Blood on the Clocktower

Lunar Eclipse

Written by Ekin

* - Not the first night


Townsfolk
. .
You start knowing a good player & their character. If the Demon kills them, you die too.
. . . .
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
. .
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, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.
. .
Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
. . . .
Each night*, choose an alive player. If good, they die & the Demon doesn’t kill tonight. One good player registers as evil.
. . .
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
. . .
Once per game, during the day, privately ask the Storyteller any yes/no question
. . . .
You have the ability of the most recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
. .
If both your alive neighbors are good, they can't die.
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If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
. . . .
The Demon thinks you are a Minion. Minions think you are a Demon.

Outsiders
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Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
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You think you are a demon, but you are not. The Demon knows who you are & who you choose at night.
. . .
If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
. . . .
1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.

Minions
. .
You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
. .
Each night, choose a living player (different to last night): if executed tomorrow, they don't die.
.
Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
. .
Once per game, at night*, choose a player: they die, even if for some reason they could not.
. . . .
You think you are a good character but you are not. The Demon knows who you are. [You neighbor the Demon]

Demons
. . .
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
. .
Each night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead.
. . .
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]

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 - Lunatic : The Mathematician might learn if the Lunatic attacks a different player than the real Demon attacked.
Mathematician - Marionette : The Mathematician might learn if the Marionette's ability yielded false info or failed to work properly.
Magician - Spy : When the Spy sees the Grimoire, the Demon and Magician's character tokens are removed.
Magician - Marionette : If the Magician is alive, the Demon doesn't know which neighbor is the Marionette.