Blood on the Clocktower

Hats Off

Written by Aggie & Jams

* - Not the first night


Townsfolk
You start knowing how many pairs of evil players there are.
You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
Each night, you learn how many of your 2 alive neighbors are evil.
Each night, choose an alive player: either you or they are drunk until dusk. You can't die.
Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no 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 2 players: they can't die tonight, but 1 is drunk until dusk.
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Once per game, at night, choose a player: they learn you are the Nightwatchman.
Once per game, at night, choose a character: they are drunk for 3 nights & 3 days.
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.
If you die at night, you are woken to choose a player: you learn their character.

Outsiders
You do not know that you are the Drunk. You think you are a Townsfolk character, but you are not.
You might register as evil & as a Minion or Demon, even if dead.
When you die, the Storyteller gains a Minion ability.
If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.

Minions
Each night, choose a player: they are poisoned tonight and tomorrow day.
Each night, choose a living player (different to last night): if executed tomorrow, they don't die.
Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Once per game, at night*, choose a player: they die, even if for some reason they could not.

Demons
Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.
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
Sentinel - There might be 1 extra or 1 fewer Outsider in play.