Blood on the Clocktower

A Different Kind Of Mathematics

Written by No Rolls Barred

* - Not the first night


Townsfolk
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.
Minions & Demons do not know each other. If you die, they learn who each other are that night.
If both your alive neighbors are good, they can't die.

Outsiders
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
Chambermaid - Mathematician : The Chambermaid learns if the Mathematician wakes tonight or not, even though the Chambermaid wakes first.
Summoner - Poppy Grower : If the Poppy Grower is alive when the Summoner acts, the Summoner chooses which Demon, but the Storyteller chooses which player.
Lleech - Slayer : If the Slayer slays the Lleech's host, the host dies.