Base Rules

# Game Setup

Play with 7-75 players. (If roles are chosen carefully, it may be possible to play with as few as 5 players)

Choose which alignments are in the game.

Based on which alignments you chose:

### Townsfolk Setup

If the townsfolk are selected add the base roles to the Role Deck. Then, shuffle the remaining cards and add a number of Townsfolk cards to the Role Deck, so the total is the appropriate number. Place a number of Townsfolk cards in the Jobs pile equal to the number of the players. (*The actual amount may be less if there aren't enough remaining Townsfolk roles*). Discard the remaining cards face down.

Variant: Instead of adding the base role of a given type, add a random Townsfolk of the corresponding type instead. (This is especially helpful when playing games with a small town to prevent high amounts of repetition.)

### Monsters Setup

If the Monsters are selected, you may remove some roles from the Monster deck (either by discarding face up, face down, putting into the box, or revealing and putting into the box), then shuffle them and add the appropriate number of Monster cards to the Role Deck. Place an extra townsfolk card into the Jobs pile for every Monster in play. Discard the remaining cards face down.

### Syndicate Setup

If the Syndicate is selected, you may either choose a gang, or place each gang deck face down and randomize where each pile is (while keeping the cards distinct, and the piles in the correct order: gang leaders on top, members on the bottom.), then roll a d4 to determine which pile to choose. Once the gang has been selected, take the top two cards (gang leaders), shuffle them, and add 1 to the Role Deck, then discard the other face down. Then, shuffle the Gang Members and add a number of Syndicate cards to the Role Deck, so the total is the appropriate number. Discard the remaining cards from that gang face down. Return the cards of the other gangs to the box.

Variant: play with 2+ gangs by repeating this process before before returning the other gangs to the box

### Cult Setup

If the Cult is selected, place the Ritual Track on the table, then shuffle the Elder Gods and place one of them on the Elder God slot of the Ritual Track. The remaining Elder Gods are placed in the box. Remove the Cult leaders, shuffle them, then add one to the Role Deck. Discard the remaining Cult leader cards face down. Remove the Ascendants and shuffle them. If there will be 3 or more cultists, add one Ascendant to the Role Deck. Move the remaining ones to the Ascensions pile on the Ritual Track, face down. Then shuffle the Followers and put a number of Cult cards to the Role deck, so the total is the appropriate number. Place one Followers card in the Jobs pile. Discard the remaining cards face down. Give Each player a set of Elder God tokens. Place 2 Candle Tokens on the board below the Ritual Track.

Variant: add 2+ high cultists, and that many elder gods to the Ritual Track. Before the cultists wake up for the first night, each Cult Leader is separately woken up to roll a d20. Then they are woken up in order to choose at random one of the elder gods. During this awakening they are told which cultists do not have a cult yet, and pick one to add to their cult. The Cult Leaders cycle who is awake in the same order, repeating the process of claiming cultists until all have joined a cult. If playing this way, start with no Ascendants

### Supernatural Setup

If Supernatural Forces have been selected, use the same process as the Syndicate, with the difference that there are 7 Leaders of each Force. Players are told which Force(s) is present.

### Unaligned Setup

If Unaligned have been selected, you may choose which potential cards you want from the unaligned deck. Shuffle the selected cards and add the appropriate number of Unaligned cards to the Role Deck. You may do this process separately for Traitors and Neutrals. Place one unaligned card into the Jobs pile. Discard the remaining cards face down.

## Role and Trait Selection

Shuffle the face down discard pile.

Shuffle the Roles Deck and give one Role Card to each player. They place them where other players cannot see them. The receive/remove tokens to be the appropriate amounts (*the default is 2 Nomination Tokens*). They put all tokens on top of their Role, or next to it (in either case other players should not be able to see them).

You may choose to whether to play with Traits or not. If you choose to, return any number of Traits to the box (you must leave enough for players to get their traits). Shuffle the remaining Traits, and put all but twice the number of players in the Traits deck. Put the remaining traits in the box. Each player may look at the top 2 cards of the Traits deck and take one, then discard the other. In games with a large number of players, you may make a deck of size equal to the number of players, and have each player take the top card without looking at the second from the top. They are placed face up so all players can see them.

Next is viewing the Jobs Pile. Each player closes their eyes, and players open their eyes one at a time to view from the Jobs Pile or from the Discard Pile there aren't enough jobs (*less than the number of players*). First, Townsfolk each look at a single random card; after they have all viewed a card, set the cards that they viewed aside. Then, the remaining players may choose to look at either a card from the Townsfolk-viewed Jobs, or an unviewed Job (if any are present). Monsters may view one card from either pile. Traitors then get to look at an additional random card from the discard pile. Shuffle any piles from which cards were viewed (mix both parts of the Jobs pile together when doing so). Townsfolk may not talk about Jobs for the first 2 days, unless that role is otherwise mentioned.

You may not show another player your Cards or Tokens (*other than your Trait*) unless directed to by the rules. Cult members, players of the same gang, and players of the same force may look at each other's roles. Cultists may view each other's ritual tokens. Players may claim they have a role or token without violating these rules, so long as they do not show the token/card or indicate that such a token/card physically exists.

At the beginning of the first morning before players wake up, each alignment group (*that would wake together*) wakes up to view who is in their alignment (and what their roles are, if allowed).

The game starts on the Morning of the 1st Day.

### Role Changing

For rules on Role Changing and Role Tokens, view the Role Changing page.

## Dead Players

Dead players are not removed from the game. Instead they remain as part of the game, but with multiple restrictions imposed on what they are allowed to do. Dead players cannot use their normal active abilities (such as 'Each Night' abilities), but their passive abilities remain in affect even when dead. As a result, dead players do not wake at night, unless they have a specific ability that wakes them on death. Dead players also may not speak or communicate in any way that is not explicitly granted to them. Dead players can still win, so long as they are not a Traitor or their role bars them form winning when dead. Dead players also keep their tokens (and thus status effects), unless otherwise stated. A living player can choose/target/select a dead player, unless their ability specifies that the affectee must be living.

Optional Variant: Dead players become Ghosts when killed. This effect happens after their will is resolved. Using this rule greatly boosts the power of Monsters, if Monsters are present; but makes it significantly harder for dead players to win, if there are no other Monsters.

### Wills

* Each player may make a will that will be revealed on their death. If they die at night, it is revealed the next morning.
* Their will may say their alignment (as viewed by abilities that check alignment), if it does, it may not say anything else. Otherwise, their will may only contain a list of names followed by one of the following actions. (names can be repeated, so can actions, even on the same player on different lines)
	+ Willed 1 nomination token. (The dead players gives the selected player one of their unflipped nomination token)
	+ Nominated. (The dead player must flip over a nomination token. That player is nominated with one starting success vote at the beginning of the execution phase.)
	+ Seance. (The dead player must flip over all unflipped nomination tokens. At least 2 tokens must be flipped this way. The next night, the dead player wakes up with the person they seance. They may not speak but they may gesture or communicate in other ways, as usual.)
	+ The will may have no action listed
* Living players may alter their will in any way at night.
* If an action on a will cannot be performed, skip all actions in that will.

# Turn Order

When an effect mentions "N Day/Night Cycles," it means: a consecutive span of N Days and N Nights. (Starting at the begging of either a Morning or Dusk, and finishing at the end of a Dawn or Evening, [*respectively*].)

When an effect mentions "The Current Day/Night Cycle," it means: the (*1*) Day/Night cycle starting from the most recent Morning or Dusk.

When an effect mentions "The Ongoing Day/Night Cycle," it means: the (*1*) Day/Night cycle ending in the next Dawn or Evening.

When an effect mentions "The Following (or Subsequent) Day/Night Cycle," it means: it means: the (*1*) Day/Night cycle starting from the next Morning or Dusk.

When an effect mentions "The Previous (or Prior) Day/Night Cycle," it means: it means: the (*1*) Day/Night cycle ending in the most recent Dawn or Evening.

## Day

Living players may talk during the day, but only during discussion phases, or when otherwise instructed.

During each discussion phase, players may send private messages to another player or group of players. Players are told whenever two people send at least one private message to someone who messaged them (people are told the full group for each message.)

Players are encouraged to message multiple people one-in-one each day to relay information.

### Morning

* Resolve Beginning of Day Effects
* All Players Wake up
* Resolve Morning Effects
* Allow players to activate morning/day abilities
* Discussion phase 1 (5 minutes)

### Mid-Day

* Allow players to activate daytime abilities
* Discussion phase 2 (30 seconds, then a player can call to end discussion, which can be put to a majority vote. No time cap)

### Execution Phase

* Nominations
* Accusations/Defenses
* Discussion phase 3 (30 seconds)
* Execution vote

### Evening

* Allow players to activate daytime abilities
* Discussion phase 4 (5 minutes, if all players yield time early, the phase ends)
* Allow players to activate daytime abilities
* Resolve End of Day Effects

## Night

At night, players wake up with their group (Typically members of their alignment except for Townsfolk and Unaligned, but some roles/abilities may change this. Monsters only wake with other monsters they vote with). Players may not talk at night, only communicate through gestures and other silent means. They may write, but only for showing which/how abilities are used, and votes (or when instructed to by the rules).

### Dusk

* Resolve Beginning of Night Effects
* All Players Go to sleep
* Resolve Dusk Effects

### Waking Phase

* Groups awake in a random order,
* Players declare intended night time abilities
* Groups fall back asleep
* After all groups have woken up and gone back to sleep, all abilities resolve in the order of their Night-Time Sequence Number. (*The order in which Trait abilities resolve is also determined by your role's NSN*.) If their are multiple copies of the same role, their abilities resolve in the following order:
	1. Abilities resolve in the order that the players become that role
	2. For players that became their role at the same time (such as the start of the game), they resolve in order of Alignment. (*That order is: Townsfolk, Monsters, Mafia, Church, Aristocracy, Outcasts, Cult, Angels, Demons, Fae, Spirits, Neutral, Traitors*)
	3. For players that became their role at the same time and are members of the same Alignment, if the resolution order of their abilities matters, they each roll a dice. Abilities resolve in order from highest to lowest.
* When playing in paper, it may be easier to wake people in NSN order, so that you can resolve abilities as you wake them. If you do, you must wake each member of a walking group each time any of its members wake up.

### Dawn

* All Players with one or more Passage Tokens lose 1 of those tokens.
* Resolve Dawn Effects
* Resolve End of Night Effects

### Ability Resolution

Each Role is given a Night-Time Sequence Number (NSN). This number is the order in which abilities resolve. 0 goes first, then 1, then 2, etc. A player's NSN is marked next to their role name and alignment. A player(’s ability) is said to have higher priority than another, if the first player's NSN is lower than the second (the first player's ability will resolve first).

When abilities are resolving, if player A has an manipulation ability that effects another player for a single night and targets player B; if player B has a lower NSN, player A's ability may instead effect player B during the following night (based on a secret coin flip).

When a player uses an ability to get information on who was visited/targeted etc. during the night, they see everyone that was visited/targeted during the entire night (including effects based on players with a higher NSN).

# Voting Rules

* During a vote, players may abstain, unless stated otherwise (i.e., all players must vote, mandatory vote). Abstaining players place no vote, this means that majorities and pluralities are based off of non-abstaining votes.
* A majority can be accomplished with 50% of the vote if there is no tie
* Votes are considered pluralities if not otherwise stated
* If the vote ends without a winner (not enough for majority, majority/plurality vote to fail, tie of plurality, etc.), nothing happens as a result of the vote. The vote is said to fail. A vote can be made to fail, if so, treat it as though there was no winner.

## Nomination Tokens

* A living player can declare a nomination (for execution), by announcing their nomination and must flip over a nomination token to do so. If the nomination fails, they unflip their nomination token.
* After declaring a nomination (for execution), the nomination goes through a sequential vote, starting with the accuser. Dead players may vote during a nomination vote without spending a nomination token. Players may abstain, vote to succeed (👍🏽) or fail (👎🏽). As soon as there are 2 more successes than fails, then the nomination is successful.
* When successfully nominated, a player may flip over 2 nomination tokens to automatically nominate their accuser.
* Once no more players have an accusation, for each pair of successful nominators (accusers) and nominees (defenders), the accuser and defender then make an accusation and defense.
* After accusations/defenses are given, the players vote on who to execute by writing down their vote, and revealing all at once. They may abstain, vote for any nominated player, or vote to fail. If the vote doesn’t fail, the winner of the vote is executed.
* Players may not state the number of nomination tokens that they have, or the number of flipped or unflipped nomination tokens they have.
* A dead player may vote in most types of vote (including Execution votes) by flipping over a nomination token.

# Alignment Rules

Each alignment has rules governing how they work. Some alignments are grouped together since they use similar rules, and are mechanically related. Those groups are called Alignments-Types. Alignments that do not have other Alignments that are grouped with them are their own Alignment-Type. Each role also has a Rank which is based on the alignment they belong to. For most Alignments, these ranks are for the Leader and Members (non-leaders) which have special names based on the individual Alignment. Leaders of an Alignment's Team get a Token that shows that they are the/a Leader.

## Townsfolk

(40 roles, including 3 Base)

Townsfolk do not learn their teammates at the start of the game.

### Win-Condition

The townsfolk win if only Townsfolk and Unaligned Neutral Players remain (And one Townsfolk must be alive).

### Ranks

The Townsfolk Ranks are Base and Supplementary. This is only used when setting up.

## Monsters

(20 roles, some allow multiple starting players)

Monsters do not learn their teammates at the start of the game. Instead, monsters do learn the number of Monsters with their rank (including themselves). Additionally, if they are part of a group that wakes together, the do learn the other player(s) they wake with, but not what those players' roles are.

### Win-Condition

Monsters win if only monsters and Unaligned Neutral Players remain (And one Monster must be alive).

### Ranks

Monsters have ranks based on what type of creature they are The rank itself has no effect. For some monsters that vote to kill, rank is an indicator which roles wake/vote at night together (but it is always stated directly in the ability if a monster votes with another group).

## Syndicate

(4 Gangs: 2 leaders + 10 standard members each. [*35 unique roles. 2 Roles also in the Cult*])

Gangs do learn their teammates at the start of the game.

The Syndicate is split into 4 gangs. Some Gang member roles can appear in multiple gangs; however each gang member is loyal to a single gang.

### Win-Condition

Each gang wins if only Members of that Gang and Unaligned Neutral Players remain (And one member of that gang must be alive).

### Ranks

In the Syndicate, there is a rank for the Gang Leader and a rank for the Gang Members.

* The Mafia's Leaders are called Bosses, and their Members are called Recruits.
* The Church's Leaders are called Clergy, and their Members are called Believers.
* The Aristocracy's Leaders are called Monarchs, and their Members are called Nobles.
* The Outcast's Leaders are called Captains, and their members are called Recruits.

### Leadership Passing

* Each player with a gang leader role gains a gang leader token.
* The first two times that there are no living members of you gang with a leader token, while there are living gang members, the living gang member with the lowest NSN gains a gang leader token.
* If a gang has no leader, Members of that gang become Serfs.
* Gang leader tokens stay with Gang Leaders when the gang leader changes alignment (even if they are no longer in a Syndicate. In such cases, the token effectively does nothing, unless the player re-joins a syndicate.)
* The leader of specific gang is based on players with that alignment who have a gang leader token. This means that a gang can lose their leader if that player’s alignment changes.

## Cult

(7 Elder Gods + 45 playable roles: 4 Cult Leaders, 21 Ascendants, 20 Followers. [*50 unique roles,* *2 Roles also in the Syndicate*])

Cultists do learn their teammates at the start of the game.

### Win-Condition

Cultists may look at the Elder God slot of the Ritual Track. This is the Elder God that they serve. They win if they can fulfill the summon requirement for this Elder God. All Elder Gods can also be summoned if all living players are Ascendants (there must be at least 1 living player for this to happen).

### Ranks

In the Cult, the Leaders are called Cult Leaders and the members are called Followers. Together these two from the Unascended. There is also a special rank for Ascendants which is described below. Elder Gods are not players, but also have their own Rank: Eldritch.

### Leadership Passing

* If you start the game with a Cult Leader role, you start with a Cult Leader Token.
* When the Cult Leader is executed, their Role is revealed. Each living player chooses an Elder God token corresponding to the God they believe the Cult is following. If the majority guesses correctly, the Elder God is turned face up. The God has been identified.
* If there is no Cult Leader, and the players haven’t identified the Elder God, another member of the cult fills in for the cult leader as the Acting Cult Leader based on the actions of the previous Cult leader. If the players have identified the Elder God, the remaining cult members become Serfs.
* If there is an Acting Cult Leader at the start of a night, the cultists may forfeit using ritual abilities to elect a new Cult Leader. The person with the plurality of the votes becomes the new Cult Leader, and can use the cult selection ability of the original Cult Leader.

### Rituals

* All Cultists with a ritual ability are given a Ritual Token (*Usually stated in starting tokens*). If a Cultist has a Ritual Token without any Ritual Abilities, the lose the Ritual Token. (*Both of these can change throughout the game, and a player can lose and then recover a ritual token.*)
* A ritual ability is at the top of the ability box, and is surrounded by "¤". (*e.g. "¤ Ritual ability's effects ¤ -- Regular ability's effects"*)
* Each night, up to 2 cultists may flip over their ritual token to use their ritual ability.
* If all Ritual Tokens of Cultists are flipped, unflip all of them.
* The first 4 steps of the ritual can only be progressed with ritual abilities
* The 4th step can be progressed with either a ritual ability, or a ritual sacrifice
* The 5th step can only be progressed with a ritual sacrifice
* If a ritual sacrifice is declared, the next night cultists may not activate abilities or communicate. At the end of the latter night, each cultist secretly selects a player. They all reveal. If they made a unanimous selection, that player is killed, and the ritual progresses.
* If ritual sacrifice is used on both the 4th & 5th steps, it must be used at least once on a cultist
* The ritual cannot progress past step 6
* Each morning, if the ritual is on step 6, it is completed, and moves back to step 1.
* When a ritual is complete, check if cultists summon their Elder God, if not, at the start of the next night they may promote one member to an Ascendant, by discarding their role face down,  and drawing the top card of the Ascension Pile. The ascendant keeps all abilities of their former role.
* If no Cultists have a ritual ability, the cult leader gains the ritual ability "¤ Remove 2 candles to progress the ritual. ¤"

### Candles

There can be 0-5 candles on the Ritual Track at a time

* Effects based on candle number
	+ 0 candles: If an effect would view a cultist, it appears as though they were not visited, and visited no one, other than the person viewing the cultist.
	+ 1- candle: Non-Cultists cannot view the Ritual Track. The candles are still visible
	+ 4+ candles: The townsfolk learn the number of living cultists
	+ 5 candles: Cultists may skip step 5 of the Ritual Track.
* The Cult Leader may remove any effects which would allow an Acting Cult Leader and skip their regular action at night to add or remove one candle to the Ritual Track.
	+ If there are 5 candles the cult leader may advance the ritual and remove all candles instead. (*Note: Since you advance the ritual before removing the candles: When used on step 4 of the ritual, advance the ritual to step 6, since you skip step 5 while still having 5 candles.*)

### Extra Rules

Cult Members may not nominate another cult member

## Supernatural

(4 Forces: 7 leaders + 5 standard members each. [*48 unique roles*])

Forces do learn their teammates at the start of the game.

The Supernatural is split into 4 Forces. Each Force leader has a game altering ability that often affects how they win.

### Win-Condition

Each Force wins if only Members of that Force and Unaligned Neutral Players remain (And one member of the Force must be alive).

### Ranks

The Supernatural Forces have is a rank for the Force Leader and a rank for the Force Members. The Force members are all called Minor Forces (i.e. Minor Spirits).

* The Angel's Leaders are called Seraphim.
* The Demon's Leaders are called Devils.
* The Fae's Leaders are called Arch Fae.
* The Spirit's Leaders are called Deities.

### Leadership Passing

If a Force leader dies, all players of that alignment become Serfs (*Including the Leader themself*). Force leadership cannot be passed on.

Force leaders can’t lose their alignment with their Supernatural Force. If an effect would cause a Force leader to gain or change alignment, they become those alignments in addition to the one for their force, but cannot win with the other alignment.

## Unaligned

(10 Neutral + Serfs, 7 Traitors. [*18 unique roles*])

Unaligned players do not have teammates.

### Ranks

Unaligned players are split into 2 factions: Neutral and Traitor.

### Win-Condition

Unaligned players have no standard win condition. All Unaligned roles give their own win conditions. For Neutral, this often does not impeded other roles; for Traitors, it normally means that the traitor needs to incapacitate all other players. Serfs are a special role that only win from Win-Cons that they are granted, or if the game would otherwise end in a draw.

#### Traitor Winning

Regardless of the exact win-condition of the individual traitor role, Traitors cannot win when dead.

## Draws

If no one is able to win, the game ends in a draw. A draw can also be forced if the an identical game state is occurs 3 times. The first time the game state is repeated, players are warned that have have reached an Identical Game State. The second repeat, the game instantly ends in a draw.