Delirium Promenade

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Designer GrayPockets
Special Thanks Zoran_Duke
Balor
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Script JSON
No Homebrew Characters JSON
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Townsfolk

Chef
Empath
Chambermaid
Mathematician
Oracle
Lycanthrope
Philosopher
Cannibal
Amnesiac
Mayor
Virgin
Magician
Atheist

Outsiders

Lunatic
Hooligan
Drunk
Recluse

Minions

Spy
Wizard
Marionette
Boffin

Demons

Imp
Kazali
Fang Gu
Legion

Travellers

Harlot
Matron
Apprentice
Beggar
Scapegoat

Loric

Bootlegger
Grognard

Fabled

Djinn

Synopsis

Raucous laughter fills the corridors of the asylum. Amongst the inmates stalk both demons of the mind and demons of flesh. The damned zealously seek to expel the evil in their midst whilst taking solace in the company of both cohorts and tormentors.

The imprisoned socialize while their footsteps create music: a strut of inexorable hubris takes flights of fancy to new heights. Sinister whispers of eldritch madness seeping through the air bring forth daring belief in the improbable.

The saunter of lunacy coalesces into a… Delirium Promenade.

Gameplay

Delirium Promenade leans into everything being not what it seems; anyone can be confused about their own character. Untangling the web of evil is harder if you're not sure who you are. A variety of strange and exotic game states become possible with the interactions between the characters. Every player will be wondering what their actual character is and on which side they truly are. Only one world is real, but which is the least insane?

Expert. Recommended for those comfortable with ambiguity, confusion, and bizarre situations.

When playing Delirium Promenade…

Good players will want to sort through the misinformation provided by both the Outsiders and Minions while they track down the Demons. Both the Fang Gu and Imp provide ways for the Demon to escape, while the Kazali can custom-build their evil team to best support their plans. The terrifying Legion can masquerade as an entire town, asking the unwitting Townsfolk to execute each other. With an Atheist at play, the Storyteller themself can be the source of chaos and affliction.

Townsfolk laboriously struggle to help good win the day, until suddenly they find themself turned into an Imp; they were the Marionette the whole time. Can they turn into the Fang Gu because they were actually the Drunk? Everyone faces the real possibility of being a member of the evil team.

Evil players will have to try to coordinate their plot while being interfered with by the Amnesiac, Magician, and Lycanthrope. They will want to stop the flow of information from the Empath, Oracle, Chambermaid, and Mathematician. Hopefully the Outsiders provide enough confusion to execute the Storyteller.

Complicating any Demon's plan is the very real possibility of being a Lunatic: is it possible their "Minion" is the Hooligan? Is the Lycanthrope killing at night, or is it the real Demon?

Townsfolk

Outsiders

Minions

Demons

Travellers

Loric

Fabled

Djinn Special Rules

Let your players know the Djinn special rule(s) at the beginning of the game, whether or not Jinxed characters are in play.

Townsfolk
  • Mathematician / Chambermaid: The Chambermaid can detect if the Mathematician will wake tonight.
  • Magician / Spy: When the Spy sees the Grimoire, the Demon and Magician's character tokens are removed.
  • Magician / Marionette: If the Magician is alive, the Demon doesn't know which neighbor is the Marionette.
Minions
  • Marionette / Kazali: If there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.

Grognard Special Rules

Let your players know the Grognard special rule(s) at the beginning of the game, whether or not Grognarded characters are in play.

Townsfolk
  • Mathematician / Lunatic: The Mathematician might learns if the Lunatic attacks a different player than the real Demon attacked.
  • Mathematician / Drunk: The Mathematician might learn if the Drunk's ability yielded false info or failed to work properly.
  • Mathematician / Marionette: The Mathematician might learn if the Marionette's ability yielded false info or failed to work properly.
  • Magician / Legion: Legion thinks the Magician is Legion. The Magician wakes with Legion and might register as evil. Legion knows if a Magician is in play. , but not which player it is.
Minions

Bootlegger Special Rules

Let your players know the Bootlegger special rule(s) at the beginning of the game, whether or not Bootlegged characters are in play.

Townsfolk
  • Mathematician / Hooligan: The Mathematician learns if the Hooligan makes different choices than the real Minion.
  • Magician / Kazali: If the Magician is in play, the Kazali chooses which Minions but not which players.
Outsiders
  • Lunatic / Kazali: The Kazali knows which Minions the Lunatic chose.
  • Hooligan is a homebrew character.
  • Hooligan / Kazali: If there would be a Hooligan in play, they enter play after the Demon.
Travellers
  • Apprentice / Marionette: If the Apprentice gains the Marionette ability, they think they are good & gained a Townsfolk ability.

Scenarios

If this is your first time storytelling Delirium Promenade, and you are keen to learn by using the most simple, straightforward characters, consider putting the following characters into play:

Chef, Empath, Mathematician, Virgin, Mayor, Lunatic, Spy, Imp. The information you give to the Chef, Empath, and Mathematician will be key to finding the Demon and Lunatic, complicated by Spy misregistration. Remember that the Imp's attack can work abnormally because of the Mayor or Lunatic.

If you are feeling a little more adventurous, and you would like to create a more unique style of game that experiments with some more complicated characters and interactions, consider the following (for an eight-player game) or alter one to suit your style:

Chambermaid, Oracle, Cannibal, Virgin, Drunk, Recluse, Marionette, Fang Gu. Place two additional Townsfolk into the bag for the Drunk and Marionette. Seat the Marionette next to the Recluse. A Drunk Atheist will cause serious second guessing of all information and will make it difficult for the Fang Gu to copy itself. If an Outsider becomes the Demon, show them who the Marionette is. The Chambermaid will receive good information, but the Fang Gu may jump before they can put it to use, leaving the Oracle to pick up the slack.

Oracle, Philosopher, Cannibal, Magician, Lunatic, Hooligan, Kazali, Harlot. Place an extra Townsfolk in the bag for the Hooligan. Show the Kazali the Lunatic's chosen player and character. The Lunatic's "Minion" will become the Hooligan. If the Kazali chooses the same player, use the Magician's ability to select another player to be the real Minion. A Philosopher may choose any good character, such as the Magician, Amnesiac, or even the Atheist. An evil Harlot will bring about a player's downfall when they least expect, leading to an early final day.

Chef, Lycanthrope, Cannibal, Amnesiac, Virgin, Lunatic, Boffin, Imp. Have the Boffin give the Virgin abilty to the Imp to cause maximum chaos. Feel free to tell the Lunatic that they also received the Virgin ability from the Boffin & that the Boffin is their Minion. Try this ability for the Amnesiac: "You register as the Lunatic to the Lunatic. Each night*, choose a player. You learn the Lunatic when they die."

Chef, Magician, Legion. The Chef will have all the information they need to track down Legion, but they may be bamboozled by Legion into thinking they are the Drunk. Wake each Legion up individually, but tell them a Magician is within their ranks. Give each Legion different bluffs, but allow for plenty of duplicates. Never give the Atheist role as a bluff, as one of Legion is sure to hit upon that idea themself.

Chef, Empath, Mathematician, Lycanthrope, Philosopher, Atheist, Lunatic, Hooligan. Place a Fang Gu and a Wizard token in the bag so the Lunatic and their Hooligan can cause plenty of misinformation on their own. Kill the target of either the Lycanthrope or the Lunatic at night. Chef and Empath information should appear to confirm that the Atheist, Hooligan, and Lunatic are evil. Grant whatever wish the Wizard makes using Atheist powers and perform a Fang Gu jump by killing the Lunatic and making any player the new Lunatic.

Chef, Chambermaid, Mathematician, Lycanthrope, Amnesiac, Mayor, Lunatic, Apprentice. The Apprentice has the Atheist ability: there are no evil characters in the bag. The Amnesiac's ability appears to be: "Each night gain the ability of the last player killed by the Demon.""

Storyteller Tips

  • ⚠In the official Blood on the Clocktower App
    • The JSON for this script uses a homebrew replaced Magician. Is will not be automatically added to the THIS IS THE DEMON or the THESE ARE YOUR MINIONS info tokens. Be careful to manually add the Magician in Demon & Minion Info.
    • The IS THE HOOLIGAN reminder token will not stop the Hooligan from being automatically added to the THESE ARE YOUR MINIONS info token. Remember to click it off.
  • Sometimes a "yes but don't" choice can be acceptable if the evil team is bluffing Atheist.
  • Because of the Magician, Lunatic, and Hooligan, wake up Demons & Minions individually during Demon & Minion info.
  • Yes but don't show the Atheist as a bluff: the evil team knows.
"You Think" Abilities
  • You can put a duplicate character into the bag in place of a Lunatic, Hooligan, Drunk, or Marionette.
    • To do so with a Marionette, you have to use the alternate Marionette setup and leave out the Demon out of the bag.
  • You can tell the Lunatic, Hooligan, Drunk, and Marionette that they have changed characters or alignments (this interaction is not ruled on by TPI, and is left up to Storyteller discretion if it is allowed.) to simulate various effects, even if they did not change.
    • The Marionette's "good character" means "Townsfolk or Outsider", not that the player's alignment is good.
    • Both the Drunk & Marionette can be told that they turned evil.
  • This script is meant to use the ruling from Steven Medway that "You think" characters can chain their abilities. While you can run the script without that, it's less fun and makes setup more difficult.
    • The Hooligan Lunatic thinks they are a Demon.
    • The Hooligan Marionette thinks they are a good character.
    • The Hooligan Marionette Lunatic thinks they are a Demon.
    • The Hooligan Marionette Hooligan...slaps you.
    • The Hooligan Marionette Drunk thinks they are a Townsfolk.
    • The Marionette Lunatic thinks they are a Demon.
    • The Marionette Hooligan thinks they are a Minion.
    • The Marionette Hooligan Marionette...slaps you.
    • The Marionette Drunk thinks they are a Townsfolk.
Misregistration Abilities
  • You must misregister the Lycanthope's Faux Paw as evil to the Chef, Empath, Oracle, Lycanthrope, Cannibal, Amnesiac, Spy, Wizard, Legion, Beggar, and Scapegoat.
    • When the Virgin is nominated by a Townsfolk with the Faux Paw, they are still executed. Evil Townsfolk still trigger the Virgin's ability.
    • The Faux Paw registers to the Amnesiac if their ability is relevant.
    • When the Faux Paw misregisters to the Spy turn their good character token upside down to show that player as an evil Townsfolk, but leave the Faux Paw token in front of them.
    • The Faux Paw registers to the Wizard if their wish is relevant.
    • When the Faux Paw misregisters to Legion their vote counts as evil.
    • The Faux Paw misregisters to the Beggar as evil.
    • The Faux Paw misregisters to the Scapegoat as evil: yes but don't execute the evil Scapegoat.
  • You can misregister the Recluse to the Chef, Empath, Oracle, Lycanthrope, Philosopher, Cannibal, Amnesiac, Lunatic, Hooligan, Spy, Wizard, Marionette, Boffin, Imp, Legion, Fang Gu, Harlot, Beggar, Scapegoat, Bootlegger, Djinn, and game rules.
    • You cannot misregister the Recluse during setup to make them think they are a Minion or a Demon as the Recluse cannot misregister during setup and a character token cannot misregister.
    • You can misregister the Recluse as evil to the Chef, Empath, and Oracle.
    • You can misregister the Recluse as evil to the Lycanthrope to make them an invalid kill.
      • If the Recluse is the Faux Paw target, you can misregister them to the Lycanthrope at any time to move the Faux Paw.
    • You can misregister the Recluse when chosen by the Philsopher so that the Recluse does not become drunk.
    • You can misregister the Recluse to the Cannibal as evil so the Cannibal poisons themselves.
      • You can start or stop misregistering the Recluse at any time to make the Cannibal healthy and grant an ability.
    • You can misregister the Recluse to the Cannibal as a good Minion or Demon.
      • You can start or stop misregistering the Recluse at any time to change the ability or poison the Cannibal.
      • A good Spy is a dangerous choice.
        • In the Cannibal's Grimoire misregister the actual Spy as the Atheist and the Recluse as a good Spy.
        • It may be better to poison the Cannibal by misregistering and show them a fake Grimoire.
      • A good Wizard is a dangerous choice.
      • A good Marionette is an excellent choice, you can tell them they are any good character.
      • A Boffin is an excellent choice, the Cannibal can then give the Demon a good ability.
      • Any Demon except Legion is a dangerous choice: they could accidentally kill the real Demon, ending the game.
    • You can misregister the Recluse to the Amnesiac if their ability is relevant.
    • Yes but don't misregister the Recluse to the Lunatic as a Demon to learn the Lunatic and the Lunatic's targets.
    • Yes but don't misregister the Recluse to the Hooligan to learn the Hooligan and the Hooligan's choices.
    • Yes but don't misregister the Recluse to the Spy by showing a different character in the Grimoire: this hurts the evil team.
    • While you cannot misregister the Recluse to the Marionette during setup, the jinx allows the Marionette to be placed next to the Recluse.
    • You can misregister the Recluse to the Boffin as a Demon to give the Recluse an out-of-play good character ability.
      • If the Recluse is receiving a Boffin ability, you can stop misregistering them at any time to move the Boffin-granted ability to the Demon.
        • You cannot move the Boffin-granted ability from the Demon to the Boffin unless the Demon changes.
        • Whenever the Boffin changes who they are granting an ability, that ability can change to a different out-of-play good character ability.
      • Yes but don't grant the Recluse the Chef, Empath, Chambermaid, Mathematician, Oracle, Philosopher, Cannibal, Mayor, or Magician abilities: this hurts the evil team.
      • You can grant the Recluse the Lycanthrope ability to create a Faux Paw.
        • Yes but don't continue misregistering when the Lycanthrope would kill a good player to confirm them: this hurts the evil team.
      • You can grant the Recluse the Amnesiac ability with a negative effect, as an Outsider ability.
      • You can grant the Recluse the Virgin ability. Yes but don't continue misregistering when the Virgin ability would kill a good player to confirm them: this hurts the evil team.
      • You can grant the Recluse the Lunatic ability.
        • You can put an extra Demon token in the bag if the Recluse starts the game with a Boffin-granted Lunatic ability.
        • The Recluse can think they are an in-play Demon, because the Boffin is granting the out of play Lunatic ability.
        • If the Recluse gains the Lunatic ability after the start of the game, wake them and tell them they are a Demon.
          • You can tell the Recluse they are either good or evil.
          • Wake the Demon and tell them that the Recluse is the Lunatic.
        • Prompt the Recluse to make Demon choices and tell the Demon the Recluse's choices.
      • You can grant the Recluse the Hooligan ability.
        • You can put an extra Minion token in the bag if the Recluse starts the game with a Boffin-granted Hooligan ability.
        • You can put an extra Townsfolk token in the bag if the Recluse starts the game with a Boffin-granted Hooligan Marionette ability.
        • You can put an extra Demon token in the bag if the Recluse starts the game with a Boffin-granted Hooligan Marionette Lunatic ability.
        • The Recluse can think they are an in-play Minion, Demon, or Townfolk, because the Boffin is granting the out of play Hooligan ability.
        • If the Recluse gains the Hooligan ability after the start of the game, wake them and tell them they are a Minion.
          • You can tell the Recluse they are either good or evil.
          • Wake the Minions and tell them that the Recluse is the Hooligan.
        • If the Recluse Hooligan thinks they are the Wizard allow them to ask for a wish.
          • You can inform the Recluse Hooligan Wizard that you are granting or denying their wish to no effect.
          • Tell the Wizard the Recluse Hooligan Wizard wish if it is made at night.
      • You can grant the Recluse the Drunk ability.
        • You can put an extra Townsfolk token in the bag if the Recluse starts the game with a Boffin-granted Drunk ability.
        • The Recluse can think they are an in-play Townsfolk, because the Boffin is granting the out of play Drunk ability.
        • If the Recluse gains the Drunk ability after the start of the game, wake them and tell them they are a Townsfolk.
          • You can tell the Recluse they are either good or evil.
        • Prompt the Recluse to make Townsfolk choices.
    • Yes but don't misregister the Recluse to the Boffin as a Minion or Demon so that the Recluse ability is out-of-play, and therefore available as a Boffin-granted ability.
      • You can stop misregistering the Recluse at any time to make the Recluse ineligible as a Boffin-granted ability and change the Boffin-granted ability.
    • You can misregister the Recluse to the Wizard if their wish is relevant.
    • You can misregister the Recluse to the Imp when the Imp kills themselves, but this should be used only in specific situations.
      • If there are four players alive, which include an Imp, Mayor, and Recluse, and the Imp attacks the Mayor: redirect the attack back to the Imp, star pass to the Recluse, and make them the good Imp.
      • If there are no Minions left alive and the Imp attacks themselves: star pass to the Recluse and change the Recluse to the good Imp.
    • Yes but don't misregister the Recluse as evil to Legion: this hurts Legion.
    • You can misregister the Recluse to the Fang Gu, skipping a jump.
    • You can misregister the Recluse to the Harlot as any evil character.
    • You can misregister the Recluse to the Beggar as evil.
    • Yes but don't misregister the Recluse to the evil Scapegoat as evil and execute the Scapegoat: this hurts the evil team.
    • Yes but don't misregister the Recluse to the Bootlegger as a Kazali to learn which Minions the Lunatic chose.
    • You can misregister the Recluse to the Djinn as a Kazali when a Magician is in play to show the Recluse's neighbours to the Demon as the Marionette: yes but don't unless the Marionette actually neighbours the Recluse.
    • Yes but don't misregister the Recluse as a Minion or Demon to the game rules and make Recluse a valid Demon bluff: this hurts the evil team.
    • Yes but don't misregister the Recluse as a Minion or Demon to the game rules to provide the Recluse with Minion Info and/or Demon Info: this hurts the evil team.
    • You can misregister the Recluse as the Demon to extend the game and make the Demon believe they were the Lunatic. Keep this short, as it can overstay its welcome.
  • You can misregister the Spy to the Chef, Empath, Oracle, Lycanthrope, Philosopher, Cannibal, Amnesiac, Virgin, Spy, Wizard, Boffin, Imp, Legion, Fangu Gu, Harlot, Beggar, Scapegoat, Djinn, and game rules.
    • You can misregister the Spy as good to the Chef, Empath, and Oracle.
    • You can misregister the Spy as good to the Lycanthrope to make the Spy a valid kill.
    • You can misregister the Spy as good to the Lycanthrope to make the Spy the Faux Paw.
      • You can stop misregistering the Spy at any time to move the Faux Paw.
    • Yes but don't misregister the Spy to the Philosopher as the chosen character making the Spy drunk. The moment the Spy is drunk they stop misregistering to the Philosopher and instantly stop being drunk.
      • This marks two players as having an abnormal ability to the Mathematician: the Philosopher because the Spy successfully misregistered to them and the Spy for failing to misregister once drunk.
      • This is unnecesarily confusing for the Mathematician.
    • If the Cannibal is poisoned because of the Spy and you start misregistering the Spy as good, the Cannibal does not become healthy.
    • You can misregister the Spy as a good Townsfolk or Outsider to the Cannibal.
      • You can start or stop misregistering the Spy at any time to change the ability or poison the Cannibal.
      • Yes but don't grant the Cannibal the Chef, Empath, Chambermaid, Oracle, Philosopher, or Mayor abilities: this hurts the evil team.
      • You can grant the Cannibal the Lycanthrope ability to create a Faux Paw.
        • Yes but don't keep the ability instead of misregistering when the Lycanthrope would kill someone: this hurts the evil team.
      • You can grant the Recluse the Amnesiac ability with a negative effect, as an Outsider ability.
      • You can grant the Recluse the Virgin ability.
        • Yes but don't continue misregistering when the Virgin ability would kill a good player to confirm them: this hurts the evil team.
      • You can grant the Cannibal the Lunatic, Hooligan, or Drunk ability if it would make the Spy look good.
    • You can misregister the Spy as good to the Cannibal granting the Spy ability.
      • This is a dangerous choice.
      • In the Cannibal's Grimoire misregister the actual Spy as the Atheist to the Cannibal.
      • It is usually easier to just poison the Cannibal by not misregistering as good or misregistering the Spy as the Hooligan and show them a fake Grimoire.
    • You can misregister the Spy to the Amnesiac if it's relevant to their ability.
    • You can misregister the Spy as a Townsfolk to the Virgin allowing the Spy to be executed.
    • Yes but don't misregister the Spy as a different character or alignment to their own ability in the Grimoire: this is confusing for the Spy and provides no particular benefit on this script.
    • You can misregister the Spy to the Wizard if it's relevant to their wish.
    • You can misregister the Spy as a good character to the Boffin so that character is in-play and therefore no longer available as a Boffin-granted ability to change the Boffin-granted ability.
      • You can stop misregistering the Spy at any time to make the character eligible as a Boffin-granted ability again.
    • Yes but don't misregister the Spy as a good character to the Imp: this hurts the evil team.
    • Yes but don't misregister the Spy as good to Legion: this is a free win for Legion.
    • You can misregister the Spy as an Outsider to the Fang Gu causing a jump to the Spy.
    • You can misregister the Spy as a good character to the Harlot.
    • You can misregister the Spy as good to the Beggar.
    • You can misregister the Spy as a good character to the good Scapegoat execute the Scapegoat.
    • You cannot misregister the Spy to the Djinn as a Recluse to allow the Marionette to be placed next to the Spy, as the Spy cannot misregister during setup.
    • Yes but don't misregister the Spy to the Djinn as a Magician for any of the Magician jinxes: this hurts the evil team.
    • Yes but don't misregister the Spy as an out-of-play good character to the game rules and make that character ineligible as a Demon bluff: this hurts the evil team.
    • Yes but don't misregister the Spy an a good character to the game rules to avoid providing the Spy Minion Info: this hurts the evil team.
  • You can misregister a Revolutionary.
    • The Revolutionary wiki states it only misregisters for the purpose of character or alignment. (I want to misregister it in other ways, such as waking to the Chambermaid or having an Abnormal ability to the Mathematician, but it's probably a poor choice).
    • All misregistration options for the Revolutionary are covered by the Recluse and the Spy.
    • The Revolutionary can misregister to the Chef, Empath, Oracle, Lycanthrope, Philosopher, Cannibal, Amnesiac, Virgin, Lunatic, Hooligan, Spy, Wizard, Marionette, Boffin, Imp, Legion, Fang Gu, Harlot, Beggar, Scapegoat, Bootlegger, Djinn, Grognard, and game rules.
Chambermaid
  • When a player wakes to use an ability gained by the Philosopher, Cannibal, Boffin, or Apprentice abilities they are waking to their own ability.
  • The Mathematician are waking to their own ability even though they come afterwards in the Night Order.
  • When the Cannibal (poisoned), Lunatic, Hooligan, Drunk, Marionette, or Apprentice Marionette wake to use their "ability" they are waking to their own ability.
  • When the Lunatic, Hooligan, Marionette, or Apprentice Marionette with the Lunatic or Hooligan ability wake to receive their Demon/Minion "Info" they are waking to their own ability.
  • When the Lunatic, Hooligan Lunatic, Marionette Hooligan Lunatic, or Apprentice Marionette Lunatic wake to learn the Marionette they are waking to their own ability.
  • When the Cannibal with a "you think" ability, Lunatic, Hooligan, Drunk, Marionette, or Apprentice Marionette wake to learn they are a "new" character or alignment they are waking to their own ability.
  • When tne Demon or Recluse wakes to learn the Lunatic's choices they are not waking to their own ability.
  • What the Wizard or Recluse wakes to learn the Hooligan's wish they are not waking to their own ability.
  • When the Wizard makes a wish at night they are waking to their own ability.
  • When the Demon or Recluse wake to learn the Marionette they are not waking to their own ability.
  • When the Demon wakes to learn a Boffin ability they are not waking to their own ability.
  • When the Kazali wakes to choose Minions they are waking to their own ability.
  • When Legion wakes to learn the Magician is in play they are not waking to their own ability.
  • When a player wakes to learn they are a new Minion or Demon they are not waking to their own ability.
    • This includes a Fang Gu jump, an Imp starpass, or a Kazali creating a Minion.
Mathematician
  • The Mathematician registers each player only once, no matter how many times that players' ability worked abnormally.
    • When the Chef, Empath, Oracle, Amnesiac, or Wizard learn information that has been misregistered to multiple times this is only one player with an abnormal ability.
    • When the Spy sees multiple misregistrations in the Grimoire, this is only one player with an abnormal ability.
    • When both the Demon's ability and Boffin gained ability both misfire this is only one player with an abnormal ability.
    • The Bootlegger, Djinn, and other Fabled are not players: the Mathematician cannot see them as having an abnormal ability.
  • The Mathematician can detect abilities that work abnormally during setup.
  • When an ability worked normally even though they were drunk or a "you think" role, such as a Drunk Chef (or a Philosopher-drunk Chef) getting a correct number, this is not an abnormal ability.
  • The Mathematician is unaffected by misregistration for the purpose of their own ability.
    • E.g., the Empath registers the Faux Paw as evil, which is an abnormal ability. The Faux Paw registering can not register as evil to the Mathematician to cause the Mathematician to see the Empath's ability as having worked normally.
    • I have heard this argued otherwise. If you want to run it this way, I recommend you not play Delirium Promenade: the Mathematician becomes effectively worthless. They can never trust their information.
  • When a player with a "you think" ability like the Lunatic, Hooligan, Drunk, or Marionette ability fails to use the abilities they think they have or learns false information this is not an abnormal ability. This failure is caused by that player's own ability (these jinxes were removed by the Grognard).
    • Other parts of the ability, such as a Lunatic informing the Demon of their choices, can function abnormally.
  • When a player with a "you think" ability like the Lunatic, Hooligan, Drunk, or Marionette ability thinks they are the wrong character type (due to an Amnesiac or Wizard ability), such as a Drunk being told they are the Drunk, this is an abnormal ability.
    • This does not include a correct "you think" ability chain.
    • This does include an incorrect "you think" ability chain.
  • When a player is affected by a misregistration ability like the Lycanthrope (Faux Paw), Recluse, or Spy ability this is an abnormal ability.
  • When the Chef, Empath, Chambermaid, or Oracle ability fails to learn a correct number this is an abnormal ability.
  • When the Lycanthrope ability fails to give a good player the Faux Paw this is an abnormal ability.
  • When the Lycanthrope ability gives an evil player the Faux Paw this is an abnormal ability.
  • When the Lycanthrope ability fails to kill a good player this is an abnormal ability.
    • When the Lycanthrope ability fails to kill a good player with the Faux Paw this is not an abnormal ability.
  • When the Lycanthrope ability attack is redirected by the Mayor this is an abnormal ability.
  • When the Lycanthrope ability kills an evil player this is an abnormal ability.
  • When the Philosopher ability fails to gain an ability this is an abnormal ability.
  • When the Philosopher ability fails to drunk a player this is an abnormal ability.
  • When the Philosopher gained ability fails this is an abnormal ability.
  • When the Cannibal ability poisons themselves this is not an abnormal ability.
  • When the Cannibal ability fails to gain an ability this is an abnormal ability.
  • When the Cannibal gained ability fails this is an abnormal ability.
  • When the Amnesiac ability does not work in some fashion this is an abnormal ability.
  • When the Amnesiac ability guesses their ability and gets an incorrect answer, this is an abnormal ability.
  • When the Mayor ability fails to redirect an attack this is an abnormal ability.
    • This assumes the Storyteller would have chosen to misregister to that ability: it's best to always assume this.
  • When the Mayor ability fails to win the game this is an abnormal ability.
  • When the Virgin ability fails to execute a Townsfolk this is an abnormal ability.
  • When the Virgin ability execution is redirected to the Scapegoat this is an abnormal ability.
  • When the Magician ability fails to appear in Demon or Minion Info this is an abnormal ability.
  • When the Magician ability fails to inform Legion that they are in play, this is not an abnormal ability (the Grognard is not a player).
  • When the Atheist ability is removed from play, any ability that functioned abnormally due to the Atheist counts abnormally (unless the Atheist removed Mathematician reminder tokens before it left play).
  • When the Lunatic ability fails to inform the Demon who they are this is an abnormal ability.
  • When the Lunatic ability fails to inform the Demon who they choose at night this is an abnormal ability.
  • When the Lunatic ability and Demon ability choose different targets this is an abnormal ability (due to the jinx).
  • When the Hooligan ability fails to inform the Minions who they are this is an abnormal ability.
  • When the Hooligan ability fails to inform the Minion choices they pick at night this is an abnormal ability.
  • When the Hooligan ability and the Minion with the same ability pick different choices this is an abnormal ability (due to the jinx).
    • This includes the Hooligan Wizard and Wizard not making the same wish.
    • This includes the Hooligan Marionette and Marionette that think they have the same ability not making the same choices.
  • When the Recluse ability fails to misregister to another ability this is an abnormal ability.
    • This assumes the Storyteller would have chosen to misregister to that ability: it's best to always assume this.
  • When the Spy ability sees an inaccurate Grimoire this is an abnormal ability.
  • When the Spy ability sees the Grimoire and the Demon and Magician tokens are removed this is an abnormal ability (due to the jinx).
  • When the Spy ability fails to misregister to another ability this is an abnormal ability.
    • This assumes the Storyteller would have chosen to misregister to that ability: it's best to always assume this.
  • When the Marionette ability fails to inform the Demon who they are this is an abnormal ability.
    • This includes when the Magician ability causes the Marionette to be shown as either neighbour of the Demon (due to the jinx).
  • When the Marionette ability does not neighbor the Demon during setup this is an abnormal ability (due to the jinx or being an Apprentice during setup).
  • When the Demon ability fails to kill their chosen target this is an abnormal ability.
    • This includes when the attack is redirected by the Mayor ability.
    • This includes when the attack is blocked by the Lycanthrope ability.
  • When the Kazali ability fails to choose the correct Minions this is an abnormal ability (due to the jinx).
  • When the Harlot ability fails to learn the correct character of their chosen player this is an abnormal ability.
  • When the Matron ability fails to swap seats this is an abnormal ability.
  • When the Apprentice ability fails to gain an ability this is an abnormal ability.
  • When the Apprentice gained ability fails this is an abnormal ability.
  • When the Beggar ability fails to learn the correct alignment of a player that gave them a dead token this is an abnormal ability.
  • When the Scapegoat ability fails to execute themselves this is an abnormal ability.
Lycanthrope
  • When the Lycanthrope attacks the Mayor it can be bounced to a different character.
  • When the Lycanthrope kills itself the Demon will get to kill that night as the Lycanthrope no longer has an ability.
Philosopher
  • When the Philosopher selects the same character that the Cannibal has eaten, the original dead player is drunk instead of the Cannibal.
  • When the Philosopher selects the same character as the Demon's Boffin-granted ability, neither the Demon nor the Boffin-granted ability is drunk.
Cannibal
  • If the Cannibal becomes poisoned by their ability, you can act as if the Cannibal gained the Lunatic or Hooligan ability.
  • The Cannibal gains the Scapegoat ability if the good Scapegoat is executed to their own ability.
Amnesiac
  • Have a second Amnesiac ability at the ready in case the Philosopher selects Amnesiac.
  • Abilities with win conditions are not great choices, as the other players will feel the rug pulled out from under them.
  • Amnesiac Theming
    • Amnesiac abilities that match the scripts mechanical themes are usually best, but sometimes an unthemed ability can bring a measure of raw power to the character.
    • Themed for Delirium Promenade
      • Strange setup effects
      • Outsider
      • Loud abilities that could be mistaken for a Wizard wish or an Atheist gambit
      • Information or disinformation related to learning or misregistration of good or evil alignment
      • "You think" effects
      • Abilities that duplicate other abilities
    • Unthemed for Delirium Promenade
      • Cause there to be no night deaths
      • Cause extra night deaths
      • Madness
      • Loud Minion abilities
      • Information or disinformation having to learning or misregistration of characters
  • Townsfolk Amnesiac Abilities
    • Off-script Townsfolk abilities work great for this.
    • Apprentices "[All players (including you) are the Apprentice. One Apprentice is the Demon]"
    • Reverser " Each day, visit the Storyteller to learn 1 piece of false information."
    • Banisher "Players you nominate are exiled instead of executed."
    • Boron "[-2 Outsiders]"
    • Clockmover "Each night, choose a player. You learn the number of living minions clockwise from them to you."
    • Demon Scrambler "Each night*, pick a Demon character. The Demon becomes that character."
    • Dog the Hunter "[-1 Minion, 1 Townsfolk is evil]"
    • Extra Virgin "[+2 Virgins]"
    • Goodfather "You start knowing which Outsiders are in play. If one died today, choose a player tonight: learn their character. [+1 Outsider]"
    • Hannibal 1/2 "The Demon thinks they are the Lycanthrope."
      • Tell the Demon their character if the Amnesiac is droisoned or dead.
    • Hints "You choose which 3 good characters (not the Amnesiac) the Demon gets as bluffs."
    • Insider "Each night, choose a player. If they are an Outsider, they become a not-in-play Townsfolk. [+1 Outsider]"
    • Janitor "Each night you gain the ability of the last player killed by the Demon."
    • Just Checking "Each dusk*, you may visit the Storyteller to learn how many Townsfolk are still alive."
    • Lost Friends "You start knowing how many Amnesiacs are in play. [+1 to +2 Amnesiacs]"
    • Lunatic Bait "You register as the Lunatic to the Lunatic. Each night*, choose a player. You learn the Lunatic when they die."
    • Mongoose "Every night, choose an alive player (not yourself): you swap characters and alignments with that player. This ability does not function on Minons or former Amnesiacs."
    • Nerfbat "Each night, choose a player. If they are a Minion, they become an not-in-play Outsider. [-1 Outsider]"
    • Night Owl "Each night*, you learn a character that died tonight."
    • Overtaker "Each night, choose a player (not yourself). If they nominate, then next night you learn the character that they nominate."
    • Palm Pilot "The Demon acts one night before it takes effect. Each night you learn which player(s) the Demon attacked."
    • Panicker "All minions think they are the Demon."
      • Tell them Minions their characters if the Amnesiac is droisoned or dead.
    • Firefest "Once per game, at night*, you may resurrect all good players as Travellers."
    • Prestige "[+2 Magicians]"
    • Proclaimer "Each night*, choose a player: if they died tonight, all players learn you are the Amnesiac."
    • Revenant "When you die, choose a player: they gain all the abilities you currently have."
      • Use only in a 13+ circle.
    • Nostradamus "You start knowing which Demon(s) & Minion(s) are in play."
    • Scoping "Each night, choose an evil character. You learn 1 or more players that are not this character."
    • Seat 7 "The empty seat never votes on good players, even when dead. [There is an empty seat in play]"
    • Self-Inflicted "[Pick 3 players, they become the Kazali, Lunatic, and Hooligan Marionette Lunatic]"
    • Sherlock "Each night, learn an in-play character. [+1 Outsider]"
    • Sister "Good Townsfolk can not be drunk, poisoned, or get false information."
    • Smartypants "Each night, choose a good character: you have that ability until you choose again. You are drunk every other night."
    • Solo "[All Minions are Marionettes]"
      • Use only in a 13+ circle with a Recluse and 2x Fang Gu (one is a Lunatic) in the bag.
      • Have only the Lunatic Fang Gu in the bag, and turn a Townsfolk into the Fang Gu to make sure they are apart from the Recluse.
    • Spy Scrambler "The Spy learns all roles 1 to the right except themself."
    • The Doctor "When you die, the Storyteller gains a good Townsfolk ability."
    • The More You Know "Outsiders have no abilities."
    • Thoughtless "Evil players think that they are different evil characters."
    • Vigormostest "Good players you nominate that die by execution retain their abilities while dead."
  • Outsider Amnesiac Abilities (granted to the Cannibal by the Spy or to the Recluse by the Boffin):
    • Off-script Outsider abilities work great for this.
    • Beerman "On your 1st night, all Townsfolk are drunk."
    • Grafter "Each night, choose your alignment."
    • Hothead "Each day a Townsfolk might die, even if you are dead."
    • Tease "The Demon has an out-of-play Minion ability."
    • Ticklemonster "You think you are a Townsfolk. Good players who nominate you are drunk until the following dusk."
    • Trickster "The 1st time a player dies during the day, you become their alignment from tonight onwards."
    • Tyrant "Good players that vote differently to you might die."
    • Vagabond "You might be executed immediately."
  • Minion Amnesiac Abilities (granted to the Demon by the Boffin):
    • Off-script Minion abilities work great for this.
    • Architect "Once per game, at night, choose a Demon character. You are that character."
    • Ask Away "The Storyteller might do as you ask."
    • Bountiful "[1 Townsfolk is evil]"
    • De Minimis "Each night, pick a number. This is the minimum required number of votes tomorrow."
    • Gerrymander "Players can only nominate their living neighbors, even if you are dead."
    • Hussy "On your 1st night, choose two players: they learn that they were chosen. The 1st time one of them dies by execution the other becomes evil that night.
    • Hypnotist "Each night, choose a player and a character: they believe they are that character."
    • Lateral "If you are attacked by the Lycanthrope, you die: the Boffin becomes the Demon."
    • Metal Bard "If a Minion dies by execution, all Townsfolk are drunk until dawn."
    • Mispronounced "Until dawn, players you nominate register as the opposing alignment & if a Townsfolk, are also poisoned."
    • Morbid Muncher "On your 1st night, choose an Outsider. Every Outsider is a copy of that Outsider."
    • More Wine "Once per game, at night, choose a player. They are drunk."
    • Not It "You register as good."
    • Pissboy "Each night, choose a player: you learn their character."
    • Racket "If a successful vote is tied, one of the nominees (not the Demon) is executed immediately."
    • Reverse Uno "You poison Townsfolk who nominate you."
    • RezaLoth "Once per game, at night*, pick 2 players to kill. Once per game, a previously slain character might be ressurected."
    • Waspkeeper "One good player registers as evil."
    • Wespian "Each day, a good player must be "mad" about something or they die."
  • Demon Amnesiac Abilities (granted to the Demon by a Boffin Atheist): These Amnesiac abilities include "You are the Demon.".
    • Off-script Demon abilities work great for this.
    • Astromancer "You start knowing all not-in-play characters. Each night*, the highest character on the script dies."
    • Et Tu "Each night*, choose a player: they die. If an evil player dies by execution, that night, choose an additional player: they die."
    • Cleo "Each night, choose 3 players: if they nominate tomorrow, they die that night."
    • Marching "Each night, select Yes or No. If Yes, select 3 players. The selected players are told you have chosen them. If No, kill all previously selected players."
    • Nasty "Each night, choose a player to infect. Infected who nominate die & infect the nominee."
    • Vampire "Each night*, choose a player: they die. The 1st Townsfolk to nominate you becomes an evil Amnesiac & you die tonight."
    • Wakey Wakey "All players start dead. If executed, they are raised from the dead. If all players of 1 alignment are alive, their team wins."
Magician
  • Note the jinxes for night one.
  • Evil Travellers do not see a Magician when learning the Demon.
  • Yes but don't show the Magician as a bluff.
    • If the Philosopher selects the Magician ability, and no Magician is in play, it may be appropriate to give the Magician as a bluff.
Atheist
  • Don't lie to the Atheist. Let them stay asleep at night.
  • Yes but don't rob the Mayor of a win if the town chooses not to execute with three players left alive. This is a feels-bad moment.
  • You can put a Demon into the bag as a Lunatic.
    • You can put a extra Lunatic into the bag, to show their choices to other Lunatic.
    • Maybe more than one Lunatic.
      • You can give each Lunatic another Lunatic as their Lunatic.
      • Good "Minions" for the Lunatic are a Hooligan, a "Marionette", another Lunatic, a Magician, or the Atheist.
    • You can put Minions into the bag as Hooligans.
      • You can give a Lunatic an entire set of Hooligans for Minions as a "team".
    • If you put a Kazali token into the bag as the Lunatic, turn their choices into Hooligans.
  • You can include an Amnesiac with a "game-breaking" ability.
  • You can use your powers for strange effects:
    • Have some players change seats in the town square.
    • Tell everyone you made a mistake, even though you didn't make a mistake.
    • Share strange notes with players at night or during the day.
    • Make obvious "Wizard" wishes.
  • All Travellers should be good in an Atheist game.
  • Atheist with an evil Team
    • An evil Boffin or evil Apprentice Boffin can give the Demon the Atheist ability.
    • This is an advanced setup, and should be handled with care.
    • In general, treat this similar to a surprise Atheist game.
Surprise Atheist
  • If the Philosopher (or Apprentice Philosopher) selects Atheist, you can now break the rules. The Philosopher has just given the good team the ability to kill the Storyteller to win, but this should come at a price. Some options:
    1. You can do nothing with your Atheist powers. The win condition is all they get.
      • If the Philosopher selects Atheist in a Legion game, you can use your Atheist powers to give Legion a clue that something is amiss.
    2. You can use your Atheist powers to assist the good team, then remove your Atheist powers.
      • Change characters or alignments.
        • Turn an Outsider into a Townsfolk or Traveller.
        • Turn a Minion into an evil Townsfolk.
      • Make a good character sober or an evil character drunk.
      • Give a good player information they wouldn't normally receive.
        • Give an Amnesiac a hint.
      • Resurrect good players or give them back their dead vote token.
      • Kill the Philosopher for their hubris.
      • Turn the Philosopher Atheist into something else, such as the Scapegoat or Recluse, to remove Atheist powers and win condition.
  • If the Kazali chooses to create a Boffin, an Apprentice Boffin joins the game after setup, or the Boffin switches targets from the misregistering Recluse, the Boffin can give the Demon the Atheist ability: you can now break the rules.
    • Yes but don't start the game with the Boffin granting the Demon the Atheist ability: this can be confusing to the evil team.
    • If the Storyteller is executed, the good team wins; you might remind the Boffin and Demon to keep the Storyteller alive.
    • If the Boffin is executed or killed you can allow this to disable the Atheist ability.
    • You can use your Atheist abilities to help the evil team.
      • Change characters or alignments.
        • Turn an Outsider into an evil Townsfolk or Minion.
        • Turn a Minion into an evil Amnesiac.
        • Turn a Demon into an evil Amnesiac with a power that includes "You are the Demon."
          • You may wish to remove the Atheist ability after doing so.
            • Give the more powerful Demon a less powerable Boffin ability.
            • Change the Boffin into a different Minion or Townsfolk.
      • Make a good character drunk for one night.
      • Give an evil player information they wouldn't normally receive.
      • Resurrect evil players or give them back their dead vote token.
      • Kill an extra player at night.
Lunatic
  • You can show a Lunatic another player as the Lunatic.
  • You can show a Lunatic a Hooligan as one of their Minions.
  • On any night after the first, you can wake the Lunatic and tell them another player is a Lunatic, as if the Cannibal or Philosopher had become the Lunatic.
  • You can show an extra Minion to the Lunatic to simulate a Magician.
  • You can show a Marionette to the Lunatic.
    • This can be anywhere in town due to the Recluse.
    • You can show the Lunatic two Marionettes to simulate a Magician.
  • If the Lunatic sees the Kazali token, have them select "minions". Show their choices to the real Demon.
  • The Lunatic can believe they are Legion.
  • If the Lunatic is Philosopher drunk, do not show their choices to the Demon.
  • You can change with Demon the Lunatic thinks they are.
    • On any night after the first, you can tell the Lunatic they are now an evil Fang Gu as if the Fang Gu had jumped to them.
      • Feel free to do this any number of nights.
    • On any night after the first, you can tell the Lunatic they are now an (evil) Imp as if they had been a Marionette who caught a star-pass.
      • Feel free to do this any number of nights.
    • On any night, you can tell the Lunatic that they are now an evil Amnesiac, with an evil Demon ability as if you had been granted Atheist powers by a Philosopher.
      • Continue having them choose players. Maybe more than one.
  • When a player gains the Lunatic ability, wake them, tell them they are a Demon, and act accordingly.
    • You can tell them they are good or evil.
    • Wake the Demon and tell them that player is the Lunatic.
    • Prompt the player to make Demon choices and tell the Demon the player's choices.
Hooligan
  • You can show a Hooligan a Lunatic as their Demon.
  • You can show the Hooligan another player as the Hooligan.
  • On any night after the first, you can wake the Hooligan and tell them another player is a Hooligan, as if the Cannibal or Philosopher had become the Hooligan.
  • When showing Minion information, you can show a Hooligan an extra Demon as if a Magician is in play.
  • When showing Minion information, you can show one less Minion as if a Marionette is in play.
  • In a Kazali game, don't put a Hooligan Minion in the bag. Instead, put in an extra Townsfolk. Then wake a player and tell them they are a Minion as if the Kazali had picked them.
  • The Hooligan cannot think they are Legion: Legion can register as a Minion, but is not a Minion.
    • The Hooligan Marionette Lunatic can think they are Legion.
  • You can setup a Hooligan Marionette Atheist.
  • You can change which Minion the Hooligan thinks they are.
    • On the first night, you can wake the Hooligan and tell them they are now a different Minion, as if they had been Kazali picked.
    • On other nights, you can wake the Hooligan and tell them they are now a Demon as the Hooligan Marionette Lunatic.
    • You can wake the Hooligan and tell them they are now an Amnesiac as the Hooligan Marionette, as if they had been affected by another Amnesiac or an Atheist.
      • On a later night, you can wake the Hooligan and have them choose a player, then do nothing.
      • On a later night, you can wake the Hooligan and have them choose a player, then tell them they are now a Mayor.
      • On a later night, you can wake the Hooligan and give them fake information.
  • If the Hooligan thinks they are the Wizard, tell the Wizard the Hooligan's wish if they pick it at night, even if the Wizard already made their wish.
  • When a player gains the Hooligan ability wake them, tell them they are a Minion, and act accordingly.
    • You can tell them they are good or evil.
    • Wake the Minions and tell them that the player is the Hooligan.
    • If the player thinks they are the Spy show them a fake Grimoire.
    • If the player thinks they are the Wizard allow them to ask for a wish.
      • You can inform the player that you are granting or denying their wish to no effect.
      • Tell the Wizard the player's wish if it is made at night.
    • If the player thinks they are the Marionette tell them they are a good character and act accordingly.
      • Do not tell the Demon who the player is.
      • If the player thinks they are the Lunatic tell them they are the Demon and act accordingly.
        • Do not tell the Demon who the player is.
        • Do not tell the Demon the player's choices.
    • If the player thinks they are Boffin show them a good character token.
Drunk
  • You can show the Drunk Chef a high number(5+) to simulate Legion.
  • You can show the Drunk Empath a 2 no matter who dies to simulate Legion.
  • You can show the Drunk Chambermaid consistent 0s to simulate Legion.
  • You can show the Drunk Mathematian a high number (3+) to simulate significant misregistrations.
  • You can show the Drunk Oracle a number equal to the number of dead to simulate Legion.
  • You can show the Drunk Amnesiac any nonsense you can dream of.
    • Have them pick players, numbers, characters, or directions.
    • Show them numbers, nod yes or no, point to players or characters, point left or right.
    • Don't wake them up at all, wake them up several times.
    • If they announce something publicly, answer them as if it meant something.
    • Always give "Cold", always give "Hot", or give them "Bingo" on their first guess.
  • You can setup a Drunk Atheist in a non-Atheist game.
  • You can change which Townsfolk the Drunk thinks they are.
    • You can wake the Drunk and tell them they are now an Amnesiac as if they had been affected by another Amnesiac or an Atheist.
      • On a later night, you can wake the Drunk and have them choose a player, then do nothing.
      • On a later night, you can wake the Drunk and have them choose a player, then tell them they are now a Mayor.
      • On a later night, you can wake the Drunk and give them fake information.
  • When a player gains the Drunk ability wake them, tell them they are a Townsfolk, and act accordingly.
    • You can tell them they are good or evil.
Marionette
  • If the Magician is in play, tell the Demon both of their neighbours are the Marionette.
    • Yes but don't tell the Demon both of the Recluse's neighbours are the Marionette unless the Marionette is next to the Recluse.
  • If you put the Marionette next to the Recluse, still tell the Demon who the Marionette is.
    • In a three Minion game with a Marionette, you can either perform the alternate Marionette setup or put a Recluse in the bag.
    • Yes but don't tell the Recluse they have a Marionette: this will hurt the evil team unless they are bluffing Atheist.
  • A Marionette that catches a star-pass is told they are the Imp but does not need to be told they are evil as they did not change alignment.
    • I recommend always doing so, as it is more fun that way.
  • An Outsider can be the Marionette, but this is a boon to the good team due to losing the Outsider.
    • A Marionette Lunatic, Hooligan, or Drunk will still see a Demon, Minion, or Townsfolk token.
    • Do not show the Marionette Lunatic or their choices to the Demon, as they do not have the Lunatic ability.
    • Do not show the Marionette Hooligan or their choices to the Minions, as they do not have the Hooligan ability.
    • The Drunk can become a Marionette, this is especially fun for the Marionette Drunk Atheist.
  • You can change which good character the Marionette thinks they are.
    • On the first night, you can wake the Marionette and tell them they are now a Minion as the Marionette Hooligan.
    • On other nights, you can wake the Marionette and tell them they are now a Demon, as the Marionette Lunatic.
    • You can wake the Marionette and tell them they are now an Amnesiac as the Marionette Amnesiac or Marionette Drunk Amnesiac, as if they had been affected by another Amnesiac or an Atheist.
      • On the next night, you can wake the Marionette and have them choose a player, then tell them they are now a Mayor.
        • On a later night, you can wake the Marionette and have them choose a player, then do nothing.
        • On a later night, you can wake the Marionette and have them choose a player, then tell them they are now a Mayor.
        • On a later night, you can wake the Marionette and give them fake information.
  • If a new Demon is created by the Imp or Fang Gu, tell the new Demon about the Marionette.
  • If the Spy looks at the Grimoire when a Magician is in play, remove the Marionette token if it's next to the Demon.
    • You can leave the Marionette token if it's next to the Recluse instead of the Demon.
    • If you register the Recluse to the Spy as the Demon, you can remove it and any Marionette tokens from the Grimoire as well.
  • If the Kazali chooses to make a Marionette, it must be one of their neighbours. (due to the jinx)
  • When a player gains the Marionette ability wake them, tell them they are a Townsfolk or Outsider, and act accordingly.
    • You can tell them they are good or evil.
Boffin
  • The Chef, Empath, Mayor, and Magician abilities do not make interesting Boffin abilities.
  • Yes but don't grant the Demon the an Outsider ability: this hurts the evil team.
Legion
  • Wake up Legion individually even if no Lunatic or Magician is in play.
  • If the Magician is in play show the Magician to Legion as one of Legion, then tell Legion a Magician is in play.
  • If the Lunatic or Hooligan is play show them to Legion.
  • Yes but don't kill multiple players at night: this hurts evil by confirming Legion.
  • The Boffin only gives it's ability to one "the Demon" at a time. This can change any time the Demon changes because that Legion dies, and when it does, it can grant a different ability.
  • Travellers in a Legion game learn all of Legion as the Demon.
Apprentice
  • Note the Marionette jinx.
  • You can setup an Apprentice Atheist (with all good characters) game by putting them into the bag at the beginning of the game.
    • If the Apprentice Atheist is exiled and dies, they still have the Atheist ability while dead.
    • If the Apprentice Atheist travels away, there is normally no Atheist in play and the good team wins.
      • If you need to break the rules here, it seems fair to turn another player into the Atheist.
  • Register the Apprentice Spy as good.
  • Yes but don't register the Apprentice Spy as a Townsfolk or Outsider: this confirms them as the Apprentice Spy, which hurts evil unless they are bluffing Atheist.
  • The Apprentice cannot join Legion as Legion only "registers" as a Minion.
  • The Apprentice Marionette that travels in can be seated anywhere, but still tell the Demon who they are.
    • You can show the Apprentice Marionette Hooligan a Minion ability they do not have. You can show them a player who is not their Demon. The real Demon will still know who they are.
      • The Minions would not know the Apprentice as the Hooligan, as they have the do not have the Hooligan ability.
  • Yes but don't show the Apprentice Marionette the Recluse or a Lunatic Demon ability: the Apprentice should not know that they have the Marionette ability.

Change Notes

6.5.3
  • Updated json to match new night order.
6.5.2
  • Updated json to allow extra Lunatics, Hooligans, and Drunks.
  • Updated json to new image urls.
6.5.1
  • Updated json to remove logo.
6.5.0
  • Removed Boffin Drunk jinx.
  • Updated Bootlegger notes to describe Grognard changes.
6.4.2
  • Updated json to match new night order.
6.4.1
  • Updated json to allow multiple Amnesiacs.
  • Updated json to match online app reminder text changes.
  • Updated Bootlegger notes.
6.4.0
  • Removed Mathematician Drunk & Mathematician Marionette jinxes.
  • Modifiied the Mathematician Hooligan jinx to remove "or yielded false info."
  • Added the Grognard Loric to show that older versions of jinxes are in play.
6.3.1
  • Updated json to utilize updated images.
6.3.0
  • Correct Boffin-Drunk jinx and match with Hooligan and Lunatic.
  • Update night order for Boffin.
  • Updated json to utilize new image hosting urls.
  • Updated json to correct released as homebrew.
6.2.1
  • Updated json to allow multiple Virgins and Magicians.
    • This is used for Amnesiac abilities.
    • While this makes the Magician harder to send out night cards for, it's far too hilarious.
6.2.0
  • Many new or updated jinxes were released and integrated.
    • Modified Mathematician Lunatic, Mathematician Drunk, and Mathematician Marionette jinxes to remove the word "might".
      • Marionette is already a difficult character to play, and this arbitrary information is too much for the Mathematician on this script.
    • Modified Magician Legion jinx to remove the Magician learning Legion and misregistering as evil.
      • The Magician interferes with the evil team's ability to collaborate, not learn information themselves. I believe this change is in the spirit of the Magician ability.
    • Modified the Mathematician Hooligan Bootleg to add learning false info, similar to the other Mathematician jinxes.
    • Removed the Marionette Hooligan Bootleg.
      • This is similar to the Damsel jinx.
    • Modified other jinxes and bootlegs to match the new wording standards.
6.1.1
  • Updated json to replace html with tokens.
6.1.0
  • Added Recluse Marionette Bootleg: "The Marionette can neighbor the Recluse."
    • This incorporates the new ruling changes so folks stop complaining about it.
  • Added Marionette Hooligan Bootleg: "The Marionette does not learn that a Hooligan is in play."
    • This is similar to the Damsel jinx.
  • Updated json to show curated instructions.
6.0.2
  • Correct SAO order.
6.0.1
  • Tweaked the wording of the Hooligan.
6.0.0
  • Removed Monk, Goon, Summoner, and Mastermind.
    • These characters matched together to give Lunatics cover for no deaths in the night.
    • This removed a significant number of jinxes.
    • The ability to fake a Summoner change is rarely utilized.
    • Summoner Legion was never as fun as players assumed.
    • A night with no deaths slows down the game.
  • Added Oracle.
    • Oracle has to contend with misregistration abilities.
    • Oracle can slowly detect a Legion game.
  • Added Wizard.
    • Wizard wishes, Amnesiac powers, Atheist games, and Drunk/Hooligan/Lunatic changes can key off each other.
5.1.3
  • Updated json to show Almanac link.
5.1.2
  • Updated json to show Bootlegger notes.
5.1.1
  • Updated json to include a "Is the Lunatic" token, to know which Demon they think they are.
  • Updated json to fix spelling of "Traveler" to "Traveller" on the Apprentice.
  • Updated json to hide the title over the logo.
5.1.0
  • Added Kazali Hooligan Bootleg: "The Hooligan thinks they are a Townsfolk until after the Kazali acts."
    • This allows the Hooligan to believe they were Kazali chosen.
  • Removed Deus Ex Fiasco Fabled from public script
    • It's not required to use the script: it's more of a personal/global Fabled. I will continue to use it personally.
  • Updated json to remove Lunatic and Hooligan from the bag, and to allow duplicates of the demons and minions instead.
  • Added Boffin "Potion" and a "Mastermind Day" reminder tokens.
5.0.0
  • Modified Summoner Magician Bootleg: "If the Magician is alive when the Summoner acts, the Summoner chooses which Demon, but the Storyteller chooses which player."
    • This brings the Magician closer to it's original intent.
  • Modified Summoner Goon Bootleg: "If the Summoner chooses the Goon, the Storyteller chooses which Demon."
    • This swap allows the Goon to just become the Demon instead.
  • Modified Kazali Magician Bootleg: "If the Kazali and Magician are both in play, the Kazali chooses which Minions, but the Storyteller chooses which players."
    • This brings the Magician closer to it's original intent.
  • Added Summoner Boffin Bootleg: "The Summoner has the not-in-play good character's ability until the 3rd night."
    • This allows the Boffin and Summoner to work well together.
  • Added Boffin Lunatic Bootleg: "If the Demon would have the Lunatic ability, the Boffin chooses a Townsfolk player to have this ability instead."
    • This is similar to the Drunk jinx, and works just fine on this script due to Amnesiac and Atheist shenanigans.
  • Added Boffin Hooligan Bootleg: "If the Demon would have the Hooligan ability, the Boffin chooses a Townsfolk player to have this ability instead."
    • This is similar to the Drunk jinx, and works just fine on this script due to Kazali, Amnesiac and Atheist shenanigans.
  • Added Mathematician Hooligan Bootleg: "The Mathematician learns if the Hooligan selects different target(s) than the real Minion."
    • This does not do anything on this script, but is included for completeness.
  • Added the Boffin and the Hooligan.
    • The Kazali really needed a 5th Minion to choose from, and the Boffin was the only Minion that seemed to fit the theme and Minion motif. Especially when the Boffin gives the Atheist ability.
    • The Hooligan feels like an Outsider that always should have existed. It excels at this script. Removing the Recluse and Goon was a no-go, so it's just one more Outsider available.
  • Updated json to add a background image.
4.0.0
  • Modified Summoner Magician Bootleg: "The Summoner cannot choose the Magician or the Magician's neighbors."
    • Attempt to make the Magician bootleg less onerous.
  • Added Summoner Goon Bootleg: "If the Summoner chooses the Goon, the Summoner chooses which Demon, but the Storyteller chooses which player."
    • This way the Summoner picking the Goon does not immediately end the game.
  • Added Kazali Magician Bootleg: "The Kazali cannot choose the Magician or the Magician's neighbors as one of their evil Minions."
    • This brings the Kazali Magician inline with the Summoner.
  • The Balloonist and Ojo were not very interesting compared to other characters.
    • The Cannibal fits the theme and allows some excellent interactions with every good character except the Magician, and even the Scapegoat!
    • The Kazali allows the Storyteller to do some truly heinous Lunatic setups.
  • Gave the Apprentice the Grimoire special option to make it easier for an Apprentice Spy.
  • Switched to updated Lycanthrope. The new ability works better on the script, and there were no other deaths on the script except the Demon.
3.0.2
  • Updated json to include original Lycanthrope.
  • Updated json to add the Deus Ex Fiasco Fabled.
  • Updated json to add flavor text for all homebrew characters.
3.0.1
  • Updated json to include original Balloonist.
  • Updated json to include Bootleg jinxes.
  • Updated json to allow Imp to have duplicates.
  • Updated json to add a logo.
3.0.0
  • Replaced Snake Charmer with the Chambermaid.
    • The Snake Charmer had to be removed to be compatible with a Legion game. It would have potentially resulted in either a very bad experience for Legion, or for a meta where the Snake Charmer would never be in the bag with Legion.
    • The Chambermaid was a better fit for the theme, and gives the good team some much needed information.
2.2.0
  • Added Mastermind Summoner Bootleg: The Mastermind triggers if the Summoner dies by execution before the 3rd night.
    • This makes the Mastermind ability slightly less bad in Summoner games, and brings it back up to par with its original power.
  • Added Apprentice Marionette Bootleg: The Apprentice with the Marionette ability thinks they are good and have gained a Townsfolk ability.
    • Without this, the Apprentice would just be an evil Traveller that the Demon knows. Less fun overall.
  • Added better art for the character sheets, night order, and introduction.
2.1.0
  • Added Ojo Lunatic Bootleg: The Ojo learns what character(s) the Lunatic chose at night.
    • If the Lunatic believes they are an Imp, and select a player who is Lycanthrope, the Ojo would learn "Lycanthrope" instead of the player. This allows the Ojo to act on the Lunatic's choices.
2.0.0
  • Replaced Seamstress with Philosopher
    • Philosopher Atheist is more fun than more evil detection.
  • Replaced the Lleech, Pacifist, Sailor, and Devil's Advocate with the Ojo, Mathematician, Monk, and Mastermind
    • Without multiple deaths at night, executions that fail just make the game take longer.
    • The Lleech didn't end up matching well with the rest of the script, searching for the host wasn't a big hit with so much confusion.
    • Monk death prevention adds to the Lunatic paranoia along with the Goon.
    • The Mastermind can be a reason real minions would lie to their own Demon.
  • Replaced Bounty Hunter with Balloonist, and removed the Spirit of Ivory.
    • The Bounty Hunter proved to be too powerful for good in a Summoner game, even with +1 Evil.
    • With the removal of the Bounty Hunter I feel the Spirit of Ivory isn't needed.
  • Changed the name from "We Are All Outsiders" to "Delirium Promenade".
1.0.0
  • Added Summoner Magician Bootleg: The Summoner must select the Magician or an evil player to become a Demon.
    • This makes the Magician's ability slightly less bad in Summoner games, especially one-minion Summoner games, while avoiding a hate jinx. The Magician limits the Summoner's options instead.
  • Added Spirit of Ivory Legion Bootleg: The Spirit of Ivory does not stop players from becoming evil Legion
    • If the Summoner selects Legion, the Spirit of Ivory should not interfere.

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