Author: Data Missing
You start knowing how many pairs of evil players there are.
Each night, choose an alive player: either you or they are drunk until dusk. You can't die.
Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Each night, you learn how many of your 2 alive neighbours are evil.
Each night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]
Each night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins.
Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.
You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Once per game, during the day, publicly choose a player: if they are the Demon, they die.
You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
If the Demon kills you, you learn that it is 1 of 2 players.
If both your alive neighbours are good, they can't die.
Each night*, if either good living neighbour is drunk or poisoned, you die.
If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
You might register as evil and as a Minion or Demon, even if dead.
When you die, 1 player is drunk from now on.
Each night, you see the Grimoire. You might register as good and as a Townsfolk or Outsider, even if dead.
You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. (+1 or -1 Outsider)
You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Each night, choose a living player (different to last night): if executed tomorrow, they don't die.
Each night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned.
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. (-1 Outsider)
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.
Story Teller Notes
Blood on the Clocktower is a trademark of Steven Medway and The Pandemonium Institute.
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