Blood on the Clocktower

No Roles Barred

Written by Andrew Pichot

* - Not the first night


Townsfolk
. . . .
You start knowing 3 players, 1 and only 1 of which is evil.
. . . .
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
. . . .
You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
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Each night, you learn how many of your 2 alive neighbors are evil.
. . . .
Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
. . .
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
. .
Each day, you may make a public statement. Tonight, if it was true, a player dies.
. . .
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
. . . .
Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+ the Damsel]
. . .
Once per game, during the day, privately ask the Storyteller any yes/no question
. . . .
You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.
. . . .
You do not know what you ability is. Each day, privately guess what it is: you learn how accurate you are.
. . . .
Minions & Demons do not know each other. If you die, they learn who each other are that night.

Outsiders
. .
Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
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You do not know that you are the Drunk. You think you are a Townsfolk character, but you are not.
. . .
If you are "mad" about being an Outsider, you might be executed.
. . . .
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.

Minions
. .
You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
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Each night, choose a player: they are poisoned tonight and tomorrow day.
. . . .
Each night, choose a player: If you nominate & execute them, their team loses. All players know if you choose a new player.
. . . .
If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.
. . . .
If you are executed, all but 3 players die. After a 10 to 1 countdown, the player with the most players pointing at them, dies.

Demons
. . . .
Each night, Minions choose who babysits Lil' Monsta & "is the Demon". Each night*, a player might die. [+1 Minion]
. . .
Each night*, choose a player: they die: Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
. . . .
Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]

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

Jinxes
Bounty Hunter - Philosopher : If the Philosopher gains the Bounty Hunter ability, a Townsfolk might turn evil.
Lil' Monsta - Poppy Grower : If Lil' Monsta & the Poppy Grower are alive, Minions wake one by one, until one of them chooses to take the Lil' Monsta token.