Synopsis

Light dawns upon the brisk of the day as the night fades across the star-ridden sky. Whether it be the peaks of Karon, the shores of Harlan, the jugles of Julis, or the desert of Du'at, Humans, Elves, and all sorts of folk converge as the sun shines upon this peaceful world.The Two Worlds, the Twin Planets, the world of Stardusk wakes up for another day.But this peace is not to last.Evil forces, demons sealed deep into the depths of the abyss, the pits of Tartarus, stirs once more, threatening this world's very existance.Now, upon a small, unremarkable tavern in the tiny town of Ravenswood Bluff, something truly most remarkable occurs, as a handful of seemingly insignificant paths begin to cross for a story far bigger than a lifetime.A young herbalist, an amateur bard. A snarky druid and a clumsy fighter. An silent assassin and an even quieter ranger.They will soon become a force that would shake the world to their core.When the world would fall prey to the forces of evil, there emerges the heroes who will change the world as you know it.They are the protectors, saviors, and guardians.They are the ones, who, even the the darkest of times, learn to...Travel by the Starlight.

Overview

Travel by the Starlight is a collection of D&D and fantasy-inspired Blood on the Clocktower characters, based off of a homebrew setting created by @harryandco for their D&D campaign.As technology advances, and magic discovers itself, two planets collide in turmoil as wars among the heavens and the abyss break ages of peace.Gods have left this world, but the Demons have not.Venture in, brave explorer, to The Land Abandoned by the Gods.Welcome to Stardusk.

Disclaimer: "Travel by the Starlight" and all affiliated projects are fan-made content. Support the official game at https://bloodontheclocktower.com/

Note: When using our characters, please mark them with a "♊︎" (built-in to json) or mention us by name to give proper credit.

Townsfolk


Outsiders


Minions


Demons


Travellers


Fabled


Loric


Teensyville



Ravenswood Bluff


Herbalist

"Once per game, at night, you may choose to gain the ability of a non-listed character that will benefit the losing alignment. You learn which."


Summary


The Herbalist creates the perfect remedy to fix anything... Should it not backfire.

  • Once per game, during the night, the Herbalist may choose to gain the ability of any off-script character that will benefit the losing team.

  • Whichever team is losing is totally up to your judgement. You can judge by the amount of information (or misinformation) the good team has, how well the evil players are trusted, how experienced the Demon is, etc.

  • The Herbalist does not become the character of the ability they gain, nor that character's alignment.

  • If the ability the Herbalist gains acts on the first night, they use it tonight. If the ability the Herbalist gains works while dead, it works while the Herbalist is dead.

  • If the Herbalist is drunk or poisoned while they attempt to use the Herbalist ability, they think they gain an ability when they did not.

  • The Herbalist can gain the ability of evil characters, but it is strongly advised not to give Demon characters, as it drastically unbalances the game in most cases. Instead, the Lycanthrope is recommended where applicable.

How to Run


Each night, wake the Herbalist. They either shake their head no or nod their head yes.If they shake their head no, nothing happens. Put the Herbalist to sleep.If they nod their head yes, show them the token of an off-script character that would benefit whichever team you believe is losing.Swap the Herbalist token with the chosen character token and mark them with the IS THE HERBALIST reminder.


Type: TownsfolkArtist: HarryReleased: 1/25/2025


"Don't worry, a pinch of salt mixed with the mushrooms from the hills down south will do the trick. You'll be fine in no time! I just need to remember if this is salt or sugar..."

Examples


  • Good players think that the Spy is the Professor. The Herbalist uses their ability. They gain the off-script Bounty Hunter ability and sees the Spy.

  • The Slayer pushes the demon as evil. The Herbalist uses their remedy and gains the off-script Heretic ability.

  • The Herbalist is under suspicion. The Herbalist uses their ability and gains the off-script Virgin ability.


Tips & Tricks


  • Wait for the perfect time to use your ability. If you think good is winning, hold off on using it. When you think good is losing, use it! Characters like the General can be a big help with this.

  • Don't use your ability at all, if you think good is winning. You will probably get a useless ability and waste your one-time shot, or worse, get a nasty Outsider ability.

  • Use the ability you gained to find out who was winning. If you got a very helpful ability, that probably means good was losing, and you can backtrack from there to find out more information, or vice versa.


Interactions & Jinxes


  • Herbalist / Bounty Hunter (Jinx): If the Herbalist gains the Bounty Hunter ability, a Townsfolk might turn evil.

  • Herbalist / Boffin (Jinx): If the Herbalist has the Boffin ability, the Herbalist does not learn what ability the Demon has.


JSON


{
"id": "herbalist_travelbythestarlight",
"name": "Herbalist ♊︎",
"image": [
"https://magma.com/shared/3frJ7YoyacsfT1jkZ3OCSz",
"https://magma.com/shared/hR3Gock8acsfU9a-nssBgT"
],
"team": "townsfolk",
"firstNight": 9.2,
"firstNightReminder": "The Herbalist nods or shakes their head. If they nod, they gain an ability and learn which.",
"otherNight": 7.2,
"otherNightReminder": "The Herbalist nods or shakes their head. If they nod, they gain an ability and learn which.",
"remindersGlobal": [
"Is the Herbalist"
],
"ability": "Once per game, at night, you may choose to gain the ability of a non-listed character that will benefit the losing alignment. You learn which.",
"flavor": "Don’t worry, a pinch of salt mixed with the mushrooms from the hills down south will do the trick. You’ll be fine in no time! I just need to remember if this is salt or sugar…",
"special": [
{
"type": "reveal",
"name": "replace-character"
}
],
"jinxes": [
{"id": "bountyhunter", "reason": "If the Herbalist gains the Bounty Hunter ability, a Townsfolk might turn evil."},
{"id": "boffin", "reason": "If the Herbalist gains the Boffin ability, the Herbalist does not learn what ability the Demon has."}
]
},

Transmuter

"Minions & only Minions can't die."


Summary


The Transmuter wields the power of immortality to sort good from evil.

  • All Minions are protected from death: they cannot die at night; if they are executed, the Storyteller declares that that player is executed but does not die.

  • Only Minions are protected this way. Other players who die must die. Even if they are protected in any way (from the Tea Lady, Sailor, Fool etc.) the protection fails.

  • If the Transmuter is drunk or poisoned, Minions may still die and other protection abilities work again until the Transmuter is sober and healthy.

How to Run


If a Minion would die, they remain alive. If a non-Minion player would die, they must die, even if for some reason they could not.


Type: TownsfolkArtist: LumiReleased: 9/01/2025


"The Master Work is sought by many, but discovered only by a few.
The secret must be guarded carefully, for power corrupts; absolute power corrupts absolutely."

Examples


  • During the day, the Baron is executed and does not die.

  • The Tea Lady neighbors the alive Fortune Teller and alive Monk. The Fortune Teller is executed, and dies.

  • The Monk protects the Transmuter at night. The Demon attacks the Transmuter, and the Transmuter dies.


Tips & Tricks


  • No Minion can die at any time. Since the game would usually end if the Demon dies, you know for a fact that all dead players are good!

  • If a player ever survives execution at all, reveal yourself. You know positively that that player must be a Minion. If you can convince the town that you are good, you will have found a confirmed Minion.

  • If you ever decide that you want the Minions dead, execute yourself. Since all Minions must stay alive as long as you're around, your death enables them to die again.


Interactions & Jinxes


  • Transmuter / Lycanthrope (Jinx): If the Lycanthrope kills a good player at night, the Demon can't kill tonight.

  • Transmuter / Mayor (Jinx): If the Demon attacks the Mayor, a different player might die instead.

  • Transmuter / Princess (Jinx): If the Princess nominated and executed a player on their first day, the Demon doesn't kill tonight.

  • Transmuter / Goon: If the Demon attacks the Goon, the Demon is still drunk and the Goon turns evil.

  • Transmuter / Assassin: The Assassin can successfully kill a Minion.

  • Transmuter / Devil's Advocate (Jinx): The 1st good player (not the Transmuter) the Devil's Advocate chooses registers as a Minion to the Transmuter.

  • Transmuter / Vizier (Jinx): If the Transmuter and Vizier are both in-play, the existence of the Vizier is not announced by the Storyteller.

  • Transmuter / Legion (Jinx): Legion who die still die, but the Transmuter might learn that they are Legion.

  • Transmuter / Lil' Monsta (Jinx): If a Minion is holding Lil' Monsta, they can still die even if the Transmuter is in-play.

  • Transmuter / Lleech (Jinx): The Lleech can't die if their host is alive. A Minion host can still die.


JSON


{
"id": "transmuter_travelbythestarlight",
"name": "Transmuter ♊︎",
"image": [
"https://magma.com/shared/TmVf2Vgo3mnLH4whzDUFxD",
"https://magma.com/shared/I1scMGnLH5HdTud_O60nRz"
],
"team": "townsfolk",
"ability": "Minions & only Minions can’t die.",
"flavor": "The Master Work is sought by many, but discovered only by a few. / The secret must be guarded carefully, for power corrupts; absolute power corrupts absolutely.",
"jinxes": [
{"id": "lycanthrope", "reason": "If the Lycanthrope kills a good player at night, the Demon can’t kill tonight."},
{"id": "mayor", "reason": "If the Mayor dies at night, a different player might die instead."},
{"id": "princess", "reason": "If the Princess nominated and executed a player on their 1st day, the Demon doesn’t kill tonight."},
{"id": "devilsadvocate", "reason": "The 1st good player (not the Transmuter) the Devil's Advocate chooses registers as a Minion to the Transmuter."},
{"id": "vizier", "reason": "If the Transmuter and Vizier are both in-play, the existence of the Vizier is not announced by the Storyteller."},
{"id": "legion", "reason": "Legion who die still die, but the Transmuter might learn they are Legion."},
{"id": "lilmonsta", "reason": "If a Minion is holding Lil’ Monsta, they can still die even if a Transmuter is in-play."},
{"id": "lleech", "reason": "The Lleech can’t die if their host is alive. A Minion host can still die."}
]
},

Fae

"You start knowing your setup modifier. [???]"


Summary


The Fae is a tricksome being always up for mischief.

  • The Storyteller decides the Fae's setup modifier before passing the bag to the players, and makes adjustments to the bag as neccesary.

  • The Storyteller may also adjust the setup after the players draw from the bag, in the same way a Lord of Typhon might.

  • The Fae learns their own setup modifier, not any setup modifiers of other characters.

  • If the Fae is drunk or poisoned, their setup effect is not reverted, but they might learn incorrect information about their setup modifier.

  • If a Fae is created mid game, they do not have a setup effect, so learn nothing.

How to Run


While setting up the game, before putting character tokens in the bag, decide what the Fae's setup modifier will be. Write this down on a piece of paper, or on a phone. Then, adjust the bag as neccesary.At the start of the first night, you may adjust players' characters, according to the Fae's setup modifier. Wake those players and tell them their new character.During the first night, wake the Fae. Show them the setup modifier than you wrote down earlier. Put the Fae to sleep.Note that the Fae comes with 5 total Fae character tokens that you may use if you wish.


Type: TownsfolkArtist: HarryReleased: 12/25/2025


"Well, hello there! Did you just move here? Well, let me introduce you to my good ol' pal, Greg! He's also a new face around town, and I'm sure you'll get along fantastic! Well, at least, I'm sure he'll enjoy a good feas- I mean friend! Yes, friend! Anyways, this is his cavern, try to get along, and try not to scream too loud!"

Examples


  • The Fae's setup modifier is [Exactly 2 Outsiders]. Although there should only be 1 Outsider in this game, the Storyteller puts 2 Outsiders in the bag, and then wakes the Fae to show them what their setup modifier is.

  • The Fae's setup modifier is [All Minions are evil Townsfolk]. There should be 2 Minions this game, but no Minions go in the bag. On the first night, the Storyteller wakes 2 Townsfolk to tell them that they are evil.

  • The Fae's setup modifier is [Evil players are in a line]. No Minion characters go into the bag. During the first night, the Storyteller wakes 2 of the Demon's neighbors and tells them that they are evil Minions.


Tips & Tricks


  • The way you play the Fae depends on your setup modifier. If your modifier has something to do with the evil team, for example [1 Minion is an evil Townsfolk], it's probably best to tell the group this, as this affects worldbuilding and matters a lot late game.

  • If your modifier allows you to trust a few certain players, for example [+the Fortune Teller], its usually best to seek out the player(s) you think are good, and work with them in private, hiding them from the Demon. Alternatively, announce your modifier to the group, to encourage trust of you and this certain player.

  • Find out if you are drunk or poisoned. Although it doesnt matter much late-game, if you were drunk or poisoned on night 1, you may have learned an incorrect setup modifier. If you think this happened to you, your real setup modifier could be anything! If your game so far seems very odd, keep this in mind.

  • Overall, your setup modifier will be different every game, so do what you think is best for the script and scenario.


Interactions & Jinxes


  • Fae / Cannibal: If the Cannibal eats the Fae, they learn the Fae's setup modifier.

  • Fae / Philosopher (Jinx): If the Philosopher gains the Fae ability, they learn information about the starting bag.

  • Fae / Pixie (Jinx): If the Pixie gains the Fae ability, they learn information about the starting bag.

  • Fae / Marionette (Jinx): If the Marionette thinks they are the Fae, the Fae's setup modifier applies.

  • Fae / Pit-Hag (Jinx): If the Pit-Hag creates a Fae, the Fae learns information about the starting bag.

  • Fae / Spy: It is up to the Storyteller whether they show the Spy the Fae's setup modifier.

  • Fae / Widow: It is up to the Storyteller whether they show the Widow the Fae's setup modifier.

  • Fae / Kazali (Jinx): If the Kazali turns the Fae into a Minion, the Fae's setup modifier applies.

  • Fae / Kazali: Alternatively, if possible, you may revert the Fae's setup effect.

  • Fae / Lord of Typhon (Jinx): If the Lord of Typhon turns the Fae into a Minion, the Fae's setup modifier applies.

  • Fae / Lord of Typhon: Alternatively, if possible, you may revert the Fae's setup effect.


JSON


{
"id": "fae_travelbythestarlight",
"name": "Fae ♊︎",
"image": [
"https://magma.com/shared/Y1s1s2nLH8UVFxWBdFzQYT",
"https://magma.com/shared/lQtW5xoXacsf0aJLN_iFrz"
],
"team": "townsfolk",
"firstNight": 60.2,
"firstNightReminder": "Show the Fae their setup modifier.",
"ability": "You start knowing your setup modifier. [???]",
"setup": true,
"flavor": "Well, hello there! Did you just move here? Well, let me introduce you to my good ol' pal, Greg! He's also a new face around town, and I'm sure you'll get along fantastic! Well, at least, I'm sure he'll enjoy a good feas- I mean friend! Yes, friend! Anyways, this is his cavern, try to get along, and try not to scream too loud!",
"special": [
{
"type": "selection",
"name": "bag-duplicate"
}
],
"jinxes": [
{"id": "philosopher", "reason": "If the Philosopher gains the Fae ability, they learn information about the starting bag."},
{"id": "pixie", "reason": "If the Pixie gains the Fae ability, they learn information about the starting bag."},
{"id": "marionette", "reason": "If the Marionette thinks they are the Fae, the Fae's setup modifier applies."},
{"id": "pithag", "reason": "If the Pit-Hag creates a Fae, the Fae learns information about the starting bag."},
{"id": "kazali", "reason": "If the Kazali turns the Fae into a Minion, the Fae's setup modifier applies."},
{"id": "lordoftyphon", "reason": "If the Lord of Typhon turns the Fae into a Minion, the Fae's setup modifier applies."}
]
},

Katari

"You start holding the Katari token. If a Minion guesses where it is (once), you become an Outsider. You are sober and healthy."


Summary


The Katari is an agile and nimble folk thriving through stealth and secrecy.

  • After the players return their character tokens to the Storyteller, the Storyteller gives the Katari their token on night 1.

  • The Katari may do whatever they want with their character token. They may show it to other players, hide it in a physical location, or give it to another player.

  • Players may not ask other players to empty their pockets to "prove they aren't holding the Katari token."

  • If a Minion guesses where the token is, the Katari immediately becomes an Outsider. They may guess which player is holding it, or what physical location it is in. They may guess during the day, or at night. They may make this guess publicly, or privately.

  • Only the first guess made by a Minion counts.

  • If the Katari becomes an Outsider, dies, or otherwise loses their ability, the Katari must give their token back to the Storyteller.

How to Run


At the start of the first night, give the Katari their character token back. Give them a moment to hide it.Each night (regardless of if a Katari is in play), wake each Minion. Show them the THIS CHARACTER SELECTED YOU info token, then the Katari token. They either guess where the Katari token is by pointing to a player or location, or shake their head no. Put them to sleep.If a Minion correctly guesses the location of the Katari token, replace the Katari token with an Outsider token. Then, wake the Katari. Show them the YOU ARE info token, and then their new character. Collect the Katari's token from them, and put it back into the grimoire. If the Minion guesses incorrectly, mark them with the GUESS USED reminder.If the Katari dies, collect their token from them, and put it back into the grimoire.Note: The Katari comes with 2 Katari character tokens, one for your grimoire, and one for the Katari. Minions must guess the location of the token the Katari started with.If you would like to know where the Katari's token is, you may wake the Katari and show them the WHERE IS THE TOKEN? info card. They must answer honestly, and then put them to sleep.


Type: TownsfolkArtist: HarryReleased: 1/20/2026


":3"

Examples


  • On the first day, the Katari gives their token to the High Priestess. The next day, the High Priestess shows the Katari token to the Baron. That night, when the Storyteller wakes the Baron, the Baron points at the High Priestess. The Katari immediately becomes the Klutz.

  • The Katari is executed and dies. That night, the Storyteller wakes the Katari, and shows them the WHERE IS THE TOKEN? info card. The Katari points to under the desk. The Storyteller collects the token from under the desk, and puts it back into the grimoire.


Tips & Tricks


  • Hide that token! You really don't want an evil player to see it, so make sure you hide it well.

  • There are multiple options for what you can do with your token, and each has its own benefits.

  • Keep your token on you the whole game. This gives you the most agency on who sees your token, as you can show it to anyone you want.

  • Give your token to someone. This makes it less likely that it will be guessed, and that you become an Outsider. Also, it makes it easy for other players to vouch for you.

  • Lastly, hide the token somewhere, and only tell its location to the people you trust. This makes it difficult for the token to be guessed (unless you tell a Minion its location), but it might make Minions suspicious if a certain few players keep looking at one spot.

  • Don't show your token to anyone the first few days. Wait, listen, and gather enough info to find someone you trust, and then show them the token.

  • Alternatively, put your trust into one player early on, and give them your token. If you become an Outsider early in the game, then you can infer that the player is probably evil.

  • It's generally a bad idea to show your token to everyone publicly. The cost of being an Outsider is almost always not worth being confirmed.

  • If you show your token to enough players (specifically 1 more than the amount of evil players in the game), you can get publicly confirmed without showing your token. If all of these players publicly vouch for you, you can't all be evil, so you must be good.


Interactions & Jinxes


  • Katari / Cannibal (Jinx): If the Cannibal gains the Katari ability & a Katari is in play, the Cannibal doesn't get a 2nd Katari token.

  • Katari / Philosopher (Jinx): If the Philosopher gains the Katari ability & a Katari is in play, the Philosopher doesn't get a 2nd Katari token.

  • Katari / Pixie: If the Pixie gains the Katari ability, they get the Katari token.

  • Katari / Damsel (Jinx): If the Katari becomes the Damsel, Minions don't learn a Damsel is now in play.

  • Katari / Drunk (Jinx): The Drunk cannot think that they are the Katari.

  • Katari / Marionette (Jinx): The Marionette cannot think that they are the Katari.


JSON


{
"id": "katari_travelbythestarlight",
"name": "Katari ♊︎",
"image": [
"https://magma.com/shared/N2tIkAf7Yhxpyx_-GQEEYT",
"https://magma.com/shared/hkCRedegTmnLIAQOP3T03D"
],
"team": "townsfolk",
"firstNight": 23.11,
"firstNightReminder": "Give the Katari their token. Wake all Minions. If they guess where the Katari token is, the Katari becomes an Outsider. :reminder:",
"otherNight": 35.2,
"otherNightReminder": "Wake all Minions. If they guess where the Katari token is, the Katari becomes an Outsider. :reminder:",
"reminders": [
"Guess Used"
],
"ability": "You start holding the Katari token. If a Minion guesses where it is (once), you become an Outsider. You are sober & healthy.",
"flavor": ":3",
"jinxes": [
{"id": "cannibal", "reason": "If the Cannibal gains the Katari ability & a Katari is in play, the Cannibal doesn't get a 2nd Katari token."},
{"id": "philosopher", "reason": "If the Philosopher gains the Katari ability & a Katari is in play, the Katari doesn't get a 2nd Katari token."},
{"id": "damsel", "reason": "If the Katari becomes the Damsel, Minions don't learn a Damsel is now in play."},
{"id": "drunk", "reason": "The Drunk cannot think that they are the Katari."},
{"id": "marionette", "reason": "The Marionette cannot think that they are the Katari."}
]
},

Queer

"If the Demon kills you, choose a player: if they are the same alignment as you, all players learn this."


Summary


The Queer seeks out an ally to have their back.

  • The Queer only gets this information when killed by a Demon attack. Being executed does not count.

  • If the Queer chooses an ally, all learn both players and that they are the same alignment.

  • If the Queer chooses an opposing player, nothing happens.

  • If the Queer is drunk or poisoned when the Demon kills them, they are woken to choose a player, but nothing happens. Even if they sober up later, the group does not suddenly learn who the Queer chose.

  • If the Queer chooses themself, all players learn that the Queer player is the same alignment as themself.

How to Run


If the Queer was killed by the Demon, wake the Queer. They point at any player. If that player is the same alignment as the Queer, declare that the chosen player and the Queer player are the same alignment. If that player is not the same alignment as the Queer, nothing happens. Put the Queer to sleep.


Type: TownsfolkArtist: HarryReleased: 2/14/2026


"Be gay. Do crime."

Examples


  • The Imp kills Jake, the Queer, at night. Jake wakes and chooses Elijah, the Undertaker. The Storyteller announces that Elijah and Jake are the same alignment.

  • The Queer is killed by the Demon, and wakes to choose the Baron. Nothing happens.

  • The Queer is killed by the Assassin. They never wake to choose anyone, and are not announced.


Tips & Tricks


  • Obviously, you should usually be trying to get killed by the Demon. Do whatever works best for you.

  • Whem you do die, pick a player you don't know much about. If they are good, then they'll get publicly confirmed. If they are evil, you learn this. Either way, you get a good read on their alignment.

  • Alternatively, pick a player you think is evil! If you don't get announced, you can confirm your suspicions, but if you do, then you have some very strong info for the group!

  • If you are under suspicion by the group, choose a player you think is good, to confirm yourself. If you don't know who is good, you can always just pick yourself.

  • Like all characters of this ilk, you can always out yourself and try to not die. This ensures that you will probably live until the final 3 (provided the good team trusts you), and if you do die, you can get some strong info.


Interactions & Jinxes


  • Queer / Cult Leader: If the Queer picks the Cult Leader, the Queer's pick is only announced if the Cult Leader is the same alignment as the Queer at the time they are picked.

  • Queer / Lycanthrope: The Lycanthrope's "Faux Paw" registers as evil to the Queer.

  • Queer / Goon: If the Queer dies by the Demon and is the 1st player to choose the Goon at night, the Queer's pick is not announced, regardless of if they are the same alignment as the Goon.

  • Queer / Leviathan (Jinx): Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Queer uses their ability but does not die.

  • Queer / Riot (Jinx): Each night*, Riot chooses an alive good player (different to previous nights): a chosen Queer uses their ability but does not die.

  • Queer / Vortox (Jinx): All players learn true information about the Queer & their chosen player.


JSON


{
"id": "queer_travelbythestarlight",
"name": "Queer ♊︎",
"team": "townsfolk",
"image": [
"https://magma.com/shared/tFJIco9pyyAo5JvjhzgMSD",
"https://magma.com/shared/Zfw1lY1PacsgMDxNRhmezT"
],
"otherNight": 59.6,
"otherNightReminder": "If the Queer was killed by a Demon, they point to a player. If they are the same alignment as them, announce that both players are the same alignment.",
"ability": "If the Demon kills you, choose a player: if they are the same alignment as you, all players learn this.",
"flavor": "Be gay. Do crime.",
"jinxes": [
{"id": "leviathan", "reason": "Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Queer uses their ability but does not die."},
{"id": "riot", "reason": "Each night*, Riot chooses an alive good player (different to previous nights): a chosen Queer uses their ability but does not die."},
{"id": "vortox", "reason": "All players learn true information about the Queer & their chosen player."}
]
},

Moonjay

"Each day, even if dead, privately learn & answer a question: if incorrect or unanswered twice, your team loses at dusk & you learn this."


Summary


The Moonjay is a messenger bird whose slip-up can cost their side the fight.

  • The Moonjay will come to you during the day and ask for a question. Be prepared to give them one.

  • The question you give the Moonjay can be anything: whether a certain role is in play, if someone was drunk last night, is a certain player lying/telling the truth, etc.

  • The Moonjay does not have to answer their question the moment you give it to them. They are allowed to talk with the group about their question beforehand.

  • If the Moonjay does not answer the question correctly (or does not answer at all) by the end of the day, they get a strike. If the Moonjay gets two strikes, the Storyteller immedtately tells them this. At the end of the day, the Moonjay's team immediately loses.

  • If the Moonjay has answered two questions incorrectly but the Demon is executed that same day, good wins.

  • The Moonjay must still answer their questions even if they are dead.

How to Run


Once per day, if the Moonjay requests a private chat with you, take them away from the circle so you cannot be overheard. Ask a question to them, and then return them to the circle.When they are ready to answer the question, take them back away from the circle and listen to their answer.The first time their answer is incorrect, mark them with the Moonjay's ONE STRIKE reminder token. The second time their answer is incorrect, mark them with the Moonjay's TWO STRIKES reminder token and immediately tell them this. If the Moonjay answered correctly, nothing happens.At the end of the day, if the Moonjay is marked TWO STRIKES, declare that the game is over and which team has won.Make sure that the questions you give are not too hard, as the Moonjay can't afford to answer many wrong.


Type: OutsiderArtist: HarryReleased: 1/25/2025


"Oh, Moonjay, dear Moonjay,
What a game of questions we play.
Your time's come, carry my words today:
Deliver this letter to the one I adore, if you may."

Examples


  • Dazed, the Moonjay, visits the Storyteller and is asked "Who, if any, is the Soldier?" They answer correctly, and the game continues.

  • The Moonjay is asked "Is the Vortox in play?", the same question they learned yesterday. They answer incorrectly again, and the Storyteller tells the Moonjay they have answered two questions incorrectly. That day, the Farmer is executed, and evil wins.

  • The Moonjay has learned they have answered two questions incorrectly. That day, the Demon is executed, and good wins.


Tips & Tricks


  • You don't have to answer your question right away! When the Storyteller gives you your question, go back to the group to get help. Maybe someone else knows something you don't.

  • Beware of evil players! They may try to give you false information to make you answer your question wrong.

  • Be very careful. You can really only afford to answer one question wrong. Take as much time as you need.

  • If the Storyteller ever tells you that you have answered two questions incorrectly, immediately tell the group this. Be very careful with your next execution - you MUST execute the Demon now, or it's curtains.

  • Use your questions as information! If Day 1 you answered that Person A was the Savant, and then Day 2 you answered that the Xaan was in play, then at least one of those statements has to be true.


JSON


{
"id": "moonjay_travelbythestarlight",
"name": "Moonjay ♊︎",
"image": [
"https://magma.com/shared/TX-u-RD5acsgV9CTTolXvz",
"https://magma.com/shared/dfwi0ZlOacsgW-hBMd8luz"
],
"team": "outsider",
"reminders": [
"One Strike",
"Two Strikes"
],
"ability": "Each day, even if dead, privately learn & answer a question: if incorrect or unanswered twice, your team loses at dusk & you learn this.",
"flavor": "Oh, Moonjay, dear Moonjay, What a game of questions we play. Your time’s come, carry my words today: Deliver this letter to the one I adore, if you may."
},

Mutineer

"On your 1st night, choose an alive player (not yourself): you become opposite their alignment. If they died today or tonight, choose again."


Summary


The Mutineer rebels against a player until they stand no more.

  • The Mutineer becomes the opposite alignment of the player they choose. If the choose a good player, they become evil. If they choose an evil player, they become good.

  • The Mutineer learns the alignment they become.

  • If the previously chosen player dies, the Mutineer chooses a new player at night. Their alignment may or may not change.

  • If a Mutineer is made mid-game, then they act on that night instead of the first.

  • If the Mutineer is drunk or poisoned when they choose a player at night, they stay the same alignment no matter who they choose, but may not choose again until the player chosen dies.

How to Run


During the first night, wake the Mutineer. They point at an alive player. Mark that player with a MUTINY reminder.The Mutineer becomes opposite the chosen player's alignment: show the Mutineer the YOU ARE info token and then a thumbs up (if good) or a thumbs down (if evil) to let them know what their new alignment is. Flip their character token in the grimoire if needed to represent the Mutineer's new alignment.Put the Mutineer to sleep.If the player marked MUTINY died today or tonight, the Mutineer chooses a new player at night.


Type: OutsiderArtist: LumiReleased: 3/1/2025


"Cap'n, with all due respect, you've forced my hand."

Examples


  • On their first night, the Mutineer chooses the Baron. The Mutineer stays good. Later in the game, the Baron is executed. That night, the Mutineer chooses the Moonjay. The Mutineer turns evil.

  • The Mutineer chooses the Acrobat. The Mutineer turns evil. Later in the game, the Acrobat dies at night due to their ability. The Mutineer chooses the Savant. The Mutineer stays evil.

  • The good Mutineer chooses the Empath while poisoned. The Mutineer stays good. When the Empath dies, the Mutineer wakes that night and is prompted to choose another player.


Tips & Tricks


  • You can use your alignment to determine the alignments of the players you choose. This might be useful later in the game.

  • On the first night, if you remain good, don't tell the group this! They will probably immediately execute the player you chose, and then you will have to pick again, and will likely become evil.

  • If you are dead and are good, tell the group who you chose at night and your alignment after doing so. You can't change alignments when you are dead, so there is nothing to lose!

  • If you are dead and are evil, lie about the players you chose and your alignment after doing so! Getting the good team to execute all the wrong players will be a big help for the evil team.

  • If you are evil, don't out as the Mutineer to confuse the Outsider count and offer more false information.

  • At the end of the game when 3 players live, it is safe to out yourself as the Mutineer as you won't have to choose again.

  • At the end of the game when 4 players live, it might not be safe to out yourself, as you could still flip alignments on the final night. It would be a bummer to give the good team a bunch of wonderful information and not get to experience the win with them.


Interactions & Jinxes


  • Mutineer / Goon: If the Mutineer chooses the Goon, the Mutineer stays the same alignment, and learns this. The Goon becomes the same alignment as the Mutineer.

  • Mutineer / Spirit of Ivory: If the Spirit of Ivory is in play and there is already one extra evil player, the Mutineer will become or stay good no matter who they choose.

  • Boffin / Mutineer (Jinx): The Demon cannot have the Mutineer ability.

  • Vizier / Mutineer (Jinx): The Mutineer cannot choose the Vizier.

  • Zuggtmoy / Mutineer (Jinx): The Zuggtmoy cannot choose the Mutineer.

  • Pit-Hag / Mutineer (Jinx): The Pit-Hag cannot create the Mutineer.

JSON


{
"id": "mutineer_travelbythestarlight",
"name": "Mutineer ♊︎",
"image": [
"https://magma.com/shared/16Vk9jyghHJpyyB5e17TsD",
"https://magma.com/shared/1XdqmuqgacsgfFTmlzN08D"
],
"team": "outsider",
"firstNight": 63.2,
"firstNightReminder": "The Mutineer chooses a player: show the Mutineer their new alignment. :reminder:",
"otherNight": 81.1,
"otherNightReminder": "The Mutineer might choose a player: show the Mutineer their new alignment. :reminder:",
"reminders": [
"Mutiny"
],
"ability": "On your 1st night, choose an alive player (not yourself): you become opposite their alignment. If they died today or tonight, choose again.",
"flavor": "Cap'n, with all due respect, you've forced my hand.",
"jinxes": [
{"id": "boffin", "reason": "The Demon cannot have the Mutineer ability."},
{"id": "pithag", "reason": "If the Pit-Hag turns an evil player into the Mutineer, they can’t turn good due to their own ability."},
{"id": "vizier", "reason": "The Mutineer cannot choose the Vizier."},
{"id": "zuggtmoy_travelbythestarlight", "reason": "The Zuggtmoy cannot choose that an evil player gains the Mutineer ability."}
]
},

Axiom

"Once per game, at night, you learn a statement. If you are not mad it is true, you must prove it false, or might be executed."


Summary


The Axiom postulates a statement... but one miscalculation may be fatal.

  • Once per game, at night, the Storyteller shows the Axiom a statement. The statement may be true, or may be false, and the Axiom doesn't know which.

  • Regardless of if the statement is true or false, the Axiom must be mad this statement is true, or might be executed.

  • The Axiom does not have to be mad about anything if they have not learned a statement, and cannot be executed for breaking madness at that time.

  • If the Axiom logically proves their statement false out loud, they do not have to follow their madness anymore. If the Axiom is able to provide very strong mechanical reasoning for their statement to be true, it counts as "logically proving" the statement. If the Axiom logically proves their statement true, this still counts as following madness, so they also avoid execution.

  • If the Axiom claims to be the Axiom after learning their statement, but do not prove this statement, this usually implies they are mad, so might be executed. If the Axiom claims to be the Axiom before learning a statement, they cannot be executed, but may struggle with following madness when they receive their statement.

How to Run


Once per game, at night, write a statement on a piece of paper, or on a phone. Wake the Axiom. Show them this statement. Put the Axiom to sleep. Mark them with the MAD reminder.If the Axiom has successfully proven their statement false, remove the MAD reminder. If you believe the Axiom is not mad that their statement is true, and they are marked MAD, you may execute them.It is advised that you give the Axiom a statement early in the game rather than later. This gives them a fair chance to be mad about their statement.


Type: OutsiderArtist: HarryReleased: 4/18/2025


"User Input: "How can the net amount of entropy of the universe be massively decreased?"
Critical error: INSUFFICIENT DATA FOR MEANINGFUL ANSWER
Initiating data collection: success.
Terminating process by demonstration.
Returning following output: Let there be light."

Examples


  • The Axiom's statement is "Harry is the Demon." When Harry dies at night, the Axiom tells the group they are the Axiom and reveals their statement, since dead players cannot be the demon. The Axiom is not executed.

  • On night 3, the Axiom learns "Pat is good." Although this statement is true, the Axiom does nothing to convince the group that Pat is good. The Storyteller executes the Axiom.

  • The Axiom learns "Hope is Evil." The Axiom says they are the Axiom, and tries to prove their statement false by saying that Bendan, the Undertaker, learned that Hope is the Barber. Although Hope truly is the Barber, since Bendan can be evil or giving false info, the Storyteller decides that the Axiom has not proven the statement false and executes them.


Tips & Tricks


  • Don't tell the group you are the Axiom. If you say this, this implies you are mad, and you will likely be executed. Even if you haven't learned a statement yet, you might struggle to follow madness if you are an outted Axiom.

  • Only tell the group your statement once you have COMPLETELY proven your statement false. Consider all possibilities: certain players being evil and lying, being good and lying, drunkenness and poisoning, etc.

  • You don't always have to prove your statement false! Remember that the Storyteller can give you true statements. If you can successfully prove your statement true, you won't have to follow the madness anymore!

  • This might seem obvious, but bluff as a character that would back up your madness. For example, if your statement is "Player A and Player B are the same alignment," then bluff as the Seamstress who got a yes on those players!

  • Consider bluffing as an Outsider to not confuse the Outsider count.

  • When you die, feel free to come out with your real role and statement; you don't have to follow your madness if you are dead.


JSON


{
"id": "axiom_travelbythestarlight",
"name": "Axiom ♊︎",
"image": [
"https://magma.com/shared/3cTufirNacshQoOLlArnyj",
"https://magma.com/shared/YGnLIU9qyxDmY8gdn8x5Yj"
],
"team": "outsider",
"firstNight": 68.5,
"firstNightReminder": "You may show the Axiom their statement.",
"otherNight": 68.6,
"otherNightReminder": "You may show the Axiom their statement.",
"reminders": [
"Mad"
],
"ability": "Once per game, at night, you learn a statement. If you are not mad it is true, you must prove it false, or might be executed.",
"flavor": "User Input: “How can the net amount of entropy of the universe be massively decreased?” / Critical error: INSUFFICIENT DATA FOR MEANINGFUL ANSWER / Initiating data collection: success. / Terminating process by demonstration. / Returning following output: Let there be light."
},

Temple Guard

"The 1st good player to rise becomes evil. If no-one has risen, you may choose to rise."


Summary


The Temple Guard corrupts resurrections.

  • The 1st good player that comes back to life after dying immediately becomes evil. They do not change character, only alignment.

  • If the Temple Guard dies, good players who rise do not turn evil.

  • If the Temple Guard dies, and nobody else has risen this game (including themself), they may choose to come back to life. The Storyteller wakes the Temple Guard each night, and they either nod or shake their head.

  • Alternatively, if they are feeling silly, the Temple Guard may choose to rise during the day. They do this by either consulting the Storyteller or using their ability publicly.

  • If a dead Temple Guard is drunk or poisoned and chooses to rise, they do not rise but may later choose to rise again if no-one else has risen.

How to Run


If a good player comes back to life, and no-one is marked NO MORE EVIL, that good player becomes evil. Flip their token upside-down in the grimoire, wake them, and show them the YOU ARE info token and then a thumbs down, then put them to sleep. Then, mark the Temple Guard with the NO MORE EVIL reminder token.If a good player comes back to life, and the Temple Guard is marked NO MORE EVIL, nothing happens.Each night that the Temple guard is dead and no-one is marked NO MORE EVIL, wake the Temple Guard. They either nod or shake their head. If they shake their head, put them back to sleep. If they nod their head, the Temple Guard comes back to life: remove their shroud, flip their token upside-down in the grimoire, wake them, and show them the YOU ARE info token and then a thumbs down, then put them to sleep. Then, mark the Temple Guard with the NO MORE EVIL reminder token.


Type: OutsiderArtist: HarryReleased: 1/21/2026


"Halt! State your business in this sacred city of Moxdor. You must, of course, pay the appropriate toll fee. Oh! and do fill out this entrance form, taxed at five gold. Yes, yes, thank you. The pen will be two gold, by the way. If you cannot provide your own ink, there is an extra fee of ten gold."

Examples


  • The Shabaloth kills the Empath and Ravenkeeper at night. The next night, the Ravenkeeper is regurgitated, and becomes the evil-aligned Ravenkeeper because a Temple Guard is in play.

  • The Professor chooses the dead Temple Guard at night. The resurrection fails, but that night, the Temple Guard chooses to rise and become evil. In the morning, the players learn that the Temple Guard player has come back to life.

  • During the day, Lachlan, the Temple Guard, says out loud, "I am the Temple Guard. I choose to rise." The Storyteller immediately announces that Lachlan has come back to life.


Tips & Tricks


  • Die. Die as early as possible. The sooner you die, the better. The advantage of this is that you can adapt to the situation you're in: lay low and wait for the perfect opportunity to resurrect yourself. Of course, if you think that good is winning, you can stay dead and win with good.

  • If someone rises before you while you're still alive, you know that they must now be evil. You can either immediately out yourself, gaining the town's trust, or wait and notice changes in their social behavior, and use this as evidence to prove yourself later.

  • If you are scared that someone will rise before you, you can resurrect yourself immediately after dying. Yes, you will probably out yourself as evil this way, but if you think this is better than not resurrecting at all, this is an option.


JSON


{
"id": "templeguard_travelbythestarlight",
"name": "Temple Guard ♊︎",
"image": [
"https://magma.com/shared/QcFpyyGGEzPvu6c5TfraVj",
"https://magma.com/shared/z02GmIRMj_1pyyGKob3Sdz"
],
"team": "outsider",
"otherNight": 61.5,
"otherNightReminder": "If a player rose, they become evil. :reminder: If not, the dead Temple Guard either nods or shakes their head. If they nod their head, they rise and become evil. :reminder:",
"reminders": [
"No More Evil"
],
"ability": "The 1st good player to rise becomes evil. If no-one has risen, you may choose to rise.",
"flavor": "Halt! State your business in this sacred city of Moxdor. You must, of course, pay the appropriate toll fee. Oh! and do fill out this entrance form, taxed at five gold. Yes, yes, thank you. The pen will be two gold, by the way. If you cannot provide your own ink, there is an extra fee of ten gold."
},

Facade

"If you are dead, good might think they win at any time (once). Then, unless most good players agree to return to play, evil wins."


Summary


The Facade builds the perfect lie.

  • While the Facade is dead, at any time, the Storyteller might declare that the game is over and that the good team has won (good has not actually won yet).

  • If this happens, before the Grimoire is revealed, a majority (over half) of good players must agree to return to play, or else evil wins.

  • Dead players don't need a vote token to agree to return to play, and their vote token is not spent if they do agree.

  • If the Facade creates a fake win, but most good players agree to return to play, the game continues as if nothing had happened.

  • If good wins for real but most good players agree to return to play, evil wins.

How to Run


If the Facade is dead, at any time, you may declare that the game is over and that the Facade's team has won (make this fake win seem as real as possible). Wait around 30 seconds before revealing players' characters to give the players a chance to continue the game. If over half of all good players agree to return to play, play continues as normal. If not, announce that evil wins.If good wins the game legitimately and over half of all good players agree to return to play, announce that evil wins.


Type: OutsiderArtist: Harry (from The Gallery)
Gallery Link: https://magma.com/d/OK5RddL4eI
Released: 5/1/2026


"Hmm, it appears that our show has concluded finally at last. Well, in case I don't see ya, good afternoon, good evening, and good night!"

Examples


  • 7 players are alive, and the Soldier is executed and dies. The Storyteller (falsely) declares that good has won. After about 10 seconds of waiting, only 2 good players agree to return to play. The Storyteller declares that evil has won instead, and begins to reveal the Grimoire.

  • The Xaan is bluffing as the Facade. There is no Facade in play. When the Demon is executed and the Storyteller says that good has won, all good players agree to return to play. Evil wins.

  • 5 players are alive, and the Facade is dead. The Empath was executed today. The Storyteller declares that good has won, but most good players agree to return to play. The game continues, the Empath dies, and night begins.


Tips & Tricks


  • Don't die. You completely neutralize your ability for as long as you are alive. Bluff as something less valuable to the good team, get an Innkeeper to protect you, or just do anything you can to stay alive.

  • If you do die, reveal yourself. The good team needs to know your ability is in play. There's little to no point in hiding now. Unless…

  • Usually, when the Demon is on the block, Minions will scramble to nominate a good player instead. This type of behavior is usually easy to read. However, if evil knows that you are the Facade, they will likely remain calm because they know they haven't lost for sure yet. Continuing to stay quiet after you die prevents evil from knowing that you are in play, and allows you to socially read Minions to prevent you from losing to your own ability.

  • It's usually better to die later in the game rather than earlier. The earlier you die, the more chances your ability procks and the more likely you are to lose the game.

  • Be very wary of good winning before the final day. Get everyone to reveal their information as soon as possible to make an informed choice on whether you want to return to play or not.

  • Be as trustworthy as possible. If nobody trusts you when your ability procks, you have basically lost the game. Get other players to use their abilities on you (in private, as to not tempt the Demon) to confirm you.

  • It doesn't matter if you die on the final night. Your ability would never prock anyway, because once you execute a player, the game will always end for real.


Bluffing as the Facade


  • The Facade is an outstanding bluff for evil players. If your Demon is executed, claim that you are the dead Facade and that good needs to return to play now, or lose. If you manage to convince them, you save the game.

  • As the Demon, if you suspect that you will be executed tomorrow, kill a Minion, and get them to bluff as the Facade. Alternatively, bluff as the Facade yourself. Remember that showtime can begin as soon as the Facade dies.

  • If you die, and you think your Demon will come under fire, immediately reveal yourself as the Facade. Say that you were "hiding," but now that you are dead, your ability is active and good needs to be careful.

  • Bluffing as a Facade is tricky, as good will likely be wary of spontaneous Facade claims. If you ever suspect that your Demon will die soon, tell a few players in private that you are the Facade and were "hiding" the whole game. If it's too late for that, pretend you told a fellow evil player that you were the Facade, and hope that they play along.


JSON


{
"id": "facade_travelbythestarlight",
"name": "Facade ♊︎",
"image": [
"https://magma.com/shared/D9ttBD9oIehpsfaMJgjf3T",
"https://magma.com/shared/loWlgP5eA2mx9pMcA1JSyD"
],
"team": "outsider",
"ability": "If you are dead, good might think they win at any time (once). Then, unless most good players agree to return to play, evil wins.",
"flavor": "Hmm, it appears that our show has concluded finally at last. Well, in case I don't see ya, good afternoon, good evening, and good night!"
},

Wyvern

"Each night*, a good player who voted for you today might die, even if you are dead."


Summary


The Wyvern crushes any who dare oppose them.

  • Any good player who voted on the Wyvern today might die that night.

  • Only good players who voted for the Wyvern's execution count. Voting for anything else (like the Fiddler) do not count as voting for the Wyvern.

  • Only one player maximum may die by the Wyvern each night.

  • Only players that voted for the Wyvern today might die at night. Votes from previous days do not count.

How to Run


Each day, if a good player votes for the Wyvern, you may mark them with a VOTED reminder token.Each night except the first, the marked player, if any, dies - mark them with the DEAD reminder. Remove all other reminders.


Type: MinionArtist: HarryReleased: 1/25/2025


"Wyvern fly,
Soar so high.
Roar a cry,
Split the sky."

Examples


  • The Herbalist, Butler, and Marionette voted on the Wyvern today. At night, the Storyteller decides that the Herbalist dies.

  • The Chef, Empath, Zealot, Moonchild, and Zuggtmoy have voted on the Wyvern today. The Wyvern is executed and dies. At night, the Storyteller decides that the Empath dies.


Tips & Tricks


  • Your goal is to be suspicious enough to get votes on you, but not enough to where you get executed. Be careful.

  • Act reckless! Take risks! Do things you normally wouldn't do as an evil player! Your goal is to get votes, and the more votes you have, the more likely you are to kill someone with your ability.

  • Don't be super reckless though, as it might be too obvious that you are the Wyvern if too many people die from your ability.

  • Have your evil team coordinate with a certain player to try to get them killed by the Wyvern, saving your demon's precious kills for other victims.

  • You can get your whole evil team to vote on you. This has two benefits: it might encourage other players to vote on you (votes = kills = good!), or if no one else votes on you, it might make it look like there is no Wyvern, as the Storyteller will probably not kill evil players with your ability.

  • If you want to hide the fact that there is a Wyvern for whatever reason, don't be super suspicious. This will minimize the risk of people dying from your ability, potentially revealing that there is a Wyvern.


Interactions & Jinxes


  • Wyvern / Plague Doctor (Jinx): If the Storyteller would gain the Wyvern ability, a Minion gains it, and learns this.


JSON


{
"id": "wyvern_travelbythestarlight",
"name": "Wyvern ♊︎",
"image": [
"https://magma.com/shared/u-JL92nLIclykN1hq8aLnj",
"https://magma.com/shared/5iPLgn6n0GnLIc3eRxfprz"
],
"team": "minion",
"otherNight": 52.3,
"otherNightReminder": "A player who voted for the Wyvern today might die. :reminder:",
"reminders": [
"Voted",
"Voted",
"Voted",
"Dead"
],
"ability": "Each night*, a good player who voted for you today might die, even if you are dead.",
"flavor": "Wyvern fly, / Soar so high. / Roar a cry, / Split the sky.",
"jinxes": [
{"id": "plaguedoctor", "reason": "If the Storyteller would gain the Wyvern ability, a Minion gains it, and learns this."}
]
},

Warlock

"If all alive good Townsfolk voted for today's executee (except them, at least one), their team loses. [-1 or +1 Outsider]"


Summary


The Warlock punishes those who spill innocent blood, even if by mistake.

  • Only good and alive Townsfolk count for the Warlock's ability. Evil Townsfolk or dead Townsfolk don't count.

  • The game only ends if the player all Townsfolk voted on is executed. If a different player was executed that day, the Warlock's ability does not trigger.

  • The executee does not have to vote on themself to trigger the Warlock's ability.

  • If the Warlock's ability triggers, then the executee's team loses. So, if an evil player would trigger the Warlock's ability, then good wins.

  • At least one alive good Townsfolk has to vote for the Warlock's ability to trigger.

  • If the Warlock is executed and all alive good Townsfolk voted on them, they die before their ability triggers, so evil does not lose.

How to Run


While setting up the game, before putting the character tokens in the bag, either remove one Townsfolk and add one Outsider or remove one Outsider and add one Townsfolk.If all alive good Townsfolk vote for a certain player's execution (except themself), mark that player with the TRIBUTE reminder.If the player marked TRIBUTE is executed, declare that the game is over and which team was won.At the end of the day, remove the TRIBUTE reminder.


Type: MinionArtist: LumiReleased: 5/30/2025


"Dormammu! I've come to bargain!"

Examples


  • 5 players are alive: the Soldier, the Empath, the Zealot, the Warlock, and the Imp. The Soldier is nominated, and the Empath, Zealot, and Warlock vote for them. The Soldier is executed, and evil wins.

  • 2 Townsfolk are dead. They both vote for the Pit-Hag, who is executed that day. The game continues, because dead players do not count to triggering the Warlock's ability.


Tips & Tricks


  • Your ability is very weak early in the game, but becomes exponentially more powerful the fewer players live. Stay alive if you can help it.

  • If your Demon is nominated, convince as few players to vote as possible, "just in case there is a Warlock". This makes it easier to lift off of your Demon later that day.

  • If a good player is nominated, convince as many players to vote on them as possible! This will usually involve you convincing them that a different Minion is in play, so it might not work, but it will be a very satisfying win if you can pull it off.

  • Keep more Outsiders than Townsfolk alive. The fewer Townsfolk live, the less that have to vote to trigger your ability.

  • If the group really wants to push an execution, but they are scared that they might lose to your ability, you might be able to convince them to get everyone except you (or another evil player) to vote to prevent them losing to the Warlock.


Interactions & Jinxes


  • Warlock / Banshee: The Banshee does not have to vote for the Warlock's ability to trigger.

  • Warlock / Lycanthrope (Jinx): The Lycanthrope's "Faux Paw" player has to vote to trigger the Warlock's ability.

  • Warlock / Minstrel: If a Minion is executed, the Warlock ability triggers before they become drunk.

  • Warlock / Evil Twin (Jinx): The Warlock's ability does not activate on the dead Evil Twin.

  • Warlock / Goblin (Jinx): If the Warlock's ability would activate on the Goblin & the Goblin has claimed to be the Goblin, evil wins.

  • Warlock / Psychopath (Jinx): The Warlock's ability does not activate on the Psychopath if the Psychopath has used their ability or was executed.

  • Warlock / Vizier (Jinx): The Warlock's ability does not activate on the Vizier.


JSON


{
"id": "warlock_travelbythestarlight",
"name": "Warlock ♊︎",
"image": [
"https://magma.com/shared/O6We62nLIfmNwEAvH2pRkj",
"https://magma.com/shared/DCLZAgdpyyH-3iGze3-25j"
],
"team": "minion",
"reminders": [
"Tribute"
],
"setup": true,
"ability": "If all alive good Townsfolk voted for today's executee (except them, at least one), their team loses. [-1 or +1 Outsider]",
"flavor": "Dormammu! I've come to bargain!",
"jinxes": [
{"id": "lycanthrope", "reason": "The Lycanthrope’s “Faux Paw” player has to vote to trigger the Warlock’s ability."},
{"id": "eviltwin", "reason": "The Warlock’s ability does not activate on the dead Evil Twin."},
{"id": "goblin", "reason": "If the Warlock's ability would activate on the Goblin & the Goblin has claimed to be the Goblin, evil wins."},
{"id": "psychopath", "reason": "The Warlock's ability does not activate on the Psychopath if the Psychopath has used their ability or was executed."},
{"id": "vizier", "reason": "The Warlock’s ability does not activate on the Vizier."}
]
},

Myconid

"On your 1st night, Minions & Demons wake together & see the Grimoire."


Summary


The Myconid networks the evil team.

  • All Minions and Demons wake at the same time. They all see the Grimoire, and may communicate to each other using hand signals, whispers, writing on paper or a phone, etc.

  • The evil players may take as long as they would like to look at the Grimoire before sleeping.

How to Run


During the first night, wake all Minions and Demons together. Show each of them the Grimoire, or lay it in the center of town square where they can all see. When they are ready, put them all to sleep.


Type: MinionArtist: HarryReleased: 1/24/2026


"Thank you Mario! But our princess is in another castle!"

Examples


  • The Demon's bluffs are Empath, Steward, and Pixie. When the Demon and the Myconid see the Grimoire, the Demon points at the Empath token, then at themself, then makes the number 1 signal. The Myconid points at the Steward token, then at themself, then at the Demon. The Demon nods, and then they both go to sleep.


Tips & Tricks


  • You are the sole mastermind of the evil team. On you first night, pay attention to everything. Co-ordinate with your evil team, find out what they are bluffing, and make the craziest plays you can think of.


Interactions & Jinxes


  • Myconid / Chambermaid: On their 1st night, Minions and Demons wake due to the Myconid's ability. So, a Myconid would count as waking on the first night, but a Baron, for example, would not.

  • Myconid / Magician (Jinx): If the Magician is in play, Minions & Demons wake separately, and the Magician's and evil character's tokens are removed when they see the Grimoire.

  • Myconid / Poppy Grower (Jinx): If the Poppy Grower is in play, Minions & Demons don't wake together to see the Grimoire until the Poppy Grower dies.

  • Myconid / Damsel (Jinx): If the Myconid is (or has been) in play, the Damsel is poisoned.

  • Myconid / Heretic (Jinx): Only 1 jinxed character can be in play.

  • Myconid / Marionette: The Marionette does not wake for the Myconid's ability.


JSON


{
"id": "myconid_travelbythestarlight",
"name": "Myconid ♊︎",
"image": [
"https://magma.com/shared/qe9pyyIpylWJdbENkTTcCz",
"https://magma.com/shared/1u0YcEv2H2nLIixVhlOn9D"
],
"team": "minion",
"firstNight": 26.5,
"firstNightReminder": "Wake all Minions and Demons, and show them the Grimoire.",
"ability": "On your 1st night, Minions & Demons wake together & see the Grimoire.",
"flavor": "Thank you Mario! But our princess is in another castle!",
"jinxes": [
{"id": "magician", "reason": "If the Magician is in play, Minions & Demons wake separately, and the Magician's and evil character's tokens are removed when they see the grimoire."},
{"id": "poppygrower", "reason": "If the Poppy Grower is in play, Minions & Demons don't wake together to see the grimoire until the Poppy Grower dies."},
{"id": "damsel", "reason": "If the Myconid is (or has been) in play, the Damsel is poisoned."},
{"id": "heretic", "reason": "Only 1 jinxed character can be in play."}
]
},

Zuggtmoy

"Each night*, choose a player: they die. You get an extra bluff & start by choosing 1: an evil player gains its ability."


Summary


The Zuggtmoy plants her flowers onto her followers.

  • The Zuggtmoy gets an extra bluff: a total of 4 bluffs for a regular game or a singular bluff for a teensyville game (without the Toymaker).

  • On their first night, the Zuggtmoy chooses one of their bluffs. Then, any evil player then gains that ability: Minions, Travellers, evil Townsfolk or Outsiders, or the Zuggtmoy themselves.

  • If the player that had an ability from the Zuggtmoy turns good, they still keep that ability.

  • If the player that had an ability from the Zuggtmoy dies, they still keep that ability.

  • If the player that had an ability from the Zuggtmoy is drunk or poisoned, they still keep that ability. If the Zuggtmoy is drunk or poisoned (or dead), that player temporarily loses that ability.

How to Run


During the first night, wake the Zuggtmoy. When you are giving them bluffs, show them an extra not-in-play character. The Zuggtmoy will point to a character token or a character on their character sheet. Put the Zuggtmoy to sleep.Choose an evil player. Wake that player. Show them the THIS CHARACTER SELECTED YOU info token, then the Zuggtmoy character token, then the chosen bluff's character token. That player now has that ability; place that character token next to the evil player's character token. Mark them with the Zuggtmoy's SPORE reminder token.That player now has this ability. They use it as if they were that character, and wake at night when that character would normally wake to use their ability.Each night except the first, wake the Zuggtmoy. They point at any player. That player dies - mark them Zuggtmoy's DEAD reminder token.


Type: DemonArtist: HarryReleased: 1/25/2025


"Corrupt. Death. Decay. Rot. Rebirth. Rise. Spores. Spread. Undeath."

Examples


  • Ben, the Zuggtmoy, wakes night one and learns that his bluffs are the Pacifist, Saint, Snake Charmer, and Gossip. Ben chooses the Gossip. Later that night, Stella, the Baron, wakes and gains the Gossip ability.

  • In a 5-player game, James, the Zuggtmoy, chooses and gains the professor ability as his only bluff; He resurrects Cara, the Slayer. Cara shoots James, and the good team wins.

  • John, the Zuggtmoy, wakes night one and learns that his bluffs are the Alchemist, Tinker, Herbalist, and the Empath; John chooses the Herbalist. Alex, the evil Gangster, gains the Herbalist ability. When evil is losing, Alex uses the Herbalist ability: he gains the Poisoner ability.


Tips & Tricks


  • Obviously, you get an extra bluff, so you and your fellow minions can be a bit more flexible with bluffing.

  • Choose the character that would be the most helpful to you. You have little information to go off of, so just choose the bluff that you think is most powerful, or most fun to play, or most devastating.

  • Remember that it might not be you that gets the ability. If it is a minion, preferably try to keep that minion alive longer.

  • If you are a minion and you just got a Zuggtmoy ability, coordinate with your demon as soon as possible to figure out a game plan.

  • If you are a minion and you just got a Zuggtmoy ability, congrats, you just got a free bluff! You don't have to talk to the demon for bluffs, and you get a cool new ability! Be careful though, because your fellow evils might not know you are using the Zuggtmoy ability as a bluff, so you might get into a double claim.

  • If you have the Zuggtmoy ability, bluff as that character! Its a lot easier to bluff as something if you actually have that ability.

  • If you have the Zuggtmoy ability, don't bluff as that character to confuse the good team. For example, if you have the Courtier ability, tell the good team you are something else and drink a random good character. Not only will good not see the extra misinformation coming, it will look like that player is just evil!


Interactions & Jinxes


  • Zuggtmoy / Cult Leader (Jinx): If the Zuggtmoy chooses the Cult Leader, the evil player that gains the Cult Leader ability cannot turn good due to this ability.

  • Zuggtmoy / Damsel (Jinx): If the Zuggtmoy chooses the Damsel, the Storyteller chooses a good player to become the Damsel instead.

  • Zuggtmoy / Drunk (Jinx): If the Zuggtmoy chooses the Drunk, the evil player that would gain this ability chooses a Townsfolk player to have this ability instead.

  • Zuggtmoy / Goon (Jinx): If the Zuggtmoy chooses the Goon, the evil player that gains the Goon ability cannot turn good due to this ability.

  • Zuggtmoy / Heretic (Jinx): The Zuggtmoy cannot choose that an evil player gains the Heretic ability.

  • Zuggtmoy / Mutineer (Jinx): The Zuggtmoy cannot choose that an evil player gains the Mutineer ability.

  • Zuggtmoy / Ogre (Jinx): The Zuggtmoy cannot choose that an evil player gains the Ogre ability.

  • Zuggtmoy / Politician (Jinx): The Zuggtmoy cannot choose that an evil player gains the Politician ability.


JSON


{
"id": "zuggtmoy_travelbythestarlight",
"name": "Zuggtmoy ♊︎",
"team": "demon",
"image": [
"https://magma.com/shared/2VZpyyJrzOe0D7CuqFeIfz",
"https://magma.com/shared/bv1W7UmThWnLIm-dGple7T"
],
"firstNight": 17.9,
"firstNightReminder": "Show the Zuggtmoy 1 extra bluff during the DEMON INFO step: they choose 1. Wake an evil player: show them the THIS CHARACTER SELECTED YOU info token, followed by the Zuggtmoy character token and then the character token they chose. :reminder:",
"otherNight": 50.56,
"otherNightReminder": "The Zuggtmoy chooses a player: they die. :reminder:",
"reminders": [
"Spore",
"Dead"
],
"ability": "Each night*, choose a player: they die. You get an extra bluff & start by choosing 1: an evil player gains its ability.",
"jinxes": [
{"id": "cultleader", "reason": "If the Zuggtmoy chooses the Cult Leader, the evil player that gains the Cult Leader ability cannot turn good due to this ability."},
{"id": "damsel", "reason": "If the Zuggtmoy chooses the Damsel, the Storyteller chooses a good player to become the Damsel instead."},
{"id": "drunk", "reason": "If the Zuggtmoy chooses the Drunk, the evil player that would gain this ability chooses a Townsfolk player to have this ability instead."},
{"id": "goon", "reason": "If the Zuggtmoy chooses the Goon, the evil player that gains the Goon ability cannot turn good due to this ability."},
{"id": "heretic", "reason": "The Zuggtmoy cannot choose that an evil player gains the Heretic ability."},
{"id": "ogre", "reason": "The Zuggtmoy cannot choose that an evil player gains the Ogre ability."},
{"id": "politician", "reason": "The Zuggtmoy cannot choose that an evil player gains the Politician ability."}
]
},

Tartarus

"Each day, before nominations, players may choose to die: if no good player died this way today or an Outsider did, evil wins at dusk. [-1 to +1 Outsiders]"


Summary


The Tartarus is an everlasting pit hungering for blood.

  • During the day, before the nomination phase, any player may publicly choose that they die.

  • If no good player chooses to die by the Tartarus each day, evil wins that dusk. If an Outsider chose to die by the Tartarus, evil also wins at dusk. If the Demon is executed before dusk, good wins.

How to Run


Each day, before the nomination phase, players may choose to die. Mark them with the DEAD reminder.Each dusk, if no good player is marked DEAD, or an Outsider is marked DEAD, declare that the game is over and the evil team wins.


Type: DemonArtist: HarryReleased: 3/22/2025


"I wait... I stall... I hide...
In the everlasting darkness, I hunger...
Feed me, or pay the price."


Examples

  • On the first day, the Gambler chooses to die. On the second day, the High Priestess chooses to die, but is secretly the Marionette. That day, the Cerenovus is executed, and evil wins.

  • There are 3 players alive: the Widow, the Tartarus, and the Fool. The Widow chooses to die, and evil wins.

  • The Goon chooses to die by the Tartarus. That day, the Tartarus is executed, and good wins.


Tips & Tricks


  • Keep your minions alive. If a minion survives until the final three, they can volunteer to die, and then evil wins. Your focus for the entire game should be to make your minions as trustworthy as possible.

  • Don't get outed, if possible. It's not the end of the world if the good team figures out you are the Tartarus, but it sure will set your team back a bit. If worst comes to worst, you can whip out a Sailor or Tea Lady bluff to hopefully avoid the good team finding out who you are.

  • If you are a minion, stay alive! Evil wins if you live until the final 3, so make sure you are among the most trustworthy players.

  • If you are a minion, you can attempt to bluff as the Tartarus using abilities like the Devil's Advocate. If the good team thinks you are the Tartarus, they won't attempt to kill them until three players live. This strategy will hopefully help you live until the final 3.

  • Frame good players as the Tartarus! That Chambermaid didn't die because of the Tea Lady? Obvious evil play. The Town Crier survived execution? Of course they're evil.

  • You can't kill at night, so you can't get rid of powerful characters easily. Your only way to undermine them is by encouraging them to die during the day, or accuse them using some conflicting information of your own.


Interactions & Jinxes


  • Tartarus / Choirboy: The King can choose to die by the Tartarus.

  • Tartarus / Slayer: Not jinxed, but note that the Slayer must survive till the final 3 to use their ability.

  • Tartarus / Soldier: The Soldier cannot die from the Tartarus - this makes the soldier confirmable if executed.

  • Tartarus / Banshee (Jinx): Each night*, the Tartarus chooses an alive good player (different to previous nights): a chosen Banshee dies & gains their ability.

  • Tartarus / Engineer (Jinx): If the Engineer creates a Tartarus, Armageddon day is tomorrow.

  • Tartarus / Grandmother (Jinx): If the grandchild dies due to the Tartarus ability, the Grandmother dies tonight.

  • Tartarus / Ravenkeeper (Jinx): Each night*, the Tartarus chooses an alive player (different to previous nights): a chosen Ravenkeeper uses their ability but does not die.

  • Tartarus / Sage (Jinx): Each night*, the Tartarus chooses an alive good player (different to previous nights): a chosen Sage uses their ability but does not die.

  • Tartarus / Hatter (Jinx): If the Hatter dies and the demon chooses Tartarus, Armageddon day is tomorrow.

  • Tartarus / Evil Twin (Jinx): If the good twin chooses to die to the Tartarus ability, they register as being executed to the Evil Twin.

  • Tartarus / Pit-Hag (Jinx): If the Pit-Hag creates a Tartarus, Armageddon day is tomorrow.


JSON


{
"id": "tartarus_travelbythestarlight",
"name": "Tartarus ♊︎",
"team": "demon",
"image": [
"https://magma.com/shared/0oP7aQ6u7V6JEivDAhtc-T",
"https://magma.com/shared/dem5VluxaQ6u-peywegVDz"
],
"reminders": [
"Dead",
"Dead",
"Dead"
],
"setup": true,
"ability": "Each day, before nominations, players may choose to die: if no good player died this way today or an Outsider did, evil wins at dusk. [-1 to +1 Outsiders]",
"flavor": "I wait... I stall... I hide... / In the everlasting darkness, I hunger... / Feed me, or pay the price.",
},

Veil

"Each night*, if no-one died today, a player dies. Only your neighbors register as evil & as evil characters. [+1 Minion. Your seat is hidden]"


Summary


The Veil exists between the gaps of reality.

  • The Veil is not a player, rather, it is an extra empty seat. Players do not know where this empty seat is placed. The placement of the Veil is decided during setup.

  • The Veil doesn't register as an player. This means the vote tally, abilities like the Empath, and base character count are unchanged.

  • To execute the Veil, players must execute the gap between the two players where the Veil sits. Players cannot choose a gap with an ability, but may nominate and vote on a gap.

  • The Veil's misregisteration does not impact evil information. Minions wake as normal and learn each other, and learn where the Veil sits.

  • If a gap is executed but the Veil does not sit in that gap, nothing happens, and a player dies tonight from the Veil's ability.

  • The Veil's neighbors register as evil, and as both a Minion and Demon. However, only those 2 players can register as evil and as evil characters. All other players register as good, & as a Townsfolk or Outsider.

  • This misregisteration does not impact win conditions. This includes the base win conditions like "no alive demons" and abilities like the Fearmonger and the Saint. For example, even if a good Saint registering as evil was executed, good would be the team to lose.

How to Run


While setting up the game, before putting character tokens in the bag, remove the Veil character token and add a Minion character token.While preparing the first night, place the Veil token between any two players. Mark both of the Veil's neighbors with the GATE reminder.The Veil's neighbors register as evil and as both a Minion and Demon. However, all other players register as good and as a Townsfolk or Outsider.Each day, if a player dies, mark them with the DIED TODAY reminder. (If a gap is executed, that is not a player, so do not place the DIED TODAY reminder.) Each night except the first, if no-one is marked DIED TODAY, a player of your choice dies—mark them with the DEAD reminder.


Type: DemonArtist: HarryReleased: 10/09/2025


"Remember, traveller: do not dare gaze between the lights, for it is there which one finds the darkest night."

Examples


  • The Veil's neighbors are the Savant and the Balloonist. A Transmuter is in play. The Assassin is executed and dies. Later that game, the Balloonist is executed and does not die.

  • A player was executed today. Nobody dies due to the Veil tonight. The next day, a gap between two players is executed. A player dies due to the Veil that night. The next day, the gap where the Veil sits is executed, and good wins.

  • 3 players are alive. A Veil is in play. The group executes one of the alive players, and evil wins.


Tips & Tricks


  • The best possible scenario for you is for the good team to think there is no Veil in play. Keep tabs on the beliefs of the group. If they are confused about the Demon type, keep it that way. Bluff information suggesting a different Demon. If you can make it all the way to the final three without the good team figuring out there is a Veil, you basically win the game.

  • The second best scenario for you is for the good team to think the Veil is somewhere it isn't. If the good team has figured out that it's Veil game, or you think they will figure it out, bluff information that paints the gate members as good, and any other players as evil, even if that means incriminating your own evil team.

  • You will have very little control over deaths at night. The Veil rarely ever kills, and when it does, you have no control over who dies. Keep this in mind. You may have to push for no executions or an execution of a gap in order to get frequent kills. Alternatively, if you have a spare Assassin or Wyvern in your back pocket, you may want to maximize your kills using their ability.

  • If you are the Demon and there is no Veil in play, you may want to consider framing a Veil game. You can achieve this by sinking kills every so often or framing certain pairs of players. Even if the good team realizes there is no Veil by the end of the game, any execution they spent on a gap is an execution they didn't spend on you!


Interactions & Jinxes


  • Veil / Alsaahir (Jinx): The Veil's misregisteration does not affect the Alsaahir ability. The Alsaahir may guess a gap as the Demon.

  • Veil / Cannibal (Jinx): Evil players register as evil to the Cannibal.

  • Veil / Engineer (Jinx): If the Engineer creates a not-in-play Veil, the Demon becomes a not-in-play Minion neighboring the Veil & learns where the Veil sits. If in-play, vice versa.

  • Veil / Magician (Jinx): If a Veil is in play, Minions think the Magician is a Minion.

  • Veil / Snake Charmer (Jinx): If the Snake Charmer is in play, the Veil must always neighbor a Minion. Only that Minion registers as the Demon to the Snake Charmer.

  • Veil / Barber (Jinx): If the Barber dies & the Veil is in play, the Storyteller chooses for the Veil.

  • Veil / Hatter (Jinx): If the Demon chooses to become the Veil, they become a not-in-play Minion neighboring the Veil & learns where the Veil sits.

  • Veil / Soldier (Jinx): The Soldier is not safe from the Veil's misregistration.

  • Veil / Boffin (Jinx): If a Veil is in play, the Boffin gives themselves a good character's ability instead.

  • Veil / Boomdandy (Jinx): If the Boomdandy explodes, the Storyteller announces the gap where the Veil sits (if a Veil is in play) or an arbitrary gap (if the Veil is not in play). Players may point to this gap to die.

  • Veil / Mezepheles (Jinx): The Veil's misregistration effect does not affect the Mezepheles ability.

  • Veil / Pit-Hag (Jinx): If the Pit-Hag creates a Veil, they must choose a gap. If a Veil is in play and the Pit-Hag creates a Demon, the Storyteller may choose that the Veil is out-of-play.

  • Veil / Scarlet Woman (Jinx): If there are 5 or more players alive & the Veil dies, a gap neighboring the Scarlet Woman becomes the new Veil & the Scarlet Woman learns where.

  • Veil / Summoner (Jinx): If the Summoner creates a Veil, the player becomes a not-in-play evil Minion neighboring the Veil instead & learns where the Veil sits.

  • Veil / Vizier (Jinx): The Veil's misregistration effect does not affect the Vizier ability.


JSON


{
"id": "veil_travelbythestarlight",
"name": "Veil ♊︎",
"team": "demon",
"image": [
"https://magma.com/shared/HwEnG8T-HNdpyyKUF3ftSz",
"https://magma.com/shared/aGnLIpklXvwm2WO-SUuboT"
],
"otherNight": 37.5,
"otherNightReminder": "If no-one died today, a player dies. :reminder:",
"remindersGlobal": [
"Died Today",
"Dead",
"Gate",
"Gate"
],
"setup": true,
"ability": "Each night*, if no-one died today, a player dies. Only your neighbors register as evil & as evil characters. [+1 Minion. Your seat is hidden]",
"flavor": "Remember, traveller: do not dare gaze between the lights, for it is there which one finds the darkest night.",
"special": [
{
"type": "selection",
"name": "bag-disabled"
}
],
"jinxes": [
{"id": "alsaahir", "reason": "The Veil's misregisteration does not affect the Alsaahir ability. The Alsaahir may guess a gap as the Demon."},
{"id": "cannibal", "reason": "Evil players register as evil to the Cannibal."},
{"id": "engineer", "reason": "If the Engineer creates a not-in-play Veil, the Demon becomes a not-in-play Minion neighboring the Veil & learns where the Veil sits. If in-play, vice versa."},
{"id": "magician", "reason": "If a Veil is in play, Minions think the Magician is a Minion."},
{"id": "snakecharmer", "reason": "If the Snake Charmer is in play, the Veil must always neighbor a Minion. Only that Minion registers as the Demon to the Snake Charmer."},
{"id": "soldier", "reason": "The Soldier is not safe from the Veil's misregistration."},
{"id": "barber", "reason": "If the Barber dies & the Veil is in play, the Storyteller chooses for the Veil."},
{"id": "hatter", "reason": "If the Demon chooses to become the Veil, they become a not-in-play Minion neighboring the Veil & learns where the Veil sits."},
{"id": "boffin", "reason": "If a Veil is in play, the Boffin gives themselves a good character's ability instead."},
{"id": "boomdandy", "reason": "When the Boomdandy explodes, the Storyteller announces the gap where the Veil sits (if a Veil is in play) or an arbitrary gap (if the Veil is not in play). Players may point to this gap to die."},
{"id": "mezepheles", "reason": "The Veil's misregistration effect does not affect the Mezepheles ability."},
{"id": "pithag", "reason": "If the Pit-Hag creates a Veil, they must choose a gap between two players. If a Veil is in play and the Pit-Hag creates a Demon, the Storyteller may choose that the Veil is out-of-play."},
{"id": "scarletwoman", "reason": "If there are 5 or more players alive & the Veil dies, a gap neighboring the Scarlet Woman becomes the new Veil & the Scarlet Woman learns where."},
{"id": "summoner", "reason": "If the Summoner creates a Veil, the chosen player becomes a not-in-play evil Minion neighboring the Veil instead & learns where the Veil sits."},
{"id": "vizier", "reason": "The Veil's misregistration effect does not affect the Vizier ability."}
]
},

Samurai

"Each night*, choose a player: they die. If no marked characters are in play, whoever wins, loses, & whoever loses, wins. [-1 or +1 Outsider]"


Summary


The Samurai seeks vengeance over those who wronged them.

  • If the Samurai is on-script, any number of characters are marked with an icon on the script sheet. These characters can be good or evil, but should usually be good.

  • If none of the characters marked on the script are in play, if good would win, evil does instead, and vice versa. If any marked character is in play, nothing happens.

  • If the Samurai is not in play, the marked characters mean nothing and do not affect the game.

  • If a non-marked character becomes a marked character midway through the game, they are considered as marked to the Samurai, and vice versa.

How to Run


At the start of the game, if no marked characters are in play, put the DIE WITH HONOR reminder in the center of the grimoire.Each night except the first, wake the Samurai. They point at any player. That player dies—mark them with the DEAD reminder. Put the Samurai to sleep.If the game ends and the DIE WITH HONOR reminder is in the center of the grimoire, if good would win, declare that evil wins instead, and if evil would win, declare that good wins instead. If the DIE WITH HONOR reminder is not in the center of the grimoire, the game ends normally.


Type: DemonArtist: HarryReleased: 1/23/2026


"My poor Glacia... I will avenge those who dared harm my family. And once my duty is done, I will die a warrior."

Examples


  • The Fortune Teller and Butler are marked. Neither are in play. On the final night, the Samurai kills themself, and evil wins.

  • The Undertaker is marked. The Samurai kills the Undertaker, and the next day, the group executes the Samurai. Good wins.

  • The Acrobat is the only marked character in play. The Cacklejack transforms the Acrobat into the Barber. That night, the Samurai kills themself, and evil wins.


Tips & Tricks


  • Be very, very attentive. Pay attention to the social reads of good players. Pay attention to the marked characters on script, and how they would act. See which good players act this way.

  • Bluff as a marked character, or get a Minion to bluff as one. If there happen to be no marked characters, and the group believes you, then they think they should be playing for the win when they shouldn't be!

  • Never kill yourself until 4 players live. Even if you are sure that there are no marked characters, its best to wait until final 4 to kill yourself, unless you are afraid that good will somehow win (via a Klutz, for example) otherwise.

  • When 3 players live, pay attention to who is claiming what. All good players should be telling the truth by now, so you will know if you should be killing yourself, or staying alive.


Interactions & Jinxes


  • Samurai / Spy: It is recommended that you mark the Spy so that evil can't instantly win.

  • Samurai / Widow: It is recommended that you mark the Widow so that evil can't instantly win.

  • Samurai / Hindu: If a marked character dies and becomes a Traveller, they are no longer considered marked.


JSON


{
"id": "samurai_travelbythestarlight",
"name": "Samurai ♊︎",
"team": "demon",
"image": [
"https://magma.com/shared/MngwacsjLfbvPUV3Gv7bND",
"https://magma.com/shared/uGnLIzQQ2KykR2N6XmlP-T"
],
"firstNight": 10.1,
"firstNightReminder": "If no marked characters are in play, put the DIE WITH HONOR reminder in the center of the grimoire. :reminder:",
"otherNight": 47.6,
"otherNightReminder": "The Samurai points at a player: they die. :reminder:",
"reminders": [
"Dead",
"Die With Honor"
],
"ability": "Each night*, choose a player: they die. If no marked characters are in play, whoever wins, loses, & whoever loses, wins. [-1 or +1 Outsider]",
"setup": true,
"flavor": "My poor Glacia... I will avenge those who dared harm my family. And once my duty is done, I will die a warrior."
},

Aurora

"You do not know your alignment. Each night, you learn if your alignment is winning. You might wake when other players do."


Summary


Aurora doesn't know whose side she fights for.

  • When the Aurora joins the game, the Storyteller does not tell the Aurora their alignment, nor who the demon is (if evil).

  • Each night, the Aurora learns a "yes" or a "no", based on if their team is winning.

  • When the Storyteller wakes a player at night, they may choose to wake the Aurora too. When the original player goes to sleep, the Aurora is put to sleep. Players who wake together may communicate through body language.

How to Run


When the Aurora joins the game, do not tell them their alignment nor who the demon is (if they are evil).
Each night, wake the Aurora. If you believe the Aurora's team is winning, nod your head yes. If you believe the Aurora's team is losing or no team is winning, shake your head no.
At night, if you wake a player for any reason, you may wake the Aurora too. When you put the original player to sleep, put the Aurora to sleep too.


Type: TravellerArtist: HarryReleased: 2/15/2025


"I heard there was like a demon guy around here or something, can I see him? I'm a biiiiiiiiiiiiiiiiiiiiig fan. Well, I think, anyways."

Examples


  • The Demon player is under suspicion, and the good team is planning to execute them. The good Aurora learns a "yes".

  • The evil Aurora, believing they are good, has woken with the Fortune Teller each night and has given them advice on who to pick. Later in the game, they start to wake with the Poisoner, and after figuring out they are evil, directs the Poisoner to poison the Fortune Teller.

  • The good Aurora wakes with the Demon each night. Halfway through the game, they out which player the Demon is. The Demon is executed, and good wins.


JSON


{
"id": "aurora_travelbythestarlight",
"name": "Aurora ♊︎",
"team": "traveller",
"firstNight": 1,
"otherNight": 1,
"firstNightReminder": "Show the Aurora a head signal (nod 'yes', shake 'no') for if their team is winning.",
"otherNightReminder": "Show the Aurora a head signal (nod 'yes', shake 'no') for if their team is winning.",
"ability": "You do not know your alignment. Each night, you learn if your alignment is winning. You might wake when other players do.",
"image": [
"https://magma.com/shared/y9VR62ncFDSenwzPv8CoYT",
"https://magma.com/shared/T9jv8o25iG5p3BQ4Ge5jpT",
"https://magma.com/shared/7t3ya99ng2ncFD4BpaCVjT"
],
"flavor": "I heard there was like a demon guy around here or something, can I see him? I'm a biiiiiiiiiiiiiiiiiiiiig fan. Well, I think, anyways."
},

The Moon

"Players who the Storyteller believes roleplayed the best this game might gain a blessing & all players learn how."


Summary


The Moon is the source of all magic which blesses those it favors.

  • It is the Storyteller's decision on who roleplayed the best this game. It is also the Storyteller's decision for the criteria for "roleplaying the best," and should be known to all players.

  • It is recommended that you only use The Moon to bless once or twice.

How to Run


At any time, declare that The Moon is in play. Add The Moon's token and their BLESSING reminder to the Grimoire. Tell the players what your criteria for roleplaying is.At any time, announce which player(s) you judge to have roleplayed the best, according to your criteria. Announce what "blessing" happens to them. Use the BLESSING reminder if necessary.The "blessing" that happens is up to you, however a small boost works much better than a more powerful one. The Moon is meant to be a fun character, so do whatever you think fits best.OPTIONAL RULE: You can ask all players to close their eyes and have them vote on who they think roleplayed the best.


Type: LoricArtist: BendanReleased: 6/11/2025


"The Moon shrouds itself into the receding night sky as the morning dew glistens bright in the greeneries of the fae-blessed forest...
On the beach shines droplets of Aether, the stuff of magic, the water of life, the secret to immortality and power.
The Moon glows bright one last time before giving way to the vast blues of the morning sun."

Examples

  • The Grandmother dies of heartbreak. As the player sobs in misery over their dead grandchild, the Storyteller announces that The Moon has brought the grandchild back to life.

  • The Politician wins the election to become the mayor of Ravenswood Bluff against the Bureaucrat. the Storyteller declares that if the Politician dies, another player might instead.

  • The Imp successfully convinces the town that they are Chef by making food for everyone. After the feast, the storyteller announces that all opposing players who ate the food are drunk until dusk.



JSON


{
"id": "moon_travelbythestarlight",
"name": "The Moon ♊︎",
"team": "loric",
"image": [
"https://magma.com/shared/Z4YoWn4SUZ1p3BRszQieFj"
],
"reminders": [
"Blessing",
"Blessing"
],
"ability": "Players who the Storyteller believes roleplayed the best this game might gain a blessing & all players learn how.",
"flavor": "The Moon shrouds itself into the receding night sky as the morning dew glistens bright in the greeneries of the fae-blessed forest... / On the beach shines droplets of Aether, the stuff of magic, the water of life, the secret to immortality and power. / The Moon glows bright one last time before giving way to the vast blues of the morning sun."
},

Zodiac

"The Demon may privately make public announcements."


Summary


The Zodiac is a killer demon seeking drama and chaos.

  • Each night, the Demon is woken to give the Storyteller an announcement. At dawn, that announcement is revealed.

  • The Demon may instead request that the announcement is revealed later that day.

  • The Demon may also consult the Storyteller during the day to tell them an announcement. The announcement is revealed later that day, at the Storyteller's discretion.

  • If there are multiple Demons in play, only one Demon may make an announcement at a time.

  • The Demon does not have to make an announcement if they don't want to.

  • When an announcement is made, the Storyteller says "Zodiac speaking:" (or something similar), followed by the Demon's announcement. The players don't learn who the Demon is, just what the announcement is.

  • The Storyteller should make it clear which announcements are mechanical and which announcements are from the Zodiac. For example, the Demon cannot use the Zodiac to fake a Leviathan.

How to Run


Each night, wake the Demon. They either nod or shake their head. If they shake their head, put them back to sleep.If they nod their head, give the Demon a piece of paper or a phone to write an announcement on. When the Demon is finished, put them back to sleep.At dawn, say "Zodiac Speaking:", or otherwise signal that the Demon is making an announcement, then reveal the Demon's announcement.The Demon may alternatively come speak to you during the day and tell you an announcement. Later that day, reveal the announcement that the Demon told you to the group.


Type: LoricArtist: BendanReleased: 12/15/2025


"This is the Zodiac speaking: -... . / --. .- -.-- --..-- / -.. --- / -.-. .-. .. -- . .-.-.-"

Examples


  • At the beginning of Day 2, the Storyteller says "Zodiac Speaking: Hope was boring anyways," and announces that Hope has died.

  • The Demon has made a request to delay their announcement. At dusk of the final day, the Mayor is executed, and the Storyteller announces "This is the Zodiac speaking: you missed me!" and announces that evil wins.

  • The Demon has made a request to delay their announcement. Harry is executed later that game. The Storyteller announces "This is the Zodiac speaking: my bomb will detonate in 3... 2... 1...". The Storyteller then announces that the Boomdandy has exploded.

  • Lachlan is the Saint. On the second day, the Storyteller announces "This is the Zodiac speaking: I'm most definitely not Lachlan." Lachlan has fun.


JSON


{
"id": "zodiac_travelbythestarlight",
"name": "Zodiac ♊︎",
"team": "loric",
"image": [
"https://magma.com/shared/e4xY3mncFIQly8NAla1OIz"
],
"firstNight": 89.11,
"firstNightReminder": "The Demon may write a statement. Publicly reveal it at dawn.",
"otherNight": 89.11,
"otherNightReminder": "The Demon may write a statement. Publicly reveal it at dawn.",
"ability": "The Demon may privately make public announcements.",
"flavor": "This is the Zodiac speaking: -... . / --. .- -.-- --..-- / -.. --- / -.-. .-. .. -- . .-.-.-"
},

Confectioner

"Today marks a special occasion. Players involved may choose to receive a gift & all players learn what."


Summary


Use the Confectioner to celebrate a special occasion.

  • The "gift" received can be something mechanical or non-mechanical, and is decided by the Storyteller.

  • The "players involved" in the special occasion are announced by the Storyteller.

How to Run


At the start of the game, declare that the Confectioner is in play and which players are involved in the occasion.At any point in the game, if an involved player chooses to receive a gift, announce this, and give them a gift (mechanical or non-mechanical). Tell the players what the gift is. You may use the GIFT reminders if you wish.If you choose to give a mechanical gift, don't make it too powerful. A small boost works better than a large one.


Type: LoricArtist: HarryReleased: 1/25/2026


"Happy birthday to you,
happy birthday to you.
Happy birthday dear Stella,
happy birthday to you."

Examples


  • Today is Stella's birthday. On the 2nd day, she chooses to receive her gift, and the Storyteller announces that Stella may vote twice on each nomination today.

  • Today is Valentine's day. James, the Storyteller, announces that today marks his boyfriend's special occasion. Later that game, James' boyfriend asks for his gift - and James pulls out a diamond ring. The crowd goes wild.


JSON


{
"id": "confectioner_travelbythestarlight",
"name": "Confectioner ♊︎",
"team": "loric",
"image": [
"https://magma.com/shared/gf5psfUmqC557pZw7Iq4bz"
],
"reminders": [
"Gift",
"Gift"
],
"ability": "Today marks a special occasion. Players involved may choose to receive a gift & all players learn what.",
"flavor": "Happy birthday to you, happy birthday to you. Happy birthday dear Stella, happy birthday to you."
},

X-Card

"Anyone may request that the game is on hold & the Storyteller may ask for silence."


Summary


Use the X-Card to allow players to take a moment to breathe or calm down.

  • First and foremost, the X-card is a boundary and a safety tool. In almost all cases, when a X-card is used, requests to use the X-card should be approved, no questions asked.

  • At any time during the game, anyone may ask the Storyteller to activate the X-Card. If the Storyteller agrees, the game is put on hold. All active nominations (if any) stop, and the game is paused until the players are ready to start again. During this period, the Storyteller may ask for silence for all players.

  • Anyone can request that the X-card be activated, regardless of if they are a player. This means that the Storyteller and the spectators can also utilize the X-card.

  • Note that the X-card's effect can be replicated within games without the usage of this Fabled. However, the presence of the X-Card sets the expectation that the game can be paused, allowing players to request it more openly.

How to Run


At any point in the game, announce that the X-Card is in play (if you wish, you may draw a X on a piece of paper or an index card and place it in reach of everyone). Explain the X-Card and what it does.At any point in the game, a player may physically tap the X-Card or otherwise communicate that they are using the X-Card. Declare that the game is on pause and consider asking everyone to quiet down. Allow players to leave the game area if needed.When that player signals they are ready again, gather everyone back and start the game again.


Type: FabledArtist: BendanReleased: 12/14/2025


"Everyone, calm down - we all know cereal goes in before milk, but it doesn't need to get this heated over someone who doesn't have such common sense."

Examples


  • Trin gets overwhelmed easily. During the final day, with the tension at its highest, Trin taps the X-Card to pause the game so she can take a breather.

  • It's time to eat. The Storyteller asks everyone to pause the game temporarily while they enjoy some lunch.

  • An argument gets too heated. One of the spectators asks the Storyteller to pause the game - the Storyteller grabs everyone's attention and asks for silence.

  • The Boomdandy has exploded. A player tries to use the X-Card to get more time to think, but the Storyteller denies this request.


Interactions


  • X-Card / The Moon - The usage of the X-card with The Moon is a highly recommended combination, as it allows for players to stop the roleplay at hand should they feel uncomfortable without feeling pressured.


JSON


{
"id": "xcard_travelbythestarlight",
"name": "X-Card ♊︎",
"team": "fabled",
"image": [
"https://magma.com/shared/NtClFd3tymncFSgieJteWD"
],
"ability": "Anyone may request that the game is on hold & the Storyteller may ask for silence.",
"flavor": "Everyone, calm down - we all know cereal goes in before milk, but it doesn't need to get this heated over someone who doesn't have such common sense."
},

Collective

"Multiple players occupy the same seat. Only 1 may vote, nominate, & use their ability."


Summary


The Collective is multiple people of the same mind.

  • Players who are new, don't understand the rules of the game, or have some other disability can choose to sit in the same seat as someone they trust.

  • These players don't physically sit in the same seat, but are all considered as one player as far as the game goes. This means that they all have the same character.

  • One player of the collective serves as the "host," and makes decisions like how to use their ability, and when to nominate or vote.

  • The host can change at any time, but it is up to the collective who the host is. You may use a physical host card to denote the host.

  • If the collective's character would wake at night, the whole collective wakes and may communicate with each other, but only the host chooses.

How to Run


While setting up the game, before handing the bag to the players, announce which players are part of the collective and which of them is the host. Ensure that the bag is adjusted accordingly.If the collective's character would wake at night, wake the whole collective. Prompt the host to choose. Allow them time to discuss with one another using whispers, hand signals, etc.


Type: FabledArtist: The Hopehill SystemReleased: 1/24/2026


"Hello there! We're the Hopehills, nice to meet you! We don't think we've seen you around town before, but we sure hope us neighbors can get along!"

Examples


  • Ari is young and really wants to try out the cool mafia game her siblings have been playing. Trin, one of the more experienced players, volunteers to join the game with Ari through the Collective.

  • Connor constantly runs late to a game. Bryan offers to partner with him through the Collective the next time he runs late.

  • Harry, Sophie, and Trin are linked via the Collective. Harry, Trin, and Sophie all raise hands to vote for a nomination, but only one vote is tallied.


JSON


{
"id": "collective_travelbythestarlight",
"name": "Collective ♊︎",
"team": "fabled",
"image": [
"https://magma.com/shared/g5TyMWncFTzYi1eDDXbGtj"
],
"ability": "Multiple players occupy the same seat. Only 1 may vote, nominate, & use their ability.",
"flavor": "Hello there! We're the Hopehills, nice to meet you! We don't think we've seen you around town before, but we sure hope us neighbors can get along!"
},

Yggdrasil

"The Storyteller assigns multiple bags. Players secretly vote on which 1 to play."


Summary


Use the Yggdrasil to ensure players receive the character that they enjoy most.

  • If the Yggdrasil is in play, the Storyteller assigns at least 2 bags to the players, one at a time.

  • After all bags have been assigned, all players close their eyes and vote on which bag to play. The bag with the majority vote is the bag that is played. All other bags are discarded. If the vote is tied, the Storyteller chooses which bag is played.

  • Previously assigned bags that are not being played have no effect on the game.

  • The Storyteller may use the same character in multiple different bags.

How to Run


After you assign the 1st bag, and the players' character tokens have been handed back to you, take a picture of the Grimoire using your phone (if you have a really good memory, you may skip this step).Assign a second bag. You may use the same, or different characters from the previous bag. After characters have been handed back to you, take another picture of the current Grimoire. Repeat this step according to how many bags you plan to assign.After all bags have been assigned, ask all players to close their eyes. Announce "Bag 1 votes, starting now," and tally votes for the first bag. Do this for however many bags you assigned. When you are finished, recreate the Grimoire of whichever bag was voted on by the players, and start the first night.


Type: FabledArtist: Lumi HopehillReleased: 4/12/2026


"From the glories of Æsir, Asgard, to the pride of the Fae, Alfheim, to the realm of the dead, Helheim... I connect all. Seek me, if you dare. Find my roots, which journey everywhere. But know this, mortals of Midguard; beyond the borders of your realm - you, who chase wonder, are already here."

Examples


  • 2 bags were assigned. Mia recieves the Balloonist token, then the Chambermaid token. When voting starts, Mia votes for bag 1. Because most players voted for bag 1, bag 1 is played, so Mia is the Balloonist this game.


JSON


{
"id": "yggdrasil_travelbythestarlight",
"name": "Yggdrasil ♊︎",
"image": [
"https://magma.com/shared/r5jFE3wm1dFp3GG0yaT1Gz"
],
"team": "fabled",
"ability": "The Storyteller assigns multiple bags. Players secretly vote on which 1 to play.",
"setup": true,
"flavor": "From the glories of Æsir, Asgard, to the pride of the Fae, Alfheim, to the realm of the dead, Helheim... I connect all. Seek me, if you dare. Find my roots, which journey everywhere. But know this, mortals of Midguard; beyond the borders of your realm - you, who chase wonder, are already here.",
"special": [
{
"type": "ability",
"name": "distribute-roles"
},
{
"type": "vote",
"name": "hidden"
}
]
},

Creators



Other Credits


  • Dazed - Retired co-creator

  • Luis S; APoC and The Kitchen Discord Servers - Feedback & Advice

  • Eliderad - JSON Feedback

  • Harry & Co, The Town Square, and Blood on the Gallows Discord servers - Playtesting & Feedback

Harry & Co

All players sit in the same seat. [20 Players]


Summary


Harry & Co (aka the Hopehill system) are a plural system composed of 20 members.

  • Plurality, also known as Multiplicity, are when multiple beings coexist within the same mind/body.

  • A collective of beings coexisting in one body are referred to as Systems (or Collectives), and its individual members Headmates, Alters, or just Members.

  • One of the more well known forms of plurality, which does not define the full scope of plurality, are Dissociative Identity Disorder (DID), formerly known as Multiple Personality Disorder (MPD).

  • We consider ourselves Endogenic (Plurality not caused by trauma) and non-disordered (does not fit the diagnosis criteria for dissociative disorders such a DID), and are expected to be referred to as such.

More information


We are composed of 20 members, most notably Harry and Lumi, our artists, and Trin, our official ambassador.When you refer to us as a collective, please use plural pronouns (Any&/All&), when referring to our members, please use their preferred pronouns.We have a website which goes into more depth on our system, found here.More information about plurality as a whole can be found here.


Type: Artist & DesignerArtist: HarryDiscord: @harryandco


" *Chaos ensues* "

Bendan

Characters which are "sha dill" might be removed from the script.


Summary


Bendan balances homebrew and does the write-up.

  • I revise the character ability text and most of the stuff you see on this wiki.

  • I also give feedback on the ideas we have, and try to balance them.

  • I spend most of my free time reading the BotC wiki.

More information


I cube sometimes, which means I solve Rubik's Cubes really fast for fun. I average sub-25 on 3x3.I sometimes play on botc.app, so you will occasionally see me there.I play Rolling Sky and Roller Craft (if you know what those are you're a real one).


Type: Writer & DrafterArtist: BendanDiscord: @bendan07


"This is sha dill"

Those who snow...

Those who snow...

Synopsis


The Moon watches.This world is a peculiar one; one not of magic, but of machinery, of technology and electricity.However, despite the lack of magic, demons still exist in this realm: infernal beasts, hiding not in physical disguise, but behind an anonymous digital mask. And here, anonymity means power.Society tears apart at the seams and morals are thrown aside into the abyss as the most kind saint twists into an inhuman beast, as humanity debauches itself in hatred and arguments. Amidst the ever-brewing chaos of the digital warzone, there stands one strategy that ensures victory: irrefutable, objective, true, logic.Yet, despite the universal benefit derived from the world peace and proposed the method to accomplish it, this world still fights. Still hates. Still wars.So it stands, believed yet unproven. Assumed true yet not seen.An axiom, as one might call it.Indeed, so much so, one might call it an...

Author: Harry & Co
Type: Teensyville
Bootlegger: The Baron adds only one Outsider instead of two.
Released: 11/02/25


Overview


Axiom of Logic is one big logic puzzle fit into one small game. Townsfolk like the Savant, Clockmaker, and Seamstress gain consistent powerful information that could solve the game in seconds, but the evil team, despite not having any source of drunkeness or poisoning at their disposal, utilize more creative misinformation like madness and the Vortox to consistently muddy the waters in a overload of information. Players lie left and right, and all players, even the evil players themselves, constantly live under the paranoia of the uncertainty about which evil characters are in play.

The Moon Gazes Upon This Land...

If using our Loric, The Moon, alongside this script, the following insights may be of use to you:


The Bing Saga


Players who have the best robot voice gain a blessing.


The Yahoo! Saga


Players who act the most "helpful" (while not being helpful at all) gain a blessing.


The Google Saga


Players who have the best "AI summary" of the game gain a blessing.


The DuckDuckGo Saga


Players who act the most discreet and shady gain a blessing.

JSON


[
{
"id": "_meta",
"author": "Harry & Co",
"name": "Axiom of Logic",
"logo": "https://magma.com/shared/jH8-O29pwq-sH0teqf84Uz",
"hideTitle": true,
"firstNight": [
"dusk",
"minioninfo",
"lunatic",
"demoninfo",
"cerenovus",
"fortuneteller",
"clockmaker",
"seamstress",
"axiom_travelbythestarlight",
"dawn"
],
"otherNight": [
"dusk",
"monk",
"cerenovus",
"lunatic",
"vortox",
"ojo",
"axiom_travelbythestarlight",
"fortuneteller",
"undertaker",
"seamstress",
"dawn"
],
"bootlegger": [
"The Baron adds only one Outsider instead of two."
]
},
"clockmaker",
"fortuneteller",
"undertaker",
"monk",
"savant",
"seamstress",
{
"id": "axiom_travelbythestarlight",
"name": "Axiom ♊︎",
"image": [
"https://magma.com/shared/u5pau2kOl6YvTaKseMX1ED",
"https://magma.com/shared/8expDpfy7U5SAZOo4swazj"
],
"team": "outsider",
"ability": "Once per game, at night, you learn a statement. If you are not mad it is true, you must prove it false, or might be executed.",
"flavor": "User Input: “How can the net amount of entropy of the universe be massively decreased?” / Critical error: INSUFFICIENT DATA FOR MEANINGFUL ANSWER / Initiating data collection: success. / Terminating process by demonstration. / Returning following output: Let there be light.",
"firstNight": 68.5,
"otherNight": 68.6,
"firstNightReminder": "You may show the Axiom their statement.",
"otherNightReminder": "You may show the Axiom their statement.",
"reminders": [
"Mad"
]
},
"lunatic",
"cerenovus",
"baron",
"ojo",
"vortox",
"bootlegger"
]

Synopsis


The relentless autumn fades to an endless void as distant stars brush gently against the softening edge of the evening breeze. Humble townsfolk gaze to the galaxies beyond as yet another day's hard work draws to a close. Pleasant scents drift from the local brewery as laughters of joy echo from the nearby tavern. The gravel clatter under clumsy children as their mothers call them from warmly lit doorsteps, ready with bowls of soup for tonight's fill.It's a little too perfect.Behind every gentle smile is a wooden mask, every joyful greeting alien; travellers flock away day after night, chased away by unseen forces dwelling deep within and far beyond the town's borders. Every feast tastes almost too rich, each laughter insincere. It never rains, never storms, never floods. Yet people dwindle and fade out each passing day. Children go missing in the dark. The residents stay away from the postal office. Strangers find themselves here by invitation, only to never leave again.Alas, this is no perfect world - indeed, after all, when all comes to end...

Author: Harry & Co, Bendan
Type: Ravenswood Bluff
Bootlegger: If the Poppy Grower becomes drunk, poisoned, or leaves play, Minions & Demons learn who each other are that night.
Released: 5/1/2026


Overview


It Was All a Dream is a living paradox. Characters like the Facade, Poppy Grower, and Samurai often flip games on their heads purely by existing, and worlds get increasingly more conspiracy-like as players are encouraged to make wild speculations, connect unlikely realities, and confront contradictions behind every claim, even their own. Good players benefit from lying through their teeth and sometimes even downright claiming to be evil, while always paranoid about being the Drunk or being poisoned by the No-Dashii. Evil players can get away with much more riskier plays, such as publicly double-claiming good players, throwing out false accusations, or even going as far as to attacking yourself as the Demon - for the threat of Facade and Samurai can quash doubts or explain bluffs in a way no other characters can.

The Moon Gazes Upon This Land...

If using our Loric, The Moon, alongside this script, the following insights may be of use to you:


The Dream Saga


Players who act the most whimsical or naive gain a blessing.


The Lucid Saga


Players who act the most suspicious or skeptical gain a blessing.


The Nightmare Saga


Players who act the most paranoid or afraid gain a blessing.

JSON


[
{
"id":"_meta",
"author":"Harry & Co, Bendan",
"name":"It Was All a Dream",
"logo": "https://magma.com/shared/Ytx7agUo0qN6TBZFCiLoXz",
"hideTitle": true,
"firstNight":[
"dusk",
"samurai_travelbythestarlight",
"poppygrower",
"minioninfo",
"demoninfo",
"preacher",
"courtier",
"fortuneteller",
"fae_travelbythestarlight",
"dawn"
],
"otherNight":[
"dusk",
"poppygrower",
"preacher",
"courtier",
"innkeeper",
"gambler",
"exorcist",
"imp",
"po",
"nodashii",
"samurai_travelbythestarlight",
"wyvern_travelbythestarlight",
"assassin",
"gossip",
"tinker",
"fortuneteller",
"juggler",
"dawn"
],
"bootlegger":[
"The Alsaahir, Courtier, Facade, and Mastermind are marked.",
"If the Poppy Grower becomes drunk, poisoned, or leaves play, Minions & Demons learn who each other are that night"
]
},
{
"id":"fae_travelbythestarlight",
"name":"Fae",
"image":[
"https://magma.com/shared/Y1s1s2nLH8UVFxWBdFzQYT",
"https://magma.com/shared/lQtW5xoXacsf0aJLN_iFrz"
],
"team":"townsfolk",
"ability":"You start knowing your setup modifier. [???]",
"flavor":"Well, hello there! Did you just move here? Well, let me introduce you to my good ol' pal, Greg! He's also a new face around town, and I'm sure you'll get along fantastic! Well, at least, I'm sure he'll enjoy a good feas- I mean friend! Yes, friend! Anyways, this is his cavern, try to get along, and try not to scream too loud!",
"firstNight":60.2,
"otherNight":0,
"firstNightReminder":"Show the Fae their setup modifier.",
"setup":true,
"jinxes":[
{
"id":"philosopher",
"reason":"If the Philosopher gains the Fae ability, they learn information about the starting bag."
},
{
"id":"pixie",
"reason":"If the Pixie gains the Fae ability, they learn information about the starting bag."
},
{
"id":"marionette",
"reason":"If the Marionette thinks they are the Fae, the Fae's setup modifier applies."
},
{
"id":"pithag",
"reason":"If the Pit-Hag creates a Fae, the Fae learns information about the starting bag."
},
{
"id":"kazali",
"reason":"If the Kazali turns the Fae into a Minion, the Fae's setup modifier applies."
},
{
"id":"lordoftyphon",
"reason":"If the Lord of Typhon turns the Fae into a Minion, the Fae's setup modifier applies."
}
],
"special":[
{
"type":"selection",
"name":"good-duplicate"
}
]
},
"preacher",
"fortuneteller",
"innkeeper",
"gambler",
"exorcist",
"gossip",
"savant",
"alsaahir",
"courtier",
"fisherman",
"juggler",
"poppygrower",
"drunk",
"tinker",
"recluse",
{
"id":"facade_travelbythestarlight",
"name":"Facade",
"image":[
"https://magma.com/shared/D9ttBD9oIehpsfaMJgjf3T",
"https://magma.com/shared/loWlgP5eA2mx9pMcA1JSyD"
],
"team":"outsider",
"ability":"If you are dead, good might think they win at any time (once). Then, unless most good players agree to return to play, evil wins.",
"flavor":"Hmm, it appears that our show has concluded finally at last. Well, in case I don't see ya, good afternoon, good evening, and good night!",
"firstNight":0,
"otherNight":0
},
{
"id":"wyvern_travelbythestarlight",
"name":"Wyvern",
"image":[
"https://magma.com/shared/u-JL92nLIclykN1hq8aLnj",
"https://magma.com/shared/5iPLgn6n0GnLIc3eRxfprz"
],
"team":"minion",
"ability":"Each night*, a good player who voted for you today might die, even if you are dead.",
"flavor":"Wyvern fly, / Soar so high. / Roar a cry, / Split the sky.",
"firstNight":0,
"otherNight":52.3,
"otherNightReminder":"A player who voted for the Wyvern today might die. :reminder:",
"reminders":[
"Voted",
"Voted",
"Voted",
"Dead"
],
"jinxes":[
{
"id":"plaguedoctor",
"reason":"If the Storyteller would gain the Wyvern ability, a Minion gains it, and learns this."
}
]
},
"assassin",
"boomdandy",
"mastermind",
"nodashii",
"imp",
"po",
{
"id":"samurai_travelbythestarlight",
"name":"Samurai",
"image":[
"https://magma.com/shared/MngwacsjLfbvPUV3Gv7bND",
"https://magma.com/shared/uGnLIzQQ2KykR2N6XmlP-T"
],
"team":"demon",
"ability":"Each night*, choose a player: they die. If no marked characters are in play, whoever wins, loses, & whoever loses, wins. [-1 or +1 Outsider]",
"flavor":"My poor Glacia... I will avenge those who dared harm my family. And once my duty is done, I will die a warrior.",
"firstNight":10.1,
"otherNight":47.6,
"firstNightReminder":"If no marked characters are in play, put the DIE WITH HONOR reminder in the center of the grimoire. :reminder:",
"otherNightReminder":"The Samurai points at a player: they die. :reminder:",
"reminders":[
"Dead",
"Die With Honor"
],
"setup":true
},
"bootlegger"
]

Oops.

It... appears you found yourself in our top-secret impossible-to-find secret hideout.It's a bit of a work in progress right now, but we have something cool soon to come.Keep this between us for now, okay?Appreciate it.This page is a work in progress, and will be updated soon.

What.

I frankly have no clue how you found this. I didn't tell anyone about this, and I doubt Harry told anyone (I don't even think Harry knows this page exists).I got bored one day, so I made this page. Nothing on this site links here, so you would have had to type in the search bar and know the exact URL for this page.So, congrats on finding this? I guess? Idk.- Bendan