Blood on the Clocktower Roles — Bad Moon Rising
Blood on the Clocktower All Roles — Bad Moon Rising
[The Good Team]
The Grandmother knows who their Grandchild is, but if they are killed by the Demon, the Grandmother dies too.
- During the first night, the Grandmother learns their Grandchild—a good player who is a Townsfolk or Outsider. The Grandchild does not learn that they have a Grandmother.
- If the Demon kills the Grandchild, the Grandmother dies too. If the Grandchild dies by any other means—such as execution, or another type of death at night—the Grandmother does not also die.
The Sailor is either drunk or getting somebody else drunk. While the Sailor is sober, they cannot die.
- Each night, the Sailor chooses a player, who will probably get drunk.
- If they choose themself, they lose their “cannot die” ability until they become sober.
- If the Sailor chooses a dead player accidentally, the Storyteller prompts them to choose again.
- If the Sailor chooses another player, the Storyteller chooses which player is drunk. If they choose a Townsfolk, the Storyteller will usually make the Townsfolk drunk, but if an Outsider, a Minion, or the Demon is chosen, then the Storyteller will usually make the Sailor the drunk one.
- While sober, the Sailor cannot die, even if they have not yet woken at night to go drinking.
The Chambermaid learns who woke up at night.
- Each night, the Chambermaid chooses two players and learns if they woke tonight. They must choose alive players, and may not choose themself. This does not detect which of those players woke, only how many.
- This ability only detects characters who woke in order to use their ability. It does not detect characters who woke for any other reason—such as if the Storyteller woke a Minion to let them know who the Demon is, woke the Demon to give them their starting Demon info, woke a player due to the ability of a different character, or woke someone accidentally.
- If the character woke on a previous night but not this night, they are not detected by the Chambermaid.
- Players that woke tonight due to their ability but are drunk or poisoned still count as having woke tonight.
- If the Chambermaid chooses a dead player accidentally, the Storyteller prompts them to choose again.
The Exorcist prevents the Demon from waking to attack.
- Each night, the Exorcist chooses a player. If they choose a player who is not the Demon, the Demon may still attack. If they choose the Demon, the Demon does not wake tonight, so does not choose players to attack tonight. The Demon learns that they cannot attack and who the Exorcist is.
- Any other Demon abilities still function—such as the Zombuul staying alive if killed, the Pukka killing a player they attacked on a previous night, or the Shabaloth regurgitating a player.
- The Exorcist may not choose the same player two nights in a row.
The Innkeeper protects players from death at night, but somebody gets drunk in the process.
- The Innkeeper, like the Monk, makes players safe from being killed by the Demon. They are also safe from death caused by Outsiders, Minions, Townsfolk, and Travellers.
- The Innkeeper only protects players at night, not the day.
- One of the two players that the Innkeeper chooses becomes drunk for tonight and the next day. This player may be good or evil, but will almost always be good, depending on how your game is going. An Innkeeper that chooses themself might become drunk, which means they have no ability and may die tonight—and the other player they chose to protect isn’t safe either.
The Gambler can guess who is who…but pays the ultimate price if they guess wrong.
- Each night except the first, the Gambler chooses a player and guesses their character by pointing to its icon on the character sheet. If the guess is correct, nothing happens. If the guess is incorrect, the Gambler dies.
- The Gambler does not learn from the Storyteller whether their guess is correct or incorrect.
- The Gambler may choose any player, dead or alive, even themself.
The Gossip deliberately speaks lies in the hope of uncovering the truth.
- Each day, the Gossip may make a public statement. If this statement is true, the Storyteller kills a player that night. If it is false, then no players die due to the Gossip.
- Mumbled words, whispers, statements the Storyteller doesn’t know are true or false, or statements that someone cannot hear don’t count. Like the Slayer’s ability, the Storyteller and every player must be able to hear and understand the Gossip and be aware that the Gossip is using their ability in order for the Storyteller to judge what happens next.
- If the Gossip made a true statement during the day while drunk or poisoned, but is sober and healthy when their ability triggers that night, the Storyteller still kills a player.
The Courtier gets a character drunk, without knowing which player it is.
- Once per game, the Courtier chooses a character to be drunk for three nights and three days, starting immediately.
- The Courtier does not learn if they were successful or not, so they might choose a character that is not in play.
- The Courtier chooses a character, not a player. The Courtier player may need to be reminded of this. Evil players bluffing as the Courtier may also need to be reminded.
- If the drunk or poisoned Courtier chooses a character, that character is not drunk, even if the Courtier later becomes sober and healthy. If the Courtier made a character drunk, but the Courtier becomes drunk or poisoned, the player they made drunk becomes sober again. If the Courtier becomes sober and healthy again before the three nights and three days have ended, that player becomes drunk yet again.
The Professor can bring someone back from the dead.
- Once per game, the Professor can choose a dead player. If that player is a Townsfolk, they are resurrected, becoming alive again.
- If the Professor chooses an Outsider, Minion, or Demon, then nothing happens, and the Professor’s ability is gone.
- The resurrected player regains their ability, even a “once per game” ability they used already.
- Resurrected Townsfolk may or may not get to act on the night of their resurrection, depending on whether they would act before or after the Professor. If they had a “first night only” or “you start knowing” ability, they immediately wake to use it again, as soon as the Professor goes to sleep.
The Minstrel makes everybody drunk if a Minion dies.
- If a Minion is executed and dies, all players (except the Minstrel) become drunk immediately and stay drunk all through the night and all the following day. Townsfolk, Outsiders, Minions, and even Demons become drunk, but not Travellers. This doesn’t happen if a Minion died at night.
- If a dead Minion is executed, the Minstrel ability does not trigger—a dead character cannot die again! If a Minion is executed but does not die, the Minstrel’s ability does not trigger. If the Minstrel is drunk or poisoned when a Minion dies by execution, the Minstrel ability does not trigger.
[The Tea Lady]
The Tea Lady protects her neighbors from death…as long as they are good.
- If both alive neighbors of the Tea Lady are currently good, those neighbors cannot die. The Demon cannot kill them, nor the Godfather, nor the Gossip. If they are executed, they do not die. The only exception is the Assassin, who can kill someone protected from death.
- The Tea Lady’s alive neighbors are the two alive players closest to the Tea Lady—one clockwise and one counterclockwise. Skip past any dead neighbors.
- However, if either alive neighbor is evil, or both are, then the Tea Lady does not protect her alive neighbors. If an evil player dies and the Tea Lady is now neighboring two good players, then neither can die.
The Pacifist prevents good players from dying by execution.
- When a good player is executed, the Storyteller chooses whether they die or live.
- As always, when abilities like this function in obvious ways, the group is not told why something has happened, only what has happened. The group learns that an execution succeeded, but that the executed player did not die—that is all.
- If a player is executed and remains alive, that still counts as the execution for today. No other nominations may happen.
The Fool escapes death…once.
- The first time the Fool dies for any reason, the Fool remains alive. They don’t learn that their ability saved their life.
- If another character’s ability protects the Fool from death, the Fool does not use their ability. Only the time that the Fool would actually for realsy bona fide be dead does the Fool’s ability trigger.
The Goon is immune to other characters at night, but keeps changing allegiances.
- Each night, the first time a player wakes to use their ability and chooses the Goon, that player becomes drunk immediately. Their ability does not work tonight, nor the next day.
- Later on the same night, if another player wakes to use their ability and chooses the Goon, their ability works as normal.
- The Goon cannot make a player drunk unless the player chose the Goon. The Storyteller choosing the Goon due to an ability, such as the Grandmother’s, doesn’t count.
- As soon as the Goon makes a player drunk, the Goon changes alignment to match theirs. The Goon still changes alignment, and makes the player drunk, if the player choosing the Goon was already drunk or poisoned.
- If chosen by the Assassin, the Goon dies but still turns evil.
The Lunatic thinks that they are the Demon.
- Much like the Drunk, the Lunatic does not know their real character or real alignment. They are woken each night to attack as if they were the Demon that is in play, but their choices have no effect because they have no Demon ability.
- The Lunatic wakes during the first night to learn three bluffs and the appropriate number of Minions, but this information may be wrong.
- The real Demon knows which players the Lunatic chose to attack each night.
The Tinker can die at any time, for no reason.
- The Storyteller may kill the Tinker at any time.
- The Tinker cannot die from their ability while protected from death, as normal.
The Moonchild curses someone upon death, killing them too.
- The Moonchild must choose a player within a minute or two of learning that they are dead, whether by execution or at dawn when the Storyteller declares who died at night. The Moonchild can take their time and get advice from the group before making this decision.
- If the Moonchild chooses a good player, that player dies tonight. If they choose an evil player, nothing happens.
- As always, play along if an evil player is bluffing as the Moonchild and pretends to use their ability.
- It is not the Storyteller’s responsibility to prompt the Moonchild to choose a player. The Moonchild must do this shortly after they learn that they are dead. Deliberately not doing so is considered cheating.
- If the Moonchild is sober and healthy at night but was drunk or poisoned when they chose a player today, that player dies. If the Moonchild is drunk or poisoned at night but was sober and healthy when they chose a player today, that player doesn’t die.
- The Moonchild kills the Goon if the Goon was good when the Moonchild chose them, regardless of the Goon’s alignment at night.
[The Evil Team]
The Godfather takes revenge when the town kills the Outsiders.
- Whenever an Outsider is executed and dies, the Godfather chooses one player to die that night.
- The Godfather only kills if an Outsider dies during the day. Outsiders that die at night don’t count.
- If the Godfather is in play, this adds or removes one Outsider from play.
- At the start of the game, the Godfather learns which Outsiders are in play.
- If two Outsiders died today, the Godfather still only kills one player tonight.
[The Devil’s Advocate]
The Devil’s Advocate saves players from execution.
- Each night, the Devil’s Advocate chooses a player to protect from death by execution. The next day, if that player is executed, the execution succeeds but the player remains alive.
- The Devil’s Advocate cannot choose the same player two nights in a row, whether or not that player was saved from execution today, and they cannot choose a Zombuul that registers as dead.
The Assassin kills who the Demon cannot.
- Once per game at night, the Assassin can kill a player. This player dies, even if they are protected from death in any way, such as from an ability.
- The Assassin’s ability is affected by drunkenness and poisoning, as normal.
- If the Assassin attacks the Goon, the Goon dies and turns evil.
The Mastermind can still win after the Demon is dead.
- If the Demon dies by execution, the game continues. The players do not learn that the Demon died. The following day, if a good player is executed—whether or not they die from it—then evil wins. If an evil player is executed or nobody is executed, then the good team wins.
- A dead Demon does not get to attack. They lose their ability, as normal. During this extra night and day, other characters’ abilities function as normal.
- If the Demon dies and just two players are left alive, the game still continues for another day—evil does not win from two players being alive, and good did not win by killing the Demon. The Mastermind ability says “play for one more day,” and abilities override standard game rules.
The Zombuul secretly remains alive while in the grave.
- When the Zombuul would die for any reason, they actually don’t die, but the Storyteller acts as if they died. The second time the Zombuul dies, they die for real and good wins.
- The seemingly dead Zombuul counts as a dead player in almost every way. The player’s life token on the Town Square flips to indicate their death. The next time they vote, they lose their vote token. They cannot nominate, they may vote with the Voudon, they’re not an alive neighbor for the Tea Lady, and so on. The only differences are that the game continues, the Zombuul still attacks, and the game continues if just two other players are alive.
- The Zombuul only wakes at night to attack if nobody died that day. If a dead player is executed, the player can’t die again, so the Zombuul would still wake.
- If a drunk or poisoned Zombuul dies, good wins. If a “dead” Zombuul becomes drunk or poisoned, do not announce that the player is alive.
The Pukka poisons its victims, who die at a later time.
- When the Pukka attacks, their victim is poisoned immediately. On the next night, just after the Pukka attacks again, that player dies.
- Unlike other Demons, the Pukka acts during the first night.
- The Exorcist prevents the Pukka from waking to poison a player. The Innkeeper prevents the Pukka from killing a poisoned player, then that player is no longer poisoned.
- If the Pukka is drunk and chooses a player, that player does not become poisoned, so does not die the following night.
- If the Pukka was sober when they chose a player the previous night, but is drunk at night, that player does not die. But when the Pukka sobers up, the poison resumes and kills the player at night.
The Shabaloth eats two players per night, but may vomit one of them back up the following night.
- Unlike most Demons, the Shabaloth attacks twice per night. The night after the attack, the Storyteller may decide that one of the players attacked by the Shabaloth comes back to life.
- This can be an alive player that was killed, or a dead player that was attacked.
- The regurgitated player regains their ability, even a “once per game” ability already used. If they had a “first night only” or “start knowing” ability, they may use it again.
The Po can choose to attack nobody at night, but goes on a rampage the following night.
- The Po attacks one player per night, like many other Demons. However, if the Po chooses to attack nobody, then they may attack three players the following night.
- If the Po was drunk or poisoned when they chose nobody last night, they still choose three players tonight.
- A Po must choose three players when prompted to do so. They cannot choose anyone again.
- The Po only gets three attacks if they chose nobody. The Po does not get three attacks if they chose to attack someone the previous night, but that player did not die.
- The Po doesn’t act on the first night, but this night does not count as a night where the Po “chose no one.”
- If the Exorcist selects the Po, the Po does not act, but this night does not count as a night where the Po “chose no one.” However, if the Po chose no one the night before the Exorcist chose the Po, the Po chooses three players the night after the Exorcist chose the Po, because their last choice was no one.