Dusk
Alchemist
Minion Info
Demon Info
Sailor
Marionette
Lil' Monsta
Evil Twin
Damsel
Amnesiac
Investigator
Steward
Bounty Hunter
Nightwatchman
Spy
Mathematician
Dawn
CARDBOARD STANDEE CAMPAIGN GAME 26 BY LEOTHELEOPARDNZ
JINXES
An Alchemist-Marionette has no Marionette ability & the Marionette is in play.
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.
If the Hatter dies & the Demon chooses Lil' Monsta, they also choose a Minion to become.
If there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.
The Mathematician might learn if the Marionette's ability yielded false info or failed to work properly.
If the Storyteller would gain the Evil Twin ability, a player becomes the Evil Twin.
If the Storyteller would gain the Goblin ability, a Minion gains it, and learns this.
If the Storyteller would gain the Marionette ability, one of the Demon's good neighbors becomes the Marionette.
If the Storyteller would gain the Spy ability, a Minion gains it, and learns this.
If the Spy is (or has been) in play, the Damsel is poisoned.
If the King is not on the script and Choirboy is killed by the demon: Choirboy learns an alive good player. Choirboy is sober, healthy & gets true info.
If the game ends due to the Damsel's ability and no other characters were eliminated: eliminate the Damsel.
If the Goblin wins due to their ability, retire instead of eliminating the Goblin
RECOMMENDED FABLED
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Flesh and Bone
Dusk
Sailor
Innkeeper
Exorcist
Imp
Po
No Dashii
Lil' Monsta
Hatter
Plague Doctor
Damsel
Amnesiac
Juggler
Bounty Hunter
Nightwatchman
Spy
Mathematician
Dawn