Author: Abnormally Rendered
You start knowing how many pairs of evil players there are.
Each night, you learn how many of your 2 alive neighbours are evil.
Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
You start knowing that 1 of 2 players is a particular Minion.
You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Each night*, choose a player (not yourself): they are safe from the Demon tonight.
If you die at night, you are woken to choose a player: you learn their character.
You are safe from the Demon.
Each night*, you learn which character died by execution today.
You start knowing that 1 of 2 players is a particular Townsfolk.
Once per game, at night, choose a player: they learn who you are.
If only 3 players live and no execution occurs, your team wins. If you die at night, another player might die instead.
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
You might register as evil and as a Minion or Demon, even if dead.
If you die by execution, your team loses.
When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Each night, choose a player: they are poisoned tonight and tomorrow day.
Each night, you see the Grimoire. You might register as good and as a Townsfolk or Outsider, even if dead.
You start knowing a secret word. The 1st good player to say this word becomes evil that night.
You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Story Teller Notes
Blood on the Clocktower is a trademark of Steven Medway and The Pandemonium Institute.
This project and its website are provided free of charge and not affiliated with The Pandemonium Institute in any way.
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