1. The very soil of Middle-earth grows dark with seeping evil. The land itself seems to turn against that which once it harbored. Men kill neighbors, alliances lie shattered like Isildur's Bane, and many a people have forgotten the word "Friend". For many, hope was lost against the might of Mordor. Sauron's lidless gaze oppressed the minds of men and elves, and Mount Doom quaked with magnificent indifference to the ill-fates of Dwarves and Hobbits.

    But for some, not all was lost. One of good heart and sound mind has found it; the One Ring. They, and the allies they've gained through forged bonds and spilt blood, must resist its temptation, hide it from Sauron, and plunge it into the fires of mount Doom.

    Then, and only then, may hope thrive again in Middle-earth. Trust is paramount, for Sauron and his agents of darkness seek to poison your mind and break your heart. There is no room for doubt.

    Speak, Friend, and Enter the crossover of a lifetime: Lord of the Rings: Ringbearer

  2. LOTR: Ringbearer is a script built around the Fabled, "The One Ring". A player holds the One Ring, and must ensure that Sauron never finds it. If Sauron, finds the Ring, or his agents obtain it, all hope is lost.

    LOTR: Ringbearer is recommended for very experienced Blood on the Clocktower players. The rules are not always complex, but the possibilities are boundless and games can often end due to only a single mistake from either team. Players must be prepared for these losses, and be pleased that the last one ended, so that another may begin.

    The Good team will find they have access to very powerful, high-impact abilities, when they bear the Ring, but that a lack of caution with those abilities can spell doom for the rest, exposing the Ring's position to Sauron's piercing gaze. Build mutual bonds of trust, for they may be the only source of safety.

    The Evil team will be as infiltrators; attempting to squeeze themselves between the very bonds that keep the good team safe. It is not the Dark Lord's Armies that threaten middle earth, not truly, but rather the inability of men, elves, dwarves, and smallfolk to unite against him. Keep it that way.

  3. Merry

    You start knowing a true statement. If Pippin is in play, 1 of you is drunk. Ringbearer: you are sober, healthy, and learn again.


    “Don't think he knows about second breakfast, Pip.”

    Pippin learns a statement that is certainly true, but he and Pippin may cause trouble in pairs...

    Merry's statement shouldn't be something obvious, or something unknowable. It should be something Merry can determine by investigating.

    If Merry obtains the Ring, he can be certain his info is true.

    Merry may, but need not, learn the same statement again when bearing the Ring. Do so when confirming the truth of his first statement would be invaluable!

    Though a drunk character's info is arbitrary, it is recommended that you (usually) invert the truth value of Merry and Pippin's abilities when they are drunk.

    Examples

    Merry is told the true info that "Gandalf bears the Ring."

    Pippin is in play, and Merry was made drunk. Merry learns the false statement "Saruman has made his wish tonight."

    Merry is seated next to the Mouth of Sauron, and on Night 1 received the false info "no Minions neighbor the Demon." Tonight, when he bears the Ring, he learns the true statement "1 Minion neighbors the Demon."

    How to Run

    If Pippin is in play, mark either Merry or Pippin with the "Drunk" reminder token. Wake Merry on the first night, and any night he is the Ringbearer. Show him a statement, either written, or on a phone, that is true (unless he is drunk)

    Townsfolk

  4. Pippin

    You start knowing a false statement. If Merry is in play, 1 of you is drunk. Ringbearer: you are sober, healthy, and learn again.


    “You need people of intelligence on this sort of mission...quest...thing.”

    Pippin learns a statement that is certainly false, unless he and Merry have been smoking too much...

    Pippin's statement shouldn't be something obvious, or something unknowable. It should be something Pippin can determine by investigating.

    If Pippin obtains the Ring, he can be certain his info is false.

    Pippin may, but need not, learn the same statement again when bearing the Ring. Do so when confirming the falsehood of his first statement would be invaluable!

    Though a drunk character's info is arbitrary, it is recommended that you (usually) invert the truth value of Merry and Pippin's abilities when they are drunk.

    Examples

    Josephine is Gollum. Pippin is woken and told "Josephine is a Minion"

    Merry is in play and Pippin was made drunk. Pippin is shown the true statement, "Frodo is seated next to the Mouth of Sauron."

    Pippin was chosen by the Witch-King on on Night 1 and received the true info "4 Outsiders are in play" Tonight, when he bears the Ring, he learns the false statement "Someone is poisoned right now."

    How to Run

    If Merry is in play, mark either Merry or Pippin with the "Drunk" reminder token. Wake Pippin on the first night, and any night he is the Ringbearer. Show him a statement, either written, or on a phone, that is false (unless he is drunk)

    Townsfolk

  5. Legolas

    You start knowing 2 in-play characters. Ringbearer: if you die, 1 of the players you learned is passed the Ring, if possible.


    “A red sun rises. Blood has been spilled this night.”

    Legolas knows 2 characters that are in play.

    If Legolas bears the Ring, good does not lose if he dies. Instead, the Ring is passed to one of Legolas' neighbors (who may or may not be good!).

    If Legolas dies with the Ring, he continues to bear the Ring until it is passed that night. Good does not lose when this happens, even though a good Ringbearer died.

    If Sauron holds Wormtongue, Wormtongue can be shown to Legolas.

    Examples

    On his first night, Legolas learns "Wormtongue", and "Bilbo", learning that both characters are in-play.

    Legolas bears the Ring and is executed. That night, one of his neighbors is passed the Ring.

    How to Run

    On the first night, wake Legolas. Show him two in-play character tokens. Put Legolas back to sleep.

    If Legolas dies while bearing the Ring, don't end the game. Instead, wait until the following night and pass the Ring to one of Legolas' neighbors (inform Legolas he is no longer the Ringbearer, and inform the new Ringbearer that they have the Ring.

    Townsfolk

  6. Treebeard

    Each night, choose a player: you learn their alignment tomorrow night. A Minion, if chosen, learns this. Ringbearer: you learn tonight.


    “Don't be hasty!”

    Treebeard learns players' characters; but entspeak is not the fastest means of deduction...

    Treebeard's information is delayed by one night, unless he has the Ring.

    Minions chosen by Treebeard learn that they were chosen, and may decide to direct Sauron's kill before it's too late.

    If Treebeard is drunk or poisoned, only the information Treebeard learns at the time is arbitrary, not information they receive on following nights when sober & healthy.

    Examples

    On the first night, Treebeard selects Jimmy, who is Frodo, and learns nothing. Tomorrow night, Treebeard learns "Frodo", and selects Zelda, who was turned into Wormtongue tonight. Zelda learns that she was selected, and tells Sauron, who kills Treebeard before he can learn Zelda's character.

    Treebeard bears the Ring, and chooses James, learning that James is the Witch-King. Though the Witch-King tells Sauron about this, Treebeard announces his information publicly and gets James killed. James was the last minion, and good wins before Sauron can kill.

    How to Run

    Each night, wake Treebeard. If they chose a player last night (indicated by the "Chosen" reminder), show that player's character. Either way, Treebeard then points to a player. Mark that player with the "Chosen" reminder (removing it from the previous player, if any) and put Treebeard to sleep.

    If a Minion has the "Chosen" reminder placed on them, wake them and show them the "THIS CHARACTER SELECTED YOU" night card, and the Treebeard character token, and put them back to sleep.

    If Treebeard has the Ring, don't put Treebeard straight to sleep after their choice. Instead, show them the chosen player's character immediately, mark them with the "Chosen" reminder, then put them back to sleep.

    Townsfolk

  7. Aragorn

    Each night*, if no Outsiders live, you learn 1 in-play character. Ringbearer: An Outsider dies. [At least 1 Outsider]


    “There go three that I love, and the smallest not the least. He knows not to what end he rides; yet if he knew, he would still go on.”

    Aragorn hunts outsiders. When all are gone, he can claim the throne of Gondor and become the King.

    When there are no alive Outsiders, Aragorn learns an in-play character. While it could be the character of a dead player, Aragorn usually has to try very hard to get this ability; make it worth his while!

    When Aragorn passes the Ring, an Outsider dies.

    Examples

    In a 10-player game, the Minions are the Mouth of Sauron and the Witch-King. Aragorn added an outsider in this game, Oathbreaker, and when Oathbreaker is dead Aragorn is woken each night after to learn an in-play character. First, the Storyteller shows him the Mouth of Sauron.

    Gollum and Denethor are the Outsiders for this game. Gollum was executed last night, and Aragorn passed the Ring tonight. Denethor dies, and Aragorn wakes to learn info tonight.

    How to Run

    Each night, if no Outsiders are alive, wake Aragorn. Show him an in-play character. Put him back to sleep.

    When Aragorn passes the Ring, choose an Outsider (if any live) and place a shroud on their token in town square. Mark them with Aragorn's "Dead" reminder.

    When Aragorn is in the bag, ensure at least 1 Outsider is in the bag as well. If one is not, replace a townsfolk (not Aragorn) with one.

    Townsfolk

  8. Galadriel


    “In place of a Dark Lord, you would have a queen! Not dark, but beautiful and terrible as the dawn! Treacherous as the sea! Stronger than the foundations of the earth! All shall love me, and despair!”

    Galadriel learns what character type players aren't.

    Players should usually not learn Demon, unless there is no other option.

    When she bears the Ring, a player learns her identity, confirming her as Galadriel.

    Examples

    Galadriel chooses G, who is Saruman, Dan, who is the Witch-King, and Emily, who is Denethor. Galadriel learns "Townsfolk".

    Galadriel bears the Ring. Oathbreaker learns that she is Galadriel.

    How to Run

    At night, show Galadriel the "Use your ability?" night card. If the player nods, they choose 3 players. After they make their choices, indicate a character type; Demon, Minion, Outsider, or Townsfolk, that is not among any of the 3 players chosen.

    If Galadriel bears the Ring, you need not wake her for her Ringbearer ability. Wake another player, and show them the "This character chose you" night card, and the Galadriel character token. Put them back to sleep.

    Townsfolk

  9. Samwise

    Once per game, at night, choose a player (not yourself): the first time they die, they don't. Ringbearer: learn their character.


    “I made a promise, Mr. Frodo. A promise. 'Don’t you leave him, Samwise Gamgee'. And I don’t mean to. I don’t mean to.”

    Samwise can find and protect the Ringbearer from Sauron; and ensures the Ring doesn't end up in the hands of evil.

    Samwise protects players from death, but only once.

    This ability confirms Samwise's presence (unless a wish intervened), but beware; if the players executed the Ringbearer to receive this information, Sauron may choose to kill them next.

    Samwise also learns the alignment of his chosen player if he bears the Ring; allowing him to know if he's been deceived.

    Examples

    Samwise chooses Frodo, who bears the Ring, at night. Sauron chooses Frodo tomorrow day. Nothing happens.

    Samwise bears the Ring the following night, and learns that he chose Frodo.

    How to Run

    Wake Sam, show him the "use your ability." night card. If he shakes his head, put him to sleep. If he nods, show him the "make a choice" night card. When he indicates a player, put Samwise to sleep and mark the chosen player with the "Protected" reminder, and mark Samwise with the "Ability used" reminder.

    Townsfolk

  10. Éowyn

    Once per game, during the day, publicly choose a player: an evil player, if chosen, dies. Ringbearer: you may use your ability once for free.


    “No living man am I!”

    Éowyn can kill minions by guessing who they are. If she bears the Ring, she gets additional chances.

    Éowyn can choose to use her ability at any time during the day, and must declare to everyone when she's using it. If Éowyn chooses a Minion, the Minion dies immediately. Otherwise, nothing happens.

    If Éowyn bears the Ring, she may use her ability once for free. This means she can choose a player publicly, then choose another (the first being free, the second using her ability.

    If Éowyn bears the Ring more than once across the game, she may use her ability more than twice.

    When Éowyn uses her ability while poisoned or drunk, she may not use it again (unless she bears the Ring).

    Examples

    Éowyn claims her role and chooses Henry, who is the Witch-King. Henry dies. She claims it again and chooses Mark, who dies as well. She must have been bearing the Ring.

    Éowyn claims her role and chooses Ayden, who is Lotho. Nothing happens.

    How to Run

    Éowyn acts much like the Slayer, only for minions rather than demons. Act accordingly. If she bears the Ring, her ability is free, meaning she does not lose it if she hasn't used it yet, and may use it again if she already has.

    Townsfolk

  11. Bilbo

    The first time the Ring is passed to an evil player, it is passed to you instead. Ringbearer: Learn a good player.


    “It's a dangerous business, Frodo, going out your door...there's no knowing where you might be swept off to.”

    Bilbo can steal the Ring; just in the nick of time, and learn another player to whom he can safely pass the Ring.

    The first time the Ring would be passed to an evil player, it is passed to Bilbo instead. Only Bilbo learns that this occurred.

    If the Ring would be passed to an evil player another time, Bilbo's ability doesn't apply.

    When Bilbo bears the Ring, he learns a good player, and knows that it is safe to hand them the Ring.

    Examples

    Legolas bears the Ring, and dies by execution. Legolas' neighbors are Wormtongue and Saruman, so when the Ring would be passed to Saruman, it is instead passed to Bilbo, who learns a good player.

    Bilbo was handed the Ring by Gimli. Bilbo learns that Gimli is a good player that same night.

    How to Run

    When the Ring would be passed to an evil player, move the "Ringbearer" reminder to Bilbo instead of that evil player. Mark Bilbo with the "Ability Used" reminder.

    When Bilbo bears the Ring, wake him and point to a good player. Put Bilbo back to sleep.

    Townsfolk

  12. Boromir

    When you die (unless executed), townsfolk are safe from evil until dusk tomorrow. Ringbearer: You die when you pass the Ring.


    “I would have followed you, my brother...my captain...my king.”

    If Boromir holds the ring, even for a moment, his life is forfeit. However, his sacrifice will not be in vein.

    When Boromir dies by any means other than execution, all minions are drunk until dusk falls tomorrow.

    Boromir dies when passing the Ring by any means, voluntary or otherwise. This does not end the game, obviously.

    Examples

    Boromir holds the Ring. Sauron kills him. The game ends.

    Boromir holds the Ring. That night, he passes it to Frodo. Boromir dies. The next day, when Sauron tries to kill Frodo, nothing happens.]

    Emily is Bilbo, but is bluffing publicly as Boromir. When she dies at night, Sauron decides not to kill the following day, because he does not want to confirm her as Boromir.

    G is the Mouth of Sauron. When discussing privately, Sauron told his minions that Boromir was an open bluff. That night, the Witch-King kills G, and Sauron chooses not to kill, feigning fear of confirming Boromir.

    How to Run

    When Boromir passes the ring, place the death shroud on him and the "No Kill" reminder token on Sauron. If Sauron tries to kill the following day, inform him that nothing happens.

    Townsfolk

  13. Gandalf

    If the Demon kills you, you are resurrected that night (Once). Ringbearer: Once per game, during the day, privately make a wish.


    “A wizard is never late. Nor is he early. He arrives precisely when he means to.”

    When Gandalf dies, all is not yet lost. He returns to life, capable of making a second wish if he bears the Ring again.

    These wishes are not limited in scope, only in power. As a general rule, Gandalf's wishes should be about equivalent in power to the Ringbearer abilities of other Townsfolk.

    If Gandalf is making his second wish in a game, let it be more powerful than the last. He worked hard for this!

    Let the player get creative! Let them change seating arrangements, add new rules, or do things with otherwise little precedent, as long as you're pretty sure they won't break the game in half.

    The Storyteller may negotiate conditions to wishes. If a new rule was added, the Storyteller may negotiate that all players learn about the new rule. Information may come at the cost of a player's life. Find a compromise that makes both Gandalf and the Storyteller happy!

    Examples

    Bearing the Ring, Gandalf makes the wish "I wish for a minion to die." the Storyteller thinks about this, and decides that the wish would be too powerful at this time. "I can't grant you that wish, but you could poison a minion for tonight and tomorrow day." Gandalf agrees, and the wish is granted.

    Gandalf has made a wish. Sauron kills Gandalf after he has passed the Ring. Gandalf is resurrected the following night. Later, he is handed the Ring again, and decides to make an additional wish.

    Bilbo has discovered that Kyle is Gandalf. He decides to bluff a private wish with the Storyteller, causing Sauron to think he is Gandalf with the Ring. Sauron kills Bilbo.

    How to Run

    When Gandalf dies for the first time, place his shroud as usual. The following night, remove his shroud and place the "The White" token, indicating Gandalf has been resurrected.

    During the day, when Gandalf privately makes a wish, decide if the wish is appropriate for the state of the game. Consider if it would advantage one team too heavily, or if it would lead to fun outcomes. If you believe the wish is inappropriate, propose an alternative wish that is still desirable. Repeat this process until a mutually agreeable wish is made. Once a wish is made, resolve its effects and place the "Wish Made" token.

    Townsfolk

  14. Gimli

    When your alive Ringbearer neighbor dies, the Ring is passed to you. Ringbearer: at night*, choose an alive player (not Sauron): they die.


    “Faithless is he who says farewell when the road darkens.”

    Gimli can save the good team from certain death, but at the cost of a life.

    If either of Gimli's neighbors dies with the Ring, it is passed to Gimli that night, saving the day.

    When one of Gimli's neighbors dies with the Ring, they continue to bear it until it is passed that night. Good does not lose, even if a good player died with the Ring.

    If Sauron kills Gimli after Gimli's Ringbearer neighbor died, good loses.

    When Gimli has the Ring, he becomes a mournful avenger of wrongs, and kills a player.

    Examples

    Gimli is seated next to Gollum, who holds the Ring. Sauron has killed Gollum, and Gimli obtains the Ring. The Good team does not lose.

    Gimli bears the Ring. He chooses to kill Boromir, triggering Boromir's ability.

    The Witch-King bears the Ring and is seated next to Gimli. The Witch-King is executed, and Gimli obtains the Ring. Evil does not lose.

    How to Run

    When a Ringbearer's nearest living neighbor is Gimli, don't end the game when they die. Instead of anything else happening, they bear the Ring until that night when the Ring is passed to Gimli. The previous bearer learns that they lose the Ring, and Gimli learns that he obtained the Ring.

    Townsfolk

  15. Frodo

    You are safe from Minions & Outsiders. Ringbearer: You do not have to pass the Ring. If you hold it for 3 nights, good wins.


    “I will take the ring, though I do not know the way.”

    Frodo can bear the ring indefinitely, and hide it from Witch-kings and Wormtongues. He must be careful, however, for if Sauron finds him...all may be lost.

    Frodo cannot be seen or poisoned by the Witch-King, cannot be affected by Saruman's wishes, cannot be poisoned by the Mouth of Sauron, and cannot be transformed by Wormtongue.

    He may also bear the Ring indefinitely, hopefully hiding it from Sauron and his agents.

    Examples

    Frodo bears the Ring. The Witch-King learns no players tonight. When asked to give up the Ring, Frodo declines and chooses to keep it.

    Sauron uses Wormtongue's ability to try and turn Frodo into an evil Minion. This fails.

    Saruman makes the wish "I wish for the Ringbearer to be poisoned" the storyteller agrees. When Frodo bears the ring, he is unaffected by this wish and remains healthy.

    How to Run

    When any effect from a Minion's ability or Outsider's ability would negatively impact Frodo, it does nothing. The Witch-King doesn't see anyone as holding the Ring, and doesn't get to poison anyone. When Frodo is passed the Ring, mark him with the "Night 1" reminder. On the following night, when the Ring triggers, Frodo may indicate "no" instead of choosing a player. If he does so, replace the "Night 1" reminder with the "Night 2" reminder, or the "Night 2" reminder with the "Night 3" reminder, depending on which is in place. If the "Night 3" reminder is placed, Frodo wins the game when the Night ends.

    Townsfolk

  16. Palantír

    When you die, the Demon sees the Grimoire tonight (except the One Ring).


    “They are not all accounted for, the lost Seeing-stones. We do not know who else may be watching.”

    The Palantír shall not be misused, or Sauron may know too much and see the Grimoire.

    Sauron does not see any reminders given by the One Ring, and no reminders that obviously locate it (such as Denethor's "Drunk" reminder.)

    This is very powerful, Sauron gains an enormous edge over the good team when he knows everything.

    Examples

    The Palantír is executed. Tonight, Sauron sees the Grimoire and realizes that Veronica was bluffing when she claimed to be Aragorn, and was actually Gandalf.

    How to Run

    If the Palantír dies, mark them with the "Visions Tonight" reminder. During that night, remove all reminders from "The One Ring" wake Sauron and show them the Grimoire for as long as they need. Put Sauron back to sleep. Replace any removed reminders, and the "Visions Tonight" reminder.

    Outsider

  17. Denethor

    The Ringbearer is drunk if you are dead.


    “Gondor has no King.”

    Denethor's rule will lead to naught but ruin.

    When Denethor is dead, the Ringbearer is drunk from that point on.

    The Ringbearer becomes drunk immediately and remains that way as long as Denethor is dead.

    The Drunk character's Ringbearer ability and normal ability each malfunction while they're drunk.

    Merry and Pippin are immune to this effect, as their Ringbearer ability negates it. Frodo is safe from Outsiders, and thus also can't be affected.

    Examples

    Denethor is dead. Bilbo has been passed the Ring, and so is drunk, and learns Gabe, who is the Mouth of Sauron.

    Denethor is executed while Legolas bears the Ring. Sauron kills Legolas afterwards, and because Legolas is Drunk, his ability does not activate, and evil wins.

    How to Run

    When Denethor dies, mark the Ringbearer with the "Drunk" reminder. Move this reminder with the Ringbearer token whenever the Ring is passed.

    Outsider

  18. Oathbreaker

    You are evil.


    “None but the king of Gondor may command me.”

    The Oathbreaker lives in shame and villainy, but will one day restore their oath and have a peaceful rest.

    When Oathbreaker dies, by any means, they become good.

    Oathbreaker learns anytime their alignment changes, even if drunk, poisoned, or dead.

    Because Oathbreaker is evil due to their ability, they become good when they lose it. This includes when dying, or when becoming drunk or poisoned.

    Examples

    Oathbreaker is alive and evil. When they are passed the Ring, they pass it to Sauron. Evil wins.

    Oathbreaker is alive and evil. When town catches on, they execute Oathbreaker. Oathbreaker loses their ability and becomes good.

    How to Run

    Oathbreaker is evil as long as they have their ability. When they do not have their ability, they are good. This includes if they are dead, or drunk or poisoned, or if their character changes. Place Oathbreaker's token upside-down to indicate that they are evil, and right-side up for good.

    If Oathbreaker dies, becomes drunk or poisoned, or loses their ability through any other means, flip their token right-side up. They are good.

    If Oathbreaker keeps their ability after death, or is resurrected, they become evil again (or remain evil).

    Oathbreaker is told if their alignment changed each night.

    Outsider

  19. Gollum

    Ringbearer: If you bear the Ring when the game ends, you win and everyone else loses.


    “My...Precious...”

    Gollum covets the Ring, selfishly. At any cost.

    If Gollum's ability doesn't trigger, he wins with the good team as usual

    No other player can win at the same time as Gollum if he wins with his ability.

    Examples

    Gollum bears the Ring. He bluffs being Frodo, and is killed by Sauron. Gollum wins, and both good and evil lose.

    Gollum bears the Ring. Good executes Sauron while no minions live, and the game ends. Gollum wins, everyone else loses.

    Gollum does not bear the ring. He is executed. He dies.

    How to Run

    Whenever the game ends, for any reason, if Gollum holds the ring, he is the only winner.

    Outsider

  20. Mouth of Sauron

    Each night, Minions & Demons secretly communicate for 1 minute. You might register as good or as an Outsider.


    “The rider was robed all in black, and black was his lofty helm...and his name is remembered in no tale; for he himself had forgotten it, and he said: ‘I am the Mouth of Sauron.'”

    The Mouth of Sauron ensures the Evil team can coordinate their efforts to find the Ring, while disrupting the Good team's efforts to hide it.

    The Mouth of Sauron allows the evil team to communicate each night for 1 minute, via whatever means are available. Digitally they may speak, and in-person they may use a text group chat, or pantomiming.

    The Mouth of Sauron may not register as a Townsfolk, only as good or as an Outsider (or their true character/alignment).

    The Mouth of Sauron can, but ought not to, register as good for win conditions.

    Examples

    At the start of the first night, the evil team is woken to communicate via miming. Sauron picks up the role sheet and quietly points to the three bluffs he received. The Mouth of Sauron points to their character icon, signaling which minion they are, and then points to Bilbo, one of the three bluffs, to indicate which bluff they wish to use. The Witch-King points to the players they were shown tonight, and which one they poisoned. They frantically point to Kasey, who they believe Sauron should kill today.

    The storyteller decides that Evil can communicate for 1 minute through a group text each night. Evil communicate the bluffs, which minions are in play, and some suggested courses of action in their text conversation.

    Samwise picked the Mouth of Sauron last night, and obtained the Ring tonight. The Mouth of Sauron misregisters as Gollum to Samwise's ability, so Samwise thinks they are good (but does not decide to hand them the Ring).

    How to Run

    If

    Each night, wake all Minions and Demons. Show them the "This character chose you" info token and then the Mouth of Sauron reminder token. Give them a silent countdown of “3, 2, 1…”. They can then secretly communicate for 1 minute. Ensure no other players can hear what the evil team is saying, or the fact they are communicating. When the minute ends, put all evil players to sleep.

    Minion

  21. Witch-King

    Each night*, learn which character held the Ring last night. Each night, choose a character: if in play, they are poisoned until dusk.


    “No living man may hinder me!”

    The Witch-King is a relentless pursuer; hunting the Ringbearer wherever they may be found. Good must stay one step ahead.

    The Witch-King learns who last had the Ring; don't underestimate this. Through learning who had it, they may deduce who has it now.

    If the chosen character is not in-play, no-one is poisoned.

    Examples

    G, who is Samwise, passes the Ring to Kasey, who is Frodo. Camren, the Witch-King, learns "Samwise". Camren suspects that G may have passed to Kasey, and chooses Kasey's bluffed character, Boromir. Boromir is not in play, so no-one is poisoned. The following night, Kasey decides to use Frodo's ability not to pass the Ring, and the Witch-King learns no-one. The Witch-King then chooses to poison Gollum, and Ayden, who is Gollum is poisoned.

    How to Run

    Each night, show the Witch-King the character token of the player who bore the Ring last night (if any). If that player was safe from evil, or no one bore the Ring, show the Witch-King nothing. Then the Witch-King player points to a character icon on their character sheet. If that character is in play, that player is poisoned -- mark them with the "Poisoned" reminder. If that character is not in play, nothing happens. Either way, put the Witch-King to sleep.

    Each dusk, the poisoned character becomes healthy, remove their "Poisoned" reminder.

    Minion

  22. Wormtongue

    Once per game, at night, the Demon chooses a player to become Wormtongue. [no-one is Wormtongue] [+2 Outsiders]


    “Why do you lay these troubles on an already troubled mind?”

    Wormtongue corrupts your most trusted men with his twisted words.

    Whether or not Wormtongue is in play is decided before the game starts, and if there is, then the Wormtongue token isn’t put in the bag, but an Outsider is instead.

    The player who is Wormtongue knows that they are Wormtongue, but they don’t learn the Demon or any other evil players.

    Examples

    Legolas becomes Wormtongue. Because Legolas was confirmed by town, Gimli hands Wormtongue the Ring. Wormtongue hands it to Sauron, and Evil wins.

    Sauron chooses Tandra to become Wormtongue. Tandra is Frodo, and thus is immune to Wormtongue, so nothing happens.

    How to Run

    When setting up the game, decide if you want one of the minions to be Wormtongue. If you want a minion to be Wormtongue, then add 1 less minion to the bag (the one that would be Wormtongue) and replace them and a townsfolk with an Outsider each (2 Outsiders extra), then mark the Demon with the "Has Wormtongue" reminder.

    If the Demon has the "Has Wormtongue" reminder token, then wake them each night and show them the Wormtongue token. They shake their head or point to a player. Change the chosen player's character token to the Wormtongue's, and put the Demon to sleep. If a player is Wormtongue, remove the Demon's "Has Wormtongue" reminder.

    If a player becomes Wormtongue, wake them up and show them the "You Are" info token, and then the Wormtongue character token, and then a thumbs down. If the Wormtongue has no ability (such as being poisoned or drunk when transformed), then remember that their alignment doesn't change. Also keep in mind that their alignment does not revert if they lose the Wormtongue ability, such as if they die.

    Check out bakedice's Circus Music, featuring Caliban, Wormtongue's (nearly) identical inspiration!

    https://classic-ferret-fed.notion.site/Circus-Music-75a68e4d4f194ea585d93e1c40b7c8e1

    Attribution

    bakedice on Discord, for Caliban, the wonderful character to whom Wormtongue is very similar.

    Minion

  23. Saruman

    Once per game, during the day, privately make a wish.


    “Against the power of Mordor there can be no victory. ”

    Saruman's power is nearly limitless; he can rally armies, poison foes, and manipulate kings.

    Let the player get creative! Let them change seating arrangements, add new rules, or do things with otherwise little precedent, as long as you're pretty sure they won't break the game in half.

    In general, Saruman's wish can be more powerful than Gandalf's wish. He is a minion, and generally Minion's abilities do more than those of townsfolk.

    The Storyteller may negotiate conditions to wishes. If a new rule was added, the Storyteller may negotiate that all players learn about the new rule. If a player was turned evil, the storyteller may negotiate that the player must be an outsider. Find a compromise that makes both Saruman and the Storyteller happy!

    Examples

    Saruman makes the wish "I wish for Samwise to die". The Storyteller agrees to grant the wish, but Samwise is not in play, and nothing happens.

    Saruman makes the wish "I wish for Riley to be poisoned." the Storyteller agrees, and poisons Riley, who is Boromir.

    Saruman makes the wish "I wish to add two more outsiders to the game." the storyteller believes this ability would be too powerful at the moment, and proposes that 1 outsider be added instead. Saruman thinks that would be too weak, and argues the point. Eventually they settle on Saruman getting to add 1 outsider, but getting to choose which Outsider is added. The wish is then granted.

    Saruman tells the Storyteller "I don't know how I should make the wish, but I want help finding the Ringbearer." the Storyteller proposes the wish "I wish to know which players have been Ringbearers so far." Saruman likes that wish, and agrees. The Storyteller says that only Isabelle and Beth have been Ringbearers so far.

    How to Run

    During the day, when Saruman privately makes a wish, decide if the wish is appropriate for the state of the game. Consider if it would advantage one team too heavily, or if it would lead to fun outcomes. If you believe the wish is inappropriate, propose an alternative wish that is still desirable. Repeat this process until a mutually agreeable wish is made. Once a wish is made, resolve its effects and place the "Ability Used" token.

    Minion

  24. Sauron

    At the end of each day, publicly choose a player: they die. All players know you are Sauron. You die if & only if there are no living Minions.


    “Concealed within his fortress, the Lord of Mordor sees all. His gaze pierces cloud, shadow, earth, and flesh.”

    Sauron is known by all, and his attention is deadly. The Ring must be hidden from him at all costs.

    On the first day, all players learn that Sauron is in play, and which player is Sauron.

    Sauron kills publicly, during the day, after executions but before dusk falls.

    If any Minions are alive, Sauron cannot die by any means. If no minions are alive, Sauron cannot live by any means.

    Examples

    Sauron suspects that James, who is Frodo, has the Ring. After Haley is executed that day, Sauron chooses James. James dies, but was not bearing the Ring. The game continues.

    Sauron sees Francesca, who is Gandalf, pull the Storyteller aside. Sauron deduces she might be making a wish with Gandalf's Ringbearer ability, and so chooses her after executions. She dies, and was bearing the Ring. Evil wins.

    The Good team executed April last night, who was the last living Minion. Sauron dies because no Minions remain, and good wins.

    How to Run

    When there are any minions alive, place the "Immortal" reminder on Sauron. If, at any point, there are no living minions, place the "Mortal" reminder instead.

    Each day, after executions, tell Sauron to choose a player. The player they choose dies. Place a shroud on that player.

    Demon

  25. The One Ring

    A good player Bears the Ring. Each night*, the Ringbearer passes the Ring to another living player. Players know if they bear the Ring. If the Demon bears, or a good Ringbearer dies, evil wins. If an evil Ringbearer dies, the Ring is passed to a good player.


    “One Ring to rule them all, One Ring to find them, One Ring to bring them all...and in the darkness, bind them.”

    One player holds the One Ring, which brings great power, but also great risk... Should the Dark Lord find you, or otherwise obtain the Ring, all is lost. Keep it secret, keep it safe.

    Townsfolk benefit from Ringbearer abilities that make them more powerful; but be wary. These high impact abilities might be detected by Sauron...

    Players learn when they become the Ringbearer.

    The Ring does not get passed if the Ringbearer obtained it that night, or the prior day.

    Examples

    Frodo bears the Ring. On day 3, Sauron chooses James, who is Frodo. He dies, and evil wins.

    Gandalf bears the Ring. His Ringbearer ability allows him to make a wish during the day, so he asks the Storyteller for a wish, which is granted.

    Mark, who is the alive and evil Oathbreaker, bears the Ring. When Mark is executed, the Ring is passed to Kim, who is good.

    Yvette, who is Gimli, is executed while bearing the Ring. Evil wins.

    How to Run

    At the start of the game, before the first night, declare that The One Ring is in play. While setting up the first night, place the "Ringbearer" reminder on a good player. Each night after the first, wake the Ringbearer and show them the "This character chose you" night card and the "The One Ring" token. They point to a player (not themselves), then move the "Ringbearer" reminder to the player they chose. Put the former Ringbearer back to sleep. Wake the new Ringbearer, and show them the "This character chose you" night card and the "The One Ring" token. Put the new Ringbearer back to sleep.

    Fabled

  26. Balrog

    Each day, before nominations, if a dead player agrees, you may spend their vote token to publicly choose a player: they die


    “Moria... You fear to go into those mines. The dwarves delved too greedily and too deep. You know what they awoke in the darkness of Khazad-dûm... shadow and flame.”

    The Balrog can bestow utter destruction upon whomever it is set; shall their lust for power and riches be their folly?

    With the permission of a single dead player, the Balrog can kill anyone it so pleases.

    Permission is granted before the choice of who to kill is made, so the Balrog may betray its promise.

    The Balrog may spend a token from any player whose permission they have.

    A player who allows the Balrog to spend their vote token this way does not have a vote token going forward; they can't vote.

    Exiled travelers do not have a vote token.

    Examples

    Ayden, Marcus, and Pants are dead. During the day, before nominations, Pants grants permission to the Balrog to spend their vote token. The Balrog does, and chooses Cole, who dies.

    How to Run

    The Balrog may, at any time before nominations, publicly announce their choice as long as they have permission from at least one dead player. When they make their choice, remove the permitting player's vote token, and place a shroud on the chosen player.

    Optional rule: the Balrog says "each day", meaning either "once each day" or "only during the day". You may rule it either way, for science!

    Traveler

  27. Bombadil

    Once per game, at dusk, you may silence all players, look at the Grimoire, publicly point at a player, and then leave.


    “Hey dol! merry dol! ring a dong dillo! Ring a dong! hop along! fal lal the willow! Tom Bom, jolly Tom, Tom Bombadillo!”

    Bombadil may give the most powerful information that the game has to offer; but doesn't stick around to influence play.

    Bombadil makes this decision at dusk, following nominations and Sauron's choice.

    To "Leave" can either mean to physically leave the game, or to merely spectate. As usual, however, a spectator may not influence the game, including clarifying what their choice of pointing meant. Bombadil must be a good sport about this!

    "All players" includes Bombadil, they may not speak or otherwise communicate until after their ability is done resolving and they leave the game.

    Bombadil wins or loses with their team even after leaving, a trait unique to them.

    A drunk or poisoned Bombadil may be shown a false Grimoire.

    Examples

    A good Bombadil chooses to leave at the end of the first night. All players are silenced, Bombadil looks at the Grimoire, and points to Henrietta, whom he saw as the Witch-King. Bombadil then leaves, leaving players to discuss their choice during the night phase.

    An evil Bombadil chooses to leave at the end of the third night, and points to the Ringbearer; who passes the Ring in the following night phase.

    How to Run

    At each dusk, allow Bombadil the chance to use his ability. When he does so, all players (including Bombadil), must be silent. Bombadil may then see the Grimoire, and point (using no other gestures or communications), to a single player. After which point, Bombadil leaves the game (Place the Bombadil token in the center of the Grimoire, to remind you of Bombadil's alignment prior to leaving), and may spectate (though it is cheating to communicate to players as a spectator!)

    Traveler

  28. Radagast

    Once per game, if Sauron agrees, you may privately visit the Storyteller and make a wish.


    “I think he’s a very great Wizard, in his own way. He’s a gentle soul who prefers the company of animals to others. He keeps a watchful eye over the vast forest lands to the east. And a good thing too. For always evil will look to find a foothold in this world.”

    Radagast hasn't the same will for power as the wizards of white and grey, but he is a great wizard in his own way.

    Radagast's wish can only be used with Sauron's consent, he's not concerned enough with the affairs of men to oppose the Dark Lord's will.

    Radagast can obtain Sauron's consent through whatever means he sees fit. Trickery, honesty, and bargaining are all acceptable.

    A good-aligned Radagast is tasked with tricking Sauron into thinking he will make an evil-favored wish.

    Examples

    Radagast is good, and convinces Sauron that he is evil. Sauron agrees to a wish, and Radagast wishes for the Ringbearer to be safe tonight. The Storyteller agrees, and grants this wish.

    Radagast is evil, but Sauron does not believe them, and refuses to allow a wish.

    How to Run

    During the day, after Radagast obtains Sauron's permission (feel free to confirm with Sauron), when Radagast privately makes a wish, decide if the wish is appropriate for the state of the game. Consider if it would advantage one team too heavily, or if it would lead to fun outcomes. If you believe the wish is inappropriate, propose an alternative wish that is still desirable. Repeat this process until a mutually agreeable wish is made. Once a wish is made, resolve its effects and place the "Ability Used" token.

    Traveler

  29. Shelob

    Each day, you may visit the Storyteller to learn something true. Once per game, at night, you may change your alignment.


    “...she served none but herself, drinking the blood of Elves and Men...for all living things were her food, and her vomit darkness.”

    Shelob learns information each day that she can use to weave webs of trust and lies.

    Shelob has the ability to use her information to change teams -- this will cause both teams to have a strong distrust of Shelob's information, so it can be quite powerful.

    Examples

    On her first day, and evil Shelob learns that 1 Minion has died this game. Tonight, she decides to change her alignment -- afraid that evil is close to losing.

    How to Run

    Once per day, if Shelob requests a private chat with you, take them away from the circle so you cannot be overheard. Whisper something true to Shelob.

    At night, wake Shelob and show them the "USE YOUR ABILITY?" night card. If they nod, rotate their character token -- right-side-up for good, up-side-down for evil, then, whether they indicated yes or no, put them back to sleep.

    Traveler

  30. Annatar

    Each night*, publicly choose 2 living players (not Sauron or travellers): a Minion, if chosen, is passed the Ring.


    “For in that time, he was not yet evil to behold, and they received his aid and grew mighty in his craft, whereas he learned all their secrets, and betrayed them.”

    Sauron's disguise has intentions that are thus far unknown, but he has crafted the Ring and now bestows it upon wicked entities...

    If there is a minion among Annatar's choices, they gain the Ring. If both are Minions, the second chosen Minion gets the Ring.

    If the Ring is passed, good players can be sure there is a minion among Annatar's choices. But they only get 1 chance to intervene...

    Examples

    On their first night, an evil Annatar chooses Yvette and Damian. Damian is a Minion, and gets handed the Ring. Annatar suspects that Damian is a Minion, and tries to convince the good team that Yvette must have the Ring. When town executes Yvette, evil wins that night when Sauron obtains the Ring.

    On their third night, a good Annatar chooses Camren and Emily. Both are minions, so Emily gets the Ring. Annatar isn't sure if either are evil, and so advocates for the execution of Emily, since she was chosen second. When she is executed, the Ring is passed to a good player, and the game continues with 1 less Minion.

    How to Run

    Each night, wake Annatar. Annatar points to 2 players (if they pick Sauron or a Traveller, shake your head. They must choose differently.) Announce these choices publicly, then put Annatar back to sleep. If Annatar chose a minion, inform the current Ringbearer that the will of Annatar has torn the Ring from their clutches, and inform the chosen Minion that they are the Ringbearer.

    Traveler

  31. Night Order

    First Night

    Shelob
    The One Ring
    Wormtongue
    Annatar
    Witch-King
    Samwise
    Merry
    Pippin
    Legolas
    Treebeard
    Galadriel
    Bilbo
    Mouth of Sauron
    Oathbreaker

    Other Nights

    Shelob
    The One Ring
    Legolas
    Annatar
    Boromir
    Wormtongue
    Witch-King
    Samwise
    Gimli
    Frodo
    Palantír
    Merry
    Pippin
    Treebeard
    Galadriel
    Aragorn
    Bilbo
    Gandalf
    Mouth of Sauron
    Oathbreaker
  32. this almanac generated using Bloodstar Clocktica