Across
- 3. Adds 200% more outcasts and evils to the suspect list
- 5. Ties themselves to a random townsfolk that they corrupt, then cannot die unless the tie kills them
- 11. Corrupts 3 adjacent Townsfolk, if 75% of alive townsfolk are corrupted, then the detective loses
- 14. Crows will gather, leading to a need for execution
- 16. Turns all alignment cards into good except their's
- 18. All damage sources increase by two
- 20. Infects to opposing townsfolk. Infection skips Yeck
- 21. Puts three townsfolk to sleep, and poisons one random non-villain role each week
- 23. All number answers are random, but may be true
- 24. Ties themselves to all good aligned townsfolk, ties don't work on the seventh day
Down
- 1. Kills a random townsfolk every 3 days
- 2. Converts a random townsfolk into a random role at the beginning of each season
- 4. Scrambles all cue cards every night
- 6. Pollutes one side of town, along with infecting a target
- 7. Must be executed first, or the game ends
- 8. Activates three mysterious curses
- 9. Tells the truth and is seen as a true villager by all villagers. All other classifications see past the disguise
- 10. Creates a fake village item, which does a random Crowfolk's ability every 5 days
- 12. Double claim each other and are both seen as ______, ___ pushes ailments to his neighbors, ___ destroys ailments. ___ must die first
- 13. When executed, converts a random neighbor into Tarv
- 15. Starcrosses all reaming non-villain team roles upon death
- 17. Enchants all roles after oke use of their ability
- 19. Causes a storm to occur every week
- 22. Has a 33% chance to apply a random ailment for every coin
