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.
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Your guide to Fearville Classic and playing at a Fearville table. No sign-in or session required.
THE BASICS
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.
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.
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.
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.
Drunkenness and poison disable abilities without telling their owners. Information may be false. Ask the Storyteller privately when unsure.
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
FEARVILLE CLASSIC
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.
Abilities that help the town find evil.
On the first night, learn a Villager character held by one of two players.
On the first night, learn an Fool character held by one of two players, or learn that no Fools are in play.
On the first night, learn a Haunt character held by one of two players.
On the first night, learn the number of adjacent evil pairs around the table.
Each night, learn how many of your nearest living neighbors are evil.
Each night, check two players for a Horror. One good player is a permanent false positive.
After an execution that caused death, learn the executed character that night.
After the first night, choose someone other than yourself to protect from the Horror that night.
If you die at night, choose someone and learn their character.
Your first nomination consumes your ability. If the nominator is a Villager, they are executed immediately.
Once, during the day, publicly choose someone. If they register as the Horror, they die.
While healthy, you are safe from the Horror.
Good can win with three living players and no execution. A night attack on you may be redirected.
Good players whose abilities complicate the town’s work.
Choose a master each night. While alive, your yes vote requires your master to vote yes.
You are shown an out-of-play Villager character and act as that character, but its ability has no effect.
You may register as evil or as a Haunt or Horror, even while dead.
If your ability works when you die by execution, evil wins.
Support the Horror and mislead the town.
Choose someone each night to disable their ability until the next dusk without telling them.
Each night, inspect the full game state. You may register as good or as a Villager or Fool.
If the Horror dies with at least five players alive just before death, you become the Horror.
During setup, replace two Villagers with two additional Fools.
The town’s hidden enemy.
After the first night, choose someone to kill. Killing yourself passes the Imp to a living Haunt.
HOLY MOON AND STARS
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.
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).
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.
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.
A dead player reached by the Medium acts in their own slot.
Abilities that help the town find evil.
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.
At the start of the game, choose 1 of your neighbors. You learn up to 3 other players they may be connected to.
At the start of the game, learn how far the nearest evil player is from you.
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.
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.
Each night, learn which players visited you and how many of your neighbors visited another player.
Each night, ask the Storyteller a question. They answer with the name of a player you should speak to the next day.
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.
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.
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.
The first time either of your living neighbors dies, you may redirect their death. The Storyteller may or may not follow your choice.
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.
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.
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.
Good players whose abilities complicate the town’s work.
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.
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.
When you die, the Storyteller gains a character ability from this script of their choice.
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.
Support the Horror and mislead the town.
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.
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.
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.
Once per game, during the day, you may end the day early. Not available with 4 or fewer living players.
The town’s hidden enemy.
Each night, mark a player for death. At any time you may reap: every marked player dies.
Each night, prepare for the full moon. After two nights of preparation, choose 3 players to die (Nights 3, 6, 9…).
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.
Each night, infect a player with the plague. The next night they die and both of their living neighbors are poisoned that night.