Blood on the Clocktower Roles — Trouble Brewing

Blood on the Clocktower All Roles — Trouble Brewing 

[The Good Team]

 

[The Washerwoman]

The Washerwoman learns that a specific Townsfolk is in play, but not who is playing them.

  1. During the first night, the Washerwoman is woken, shown two players, and learns the character of one of them.
  2. They learn this only once and then learn nothing more.

 

[The Chef]

The Chef learns if evil players are sitting next to each other.

  1. On the first night, the Chef learns exactly how many pairs of evil players there are in total. A pair is two players, but one player may be a part of two pairs. So, two players sitting next to each other is one pair. Three players sitting next to each other are two pairs. Four players sit next to each other in three pairs. And so on.
  2. The Chef detects evil Travellers just like other character types, but only if those Travellers joined the game before the Chef acts.

 

[The Librarian]

The Librarian learns that a specific Outsider is in play, but not who is playing them.

  1. During the first night, the Librarian learns that one of two players is a specific Outsider.
  2. They learn this only once and then learn nothing more.
  3. The Drunk is an Outsider. If the Librarian learns that one of two players is the Drunk, they do not learn the Townsfolk that the Drunk’s player thinks they are.

 

[The Investigator]

The Investigator learns that a specific Minion is in play, but not who is playing them.

  1. During the first night, the Investigator learns that one of the two players is a specific Minion.
  2. They learn this only once and then learn nothing more.

 

[The Empath]

The Empath keeps learning whether their neighbors are evil.

  1. The Empath only learns how many of their neighbors are evil, not which one is evil.
  2. The Empath does not detect dead players. So, if the Empath is sitting next to a dead player, they do not get info about that dead player. Instead, they get info about the closest alive player in that direction.
  3. The Empath acts after the Demon, so if the Demon kills one of the Empath’s alive neighbors, the Empath does not learn about the now-dead player. The Empath’s information is accurate at dawn, not at dusk.

 

[The Fortune Teller]

The Fortune Teller can detect who the Demon is, but sometimes thinks good players are Demons.

  1. Each night, the Fortune Teller chooses two players and learns if at least one of them is a Demon. They do not learn which of them is a Demon, just that one of them is. If neither is the Demon, they learn this instead.
  2. Unfortunately, one player, called the Red Herring, will register as a Demon to the Fortune Teller if chosen. The Red Herring is the same player throughout the entire game. This player may be any good player, even the Fortune Teller themself, and the Fortune Teller does not know which player it is.
  3. The Fortune Teller may choose any two players—alive or dead, or even themself. If they choose a dead Demon, then the Fortune Teller still receives a nod.

 

[The Undertaker]

The Undertaker learns which character was executed today.

  1. The player must have died from execution for the Undertaker to learn who they are. Deaths during the day for other reasons, such as the Gunslinger choosing a player to kill, or the exile of a Traveller, do not count.
  2. The Undertaker wakes each night except the first, as there have been no executions yet.
  3. If nobody died today, the Undertaker learns nothing. The Storyteller either does not wake the Undertaker at night, or wakes them but does not show a token.
  4. If the Drunk is executed, the Undertaker is shown the Drunk character token, not the token for the Townsfolk that the Drunk player thought they were.

 

[The Monk]

The Monk protects others from the Demon.

  1. Each night except the first, the Monk may choose to protect any player except themself.
  2. If the Demon attacks a player who has been protected by the Monk, then that player does not die. The Demon does not get to attack another player—there is simply no death tonight.
  3. The Monk does not protect against the Demon nominating and executing someone.

 

[The Ravenkeeper]

The Ravenkeeper learns any player’s character, but only if the Ravenkeeper dies at night.

  1. The Ravenkeeper is woken on the night that they die, and chooses a player immediately.
  2. The Ravenkeeper may choose a dead player if they wish.

 

[The Virgin]

The Virgin is safe from execution…perhaps. Players that nominate the Virgin usually die.

  1. If a Townsfolk nominates the Virgin, then that Townsfolk is executed immediately. Because there can only be one execution per day, the nomination process immediately ends, even if a player was about to die.
  2. Only Townsfolk are executed due to the Virgin’s ability. If an Outsider, Minion, or Demon nominates the Virgin, nothing happens, and voting continues.
  3. The Virgin’s ability is powerful because if a Townsfolk nominates them and dies, then both characters are almost certainly Townsfolk.
  4. After being nominated for the first time, the Virgin loses their ability, even if the nominator did not die, and even if the Virgin was poisoned or drunk.

 

[The Slayer]

The Slayer can kill the Demon by guessing who it is.

  1. The Slayer can choose to use their ability at any time during the day, and must declare to everyone when they’re using it. If the Slayer chooses the Demon, the Demon dies immediately. Otherwise, nothing happens.
  2. The players do not learn the identity of the dead player. After all, it may have been the Recluse!
  3. A Slayer that uses their ability while poisoned or drunk may not use it again.
  4. The Slayer will want to choose an alive player. Even if the Slayer chooses a dead Imp, nothing happens, because a dead player can’t die again.
  5. Players may say whatever they want at any time, so a player who’s pretending to be the Slayer may pretend to use the Slayer ability.

 

[The Soldier]

The Soldier cannot be killed by the Demon.

  1. The Soldier cannot die from the Demon’s ability. So, if the Imp attacks the Soldier at night, nothing happens. Nobody dies. The Imp does not get to choose another player to attack instead.
  2. The Soldier can still die by execution, even if the nominator was the Demon. The Soldier is protected from the Demon’s ability to kill, not the actions of the Demon player.

 

[The Mayor]

The Mayor can win by peaceful means on the final day.

  1. To survive, the Mayor sometimes “accidentally” gets someone else killed. If the Mayor is attacked and would die, the Storyteller may choose a different player to die. Nobody learns how they died at night, just that they died.
  2. If there are just three players alive at the end of the day, and no execution occurred that day, then the game ends and good wins.
  3. Travellers count as players for the Mayor’s victory, so must be exiled first. Remember that exiles are not executions.
  4. Fabled don’t count as players for the Mayor’s victory, as the Storyteller isn’t a player.
  5. If the Demon attacks the Mayor, and the Storyteller instead chooses a dead player, the Soldier, or a player protected by the Monk, that player does not die tonight.

 

[The Butler]

The Butler may only vote when their Master votes.

  1. Each night, the Butler chooses a player to be their Master. This may be the same player as last night or a different one.
  2. If the Master has their hand raised to vote, or if the Master’s vote has already been counted, the Butler may raise their hand to vote.
  3. If the Master has their hand down, signaling that they are not voting, or if the Master lowers their hand before their vote is tallied, the Butler must lower their hand too.
  4. It is not the Storyteller’s responsibility to monitor the Butler. They’re responsible for their own voting. Deliberately voting when they shouldn’t is considered cheating.
  5. Because exiles are never affected by abilities, the Butler can vote freely for an exile.
  6. Dead players may only raise their hand to vote if they have a vote token. If the Butler chooses a dead player as their Master, this still applies.
  7. The Butler is never forced to vote.
  8. The Butler’s vote may be tallied by the Storyteller before or after their Master’s. Seating position is not important.

 

[The Drunk]

The Drunk thinks they are a Townsfolk and has no idea that they are actually the Drunk.

  1. During setup, the Drunk’s token does not go in the bag. Instead, a Townsfolk character token goes in the bag, and the player who draws that token is secretly the Drunk for the whole game. The Storyteller knows. The player does not.
  2. The Drunk has no ability. Whenever their Townsfolk ability would affect the game in some way, it doesn’t. However, the Storyteller pretends that the player is the Townsfolk they think they are. If that character would wake at night, the Drunk wakes to act as if they are that Townsfolk. If that Townsfolk would gain information, the Storyteller may give them false information instead—and the Storyteller is encouraged to do so.

 

[The Recluse]

The Recluse appears evil but is actually good.

  1. Whenever the Recluse’s alignment is detected, the Storyteller chooses whether the Recluse registers as good or evil.
  2. Whenever the Recluse is targeted by an ability that affects specific Minions or Demons, the Storyteller chooses whether the Recluse registers as that specific Minion or Demon.
  3. The Recluse may register as either good or evil, or as an Outsider, Minion, or Demon, at different parts of the same night. The Storyteller chooses whatever is most interesting.
  4. A Recluse that registers as a particular Minion or Demon does not have this character’s ability. For example, a Recluse that registers as a Poisoner does not wake at night and cannot poison a player.

 

[The Saint]

The Saint ends the game if they are executed.

  1. If the Saint dies by execution, the game ends. Good loses and evil wins.
  2. If the Saint dies in any way other than execution—such as the Demon killing them—then the game continues.

 

[The Evil Team]

 

[The Poisoner]

The Poisoner secretly disrupts characters’ abilities.

  1. Each night, the Poisoner chooses someone to poison for that night and the entire next day.
  2. A poisoned player has no ability, but the Storyteller pretends they do. They do not affect the game in any real way. However, to keep up the illusion that the poisoned player is not poisoned, the Storyteller wakes them at the appropriate time and goes through the motions as if they were not poisoned. If their ability gives them information, the Storyteller may give them false information.
  3. If a poisoned player uses a “once per game” ability while poisoned, they cannot use their ability again.

 

[The Spy]

The Spy knows who everyone is. They appear good, but are actually evil.

  1. If any character has an ability that would detect or affect a good player, then the Spy might register as good to that character. If any character has an ability that detects Townsfolk or Outsiders, then the Spy might register as a specific Townsfolk or Outsider to that player. It is the Storyteller’s choice as to what the Spy registers as, even as many characters or both alignments during the same night.
  2. A Spy that registers as a particular Townsfolk or Outsider does not have this character’s ability. For example, a Spy that registers as a Slayer cannot slay the Demon.

 

[The Baron]

The Baron changes the number of Outsiders in play.

  1. This change happens during setup, and it does not revert if the Baron dies. A change in characters during setup, regardless of what happens during the game, is shown on character sheets and tokens in square brackets at the end of a character’s description—like [this].
  2. The added Outsiders always replace Townsfolk, not other character types.

 

[The Scarlet Woman]

The Scarlet Woman becomes the Demon when the Demon dies.

  1. If there are five or more players just before the Demon dies—that is, four or more players left alive after the Demon dies—then the Scarlet Woman immediately becomes the Demon, and the game continues as if nothing happened.
  2. Travellers do not count as players when seeing if the Scarlet Woman’s ability triggers.
  3. If less than five players are alive when the Demon is executed, then the game ends and good wins.
  4. If five or more players are alive when the Imp kills themself at night, the Scarlet Woman must become the new Imp.
  5. If the Scarlet Woman becomes the Demon, they are that Demon in every way. Good wins if they are executed. They attack each night. They register as the Demon.

 

[The Imp]

The Imp kills at night and can make copies of itself…for a terrible price.

  1. On each night except the first, the Imp chooses a player to kill. Because most characters act after the Demon, that player will probably not get to use their ability tonight.
  2. The Imp, because they’re a Demon, knows which players are their Minions, and knows three not-in-play good characters that they can safely bluff as.
  3. If the Imp dies, the game ends and good wins. However, if the Imp kills themself at night, they die and an alive Minion becomes an Imp. This new Imp does not act that same night, but is now the Imp in every other way—they kill each night, and lose if they die.