The day after the Child dies, there will be two lynches instead of one.
Details
Whenever the Child dies, there is an additional lynch the next day. If more than one Child dies, there can be more than two lynches.
It is allowed to lynch the same player several times. This is useful in scenarios where the werewolves want to lynch an Executioner, who can avoid one lynch.
during the days theres always a lynch and election where everyone can vote one. Whoever gets the most votes is lynched, dies and stops playing.(edited)
OH ok I get it now. I had to reread it a few times lmao. But is the win condition for townsfolk basically just dont die and get rid of the people that arent townsfolk
At the end of Day 0, the Horseman becomes one of the other Horseman roles.
Details
The Horseman can not immediately become an Apocalyptic Horseman.
Each Horseman can doom a player every night, the effect of which depends on the type of Horseman.
When a Horseman attempts to doom another Horseman it fails and the two Horsemen unite, joining a shared channel. Doomed players are informed that they have been doomed, but not which Horseman doomed them. Doomed players can be doomed again by the same or a different Horseman.
When all remaining Horsemen are united and all remaining players doomed, Doomsday is unleashed: all Horsemen turn into Apocalyptic Horsemen, with the ability to attack a player each night. The Horsemen win when everyone else is dead.
If the Idiot dies for the first time, they instead live, but lose their voting power.
Details
The first time the Idiot is lynched, attacked or killed, they will survive.
However, the Idiot loses their vote and is informed about this.
If the Idiot is Mayor, they will still have their Mayor vote.
23:37
Assistant [Townsfolk Miscellaneous]
Basics
The Assistant may select a player to redirect one werewolf action to. The action cannot be an attack.
Details
The Assistant may target a player. They can update this target once per phase, with 1 emergency change to be used whenever the Assistant wants.
When the Assistant is affected by a wolfish player's power, that is not an attack, it will be redirected to the target without the wolfish player being informed.
The Assistant's redirection power can only be used once per game. The Assistant is informed when their power is used, but they are not told what ability they redirected.
❗ Could not find role guadian. Did you mean guardian?
14:38
Guardian [Elected]
Basics
The Guardian protects the town. When there are 15 or fewer players, the Guardian may choose one player. This player cannot be killed by attacks during the current night. When there are more than 15 they may choose up to two.
Details
The Guardian chooses their protected player(s) during the night, and they will be protected from attacks during the current night.
They may not protect the same player two days in a row, but may protect themself and/or alternate between two or more players.
Any attack against a player protected by the Guardian fails, however a protected player may still die through other means.
The Guardian is elected on the first full day with a living Mayor, a living Reporter and no living Guardian.
Protecting players from attacks is an immediate effect.
During Day 0, the Fletcher selects a target. Unless the Fletcher changes their mind before they die, their target gains the abilities of a Huntress.
Details
The Fletcher must choose a target to be “Fletcher’s Customer” at the start of the game. Their target can not be changed.
If no target is selected when Day 0 ends, a target is randomly assigned. The Fletcher cannot target themself.
Fletcher’s Customer gains a private channel and may select a target of their own who will be killed if Fletcher’s Customer is killed.
At any point while the Fletcher is alive, the Fletcher may irreversibly revoke Fletcher’s Customer's abilities. Choosing and revoking a customer are immediate abilities.
Each night, the Horseman of Death may doom a player. The Horseman marks the player, and they will die at the end of the following night.
Details
Dooming a player is an immediate effect. Players doomed by the Horseman of Death will die at the end of the next night (this is not an attack).
When the Horseman of Death attempts to doom another Horseman, it fails: the two Horsemen unite, joining a shared channel. Doomed players are informed that they have been doomed, but not which Horseman doomed them. Doomed players can be doomed again by the same or a different Horseman.
Dooming and its accompanying effect persist even if the Horseman of Death dies, but immediately disappear when no Horsemen remain.
When all remaining Horsemen are united and all remaining players doomed, Doomsday is unleashed: the Horseman of Death turns into an Apocalyptic Horseman, with the ability to attack a player each night. The Horsemen win when everyone else is dead.