“Once per game, at night, choose that, the words “good” & “evil” are swapped in abilities until dusk.”
Each night, wake the Anomaly. They nod or shake their head. Put them to sleep.
If they nod their head, put the “GOOD” & “EVIL” SWAPPED reminder in the centre of the left side of the Grimoire. Until dusk, if an ability requires you to check for something good, check for something evil. If an ability requires you to check for something evil, check for something good.
At dusk, remove the “GOOD” & “EVIL” SWAPPED reminder and the Anomaly loses their ability — mark them with the NO ABILITY reminder and remove their night token from the night sheet.
After the Anomaly chooses to use their ability, do not wake the Anomaly for the rest of the game.
<aside> 📌 Always use your best judgement. If you don’t know want to do, simply make up a ruling and stick to it, just in case someone asks you.
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<aside> <img src="/icons/more_gray.svg" alt="/icons/more_gray.svg" width="40px" />
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| Type | Minion |
|---|---|
| Artist | [N/A] |
“Tear the entire hinges down. Let's rewrite the history out. Blow the doors off their books. Turn it upside down, inside place.”
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<aside> 📖 The Tea Lady’s 2 alive neighbours are the Anomaly and the Imp. Tonight, the Anomaly chooses to swap the words “good” & “evil” in abilities until dusk. Tomorrow, when the Imp is executed, they don’t die because the Tea Lady’s ability instead read “If both your alive neighbours are evil, they can’t die.” until dusk.
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