Inside My Head
Townsfolk (13)
Noble You start knowing 3 players, 1 and only 1 of which is evil.
Pixie You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
Sailor Each night, choose an alive player: either you or they are drunk until dusk. You can't die.
Chambermaid Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Dreamer Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Savant Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Nightwatchman Once per game, at night, choose a player: they learn you are the Nightwatchman.
Philosopher Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Artist Once per game, during the day, privately ask the Storyteller any yes/no question.
Alchemist You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.
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.
Pacifist Executed good players might not die.
Outsider (4)
Goon Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
Sweetheart When you die, 1 player is drunk from now on.
Plague Doctor When you die, the Storyteller gains a Minion ability.
BookwormIf you died today or tonight, the Demon sees the Grimoire.
Minion (5)
Witch Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
Pit-Hag Each night*, choose a player & a character they become (if not in play). If a Demon is made, deaths tonight are arbitrary.
Wizard Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.
Xaan On night X, all Townsfolk are poisoned until dusk. [X Outsiders]
Boffin The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Demon (3)
Vigormortis Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
Lleech Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead.
Atheist*The Storyteller can break the game rules, and if executed, good wins. [No evil characters]
Jinxes (3)
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.
Alchemist Show the *YOU ARE* info token and a Minion 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.
Sailor The Sailor chooses a living player.
Lleech The Lleech chooses a player.
Xaan If X is 1, mark the Xaan with the *X* reminder token.
Wizard Do whatever needs to be done to satisfy the Wizard's ability.
Witch The Witch chooses a player.
Pixie Show the Townsfolk character token marked *MAD*.
Amnesiac Do whatever needs to be done to satisfy the Amnesiac's ability.
Dreamer The Dreamer points to a player. Show 1 good & 1 evil character token, 1 of which is their character.
Noble Point to the 3 players marked *KNOW*.
Nightwatchman The Nightwatchman might choose a player. Put the Nightwatchman to sleep. Wake the target. Show the *THIS PLAYER IS* & Nightwatchman tokens, then point to the Nightwatchman.
Chambermaid The Chambermaid chooses 2 living players. 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.
Sailor The Sailor chooses a living player.
Xaan Change the Xaan reminder token to the relevant night. If it is night X, mark the Xaan with the *X* reminder token.
Wizard Do whatever needs to be done to satisfy the Wizard's ability.
Witch The Witch chooses a player.
Pit-Hag The Pit-Hag chooses a player & a character. If they chose a character that is not in play: Put the Pit-Hag to sleep. Wake the target. Show the *YOU ARE* token & their new character token.
Vigormortis The Vigormortis chooses a player. If that player is a Minion, poison a neighboring Townsfolk.
Lleech The Lleech chooses a player.
Sweetheart If the Sweetheart died, a player became drunk immediately. If you haven't done this yet, do so now.
Plague Doctor If the Plague Doctor died, the Storyteller gained a Minion ability. If you haven’t done this yet, do so now.
Amnesiac Do whatever needs to be done to satisfy the Amnesiac's ability.
Dreamer The Dreamer points to a player. Show 1 good & 1 evil character token, 1 of which is their character.
Nightwatchman The Nightwatchman might choose a player. Put the Nightwatchman to sleep. Wake the target. Show the *THIS PLAYER IS* & Nightwatchman tokens, then point to the Nightwatchman.
BookwormIf the Demon is marked [[READING TONIGHT]], show them the Grimoire.
Chambermaid The Chambermaid chooses 2 living players. Give a finger signal.- DawnWait a few seconds. Call for eyes open.