1. A list of every unreleased character that I know. (We even had Ben Burns come to visit a couple times)

    Key: '- [...] -' : This character was removed (and probably for a good reason so dont use these). '? [...] ?' - This character may have been removed and/or replaced.

    TPI advises that you do not play with these characters as they are not finished and may need tweaking. They can't stop you though, but if you do play with these characters please remind all your players that these are un-finished characters and are not something to judge the quality of the game on (TPI does not want new-ish players to have bad experiences with these characters and then decide that the game is bad based off of those experiences).

  2. Changelog


    10/05/2024: Updated icons for Zookeeper and Baker.

    02/06/2024: Updated Zeitghast other night reminder and gave it a set-up leaf.

    06/06/2024: Removed Poet, Pawn and Hatter.

    07/06/2024: Removed Cat Lady.

    28/06/2024: Removed Al-Sahir (it has been released).

    30/06/2024: Updated Phoenix and ???.

    11/07/2024: Removed the '-' from Princess.

    17/07/2024: Updated Beekeeper icon to match the one given on the merch.

    21/07/2024: Changed all "Correct icons" to "Recreated icons" for clarity (except Sicilian, Skinkulus and Baker)

    29/07/2024: Updated Golden Child.

  3. Scholar

    You start knowing which evil characters are in-play.


    Attribution

    Recreated icon by Dela

    Townsfolk

  4. Diplomat

    You start knowing which players are minions. If a minion you know is executed, your team loses, even if dead.


    Attribution

    Recreated icon

    Townsfolk

  5. Blacksmith

    You start knowing how many outsiders are in play. All outsiders are drunk, even if you are dead. [+1 Outsider]


    Attribution

    Recreated icon

    Townsfolk

  6. Ballerina

    You start knowing if more townsfolk are (1) odd or (2) even steps from you clockwise. Or you learn that (3) it's equal.


    Attribution

    Recreated icon

    Townsfolk

  7. Pirate

    You start knowing how many pirates are in-play. If Pirates are the only good characters alive, good wins. [+0 to +2 Pirates]


    Attribution

    Recreated icon

    Townsfolk

  8. Prophet

    On your 1st night, choose a day number: if all dead players are good that dawn, they are resurrected as travellers.


    Attribution

    Icon by Dela

    Townsfolk

  9. Stableboy

    Each night, learn 1 in-play character.


    Attribution

    Recreated icon

    Townsfolk

  10. Moneylender

    Each night, choose an alive player (not yourself): you become their alignment.


    Attribution

    Recreated icon

    Townsfolk

  11. Palm Reader

    The Demon attacks one night before it takes effect, even if you are dead. Each night, learn who was attacked.


    Attribution

    Recreated icon

    Townsfolk

  12. Wench

    Each night, you learn a player. They are drunk until dusk and any information they receive is false.


    Attribution

    Should be 3 Drunk icons. Icon by Dela.

    Townsfolk

  13. Houndskeeper

    Each night, you learn how many steps to the nearest living player targeted by an evil ability tonight.


    Attribution

    Recreated icon

    Townsfolk

  14. Genius

    Each night, choose a good character: you have that ability until you choose again. You are drunk every other night.


    Attribution

    Recreated icon by Dela

    Townsfolk

  15. - Quack -

    Each night, choose 2 living players: abilities that target one, target the other instead. The demon cannot die this way.


    Attribution

    Recreated icon

    Townsfolk

  16. Witch Hunter

    Each night, choose a player: you learn their alignment. If they are not executed tomorrow, they turn evil. You can not be evil.


    Attribution

    Recreated icon by DarkArtist

    Townsfolk

  17. Insomniac

    Each night*, learn a character that died tonight.


    Attribution

    Recreated icon

    Townsfolk

  18. Voyeur

    Each night*, choose a player (not yourself): if they die tonight, all players learn who you are.


    Attribution

    Recreated icon

    Townsfolk

  19. Hustler

    Each night*, learn the character that nominated you today. If you are "mad" about being the hustler, you receive false info.


    Attribution

    Should be a chequered suit

    Townsfolk

  20. Astrologer

    Each day, ask the Storyteller to tell you 1 piece of false information.


    Attribution

    Recreated icon by DarkArtist

    Townsfolk

  21. Druid

    Each day, you may publicly choose a player. If either of you die tonight, an alive minion dies instead, if possible.


    Attribution

    Recreated icon by Dela

    Townsfolk

  22. Coachman

    Each day, choose a 1 word topic on which the Storyteller tells you 1 fact. If an alive neighbour is evil, you get false info.


    Attribution

    Recreated icon by Dela

    Townsfolk

  23. Thespian

    Each day, an evil player must be "mad" about something or they die. Each day, you must be "mad" about something or you die.


    Attribution

    Recreated icon by IRS

    Townsfolk

  24. Mormon

    Each day, if 1 of your neighbors publicly agrees, they become a Mormon. If they do not publicly agree, you lose your ability.


    Attribution

    Should be a suit

    Townsfolk

  25. Apothecary

    Once per game, publicly change one game rule, if the Storyteller agrees.


    Attribution

    Recreated icon by Dela

    Townsfolk

  26. Patient

    Once per game, at night, you wake: choose an in-play character to gain ability for each night you were asleep.


    Attribution

    Recreated icon

    Townsfolk

  27. Bodyguard

    Once per game, at night, choose a character (not the Bodyguard): they are not affected in any way by evil abilities.


    Attribution

    Recreated icon

    Townsfolk

  28. Hangman

    Once per game, choose a player. Going clockwise, good players that do not publicly state their character in 3 seconds, die.


    Attribution

    Recreated icon

    Townsfolk

  29. Piper

    Once per game, publicly choose that from now on: Minions can privately choose to turn good but the next executee's team loses.


    Attribution

    Recreated icon

    Townsfolk

  30. Machinist

    On your 1st day, you may visit the Storyteller to gain the ability of an off-script character, even if drunk or poisoned.


    Attribution

    Recreated icon

    Townsfolk

  31. Leper

    If the demon kills you, they are poisoned.


    Attribution

    Recreated icon

    Townsfolk

  32. Phoenix

    On final day, if dead, you are raised as a not-in-play townsfolk.


    Townsfolk

  33. Scavenger

    If both your neighbors die, something good happens.


    Attribution

    Recreated icon

    Townsfolk

  34. Nun

    Other good players cannot be drunk, poisoned or get false info.


    Attribution

    Recreated icon

    Townsfolk

  35. Bon Vivant

    Your alive neighbouring players are drunk (not including Travelers).


    Attribution

    Should be a party horn

    Townsfolk

  36. Nanny

    At night, other players with both hands over their eyes cannot die, but if you die, they might die too.


    How to Run

    At dusk, get everyone who wishes to put their hands over their eyes to send you a message saying so, then create a list of these people. If anyone without hands over their eyes wakes, send them the list of people with hands over their eyes. If a player with hands over their eyes would wake, they may select players and characters, but do not learn any sort of information.

    Attribution

    Recreated icon

    Townsfolk

  37. Strongman

    If you were the most mad about being the Strongman today & a player chose you tonight for any reason, they die.


    Attribution

    Should just be the weights

    Townsfolk

  38. Lion Tamer

    If either of your alive neighbours died by execution today, all players are safe from the Demon tonight.


    Attribution

    Recreated icon

    Townsfolk

  39. Schoolmarm

    Players who turn evil learn you are in play and may choose to remain good. [1 evil-creating character is in-play]


    Attribution

    Recreated icon

    Townsfolk

  40. Messenger

    On the final night, even if you are dead, choose a player: they learn something. At any time, you may request what.


    Attribution

    Recreated icon

    Townsfolk

  41. - Rogue -

    You may choose to break any rules when alive. If the Storyteller finds out, even if dead, something bad might happen.


    How to Run

    (Requires a Co-ST) Get your Co-ST to help the Rogue break the rules. For example, the Rogue can message the Co-ST 'i will look at the grim' and the Co-ST can send them the grim. If it seems like the Rogue breaking the rules would be caught by the ST to the Co-ST then the Co-ST can message the ST 'You catch x breaking the rules'. For example, if the Rogue looks at the grim while the ST is in Town Square you can be safe to assume that irl the ST would be behind the grim and notice the Rogue having a peek.

    Attribution

    Recreated icon

    Townsfolk

  42. Tycoon

    1 player that you have shaken hands with might be drunk. Each night*, learn if you shook hands with an evil player today.


    How to Run

    Make sure the Storyteller is in the private conversation where both players agree to shake hands so that they can make sure that both players agree.

    Attribution

    Recreated icon

    Townsfolk

  43. Merchant

    You & any other player may choose to make a deal. Until a new deal is made, if a player breaks the deal, 1 of you dies.


    How to Run

    Make sure the Storyteller is in the private conversation where both players agree to a deal so that they can make sure that both players agree.

    Attribution

    Recreated icon

    Townsfolk

  44. Queen

    If both of your neighbours are good, they learn who you are. Anyone mad about a Queen being in-play might be executed.


    Attribution

    Recreated icon by Dela

    Townsfolk

  45. Mole

    You are a minion & register as evil. If the Demon publicly guesses you (once), your team loses, even if dead, drunk or poisoned.


    How to Run

    1. Put the Mole token into the bag.
    2. Wake the Mole and show them which Minion they are.
    3. Replace the Mole token on the grim with the Minion they are and put the 'Is the mole' reminder token next to them. (The Mole is an additional Minion and does not replace one)

    Attribution

    Recreated icon

    Townsfolk

  46. Beekeeper

    One evil player registers as good and as a Townsfolk or Outsider. If you publicly guess who it is (once per game), your team wins.


    Attribution

    Recreated icon

    Townsfolk

  47. Casanova

    Each night, choose an alive player (not yourself). If they're an ally & executed tomorrow your team loses.


    Attribution

    Recreated icon by Dela

    Outsider

  48. Bully

    Any players who vote differently to you might die.


    Attribution

    Recreated icon

    Outsider

  49. - Peasant -

    If you lose, you are the Peasant in the next game.


    Outsider

  50. Tramp

    If there are any votes to execute you, you might be executed immediately.


    Attribution

    Recreated icon

    Outsider

  51. Charlatan

    At night, you become the alignment of the 1st player to be executed this game.


    Attribution

    Should be two faces, a light one and a dark one

    Outsider

  52. Donkey Wrangler

    If you are nominated and the demon is not executed, your team loses. [Your token is square]


    How to Run

    (Requires a Gardener on official app)

    1. Assign characters but dont send them.
    2. Starting from the top of the circle, tell the first player privately if a Donkey Wrangler token is in the bag.
    3. Ask if they want the token, repeat until someone says yes (if it gets to the last person, they must take the token).
    4. Replace that person's character with the Donkey Wrangler's.
    5. Replace the person who got assigned the Donkey Wrangler's token with the token of the player who took the Donkey Wrangler.
    6. Send characters.

    Outsider

  53. Golden Child

    The 1st player to nominate you, turns evil that night. If you nominate yourself 1st, your team loses.


    Attribution

    Recreated icon

    Outsider

  54. Hermit

    You have the ability of every other outsider. No Outsider modification effects work. [No other outsiders]


    Attribution

    Recreated icon by Dela

    Outsider

  55. Princess

    If a player dies, then claims to be the Princess (you must), 1 player may choose to die instead. If they are evil, your team loses.


    Attribution

    Recreated icon

    Outsider

  56. Prisoner

    You cannot vote. You start knowing 1 not-in-play character. If most players vote to free you, you become that character and that character's alignment.


    Attribution

    Recreated icon

    Outsider

  57. Vat Dweller

    On your 1st night, choose an Outsider. Every Outsider is a copy of that Outsider. [Any number of Outsiders]


    Attribution

    Recreated icon

    Minion

  58. Klaun

    Each night, choose up to 3 players. They are told that they are mad in some way, but are not.


    Attribution

    Should be a spotty hat with flowers

    Minion

  59. Familiar

    Each night*, you wake with the Demon and choose a player: they die. If you die, the demon loses its ability.


    Attribution

    Recreated icon

    Minion

  60. Ringmaster

    Once per game, choose to become the Storyteller. You may still vote.


    Minion

  61. Wizard

    Once per game, choose to make a wish. If granted, your wish may have a price, and leaves a clue to its nature.


    Attribution

    Recreated icon

    Minion

  62. Scarecrow

    You register as a Demon. The Demon registers as a Minion.


    Attribution

    Recreated icon

    Minion

  63. Amaniti

    Your neighbours falsely register to good players' abilities.


    Attribution

    Recreated icon by Dela

    Minion

  64. Hunchback

    The demon has a not-in-play good character's ability. It knows which.


    Attribution

    Recreated icon

    Minion

  65. Senator

    Players can only nominate their living neighbors, even if you are dead.


    Attribution

    Recreated icon

    Minion

  66. Wraith

    You may choose to open your eyes at night. You wake when other evil players do.


    How to Run

    At any point during the night the Wraith may message you the word 'open'. This means that the Wraith has opened their eyes. The Wraith may message you the word 'close' at any time to close their eyes. When the Wraith opens their eyes they learn anything that they currently woken player learns (but they won't learn which character they are). If the Wraith's eyes are open when a player picks them, when the player opposite them has their eyes open or when one of their neighbours has their eyes open, they learn that the Wraith has their eyes open.

    Attribution

    Recreated icon

    Minion

  67. Imposter

    You poison and gain the ability of the 1st in-play character that you are mad about being each day.


    Attribution

    Recreated icon

    Minion

  68. Copycat

    You have the ability of an in-play Minion. If no others exist, you start by choosing a Minion: gain their ability.


    Attribution

    Should be two skulls

    Minion

  69. Riddle Fiend

    On the final day, even if you are dead, each player publicly guesses who you are. If no good players do, evil wins.


    Attribution

    Recreated icon by DarkArtist

    Minion

  70. Daughter of Nox

    Good’s info is reversed. The 1st time each player names you: lose your ability (if they are good), regain it (if they are evil).


    Reversed: True info becomes false info. False info becomes true info. This does not affect drunk or poisoned players as their info is arbitrary.

    Attribution

    Recreated icon

    Minion

  71. Sicilian

    When nominations are called, if you publicly choose a player (not yourself) & they are not executed today, their team wins.


    “You must take your opponent into a deep dark forest where 2+2=5, and the path leading out is only wide enough for one.”

    Attribution

    Correct icon

    Minion

  72. Zodion

    You start knowing all not-in-play characters. Each night*, the highest character on the script dies.


    Demon

  73. Shacklewight

    Each night, choose any players: they all wake together. Tomorrow day, if 1 dies, they all die. Each day, if no-one dies, evil wins.


    Demon

  74. Virilus

    Each night, choose a player to infect. Infected who nominate die & infect the nominee. After day 4, evil wins.


    Attribution

    Should be some sort of bubbly virus

    Demon

  75. Zeitghast

    Each night*, choose a player: they die. You act last every night. [+1 Minion]


    Attribution

    Should be two eyes with horns with a star between them

    Demon

  76. Soul Hammer

    Each night*, choose a player: they die. After the final night, the dead may not talk to the living.


    Attribution

    Recreated icon

    Demon

  77. Creeping Terror

    Each night*, mark up to 3 players or kill all marked players. Marked players learn that they are marked.


    Attribution

    Recreated icon by Dela

    Demon

  78. - Barrow-Fog -

    Each night*, choose a player: they die. Players killed by the Barrow-Fog register as alive during the day.


    Demon

  79. Palabra de Dios

    Each night*, each alive good player that raised a hand at dusk, kills a random player. If none did, evil wins.


    Attribution

    Should be some sort of long thin horns

    Demon

  80. Queen of Lies

    Each night* choose 3 players to dupe: each chooses a different alive player, 2 of which die. All players learn who you duped.


    Demon

  81. Dolomite

    Each night*, choose a player: they turn evil & learn who you are. Once per game, you lose this ability. [No Minions]


    Attribution

    Recreated icon but missing two little eyes

    Demon

  82. Tipi-Tipi

    Each night*, a player dies. On the final night, choose a player. They are "mad" that you are not the demon or their team loses.


    Attribution

    Recreated icon by Nunny

    Demon

  83. Hwisp

    Each night*, choose a player: they die. If nominated by a Townsfolk, you die. 2nd Townsfolk to nominate in a day's, team loses.


    Attribution

    Recreated icon by DarkArtist

    Demon

  84. J'nak

    Each night*, choose a player: they die. 1 good player knows you are 1 of 2 players. If executed while a minion lives, your team wins.


    Attribution

    Recreated icon

    Demon

  85. - Skinkulus -

    Each night*, choose a player: they die. If all differ in gender to you they turn evil & may not vote (even if you lose this ability).


    Attribution

    Correct icon

    Demon

  86. Fanzazz

    Each night*, choose a player: they die & you become their alignment. If you die, your team loses. If only 2 players live, your team wins.


    Attribution

    Recreated icon by DarkArtist

    Demon

  87. ???

    All players start dead. Dead players may nominate and if executed, are reborn. Each night*, choose a player: they are reborn. If all evils live, evil wins.


    Attribution

    Should be a skull with a rose growing out of its eye socket

    Demon

  88. Sissaphyth

    At night, if all Minions are dead, choose a Demon: become it, acting twice each night.


    Attribution

    Recreated icon

    Demon

  89. - Deus Ex Fiasco -

    Once per game, the Storyteller will make a mistake, correct it, and publicly admit to it.


    Attribution

    Recreated icon

    Fabled

  90. Zookeeper

    During nominations, only the nominator and nominee may talk.


    Fabled

  91. Baker

    During nominations, the nominated player has the group's attention.


    Attribution

    Correct icon

    Fabled

  92. Hindu

    The player who dies first may secretly choose which character they are in the next game.


    Fabled

  93. - Patron -

    Jinxed characters may not both be in-play. Evil players know which not-in-play characters are jinxed.


    Attribution

    Recreated icon

    Fabled

  94. Night Order

    First Night

    Diplomat
    Prophet
    Witch Hunter
    Moneylender
    - Quack -
    Genius
    Stableboy
    Queen
    Mole
    Blacksmith
    Prisoner
    Ringmaster
    Hunchback
    Vat Dweller
    Houndskeeper
    Shacklewight
    J'nak
    Ballerina
    Zodion
    Virilus
    Wench
    Thespian
    Schoolmarm
    Klaun
    Copycat
    Palm Reader
    Casanova
    Scholar
    Bodyguard

    Other Nights

    Patient
    Leper
    Druid
    Prophet
    Witch Hunter
    Moneylender
    - Quack -
    Genius
    Stableboy
    Insomniac
    Golden Child
    Charlatan
    Houndskeeper
    Imposter
    Ringmaster
    Shacklewight
    - Skinkulus -
    Soul Hammer
    Dolomite
    Palabra de Dios
    J'nak
    Tipi-Tipi
    Creeping Terror
    Zodion
    Voyeur
    Virilus
    Wench
    Hustler
    Thespian
    Schoolmarm
    Familiar
    Klaun
    Strongman
    Copycat
    Palm Reader
    Casanova
    Queen of Lies
    Hwisp
    Zeitghast
    Fanzazz
    Messenger
    Nanny
    Bodyguard
    Tycoon
    Sissaphyth
    - Barrow-Fog -
  95. this almanac generated using Bloodstar Clocktica