Blood on the Clocktower

Church Of Spies

Written by Andrew Nathenson

* - Not the first night


Townsfolk
You start knowing 1 good player.
You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
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, learn which player the Storyteller believes you should talk to most.
Each night, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins.
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*, you learn which character died by execution today.
Each night*, choose a player (not yourself): they are safe from the Demon tonight.
Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.
Once per game, at night, choose a player: they learn you are the Nightwatchman.
Once per game, during the day, privately ask the Storyteller any yes/no question
On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
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.
When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
If you die by execution, your team loses.
If you are "mad" about being an Outsider, you might be executed.

Minions
Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
You think you are a good character but you are not. The Demon knows who you are. [You neighbor the Demon]
If there are 5 or more players alive & the Demon dies, you become the Demon (Travellers don't count.)
There are extra Outsiders in play. [+2 Outsiders]

Demons
Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.