The Sentinel
Each night, choose one player. You learn if they visit anyone or if anyone visits them.
- Night action
- Yes
- Usage
- Every night
- Night order
- Information
Narrator Tracker
The grim cast of A Town Called Grimm.
Each night, choose one player. You learn if they visit anyone or if anyone visits them.
SEEK CORRUPTION — Each night, investigate one player. Learn whether they are Corrupted or Uncorrupted. Corrupted: Cult Leader, Cultist, Plague Court, Plague Bearer, Converted players, Infected players. Uncorrupted: all other roles (including Witch, Vampire, Beast, Jester, Hunter, Hermit, and all Village roles).
Each night, imprison one player. Imprisoned players cannot act, be visited, or be attacked. The same player cannot be imprisoned two nights in a row. Twice per game you may execute an imprisoned player. If you execute a good player, you cannot use your power the next day and you lose your remaining execute.
During the day, examine one dead player. Learn their cause of death.
Each night, choose two players. Learn whether their alignments match or do not match.
Each night, record one player. If that player dies, you learn their role.
Each night, choose one player. You may cure poison, cure bleed, or prevent one attack against them that night. The same player cannot be treated two nights in a row.
Each night, choose one player. Grant either a Shield that blocks one attack or negative effect, or a Sword that kills the attacker if they are attacked that night (the attack against the wielder still goes through, resulting in death or a condition).
Your vote counts as two votes. Once per game, you may cancel an execution or force an execution during a tied vote.
Each night, choose one player. That player cannot use their ability that night. The same player cannot be Distracted two nights in a row.
Once per game, publicly reveal yourself as the King. Immediately place one player on trial. Each night, choose one player to protect from attack. The same player cannot be protected two nights in a row.
You win if you are publicly executed. The first time you would die at night, survive instead. If executed, one player who voted against you loses their vote the following day.
Obsession: you appear Good to investigators and a random player becomes your target. You win if your target is publicly executed. False Charges: when you vote against your target, your vote counts as an additional secret vote.
You survive the first attack against you. You win if you survive until the end of the game, regardless of which faction wins. If assigned a Job, you immediately lose the game and the building fails.
You know which Neutral Killer is in play. The first attack against you fails. Once per game, you may attack one player. If they are the Neutral Killer, your objective is completed. If they are not the Neutral Killer, you die instead.
Poison one player. Poisoned players die the following night unless healed. False Omen: make one player appear Evil to investigations. Hex: silence one player during the next day phase.
Feed on one player each night. Fed players become Marked. If a Marked player is fed upon again, they die or become Enthralled. Players with Jobs cannot become Enthralled. Enthralled players must secretly assist them where possible.
Rend: kill one player each night. Savage Hunger: an isolated player is one with a Job, and attacks against isolated players cannot be prevented. Death Frenzy: if publicly executed, one random player who voted against you dies.
Every second night, attempt to convert one player. Converted players secretly join the Cult while keeping their original role, and immediately gain the Cult's once-per-game Bleed action. Players with Jobs cannot be converted. Each Cult member (including newly converted players) may, once per game, cause one player to Bleed. Bleeding players die the following night unless healed. The Cult wins when Cult members equal or outnumber non-Cult players.
Member of the Cult, whether originally dealt the role or converted in play. Shares the Cult's win condition and may use the once-per-game Bleed action — converted players gain this Bleed the moment they join — while supporting faction rituals and conversions.
Each night, infect one player. Infected players cannot receive Jobs, spread Infection if left untreated, and die after two nights unless healed. The Plague Court wins if infected players equal or outnumber healthy players.
Member of the Plague Court. Supports the spread of infection; infected players cannot receive Jobs, spread Infection if untreated, and die after two nights unless healed.
Once per game, publicly reveal yourself as the King. Immediately place one player on trial. Each night, choose one player to protect from attack. The same player cannot be protected two nights in a row.