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, making either both receive true, or both receive false, statements.

    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. When you give that player their info, invert the truth value of the statement.

    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.

    Attribution

    @Lumious, for the custom image.

    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, reversing one of their info.

    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.

    Attribution

    @Lumious, for the custom image.

    Townsfolk

  5. Aragorn

    You start knowing a good & an evil character, 1 & only 1 of which is in play. Each night, learn if 1 bears the Ring.


    “Hold your ground, hold your ground! Sons of Gondor, of Rohan, my brothers! I see in your eyes the same fear that would take the heart of me. A day may come when the courage of men fails, when we forsake our friends and break all bonds of fellowship, but it is not this day. An hour of wolves and shattered shields, when the age of men comes crashing down! But it is not this day! This day we fight! By all that you hold dear on this good Earth, I bid you: stand, Men of the West!”

    Knowing only broken shards of what a true King may know, perhaps there is more for Isildur's heir...he learns 2 characters, but only exactly 1 is in play.

    Aragorn's good character can be an Outsider or a Townsfolk. Aragorn's evil character should probably be a Minion.

    If Aragorn is poisoned (or otherwise receives false info), they may learn 2 in-play characters. If one of those characters later gets the Ring, Aragorn still learns so (but not which character).

    Examples

    On the first night, Aragorn is shown Saruman and Frodo. Only Frodo is in play, and when Frodo receives the Ring, Aragorn learns this.

    Aragorn is poisoned by the Mouth of Sauron on the first night, and learns the Witch-King and the Palantir. Both are in play. When either is passed the Ring, Aragorn learns that their learned character has the Ring (but not which).

    How to Run

    During the first night, wake Aragorn and show them 2 character tokens, 1 good and 1 evil, only 1 of which is in play. Put Aragorn back to sleep. On later nights, if the in-play character bears the Ring, wake Aragorn and show the "THIS CHARACTER SELECTED YOU" info card, and the Aragorn character token. Put Aragorn back to sleep.

    Townsfolk

  6. Legolas

    Each night, choose an alive player (not yourself): learn if their character type has an odd number of players alive.


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

    Elvish worldliness can tell one much about the state of the game, if Legolas can trust those he knows, and know those he cannot trust.

    By choosing a player, Legolas can deduce that player's character type, or the character type of dead players, depending on what Legolas already knows about either.

    If Wormtongue is in the game, Legolas' numbers may not be consistently reliable.

    If Legolas points to a dead player, simply shake your head and prompt them to choose again.

    Examples

    In a 10 player game, 2 players have died, a Minion and a Townsfolk. When Legolas chooses Saruman, he is the only living minion, so the Storyteller nods "yes", indicating an odd number of players of that type. Legolas may deduce that Saruman is a minion...

    In an 11 player game with a Wormtongue, Legolas points at the Witch-King on night 1, who is currently the only Minion (Wormtongue hasn't been placed). The storyteller nods, and Legolas can't determine whether they've found an Outsider, Minion, or Townsfolk for certain.

    How to Run

    Each night, wake Legolas. They point to an alive player. Count the number of players of that character type (Minion, Townsfolk, Outsider) that are alive. If the number is odd nod your head "yes". Otherwise, shake your head "no". Put Legolas back to sleep.

    Attribution

    @Lumious, for the custom image.

    Townsfolk

  7. Treebeard

    Each night*, if you only voted for exactly 1 player today, learn their character type.


    “But I spoke hastily. We must not be hasty. I have become too hot. I must cool myself and think; for it is easier to shout stop! than to do it.”

    Treebeard may work at nearly hobbit speed, but he truly does his best work at ent-pace, making deliberate, considerate decisions, voting on only a single player each day to learn their character type.

    If Treebeard voted for multiple players, or did not vote, they do not wake tonight.

    If Treebeard is poisoned, only information they receive while poisoned is altered. Treebeard being poisoned during voting does not cause their info to later be false.

    Examples

    Treebeard votes on only Jimmy, and Jimmy dies by execution. That night, Treebeard learns that Jimmy is a Minion.

    Treebeard votes for 3 players. That night, Treebeard does not wake.

    How to Run

    During the day, when Treebeard votes, mark the player they voted on with the "Burárum" reminder. If Treebeard votes again, remove the "Burárum" reminder and place the "Hasty" reminder on Treebeard.

    Each night except the first, if any player has the "Burárum" reminder, wake Treebeard. Point to their character type on the character sheet, such as "Outsider", "Minion, etc., then put Treebeard back to sleep.

    If no player has the "Burárum" reminder, don't wake Treebeard.

    Townsfolk

  8. Bilbo

    Each night, if the Ringbearer is evil, the Ring is passed to 1 of your alive neighbors (once).


    “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 the nick of time. If it's in the hands of evil, Bilbo can make sure it ends up in the hands of a neighbor.

    Bilbo's neighbor learns that they bear the Ring; they are not told if it is due to Bilbo's ability, nor is Bilbo told if their ability has activated. He can save the game without ever knowing it!

    This only happens once. Any subsequent times the Ring is passed to an evil player, they bear & pass he Ring as normal.

    Examples

    Bilbo bears the Ring. Bilbo passes the Ring to Camren, who is evil. The Ring is then passed to Bilbo's neighbor Cole, and Camren learns that they lost the Ring to Bilbo's ability.

    Frodo passes the Ring to Bilbo's neighbor Cole. Cole and Bilbo begin to believe that Bilbo may have triggered.

    How to Run

    Each night, check if an evil player bears the Ring. If they do, it is automatically passed to one of Bilbo's living neighbors. Tell the Minion they no longer bear the Ring, and mark Bilbo with the "No ability" reminder. Don't wake Bilbo.

    Attribution

    @Lumious, for the custom image.

    Townsfolk

  9. Galadriel

    Each night*, learn how many evil players voted for you, the Ringbearer, or both today.


    “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 knows evil when it nears, and knows the burden of a Ring...she knows how many evil votes were placed upon either herself or the Ringbearer.

    Any evil player counts for Galadriel; Minions, Sauron, Travellers, and Oathbreaker are all factored into the vote count.

    Galadriel receives the total for all players that voted on either nomination; if 3 evil players voted for Galadriel, then those 3 plus an additional evil player voted, Galadriel learns a 4.

    Similarly, if 2 evil players voted for Galadriel, then 2 different evil players voted on the Ringbearer, Galadriel still learns a 4.

    If a player was good at the time they voted, but become evil tonight, they are not detected by Galadriel. If a player was evil when they voted, but become good after their vote, they are still counted by Galadriel.

    Examples

    When Galadriel is nominated, Yvette, Nick, Chloe, G, and Emily all vote. Nick and G are Sauron and Wormtongue respectively. The Ringbearer is not nominated, and Galadriel learns a 2.

    Beth bears the Ring without Galadriel's knowledge. When G, who is Wormtongue, votes for Beth, and Nick, who is Sauron, votes for Galadriel, Galadriel learns a 2 tonight.

    How to Run

    During voting, whenever an evil player votes for Galadriel or the Ringbearer, place the "Voted" reminder on that player if they do not have one (do not remove any).

    Each night except the first, show Galadriel (via finger signal) the number of "Voted" reminders, then remove all "Voted" reminders.

    Townsfolk

  10. Boromir

    Each night*, if the Ringbearer is evil, 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...but Boromir must die for the cause, whether evil bears the Ring or Sauron's forces come for the Ringbearer.

    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

    Each night except the first, check if an evil player has the Ring. If they do, 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.

    Attribution

    @Lumious, for the custom image.

    Townsfolk

  11. Gimli

    Each night*, choose a player (not travellers) & 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, and a test of their loyalty.

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

    If Gimli guesses incorrectly, nothing happens.

    Gimli can guess good or evil characters, either ensuring that players are telling the truth or rooting out evils from the town.

    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.

    Attribution

    @Lumious, for the custom image.

    Townsfolk

  12. Samwise

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


    “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 loyally protect a player of their choice (saving their life but once); but would never set off on an adventure without Frodo!

    Samwise protects players from death, but only once.

    If Samwise is dead, the chosen player is no longer protected.

    Samwise knows that Frodo is in-play, and if they can discover Frodo, they'll have an excellent target for protection.

    Examples

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

    Samwise protects Éowyn, but is chosen by Sauron that day. Samwise dies, and so too does Éowyn when they are chosen by Sauron the following day.

    How to Run

    While setting up the game, before putting character tokens in the bag, if Frodo is not already in play, remove a Townsfolk character token and add Frodo's character token.

    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." info 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.

    Attribution

    @Lumious, for the custom image.

    Townsfolk

  13. Éowyn

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


    “No living man am I!”

    Éowyn will not stand idly by while evil triumphs, and can kill one evil player in the night.

    Éowyn kills any evil player she chooses, including Oathbreaker or Travellers.

    Éowyn makes her choice at night, and only once.

    If Éowyn chooses a good player, nothing happens.

    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

  14. Gandalf

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


    “I am a servant of the Secret Fire, wielder of the flame of Anor. You cannot pass! The dark fire will not avail you, flame of Udûn. Go back to the Shadow! You cannot pass.”

    When Gandalf dies, all is not yet lost. He returns to life as Gandalf the White, should Sauron try to kill him, and is capable of making wishes if the Ring is in his hands.

    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.

    By wishing once before death and once after, Gandalf may make two wishes. 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 cause a minion to lose their ability. Gandalf agrees, and the wish is granted.

    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 to Sauron for the first time, place his shroud as usual. The following night, remove his shroud and place the "Resurrected" reminder, 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 "Ability Used" reminder.

    Attribution

    @Lumious, for the custom image.

    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, and is the only person who can cast the Ring into the fire forever. He must be careful, however, for if Sauron finds him...all may be lost.

    Frodo cannot be seen or killed 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.

    Frodo also cannot be seen as their own character by Sauron when the Palantír dies. They must be seen as a different character.

    Frodo's "first night" is the night they are told that they bear the Ring. Subsequent nights count up.

    Examples

    Frodo bears the Ring for 2 consecutive nights, cleverly evading Sauron. On the third night, Frodo keeps the Ring, casts it into the fire, and the good team wins.

    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. This includes Wormtongue transforming Frodo, Frodo being poisoned by the Mouth of Sauron, Frodo being seen by the Witch-King's ability, Saruman's wish affecting Frodo in any negative way, Denethor affecting Frodo's ability, and Frodo being seen by Sauron when the Palantír dies.

    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, the good team wins.

    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, making Townsfolk unsure whether their information can be trusted, or their abilities worked as intended.

    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.

    Think of Denethor's ability as causing the effects of abilities without their causes, or making information false (and never true).

    Denethor's ability can (but is not limited to): Kill Boromir at night or when the Demon kills anyone, cause Gimli to kill even when incorrect guesses are made, cause the Ring to be passed to Bilbo's neighbors, and cause Éowyn to kill good players.

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

    Examples

    Samwise's ability saves a player a second time because Denethor activated.

    Éowyn chooses a player who dies, despite being good, because Denethor activated.

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

    Aragorn is told that their learned player bears the Ring, even though they don't, because Denethor activated.

    How to Run

    Whenever a Townsfolk ability could succeed, the Storyteller may decide that it succeeds it via Denethor, and whenever a Townsfolk learns true information, the Storyteller may decide that it is false via Denethor, if there is a Minion without the "Once" reminder. Resolve the effects of the Townsfolk ability as though it had worked correctly (except with false conditions or information) — the effect occurs otherwise as normal. Place the "Once" reminder on a Minion player.

    Don't remove Denethor's reminders until the game ends, even if Denethor dies or is removed from play via Wormtongue or some other effect.

    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 when the Palantír dies.

    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.

    Sauron kills the Palantír, and that night learns the characters of all players; except the Ringbearer.

    How to Run

    If the Palantír dies, mark them with the "Visions Tonight" reminder. During that night, move or remove all reminders from "The One Ring" and replace the character tokens of Frodo and the Ringbearer with different character tokens. 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: When the game ends, if you are the Ringbearer, you & only you win. Each night, you might lose the Ring.


    “My...Precious...”

    Gollum covets the Ring, selfishly. At any cost. Gollum's tragedy is that the Ring constantly evades him, but he, and he alone, wins the game if it ends with the Ring in his grasp.

    If Gollum's ability doesn't trigger, he wins or loses 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 chooses to keep holding the Ring, it may be passed to another player without Gollum's permission. Gollum learns that they lost the Ring, but not to whom.

    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 makes the choice to keep the ring, you may deny it. Show Gollum the "THIS CHARACTER SELECTED YOU" info card and the Gollum character token to indicate that they no longer have the ring. Put Gollum back to sleep and pass the Ring to any 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. They are evil until they die.

    Oathbreaker is evil due to their ability, and so becomes good when they lose the ability; by death, poison, drunkenness, or any other means.

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

    If Oathbreaker bears the Ring and dies, they were evil when they died, and so the Ring is passed automatically.

    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).

    Each night, if Oathbreaker's alignment changed, confirm their current alignment to them (even if its obvious).

    Outsider

  20. Mouth of Sauron

    Each night, choose a character: they are poisoned until dusk, then Minons & Demons 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 nearing, but never finding, 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 characters 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, who dies.

    How to Run

    Each night, show the Witch-King two character tokens — neither of which belong to the Ringbearer.

    If it is not the first night and the Witch-King does not have the "Ability Used" reminder, show the Witch-King the "USE YOUR ABILITY?" info card. If they shake their head, put them to sleep. If they indicate one of the two tokens, that player dies — mark them with the "Dead" reminder, and place the "Ability Used" reminder on the Witch-King and put them back to sleep.

    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, any player can become Wormtongue if the Demon so decides...

    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 two outsiders are 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, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.


    “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. Is the good team cunning enough to deduce the nature of his wish?

    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. He lives and dies with his minions, and wins if he finds the Ring.

    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 the first night has ended, declare that Sauron is in play, and which player it is.

    While any minions are alive; Sauron cannot die by any means. Do not place a shroud on Sauron.

    The instant there are no alive minions, Sauron dies simultaneously. If only 3 or 4 players remain when this happens, the Storyteller may want to delay the announcement of Sauron's death...for suspense!

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

    Experimental option: it may be more fun to announce Sauron before night 1 even begins; it'll give players something to talk about at night!

    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 by the Storyteller tonight.


    “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.

    Some 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. Players cannot bear the Ring without knowing so.

    The Ring does not get passed if the Ringbearer obtained it that night. Players cannot obtain the Ring during the day.

    Examples

    Frodo bears the Ring. On day 2, 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, wake the Ringbearer and show them the "THIS CHARACTER SELECTED YOU" info card and the "The One Ring" character token. Each night except for the first, they point to another player or themselves, then put them back to sleep. Mark the new player, if any, with the "Ringbearer" reminder, and wake them. Show them the "THIS CHARACTER SELECTED YOU" info card and the "The One Ring" character token, and put them back to sleep.

    When an evil player dies while bearing the Ring, you may decide to give it to any player. Usually, but not always, this should be a good player.

    If, at any point, a good Ringbearer dies, the game is over. The good team loses and the evil team wins.

    If, at any point, Sauron bears the Ring, the game is over. The good team loses and the evil team wins.

    If playing in-person, it might be fun to play with an actual Ring!

    Fabled

  26. Balrog

    Each day, you may move a step for each used vote token: the last player you passed dies.


    “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?

    The Balrog may choose to move either direction; clockwise or anticlockwise, meaning they do have some choice in who dies.

    The Balrog does this once each day, at any time (before Sauron's kill, which indicates the end of the day).

    The Balrog must move exactly that many steps, no more, no less.

    The Balrog only kills the last player it passed after moving. If the Balrog moved 3 seats, the 3rd player dies.

    Exiled travelers do not have a vote token.

    Examples

    2 players are dead and neither have voted. Balrog may not act.

    3 players have died and 1 has spent a vote. The Balrog is 2 steps away from Leonidas, whom they wish to kill. When Xander is being nominated, one of the dead players votes, and the Balrog chooses to use their ability in between nominations to kill Leonidas.

    How to Run

    Once per day, the Balrog can declare that they wish to use their ability. Count the number of dead players without a vote token, and ask the Balrog which direction they'd like to move — clockwise or anticlockwise. Move the Balrog token and player that many steps in the chosen direction. Whichever player the Balrog passed most recently dies — place a shroud on their token in Town Square.

    Traveller

  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 Juno, 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!)

    Traveller

  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. He makes a wish with Sauron's permission.

    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 "No Ability" token.

    Traveller

  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, bloated and grown fat with endless brooding on her feasts, weaving webs of shadow; 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 second day, an evil Shelob learns that 1 Minion has died this game. When the third night comes, 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.

    On the third night that Shelob is in the game, 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, either way, put them to sleep and mark Shelob with the "Ability Used" reminder.

    Traveller

  30. Annatar

    The ring may only be passed to living neighbors. Each night, learn the number of steps from the Ringbearer to the nearest evil (not Sauron).


    “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...

    Players may only pass the Ring to their living neighbors. Abilities, such as Bilbo, override this ability and may pass the Ring any distance.

    Each night, Annatar learns the distance that the Ringbearer is from an evil player, but ignores Sauron.

    An evil Annatar counts for their own number, which might mean they should lie about the information they receive, in case it points them out as evil.

    Examples

    Annatar is in play. When Jaza tries to pass the Ring to Hano, who is 3 steps away, the Storyteller shakes their head and gestures to Annatar. Jaza then decides to keep it. Hano is Jaza's nearest evil player, and Annatar learns a 3.

    Annatar's neighbor bears the Ring. Last night, Annatar learned a 1. Tonight, the Ring is passed to them, and they learn a 0.

    How to Run

    If a player tries to pass the Ring to someone other than themselves or a living neighbor, shake your head and point to Annatar (or their character token). The Ringbearer must make a different choice.

    Each night, wake Annatar and show fingers (1, 2 etc.) equaling the distance in players from the Ringbearer to the nearest evil player (not counting Sauron), starting with the adjacent player to the Ringbearer between the two.

    Traveller

  31. Night Order

    First Night

    The One Ring
    Gollum
    Wormtongue
    Witch-King
    Mouth of Sauron
    Annatar
    Samwise
    Merry
    Pippin
    Aragorn
    Legolas

    Other Nights

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