FEARVILLE

READ BEFORE YOU PLAY · REVISIT ANYTIME

Rules & roles

Your guide to Fearville Classic and playing at a Fearville table. No sign-in or session required.

THE BASICS

How to play

Two teams, one hidden Horror

Good aims to kill the Horror. Evil usually wins when only two players remain alive. Character abilities can change these outcomes; the Storyteller resolves them.

Day and night

By day, talk, share information, and bluff. At night, follow the Storyteller’s private instructions. Some characters act only on the first night or when a condition is met.

Nominations and execution

Living players may nominate once each day; each player may be nominated once. Votes need at least half the living players, rounded up. The highest qualifying tally leads to execution; a tie means no execution.

Death is not the end

Dead players still talk and win with their team. They cannot nominate and have one remaining vote. Abilities usually stop on death unless they say otherwise.

Information can be wrong

Drunkenness and poison disable abilities without telling their owners. Information may be false. Ask the Storyteller privately when unsure.

Keep the game fair

Bluffing is welcome; peeking at private screens is not. Respect the other players and ask the neutral Storyteller for help.

Quick reference, based on the official rules explanation. Character-specific rulings take precedence.

AT THIS TABLE

Using Fearville

  1. Join and prepare. One Storyteller creates a room for 5–15 players. They assign roles randomly or manually, review setup, and start the game. Your character stays hidden until you reveal it on your own screen.
  2. Follow Game flow. Discovery, discussion, nominations, defense, and voting use shared timers. Check Messages at night and send choices privately to the Storyteller, who resolves abilities.
  3. Vote openly. Submit Yes or No in Game flow; everyone can see your answer. At this table, the nominee does not vote. Voting closes when all eligible players answer or the timer ends, whichever comes first. You can change your ballot until then. A counted Yes spends a dead player’s remaining vote; No does not. The Storyteller confirms the day’s outcome.
  4. Answer a night poll. Everyone can pick a name for fun while waiting. Polls do not use character abilities or count as execution votes. Only the favorite or tied favorites appear after dawn.
  5. Keep your seat. Closing a tab does not leave the game. Return from the home page in the same browser. Save your private recovery key or link your account to return from another device.

FEARVILLE CLASSIC

All 22 roles

This is the full script, including characters that may not be in your game. These summaries never reveal which roles are assigned. See the official script and character rulings for details.

Villagers · Good

Abilities that help the town find evil.

Washerwoman

On the first night, learn a Villager character held by one of two players.

Librarian

On the first night, learn an Fool character held by one of two players, or learn that no Fools are in play.

Investigator

On the first night, learn a Haunt character held by one of two players.

Chef

On the first night, learn the number of adjacent evil pairs around the table.

Empath

Each night, learn how many of your nearest living neighbors are evil.

Fortune Teller

Each night, check two players for a Horror. One good player is a permanent false positive.

Undertaker

After an execution that caused death, learn the executed character that night.

Monk

After the first night, choose someone other than yourself to protect from the Horror that night.

Ravenkeeper

If you die at night, choose someone and learn their character.

Virgin

Your first nomination consumes your ability. If the nominator is a Villager, they are executed immediately.

Slayer

Once, during the day, publicly choose someone. If they register as the Horror, they die.

Soldier

While healthy, you are safe from the Horror.

Mayor

Good can win with three living players and no execution. A night attack on you may be redirected.

Fools · Good

Good players whose abilities complicate the town’s work.

Butler

Choose a master each night. While alive, your yes vote requires your master to vote yes.

Drunk

You are shown an out-of-play Villager character and act as that character, but its ability has no effect.

Recluse

You may register as evil or as a Haunt or Horror, even while dead.

Saint

If your ability works when you die by execution, evil wins.

Haunts · Evil

Support the Horror and mislead the town.

Poisoner

Choose someone each night to disable their ability until the next dusk without telling them.

Spy

Each night, inspect the full game state. You may register as good or as a Villager or Fool.

Scarlet Woman

If the Horror dies with at least five players alive just before death, you become the Horror.

Baron

During setup, replace two Villagers with two additional Fools.

Horrors · Evil

The town’s hidden enemy.

Imp

After the first night, choose someone to kill. Killing yourself passes the Imp to a living Haunt.

HOLY MOON AND STARS

All 26 roles

Four Horrors

The Grim Reaper marks and reaps, the Werewolf strikes three at a time on Nights 3, 6, 9…, the Dreameater guesses characters, and the Miasma spreads a plague. There is no Horror succession.

How a death resolves

Redirects first (Dazed, then the Nightmare), then prevention (Extra Life; the Celestial by day), then the Fateweaver may move the death once, and only then do death triggers happen (Constellation, Zealot, Priest, Moonshiner).

Visits

Choosing a player with a night ability visits them. The Spirit and Insomniac act after nearly every visit, and before the night’s Horror deaths resolve.

Dawn

Revivals from the Priest and Necromancer, the Gravedigger’s new character and the Priest’s self-revival happen at dawn. The Medium’s channel closes.

First night

  1. Haunts learn the Horror (7+ players)
  2. Horror learns Haunts and bluffs (7+ players)
  3. Constellation
  4. Stargazer
  5. Astrologist
  6. Mystic
  7. Astronaut
  8. Prophet
  9. Diviner
  10. Miasma
  11. Grim Reaper
  12. Werewolf
  13. Dreameater
  14. Spirit
  15. Insomniac
  16. Queued deaths resolve

Other nights

  1. Last night’s plague victim dies; their neighbors are poisoned
  2. An executed Nightmare chooses a player to haunt
  3. Medium
  4. Gravedigger
  5. Priest
  6. Necromancer
  7. Constellation’s once-per-game guess
  8. Diviner
  9. Miasma
  10. Grim Reaper
  11. Werewolf
  12. Dreameater
  13. Spirit
  14. Insomniac
  15. Queued deaths resolve

A dead player reached by the Medium acts in their own slot.

Villagers · Good

Abilities that help the town find evil.

Astrologist

At the start of the game, choose 3 players. You are told 3 roles: 1 belongs to one of them and 2 do not belong to anyone.

Mystic

At the start of the game, choose 1 of your neighbors. You learn up to 3 other players they may be connected to.

Astronaut

At the start of the game, learn how far the nearest evil player is from you.

Stargazer

At the start of the game, choose a player. Alive or dead, you may ask the Storyteller who they spoke with or what they discussed. Answers are at Storyteller discretion.

Prophet

At the start of the game, learn which Haunt and Horror characters are in play. If the Storyteller hears you reveal this, you and one of your neighbors may die that night.

Insomniac

Each night, learn which players visited you and how many of your neighbors visited another player.

Diviner

Each night, ask the Storyteller a question. They answer with the name of a player you should speak to the next day.

Medium

Each night after the first, choose a dead player. They may use their night ability tonight (spent once-per-game abilities are not reset), and you share a private channel with them until dawn.

Spirit

Each night, choose a player. Learn how many of their visitors are good and evil. If nobody visited, learn “0 people.” If you die, learn only the number of visitors.

Gravedigger

Once per game, at night, choose a dead player. You may become their character and alignment at dawn. The Storyteller may refuse setup-changing characters.

Fateweaver

The first time either of your living neighbors dies, you may redirect their death. The Storyteller may or may not follow your choice.

Priest

Once per game, at night, choose a dead player: they return at dawn (Villagers as themselves, Fools as themselves, Haunts as an out-of-play Villager). If you are killed, you return at the next dawn as an out-of-play Villager.

Atheist

If the Atheist is in play, every player is good. Good wins by executing the Storyteller; evil wins when two players remain. The Storyteller may break any rule.

Celestial

While you live, other good players cannot die during the day. If you are executed, everyone is poisoned until the next dusk and one Villager becomes drunk for the rest of the game. Evil learns whether a Celestial is in play.

Fools · Good

Good players whose abilities complicate the town’s work.

Constellation

At the start of the game, choose 3 players to link. If one dies, the others may die too. Once per game, at night, guess all their characters: if correct, revive one or give one an extra life; if wrong, the link breaks and you and another member may die.

Lost Soul

You secretly act as an out-of-play Villager, but you do not know which. Its ability does not work, and information is given only as unlabeled names or values.

Zealot

When you die, the Storyteller gains a character ability from this script of their choice.

Dazed

You are drunk and believe you are a Villager. Whenever another player targets you with an ability, the Storyteller may redirect it to one of your living neighbors or to a player of your choice.

Haunts · Evil

Support the Horror and mislead the town.

Necromancer

Once per game, at night, choose a dead player: they return at dawn as evil (Haunts as themselves; others as an out-of-play Haunt). The Horror cannot be revived.

Moonshiner

Adds a Fool to the game. Every Fool is drunk and believes they are a Villager, though their own Fool ability still works. After you die, the Fools may sober up and learn their real characters.

Nightmare

If you are executed, at night choose a player with a nighttime targeting ability. Once per game, when they choose a target, you have 60 seconds to redirect it without them knowing.

Astrophage

Once per game, during the day, you may end the day early. Not available with 4 or fewer living players.

Horrors · Evil

The town’s hidden enemy.

Grim Reaper

Each night, mark a player for death. At any time you may reap: every marked player dies.

Werewolf

Each night, prepare for the full moon. After two nights of preparation, choose 3 players to die (Nights 3, 6, 9…).

Dreameater

Each night, guess any number of players’ characters. Correct guesses die. At 3 total wrong guesses you die instead, and that night’s correct guesses do not count.

Miasma

Each night, infect a player with the plague. The next night they die and both of their living neighbors are poisoned that night.