELECTED YOU* token, the Cerenovus token, then the madness-character token.
Scarlet Woman If the Scarlet Woman became the Demon today, show them the *YOU ARE* token, then the Demon token.
Fang Gu The Fang Gu chooses a player. If they chose an Outsider (once only): Replace the Outsider token with the spare Fang Gu token. Put the Fang Gu to sleep. Wake the target. Show the *YOU ARE* and Fang Gu tokens & give a thumbs-down.
No Dashii The No Dashii chooses a player.
Lil' Monsta Wake the Minions. They choose a player. Put the Minions to sleep. Wake the target. Show the *YOU ARE* & Lil' Monsta tokens. A player might die.
Sage If the Demon killed the Sage, wake the Sage and point to 2 players, 1 of which is the Demon.
Damsel If the Damsel was chosen by the Huntsman, show the *YOU ARE* info token & their new character token.
Amnesiac Do whatever needs to be done to satisfy the Amnesiac's ability.
Empath Give a finger signal.
Fortune Teller The Fortune Teller chooses 2 players. Nod if either is the Demon (or the *RED HERRING*).
Oracle Give a finger signal.
High Priestess Point to a player.
Mathematician Give a finger signal.- DawnWait a few seconds. Call for eyes open.