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 receives reversed info.


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

    Merry 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.

    "Reversed" refers to the truth value of the statement. If Merry receives reversed info, he receives any false statement.

    Examples

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

    Pippin is in play, and Merry's info was reversed. Merry learns the false statement "One of your neighbors is evil."

    How to Run

    While preparing the first night, if Pippin is in play, mark either Merry or Pippin with the "Reversed" reminder.

    On the first night, wake Merry and tell them (via a written note, typed message, sign language, or any other means) something true. If Merry's info was reversed, tell them something false instead.

    Townsfolk

  4. Pippin

    You start knowing a false statement.


    “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.

    "Reversed" (from Merry's ability) refers to the truth value of the statement. If Pippin receives reversed info, he receives any true statement.

    Examples

    Josephine is Gollum. Pippin is woken and told "Josephine is evil."

    Merry is in play and Pippin's info was reversed. Pippin is shown the true statement, "Frodo is seated next to the Mouth of Sauron."

    How to Run

    On the first night, wake Pippin and tell them (via a written note, typed message, sign language, or any other means) something false. If Pippin's info was reversed (via Merry's ability), tell them something true instead.

    Townsfolk

  5. Legolas

    You start knowing that 1 of 2 players is evil. If either is passed the Ring, you learn this.


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

    Legolas learns that 1 of 2 players is evil, and if either ever gets the Ring.

    Legolas should be alarmed if he ever learns that his learned players have the Ring; it could mean the Ring is in the hands of evil!

    Examples

    On the first night, Legolas learns Kyle, who is Gimli, and G, who is Saruman. When G gets the Ring on night 3, Legolas learns that one of them has the Ring, and advocates for G's execution. When G is executed and dies, the Ring is passed automatically to a good player that night.

    When Kyle gets the Ring on night 4, Legolas learns that one of Kyle or G has the Ring. Legolas trusts Kyle, and chooses not to share this information.

    How to Run

    While preparing the first night, mark one evil player with the "Learned" reminder, then mark any player you choose with the "Wrong" reminder.

    On the first night, wake Legolas and point to the players marked "Learned" and "Wrong". Put Legolas back to sleep. On later nights, whenever one of the two marked players is passed the Ring (by themselves or otherwise), show Legolas the "THIS CHARACTER SELECTED YOU" info token, then Legolas' token. Put Legolas back to sleep.

    Townsfolk

  6. Aragorn

    You start knowing 1 in-play character. Ringbearer: you learn another. Sauron learns when you don't pass the Ring.


    “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 carries only shards of a legacy...but perhaps, he can be more.

    Aragorn learns 1 in-play character on the first night, but learns another each night he has the Ring.

    When Aragorn refuses to pass the Ring, Sauron learns that Aragorn bears. This is very risky!

    Examples

    On the first night, Aragorn is shown Saruman. When he receives the Ring on night 3, he learns Frodo. The following night, he continues to hold the Ring, and learns Bilbo. However, Sauron learns that Aragorn holds the Ring.

    How to Run

    During the first night, wake Aragorn and show them a character token that is in-play. Put Aragorn back to sleep. On later nights, if Aragorn is the Ringbearer, repeat the process from the first night. If, when asked to pass the Ring, Aragorn chooses not to, put Aragorn back to sleep and wake Sauron. Show Sauron the "THIS CHARACTER SELECTED YOU" info token, and the Aragorn character token. Put Sauron back to sleep.

    Townsfolk

  7. Galadriel

    Each night, learn if the Ring is safe. Once per game, at night, learn who has it.


    “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 can help find and secure the Ring for the good team, if she can be trusted...

    Galadriel can only use their ability once.

    Galadriel learns who bears the Ring, but not their character or alignment.

    Examples

    Yvette, who is Saruman, bears the Ring. When Galadriel decides to use her ability, she learns Yvette. Town suspects Yvette to be evil, so Galadriel tells everyone that she learned this.

    How to Run

    Each night wake Galadriel. They either nod or shake their head.

    If they shake their head no, nothing happens. Put them to sleep.

    If they nod their head yes, point to the player that is the Ringbearer and put Galadriel to sleep. Mark Galadriel with the "No Abililty" reminder.

    Townsfolk

  8. Treebeard

    Each night, choose a player: you learn their character type tomorrow night. A Minion, if chosen, learns this.


    “Don't be hasty!”

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

    Treebeard's information is delayed by one night.

    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 "good", 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 alignment.

    How to Run

    Each night, wake Treebeard. If they chose a player last night (indicated by the "Chosen" reminder), point to that player's character type on Treebeard's character sheet; "Townsfolk", "Outsider", "Minion" or "Demon". 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.

    Townsfolk

  9. Boromir

    Each night*, if an evil player bears the Ring, you die. If Sauron kills the Ringbearer, you die instead.


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

    The Horn of Gondor sounds when evil nears victory...

    At the end of each night, Boromir dies if an evil player bears the Ring. Whenever Boromir dies, good should be alarmed, evil might be nearing victory.

    Boromir may also save the Ringbearer's life, once. If Sauron would kill them, Boromir dies instead, confirming himself to town and saving the day.

    Examples

    Jessica bears the Ring. She passes it to Tom, who is the Witch-King. That night, Boromir dies. When Boromir claims his role, Jessica says she passed the Ring to Tom, who is executed and dies.

    Pablo bears the Ring and is chosen by Sauron. Boromir dies instead. The game continues.

    How to Run

    At the end of each night except the first, if an evil player is the Ringbearer, Boromir dies — mark them with the "Dead" reminder. If, during the day, Sauron kills the Ringbearer, Boromir dies instead — mark them with the "Dead" reminder.

    Townsfolk

  10. Gimli

    Each night*, choose a player & guess their character: if you guess right, they die & pass the Ring.


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

    Gimli guesses players' characters, at the cost of their life.

    If the player Gimli kills was bearing the Ring, they pass it automatically to any player of the Storyteller's choice.

    If Gimli guesses incorrectly, nothing happens.

    Examples

    Gimli wakes on the second night and chooses Emily, who claimed Pippin and is bearing the Ring. Gimli guesses "Pippin", and Emily dies, passing the Ring automatically to Elliot.

    Gimli wakes on the third night and chooses Elliot, who he suspects to be evil. Gimli guesses "Saruman", which is incorrect, and nothing happens.

    How to Run

    Each night except the first, wake Gimli. They point at any player, then point at any character icon on their character sheet. Put Gimli to sleep. If the chosen player is the same character as the chosen icon, they die — mark them with the "Dead" reminder. If they were bearing the Ring, they pass it automatically to any player.

    Townsfolk

  11. Samwise

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


    “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.

    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 them the "USE YOUR ABILITY?" info card. If they shake their head, put them to sleep. If they nod, show them the "MAKE A CHOICE." night card. When they indicate a player, put Samwise to sleep and mark the chosen player with the "Protected" reminder, and mark Samwise with the "Ability used" reminder.

    Townsfolk

  12. Éowyn

    Once per game, at night*, choose a player: An evil player, if chosen, dies.


    “No living man am I!”

    Éowyn is capable of killing the foulest of creatures.

    Éowyn kills any evil player she chooses, including Oathbreaker.

    Éowyn makes her choice at night, and only once.

    Examples

    Éowyn chooses April, who is Samwise. Nothing happens.

    Éowyn chooses Riley, who is the Mouth of Sauron. Riley dies.

    Éowyn chooses Uther, who is Galadriel. Denethor is in play, and causes Éowyn to kill Uther, despite them being good.

    How to Run

    Each night except the first, wake Éowyn. They either shake their head or point to a player.

    If they shake their head no, put them back to sleep.

    If they point to a good player, nothing happens. Put them back to sleep.

    If they point to an evil player, that player dies — mark them with the "Dead" reminder.

    Townsfolk

  13. Bilbo

    The first time the Ring is passed to an evil player, it is passed to you instead (they learn that they would have had the Ring).


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

    Bilbo snags the Ring from the clutches of evil; just in time.

    When an evil player would have received the Ring, they instead learn that, for some reason, they lost the Ring. They are not told why, how, or who has it.

    This only happens once.

    Examples

    Bilbo bears the Ring. Bilbo passes the Ring to Camren, who is evil. The Ring is then passed back to Bilbo, and Camren learns that they almost had the Ring.

    Frodo passes the Ring to Oathbreaker, and the Ring is automatically passed to Bilbo. Bilbo doesn't know why.

    How to Run

    When any player passes the Ring, if it is passed to an evil player, it is passed to Bilbo instead.

    Townsfolk

  14. 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.

    Gandalf can wish twice, should he wish once before, and once after, death. Allow the second wish to be quite powerful; for Gandalf the white must have worked very hard for such a chance.

    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

  15. Frodo

    You are safe from Minions & Outsiders. Ringbearer: If you bear the Ring for 3 consecutive nights, good wins.


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

    Frodo can hide the Ring 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. Denethor

    Once per Minion, a townsfolk ability might yield false info or succeed when it shouldn't, even if you die.


    “Gondor has no King.”

    Denethor's rule leads to naught but ruin.

    Denethor's ability causes abilities to act falsely. It cannot cause abilities not to function, only to function incorrectly or when they otherwise wouldn't.

    Denethor's ability can (but is not limited to): Kill Boromir, cause Gimli to kill even when incorrect guesses are made, cause Galadriel to learn the wrong player, and cause Éowyn to kill good players.

    Denethor's "Once" reminders never go away. Even if Denethor dies or leaves play.

    Examples

    Galadriel chooses to use their ability and learns the wrong player because Denethor is in play.

    Éowyn chooses a player who dies, despite being good, because Denethor is in play.

    Boromir dies at night because Denethor is in play, despite the Ring being held by a good player.

    Legolas is told that one of their learned players has the Ring, even though they don't, because Denethor is in play.

    Outsider

  17. Palantír

    When you die, the Demon sees the Grimoire tonight (the Ring and Ringbearer appear falsely).


    “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 the One Ring (or sees a false one), or any reminders that would give away its location. The player bearing the Ring also misregisters, appearing as any role other than their own, with any reminders.

    Frodo naturally appears falsely, regardless of whether he bears the Ring, as he is safe from this ability.

    This is very powerful, Sauron gains an enormous edge over the good team when he knows (nearly) 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

  18. Gollum

    Ringbearer: If you bear the Ring when the game ends, you and only you win. Each night, you might lose the Ring.


    “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.

    Each night that Gollum bears the Ring, it may be passed to another player without Gollum's permission. Treat this as a voluntary pass, only the Storyteller decided and Gollum knows not to whom it was passed.

    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 the last Minion, and the game ends. Gollum wins, everyone else loses.

    Gollum bears the Ring, but can't manage to end the game. That night, the Ring slips from his grasp and is passed automatically to Gimli.

    How to Run

    When Gollum would make the choice whether to pass or keep the Ring, you may make the choice to pass it for them. If you do, choose any player, and pass the Ring to that player. Whenever the game ends, for any reason, if Gollum holds the ring, he is the only winner.

    Outsider

  19. 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

  20. Mouth of Sauron

    Each night, choose a character: they are poisoned until dusk, then evil secretly communicates for 1 minute.


    “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 poisons a character each night. If that character is not in play, no one is poisoned.

    Examples

    On the third night, the Mouth of Sauron chooses Gandalf. When Gandalf is killed by Sauron today, he is poisoned and so does not resurrect that night. The next night, they choose Bilbo, who is not in play, so no one is poisoned.

    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.

    How to Run

    Each night, the Mouth of Sauron points to a character on their character sheet. Mark that player with the "Poisoned" reminder and put the Mouth of Sauron back to sleep.

    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 2 in-play characters that do not bear the Ring. Once per game, at night*, choose 1 to die.


    “No living man may hinder me!”

    The Witch-King is a relentless pursuer; always exactly 1 step behind the Ringbearer...if good can keep it that way.

    The Witch-King learns characters that are in-play and do not hold the Ring. The number of valid Ringbearers shrinks as the game continues, and so does the Witch-King's danger.

    Once, the Witch-King can kill one of the players they see at night.

    The Witch-King can never see Frodo.

    Examples

    On the first night, the Witch-King learns Gimli and Éowyn, neither of whom bear the Ring. The Witch-King can't kill on the first night.

    On the second night, the Witch-King learns Gandalf and Bilbo, and chooses to kill Bilbo.

    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

    While preparing the first night, 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, a Saruman wish ought to be roughly equivalent to another Minion's ability. For example, if Saruman wishes to "Kill a player tonight, even if for some reason they couldn't die." that wish will usually be fair, given that it's roughly equivalent to the Assassin. However, some contexts make individual Minions far too powerful. A Spy, for example, has no place here.

    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 "No Ability" token.

    Minion

  24. Sauron

    At the end of each day, publicly choose a player: they die. All players know who you are. 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 may pass 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

    Once 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.

    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. On your 3rd 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
    Wormtongue
    The One Ring
    Witch-King
    Mouth of Sauron
    Annatar
    Samwise
    Galadriel
    Merry
    Pippin
    Aragorn
    Legolas
    Treebeard
    Oathbreaker

    Other Nights

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