
Gossip
Each day, you may make a public statement. Tonight, if it was true, a player dies.
Townsfolk
Each day, you may make a public statement. Tonight, if it was true, a player dies.
Townsfolk
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
If the Snake Charmer picks the Cordycep, they learn this and become the evil demon. The previous Cordycep is now the good (drunk) Snake Charmer
If the Siren is in play, they can send the Sirens call. The previous player that heard the call will no longer turn evil (unless the same player is selected) The Herbalist is able to clear the "Drunk" stage from the ex-demon, now Snake Charmer, and they can take it back if they want to take the risk.
Townsfolk
If the Demon kills you, swap characters with an alive minion.
The demon kills the Puppet Master, the Bad Kitty becomes the Puppet Master and the original Puppet Master becomes the Bad Kitty (Their alignment does not change).
Characters swap, Alignment doesn't
Townsfolk
You have two good character abilities but are not told which ones. The 1st time you die, you don't, but you lose one of the abilities.
The first time the Shephard should die, they don't, however they lose one of the two abilities. If the Shephard is attacked by the demon at night, and this is would be their first death, they survive. If no other death's occur that night, the Fowl (if in play and alive) will die
Townsfolk
Each Night* Choose two players (not yourself), If both survive the night, neither can die by execution the next day if there are 5 or more players alive.
Townsfolk
Each night*, choose a player (not yourself): if they are good, their ability functions normally tonight/tomorrow even if drunk or poisoned.
Townsfolk
If you die at night, On the next night, choose a good character. If they are not in play, you resurrect as that character.
The Seneschal has the ability to Resurrect themselves if they are able to select an out of play character
Wake the Seneschal on the following night after their death. If the Seneschal chooses an in play character, put them back to sleep. If they choose an out of play good character, they become this role. Action that roles ability if applicable for their first night. You can swap their token out for the "Out of play" character and place the "Is the Seneschal" reminder token next to them. In the morning, advise of the death(s) in the night and that resurrected player.
The Seneschal can choose a role they think is out of play to try and resurrect, or if they are feeling bold, they can choose the role of the player they most suspect of the being the demon, if they resurrect, they know that play is lying.
Townsfolk
You start knowing the nearest living good "Each night" character to you, If equidistant, this info is arbitrary
The Miller learns the role of the closest Each night character (This is for Each Night and Each Night* Characters).
The Miller sits beside the Bard, the Miller is woken and shown the Bard token, but not which player is the Bard
Townsfolk
Once per day, visit the Storyteller & choose a player. Learn one true statement about them. If they are evil, this statement will be false.
Townsfolk
Once per day, visit the Storyteller to privately learn an out of play character. Once per game, you might get incorrect information.
The Seer is used to figure out what characters are out of play, narrowing down the in play characters.
The Seer approaches the ST during the day to get their information, the ST will advise a out of play character, This can be an unused character or one of the characters shown to the starting Demon(s)
Similar to Savant and Amnesiac, the player will need to approach the ST during the day to get the information. The Seer learns a different "Out of Play" character each day while they are alive until no more remain. Once per game, the ST may give an in play character. If the Seer is poisoned, you may also give an "In Play" character, this does not count as the "Once per game, the ST may give an in play character."
If the Seer and the Seneschal can find each other, the Seneschal will have a higher chance of choosing an out of play role
Townsfolk
Each night, choose a player: If an outsider is selected, their ability is disabled until dusk.. (+1 Outsider)
The barkeep is used to reduce them impact Outsider abilities and death.
Effectively this will drunk/disable the negative effect of the outsiders ability. If a player of another character type is selected, nothing happens.
Townsfolk
Each night, Learn how many of your living neighbors wake due to their abilities. (+1 or -1 Outsider)
Used to detect if their living neighbors are lying or suddenly begin waking at night
Townsfolk
Each night*, choose a player. You learn how many other players targeted that player tonight with their ability tonight
Have the Bard select a player, inform them of how many different players selected them that night due to their ability
The Bard does not increase this number in regards to their own information/ability, so it is possible to receive a zero if the Bard is the only person to choose that player.
Townsfolk
You cannot die while all evil players are alive (+1 or -1 Outsider)
Survives everything that would usually kill them until an evil player dies (unless poisoned). If one evil player dies, but is later resurrected (making the entire evil team alive again), the ability is reactivated. You can register the Fowl (if dead) or the "Bait" (see Monger) as an evil player to allow the Blacksmith to die to put suspicion on the dead players.
Townsfolk
If you were 'mad' about being an outsider, you may be executed, If you broke madness, the Demon will wake to choose a player and learn their character.
The Canary needs to pretend to be townsfolk, if they break madness, the demon gets to choose a player and learns their character. The ST may execute the Canary for breaking madness.
If the Canary breaks madness and reveals they are an Outsider, wake the demon that night and have them select a player before they would normally kill, show the demon the players character. Then follow the usual night order.
The Canary needs to be careful, breaking madness on day 1 in a Cordycep game will reveal information to the Cordycep that night, and they will know what they are.
Outsider
The 1st time you vote each day, if it is on an evil player, they survive execution. A good player registers as evil even if dead. If you were 'mad' about being an outsider, you may be executed.
Place the "Bait" token on a living good player, they will register as evil.
Outsider
If no one would have died tonight, you die. You might register as evil (Minion or Demon), even if dead.
The Fowl throws confusion about the night death. Did the demon attack the Fowl, or was someone else protected?
The demon attacks the Blacksmith, but no evil players are dead, since the Blacksmith cant die yet, the Fowl dies instead.
Anytime that the night is about to end, but no one would die. The Fowl (if alive) will die
If you register the Fowl as evil, you can trigger the Daughter of Fury to act, casting suspicion on the last few players that died
Outsider
On your first night night, select a player, one of you will turn evil when either of you is executed. If you select an evil player, you will turn evil when either is executed
Outsider
Each night, choose a player or no one (different to last night). You can choose the storyteller once. This player is 'Mad' and can only speak in "meow meow meow" until the next day or they may be executed.
You think someone is on to us? Better stop them from talking...Meow
The seer has learnt the character that the demon is bluffing! The Bad Kitty targets them to keep that little info nugget from getting spread.
Wake the Bad Kitty, have them select a player and place the "Meow" reminder token. Put the Bad Kitty to sleep, then wake the targeted player and advise them they have been selected by the Bad Kitty. The Bad Kitty can elected to select "No One" if they want to hide their existence. When selecting players, the Bad Kitty cannot choose the same player as the previous night, They can however select "No One" on consecutive nights as no player selection was made.
The Demon Cat from the Chinese community, Though I cannot find a link to give credit except this reddit post https://www.reddit.com/r/BloodOnTheClocktower/comments/1glzgw9/chinese_homebrew_botc_community_is_something_else/
Minion
Each night*, choose a player (different to last night), if they are supposed to wake tonight, they do not.
Minion
Each night* If an evil player died today, wake and select a player to kill.
The Daughter gets to take revenge on an evil player being killed. But will this reveal the dead player was evil?
Whenever an evil player dies (or a player registering as evil), be it execution or killed in the night. Wake the Daughter to select a player to kill. If two evil players died somehow, the Daughter of Fury only acts once (e.g. 1 Kill not 2).
Sometimes sinking the kill into a dead body is the best move as a second player dying will put suspicion on player that died recently. The Fowl can register as evil, allowing the Daughter of Fury to get a kill, or allow a evil player an excuse for it.
Minion
On you first night, point left of right to poison a player. Each night, the poison moves to the next good player in seating order.
A good player next to the Acolyte is poisoned, the next night the poison moves to the next alive good player in order of seating. The Acolyte select either left or right for the poison to travel.
If the Acolyte poisons the good player to their left, the next night the next living good player along will be poisoned (to the left of the first poisoned player). The previously poisoned player is no longer poisoned by the Acolyte.
On night 1, The Acolyte chooses a direction, poison the Acolyte's good neighbour in that direction. Each night, move the poison token one living good player in the direction away from the Acolyte that the first poisoned player is sitting (e.g. continue clockwise or anti-clockwise). Evil players are skipped over. If the Acolyte sits next to an evil player, the night one poison will start after the evil player. The poison can do a fill circuit of the grim and begin poisoning the same player(s) again.
If the evil team is sitting in a row (e.g Clockwise from the Acolyte, choosing Clockwise will move the poison of past these players and may be a good way to hide who the Acolyte is if people work out the poison sequence.
Minion
Each night* choose a player, they die. Each night, choose a player to turn into a evil Minion and their role (up to the Minion count), on the minions first night, their ability functions twice (0 starting minions)
The Wendigo recruits their own evil team, upon a minions creation, their ability acts twice
Put only the demon token in the bag and no other evil tokens. On the first night, have the demon create an evil minion, this minion acts twice. e.g. The Evil Kitty can choose two people, or the Acolyte poisons two good neighbours to one side, a single poison would then move onto the next players the following night. If a High Baron is created, +1 or +2 players will be converted to outsiders.
If the Wendigo wants to stay hidden initially, creating a Bad Kitty on night 1 may quickly reveal that a minion has acted twice and that it is a Wendigo game. Creating a Acolyte is quieter and poisons a second good player. If a Snake Charmer becomes the Wendigo on N2 in what would be a 3 minion game, they would be able to make the 2 remaining minions, this can work really well as the previous demon will not know who was chosen, or the new demon can turn the previous demon into a minion to buy their silence.
Demon
You think you are a good character, but you are not. Each night* A player will die based on what you did. Minion(s) get 3 out of play characters. Minions are shown a decreasing number of players that could be the Cordycep each night
The demon doesn't know they are the demon, the minions do not know which player the demon is until later in the game.
The Cordycep thinks they are the Fortune Teller. Each night* one of the players they chose dies. After 2 nights, they start to suspect that they're the Cordycep and begin lying about their choices to town.
When setting up the bag, instead of adding a Demon token, add an extra Townsfolk instead. (Similar to the Drunk). Once the grimoire has been made, choose a good character, and give them the "Is the Cordycep " reminder token. They are the demon. The information/ability the Cordycep receives (based on role they think they are), is arbitrary) e.g. If the "Cordycep" pulled the Herbalist token, wake them as have them pick as player as they would if they were the actual herbalist. The minions are given 3 out of play characters.
Minions are shown 3 players on the first night, 1 is the Cordycep, the others are good players . Minions are shown 2 players on the second night, 1 is the Cordycep, the others is a good player. Minions are shown 1 players on the third night, this is the Cordycep. For larger groups, The ST could change the minion information to start from 4 or 5 players and decrease each night from there, the ST would need to advise the players of this modification before the game starts.
Demon
Each night* choose a player, they die. On your first night, choose a player, they learn this (but not who you are). If just 3 players live, they become evil.
Can recruit another person to the evil team when the game reaches the final 3
Have the demon select a player on the first night. Wake this player and let them know they have heard the Sirens Call. If the game reaches the final three, wake the selected player and let them know they have turned evil.
Demon
Each night* Choose a player, they die. All evil players wake at the same time. All evil players get to observe each others choices.
The Hive Mind and the Minions wake at the same time to observe each other choices. Dead minions/demons wake to observe but have no ability.
The Hive Mind, Bad Kitty and Daughter of Fury are the evil team and wake, The Bad Kitty died today, so does not act, but can observe.. The demon is prompted to choose a kill. Since a evil player died today, the Daughter of Fury then acts, they can kill an alive player or attack an already dead player.
Demon