Blood on the Clocktower

A Different Kind Of Mathematics

Written by No Rolls Barred

* - Not the first night


Townsfolk
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You start knowing that 1 of 2 players is a particular Townsfolk.
. .
You start knowing a good player & their character. If the Demon kills them, you die too.
. . . .
You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
. .
Each night, choose an alive player: either you or they are drunk until dusk. You can't die.
. .
Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
. . . .
Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
. . .
Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.
.
Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
. .
Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.
. .
Each day, you may make a public statement. Tonight, if it was true, a player dies.
.
Once per game, during the day, publicly choose a player: if they are the Demon, they die.
. .
If both your alive neighbors are good, they can't die.
. . . .
Minions & Demons do not know each other. If you die, they learn who each other are that night.

Outsiders
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You do not know that you are the Drunk. You think you are a Townsfolk character, but you are not.
. . .
When you die, 1 player is drunk from now on.
.
If you die by execution, your team loses.
. . .
If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.

Minions
. .
Each night, choose a living player (different to last night): if executed tomorrow, they don't die.
. .
Once per game, at night*, choose a player: they die, even if for some reason they could not.
. . . .
You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
.
There are extra Outsiders in play. [+2 Outsiders]

Demons
. . .
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
.
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
. . .
Each night*, choose a player: they die: Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
. . . .
Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead.

Fabled
Djinn - Use the Djinn's special rule. All players know what it is.

Jinxes
Mathematician - Chambermaid : The Chambermaid can detect if the Mathematician will wake tonight.
Mathematician - Drunk : The Mathematician might learn if the Drunk's ability yielded false info or failed to work properly.
Summoner - Poppy Grower : If the Poppy Grower is alive on the 3rd night, the Summoner chooses which Demon but not which player.
Lleech - Slayer : If the Slayer slays the Lleech host, the host dies.