Blood on the Clocktower

Rotting Moors

Written by Patters

* - 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, you learn how many of your 2 alive neighbors are evil.
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 if a Minion nominated today.
Each night*, you learn how many dead players are evil.
Once per game, during the day, visit the Storyteller for some advice to help your team win.
On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
You have the ability of the most recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
You do not know what you ability is. Each day, privately guess what it is: you learn how accurate you are.
When you die at night, an alive good player becomes a Farmer.
Minions & Demons do not know each other. If you die, they learn who each other are that night.

Outsiders
On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) evin if drunk or poisoned.
You might register as evil & as a Minion or Demon, even if dead.
When you die, the Storyteller gains a Minion ability.
If you are "mad" about being an Outsider, you might be executed.

Minions
Each night, choose a player: they are poisoned tonight and tomorrow day.
You think you are a good character but you are not. The Demon knows who you are. [You neighbor the Demon]
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.
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. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
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
Cannibal - Juggler : If the Juggler guesses on their first day and dies by execution, tonight the living Cannibal learns how many guesses the Juggler got correct.
Cannibal - Poppy Grower : If the Cannibal eats the Poppy Grower, then dies or loses the Poppy Grower ability, the Demon and Minions learn each other that night.
Ogre - Recluse : If the Recluse registers as evil to the Ogre, the Ogre learns that they are evil.
Marionette - Poppy Grower : When the Poppy Grower dies, the Demon learns the Marionette but the Marionette learns nothing.
Marionette - Plague Doctor : If the Demon has a neighbor who is alive and a Townsfolk or Outsider when the Plague Doctor dies, that player becomes an evil Marionette. If there is already an extra evil player, this does not happen.
Boomdandy - Plague Doctor : If the Plague Doctor is executed and the Storyteller would gain the Boomdandy ability, the Boomdandy ability triggers immediately.
Baron - Plague Doctor : If the Storyteller gains the Baron ability, up to two players become not-in-play Outsiders.