Player List
- awesome5000
- Banana
- ILikePie5
- Kohai
- Magoroth
- Neros
- RexFavilla
- Shining
- whiteflame
- wylted
Introduction
This is my first time hosting Blood on the Clocktower. I am using the script Trouble Brewing, which is beginner-friendly and has been extensively tested and found to be well balanced. My intent is to run the game mostly according to the official rules except for voting, which I had to change from the real-life version because I can't expect all of you to be on at the same time. Also, I am not using Travellers, so it's fine if you don't know what those are. However, some roles are poorly worded in the official script, and I used unofficial sources to answer some of my questions about them, so hopefully I understand everything correctly. I rewrote the role list to more clearly explain what each role does, or, at least, what I think it does.
To give everyone more time to acclimate to a complicated game which is fairly different from Mafia and which I presume none of you have played before, day phase 1 will last for four days. Future day phases will last for 72 hours plus possible spare change if the night phase ends early. Please let me know if you have any questions! Bombard me with questions if anything is even slightly unclear to you!
I chose which roles would be in the game, but assigned them randomly.
Win Conditions
There are two teams: Good and Evil. There are no neutrals. Townsfolk are Good. Outsiders are also Good, but have roles that hinder Good. The Demon and their Minions are Evil. Good wins when the Demon is eliminated. Evil wins when there are only two players alive and at least one of them is Evil, or when nothing can prevent this from occurring.
Starting Information
With ten players, there are seven Townsfolk, one Demon, and two Minions. If there is a Baron, two of those seven Townsfolk are instead Outsiders.
During Night 0, the Demon learned who their Minions are, but not their roles. The Minions learned who the Demon is, but not who the other Minion is or what their role is. (In general, I believe that Minions are not told the Demon's role, but that is a moot point in Trouble Brewing since it only has one type of Demon.) The Demon was told three Good roles that are not in the game. These roles were not chosen randomly. Minions were not given fake-claims, but, of course, the Demon may share them privately. Poisoning cannot affect this information.
Group Chats
Please read this section especially carefully! I will be lenient with accidents, but making group chats without following these rules is outside game communication.
Any player may form any number of group chats with any number of other players at any time during any day phase. Note that there is no communication between players at night, not even for the Evil team. Chats are done with group DMs on Discord. Please let me know if you need help with this.
To create a group chat:
- When you start a chat, state in the game thread which player(s) you are chatting with. You must invite me (Thoth) to all group chats. You do not need someone's permission to start a group chat with them.
- When you add players to an existing chat, state who you are adding to the chat and who is already in the chat. Only the player who started a chat may add people to that chat. However, it is okay for there to be multiple chats with the same people in them. So, you could have a chat started by Person A with Person B in it, and a chat started by Person B with Person A in it, and a chat started by Person A with Person B and Person C in it.
- Anyone in a chat may end it at any time. Do not delete the chat or leave it. Ending a chat just means that nobody may send more messages to it. If you close a chat, you must publicly announce that you are closing the chat and who was in it, and also state in the chat that you are closing it.
- Whenever you announce that you added people to a chat or closed a chat, be sure to mention who started that chat.
- All chats close at the end of each day. Again, do not delete any chats or leave them.
Up to ten people can be in a Discord group DM at once. With ten players plus the game host, that's room for everyone since you can post in the thread if you want to talk to all ten players!
Storyteller Discretion
In Blood on the Clocktower, the Storyteller (i.e., the game host, i.e., Thoth) has some discretion over what information players receive and how certain abilities work, with the goal of choosing the results that make the game the most fun or balanced, usually by helping whichever team is doing worse. The only mechanics subject to Storyteller discretion are the ones mentioned in the role list, including Drunkenness and Poisoning. Everything else works as advertised and returns honest results.
Drunkenness & Poisoning
If a player is Drunk or Poisoned, any information they receive from abilities is decided by the Storyteller, and non-investigative abilities do not work. The Storyteller may choose to give Drunk or Poisoned players true information. The Storyteller will not tell players when they are Drunk or Poisoned, and will go through the motions as though their abilities were functioning normally. Note that, in this script, Drunkenness lasts for the entire game, whereas Poisoning only lasts for a night and the following day. If a player uses a once-per-game ability while Poisoned, they may not use that ability again.
Death
When you die, you lose all of your role abilities unless your role states otherwise, but investigative abilities still see your role. You may post publicly and participate in group chats just as you could when you were alive. Your voting power is replaced with a "ghost vote". See the Voting section below. Roles and alignments do not flip upon death.
Voting
Living players can vote to lynch any number of players at once, so there is no reason for anyone to use the voting bot. I will keep track of votes manually. Unofficial vote counts are appreciated.
To vote for someone, post VTL [Player Name]. To remove your vote on someone, post Unvote. At the end of each day, the player with the most votes dies if they had at least half as many votes as living players. For example, if 6 players are alive and 4 are dead, then someone with 2 or fewer votes lives even if they had the most votes. If there is a tie for the most votes, nobody dies.
When you die, you lose your regular voting power and gain a "ghost vote". You may cast this ghost vote only once in the rest of the game, you may not unvote once you cast it, and you may only cast it for someone who a living player has voted for that day. You may vote for someone a living player voted for that day even if all living players have removed their votes on them.
Script (Trouble Brewing)
The script is a list of roles that can be in the game. No role outside this list can be in the game. Only one of each role can be in the game. Remember that dead players lose all of their role abilities unless otherwise specified.
Unless otherwise specified: all roles have a Night 0; abilities are not optional; abilities can be used on both living and dead players; targets are not told they were targeted. Players in adjacent seats are paired. The player list 'loops around', so the first and last players are adjacent.
Townsfolk
- Chef | On Night 0, you learn how many adjacent pairs of Evil players there are. A player is part of two pairs, so, for example, if three Evil players are adjacent, this counts as two pairs.
- Empath | Each night, you learn how many living players adjacent to you are Evil after the night-kill. Dead players are skipped, so you learn about the two alive players closest to you.
- Fortune Teller | Each night, choose two players. If one of them is the Demon, you are told Yes, and otherwise told No. Before the game started, one Good player was chosen to be a Red Herring. They register as a Demon to you. They were not told they are the Red Herring. Note that you can be the Red Herring.
- Investigator | On Night 0, you learn that one of two players is a particular Minion. The other player is chosen by the Storyteller, not randomly.
- Librarian | On Night 0, you learn that one of two players is a particular Outsider. The other player is chosen by the Storyteller, not randomly. If there are no Outsiders, you instead learn that there are no Outsiders. Note that, if you learn that a player is the Drunk, you do not learn which Townsfolk they were told they are.
- Mayor | Good wins if a day ends without a lynch and with exactly three players alive. At the Storyteller's discretion, if you would die at night, another player of the Storyteller's choice might die instead. This cannot override protection from the Monk or Soldier.
- Monk | Each night other than Night 0, choose a player other than yourself. They cannot be killed that night.
- Ravenkeeper | If you die at night, choose a player. You learn their role at the start of the next day. Note that you can see a dead player's role.
- Slayer | Once per game, during any day phase, you may privately tell the Storyteller that you are shooting at a player. The Storyteller will publicly announce who you shot at and the result of your shot. If your target was the Demon, they die. Otherwise, the Storyteller will announce that your shot failed. Anyone may fake-claim Slayer by asking the Storyteller to announce a Slayer shot on a chosen player. The Storyteller will announce the shot as though it were real, but it will fail. The same applies to Drunk or Poisoned Slayers.
- Soldier | You cannot be killed at night.
- Undertaker | Each night other than Night 0, you learn the role of whoever was lynched the previous day. Note that, if you learn that a player is the Drunk, you do not learn which Townsfolk they were told they are.
- Virgin | The first time in the game that someone votes for you, if they are a Townsfolk, they are lynched and the day ends immediately. Note that the Virgin loses their ability if the first vote for them is cast while they are Poisoned, even though it does not trigger.
- Washerwoman | On Night 0, you learn that one of two players is a particular Townsfolk. The other player is chosen by the Storyteller, not randomly.
Outsider
- Butler | Each night, you must choose a player other than yourself to be your Master. The following day, you may only vote for a player if your Master is also voting for them. If your Master unvotes, your vote will also be removed.
- Drunk | You are told that you are a particular Townsfolk, but you are not. See Drunkenness & Poisoning. If there is a Drunk, the role that the Drunk is told they have cannot be in the game.
- Recluse | At the Storyteller's discretion, abilities may give results as though you are Evil or any Evil-aligned role, even if you are dead.
- Saint | Evil wins if you are lynched.
Minion
- Baron | If there is a Baron when the game starts, two players who would be Townsfolk are Outsiders instead.
- Poisoner | Each night, choose a player to be Poisoned for that night and the following day. Note that Poisoning can affect roles that learn information on Night 0, including Investigator, Librarian, and Washerwoman.
- Scarlet Woman | If you and at least three other players are alive after the Demon dies, you become the new Demon (Imp) and the game continues. The Demon does not count as one of the three other players. Note that you must become the new Demon if the current Demon kills themselves while you are alive.
- Spy | At the Storyteller's discretion, abilities may give results as though you are Good or as though you are any Townsfolk or Outsider, even if you are dead. Note that this affects Librarian and Washerwoman. Each night, you learn everyone's role. If applicable, you learn each night: which Townsfolk the Drunk thinks they are; the Fortune Teller's Red Herring; the incorrect player given to the Investigator, Librarian, and Washerwoman; who the Demon's kill targeted; who the Monk protected; who is Poisoned; and who the Butler chose as their Master. Note that you can, at the Storyteller's discretion, be killed for nominating a Virgin.
Demon
- Imp | Each night other than Night 0, choose a player to kill. You must choose a kill target, but you may kill a dead player, which has no effect. If you have at least one living Minion, you may kill yourself. If you do, a living Minion becomes the new Imp, removing their previous role. If more than one Minion is alive, the Storyteller chooses which one becomes the new Imp, unless one of them is a Scarlet Woman, in which case they must become the new Imp.