MASQUERADE — The Phantom of the Opera
Townsfolk (13)
Christine DaaéOnce per game, during the day, you may publicly declare “I unmask the Phantom”: the Phantom can then die by execution today, even without the artifact.
AuctioneerYou are always healthy. At night, when you receive the artifact, you learn who passed it to you & the true character of its 1st holder that night. If it came directly from the Phantom, you are drunk tonight.
SorelliEach night, you learn if either of your 2 alive neighbors holds the artifact.
MegOnce per night, when you 1st receive the artifact, you may immediately pass it to another alive player.
Madame GiryYou start knowing 3 players, at least 1 of whom is the Demon.
PersianEach night, choose a player: you learn if they are the same alignment as the current artifact holder.
Monsieur ReyerEach night, choose a player: you learn if they are drunk or poisoned.
Inspector MifroidEach night, choose 2 other players: you learn how many of them are Outsiders or Evil. [+1 Outsider]
Stage DesignerOnce per game, at night*, choose an alive player: the artifact moves to them after the Phantom learns its location.
Ubaldo PiangiOnce per game, during the day, publicly declare that you will perform tonight. If no execution occurs today, the Phantom must choose you to die tonight. This death can't be prevented.
Raoul de ChagnyEach night*, choose a player (not yourself): they can't die tonight. If this prevents a death, you are drunk until dusk.
ManagersYou are always healthy. If you die while holding the artifact, an evil player might die instead. [+0 evil Townsfolk -0 Outsiders or +1 evil Townsfolk -1 Outsiders]
UsherEach night*, you learn if the artifact is closer to the Phantom than it was at the previous dawn
Outsider (4)
PrimadonnaIf you die by execution, the artifact holder, if a Townsfolk, doesn’t wake tonight.
Phantom’s FavouriteYou are always sober & healthy. You can't die by execution.
ClaqueYou are always healthy. Each night, a player is drunk. The drunkenness starts with either neighbor & advances 1 seat per night in the same clockwise or anti-clockwise direction.
DoomedIf you die by execution while the Phantom is holding the artifact, your team loses.
Minion (4)
Trapdoor KeeperYou are always healthy. Each night, if you receive the artifact, you may keep it instead of letting it bounce to the Phantom.
Mirror KeeperYou are always healthy & might register as good. You start knowing a good player. When you receive the artifact, it moves to them instead & you learn this. If they die, you lose your ability.
Chandelier RiggerThe Phantom’s 1st attack while drunk or poisoned works normally & you learn this.
Cloak BearerThe 1st time the Phantom would die by execution with 5 or more players alive, they survive. That night, the Phantom kills you instead of their usual kill. This death can't be prevented.
Loric (2)
Monkey Music BoxThe holder registers as evil. Unless they are the Phantom, they can't die by execution. If executed, return the artifact to the Phantom at dusk. Artifact choice & transfers work even if drunk or poisoned.
Punjab LassoThe holder is poisoned. On the 1st night, the Phantom chooses an available artifact & another player to receive it. Artifact choice & transfers are script rules & work even if drunk or poisoned.
First Night
- DuskCheck that all eyes are closed. Some Travellers act.
ClaqueChoose clockwise or anti-clockwise and note the direction. Place *Claque* Seat (is drunk) on the *Claque*’s immediate neighbor in that direction.
Monkey Music Box- Wake *Phantom* to choose an available artifact and another player. - ARTIFACT PHASE: Move the artifact. - Check *Meg*, *Auctioneer*, *Mirror Keeper*, *Trapdoor Keeper* and Minion bounces on receipt. Repeat for further transfers.
Punjab Lasso- Wake *Phantom* to choose an available artifact and another player. - ARTIFACT PHASE: Move the artifact. - Check *Meg*, *Auctioneer*, *Mirror Keeper*, *Trapdoor Keeper* and Minion bounces on receipt. Repeat for further transfers.
Meg*ONLY IF RECEIVING THE ARTIFACT*. If already marked Received tonight, skip. Place Received tonight. Wake *Meg*. They may keep the artifact or choose another living player to receive it immediately.
Auctioneer*ONLY IF RECEIVING THE ARTIFACT*. Wake the *Auctioneer*. If the *Phantom* passed the artifact directly, place Drunk tonight before giving information. Indicate who passed the artifact and show the character of the player marked First holder.
Mirror KeeperShow the *Mirror Keeper* the player marked Mirror target / Ability lost. *ONLY IF RECEIVING THE ARTIFACT*. Pass the artifact to Mirror target / Ability lost and wake the *Mirror Keeper* to tell them it moved to that player.
Trapdoor Keeper*ONLY IF RECEIVING THE ARTIFACT*. When the *Trapdoor Keeper* receives the artifact, wake them and ask if they want to keep it. They nod “yes” to keep it or shake their head “no” to let it bounce to the *Phantom*. If they are drunk, ask as usual, then let it bounce to the *Phantom*.- 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.
PhantomWake the *Phantom*. Point to the artifact holder.
Madame GiryPoint to 3 players, including the Demon.
Monsieur Reyer*Monsieur Reyer* points to a player. Nod “yes” or shake your head “no” to indicate whether that player is currently drunk or poisoned.
Inspector Mifroid*Mifroid* chooses two players. Give a finger signal.
PersianThe *Persian* points to a player. Nod “yes” or shake your head “no” to indicate whether they are the same alignment as the artifact holder.
SorelliNod “yes” or shake your head “no” to indicate whether either of *Sorelli*’s living neighbors holds the artifact.- DawnWait a few seconds. Call for eyes open.
Other Nights
- DuskCheck that all eyes are closed. Some Travellers act.
PrimadonnaIf the *Primadonna* died by execution today, mark the artifact holder No wake tonight if they are a Townsfolk. Skip all of that player’s wake-ups tonight.
ClaqueMove *Claque* Seat (is drunk) one seat in the same direction, counting dead players’ seats.
Monkey Music Box- Skip if inactive. - Holder executed: check end-of-day return to *Phantom*. - Check *Auctioneer*: mark holder First holder. - If holder has No wake tonight, skip to PHANTOM INFORMATION. - ARTIFACT PHASE: Wake holder. They point to another player. Move the artifact. - Check *Meg*, *Auctioneer*, *Mirror Keeper*, *Trapdoor Keeper* and Minion bounces. Repeat on each receipt. - PHANTOM INFORMATION: Wake *Phantom*. Point to holder.
Punjab Lasso- Skip if inactive. - Holder died by execution: return artifact to *Phantom*. - Check *Auctioneer*: mark holder First holder. - If returned after execution or holder has No wake tonight, skip to PHANTOM INFORMATION. - ARTIFACT PHASE: Wake holder. They point to another player. Move the artifact. - Check *Meg*, *Auctioneer*, *Mirror Keeper*, *Trapdoor Keeper* and Minion bounces. Repeat on receipt. - PHANTOM INFORMATION: Wake *Phantom*. Point to holder.
Meg*ONLY IF RECEIVING THE ARTIFACT*. If already marked Received tonight, skip. Place Received tonight. Wake *Meg*. They may keep the artifact or choose another living player to receive it immediately.
Auctioneer*ONLY IF RECEIVING THE ARTIFACT*. Wake the *Auctioneer*. If the *Phantom* passed the artifact directly, place Drunk tonight before giving information. Indicate who passed the artifact and show the character of the player marked First holder.
Mirror Keeper*ONLY IF RECEIVING THE ARTIFACT*. If their target died, move Mirror target / Ability lost from the target to the *Mirror Keeper*. Otherwise, pass the artifact to Mirror target / Ability lost and wake the *Mirror Keeper* to tell them it moved to that player.
Trapdoor Keeper*ONLY IF RECEIVING THE ARTIFACT*. When the *Trapdoor Keeper* receives the artifact, wake them and ask if they want to keep it. They nod “yes” to keep it or shake their head “no” to let it bounce to the *Phantom*. If they are drunk, ask as usual, then let it bounce to the *Phantom*.
Stage DesignerThe *Stage Designer* shakes their head “no” or points to a living player. If they choose a player, mark *Used*. Run again the *ARTIFACT PHASE* from *Move the artifact*.
Raoul de Chagny*Raoul* points to another player. Mark the protected player Protected / Drunk until dusk.
Cloak BearerIf the *Cloak Bearer* saved the *Phantom* from execution, move Cloak sacrifice from the *Phantom* to the *Cloak Bearer*.
PhantomCheck Performance pending, Cloak sacrifice and Rigger help. The *Phantom* points to a player (they are reminded when the choice is forced). If Rigger assistance works, wake the *Chandelier Rigger* & tell them this.
Monsieur Reyer*Monsieur Reyer* points to a player. Nod “yes” or shake your head “no” to indicate whether that player is currently drunk or poisoned.
Inspector Mifroid*Mifroid* chooses two players. Give a finger signal.
PersianThe *Persian* points to a player. Nod “yes” or shake your head “no” to indicate whether they are the same alignment as the artifact holder.
UsherNod “yes” or shake your head “no” to indicate whether the artifact is closer to the real *Phantom* than it was at the previous dawn.
SorelliNod “yes” or shake your head “no” to indicate whether either of *Sorelli*’s living neighbors holds the artifact.- DawnWait a few seconds. Call for eyes open.