You start knowing how many steps from the Demon to its nearest Minion.
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 players' abilities worked abnormally (since dawn) due to another character's ability.
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Each night*, you learn how many dead players are evil.
On your first day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
Once per game, during the day, privately ask the Storyteller any yes/no question.
Once per game, during the day, publicly choose a player: if they are the Demon, they die.
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Once per game, at night, choose a good character from this edition: gain that ability. If this character is in play, they are drunk.
Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+The Damsel]
If the Demon kills you, you learn that it is 1 of 2 players.
The Storyteller can break the game rules, and if executed, good wins, even if you are dead. [No evil characters]
When you die, 1 player is drunk from now on.
All Minions know you are in play. If a Minion publicly guesses you (once), your team loses.
When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
Each night, choose a player & a good character: they are mad about being this character tomorrow, or might be executed.
Each night*, choose a player & a character they become (if not-in-play). Alignment doesn't change. If a Demon is made, deaths tonight are arbitrary.
Each day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo.
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. The first Outsider this kills becomes an evil Fang Gu & you die instead. (+1 Outsider)
Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Ventus The Sox
Story Teller Notes
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Blood on the Clocktower is a trademark of Steven Medway and The Pandemonium Institute.
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