Kazali
Wake the Kazali, allow them to choose Minions.
Philosopher
The Philosopher might choose a character. If necessary, swap their character token.
Poppy Grower
Do not do the Minion Info and Demon Info steps. Wake the Demon, show the THESE CHARACTERS ARE NOT IN PLAY info token and any three good character tokens that are not in play.
Yaggababble
Choose a secret phrase. Wake the Yaggababble and let them know their secret phrase.
Minion Information
Demon Information
King
Wake the Demon. Show the THIS PLAYER IS token and the King token, then point to the King.
Sailor
The Sailor chooses a living player.
Widow
Show the Grimoire for as long as the Widow needs. The Widow chooses a player.
Cerenovus
The Cerenovus chooses a player & a character. Put the Cerenovus to sleep. Wake the target. Show the THIS CHARACTER SELECTED YOU token, the Cerenovus token, then the madness-character token.
Harpy
The Harpy chooses two players. Put the Harpy to sleep. Wake the 1st target. Show the THIS CHARACTER SELECTED YOU token, the Harpy token, then point to the 2nd target.
Mezepheles
Show the written word.
Damsel
If the Damsel was chosen by the Huntsman, show them the YOU ARE info token and their new character token.
Washerwoman
Show the Townsfolk character token. Point to both the TOWNSFOLK and WRONG players.
Steward
Point to the good player marked KNOW
Village Idiot
Choose a Village Idiot to be drunk. Wake the Village Idiots one at a time, they choose a player, show either good or evil thumbs according to the alignment of that player.