1. A trophy is assembled, a pile of gritted steel and stained bronze reaching to the cliff, a representation of what the 2nd Legion Of The Imperial Raven has visited upon the empire's enemies: a glorious ecstasy of death and blood. As the ragged prepare to return home, their messengers sent out, they grimly line tables and tents with groans of exultant injury: "was the cost too high?" the broken wonder, as a cost higher still reaches from below, fixed with a grim vengeance, to pay for the bleeding of the city with

    The Bleeding Of The Warband v.0.5
  2. is a script about an ancient army, depleted of resources after a Pyrrhic victory desperately fighting against a Demon drawn by their bloody actions, bleeding and suffering in turn. Complex internal politics and careful management of resources is necessary for the relative good to triumph, while evil uses their variety of skills to subvert and confuse good from the inside out.

    Intermediate - The Bleeding Of The Warband is for those looking for a similar experience to Trouble Brewing featuring a variety of strategies, but with more difficult abilities that focus heavily on encouraging complex social plays and careful study of the results of each and every day's voting. It uses a mix of official characters and homebrewed abilities, hopefully making it an ideal step into the realm of homebrew. Dead players are encouraged by multiple sources to spend their dead votes earlier on rather than saving them, leading to complex voting phases throughout the whole game. The Storyteller is encouraged to think about the gamestate carefully, as multiple characters gain subjective information based on how the Storyteller thinks the game is going.

    Good's abilities have a great variety, protecting, gathering information, and disrupting evil's abilities, but most information requires paying close attention to the movements of other players and careful thought about evil's tactics and capabilities. Characters such as the Scrounger and Skirmisher gather very strong information about player's allegiances but not without difficulties; hard information is in short supply while social information is abound. Several abilities are designed to work far better if Good co-operates while using them, encouraging Good to cut through the noise, find their allies, and hold fast to them.

    Evil's abilities fulfill a wide variety of purposes, the Demons getting abilities that are either complete unknowns or allow them to more efficiently weave Evil's way through the tangle of social deduction, picking off characters instead of players or ensuring the perfect person for the job is the Demon, while the Minions threaten to win the game, either through alternative win conditions or through granting Evil a safety net or by poisoning Good right in front of them without them realizing it. The looming threat of the Obscrul ensures that good can never fully prepare for what Evil might have planned.


    The logo is in the font Rosmatika by Niskala Huruf under a non-commercial license. If you're a lawyer reading this and I've accidentally violated some aspect of the license, I sincerely apologize, but I believe this should qualify as sufficiently non-commercial, being as it is a fan project I have no intention of making any profit from for an unrelated game.

  3. Changelog


    • v.0.4: Substituted Soldier for Farmer. - A silly mistake I made early on in playtesting was failing to include enough plausible reasons why someone wouldn't die at night. This is simple and does exactly that.
    • v.0.4: Archivist Rework - A simple change, but it allows Archivist to be included on scripts without the Obscrul, and it merely has extra relevancy as an ability against that Demon in particular. It costs the safety angle, but upon reflection, I think that's fine. If Obscruls killing Archivists and leaving Good out at sea becomes an issue, I'll find some solution for it. Since it's not particularly significant against the other Demons, killing does risk tipping the Demon type early.
    • v.0.4: Silversmith nerf - The partial protection offered by the Mayor protection was a bit too much given the role's eventual confirmability, so I reworked it to have a close effect that allows Evil to be sure about dealing it when necessary. The main advantage this has over a simple 1-shot Mayor bounce is that in my experience very few Demons in small games would give up control of their kill and effectively outright force their next kill to a single target, whereas retaining that control makes spending 2 nights on the Silversmith a far more attractive prospect. Finally, its' interaction with Liutab is funny. I will leave the calculation of that interaction to the reader, but I think it's interesting and adds new dimensions to the Demon.
    • v.0.5: Slight tweak to Vessel - Vessel's kills are now guaranteed, but they cannot change character types while 3 or more live. On reflection, while getting both a Minion and a Demon to the final day being an instant win is sort of fun, it really doesn't play well with Silversmith. It's still not a straight up better Scarlet Woman: it notably replaces the Demon's ability with a still interesting but weaker ability: at-night coordination. If I can come up with a short enough wording to make the Vessel's post-transformation form a little more interesting, I will do it, but I think it still functions as a really interesting alternative for SW.
    • v.0.5: Almanacs mostly finished. - I almost certainly missed something, but this is the result of a hard day's work (not really, it was enjoyable to think it through, even if it did involve mental exertion), so I hope it is appreciated?
    • v.0.5: Warden wording change. - "Possible -> listed" - This makes the interaction with Vessel a lot clearer, namely, that Vessel can bypass the Warden's protection.
    • v.0.5: Thane icon change. - Just to make the Macbeth reference more obvious.
  4. Noble

    You start knowing 3 players, 1 and only 1 of which is evil.


    “I demand my proper place amongst the cavaliers. This is outrageous.”

    The Noble learns that one of three players is evil.

    • The Noble learns their information on the first night only.
    • If a Noble is created mid-game, the Noble learns their information on their first night.
    • The Noble learns two good players and one evil player. They may not learn one good player and two evil players. They may not learn three evil players.

    Examples

    The Noble is shown Marianna, Alex, and Abdallah. Marianna and Abdallah are good, and Alex is evil.

    The Noble learns Doug, Lachlan and Ben. Doug is the Empath. Lachlan is the Saint. Ben is the Recluse, who has registered as evil to the Noble.

    On the third night, the Pit-Hag turns Amy into the Noble. Amy learns that Evin, Sarah, or Julian is evil. However, Sarah is the evil Spy and has registered as good, and Julian is the Po, who is also evil.

    How to Run

    While preparing the first night, mark two good players’ character tokens with Noble “Know” reminders. Mark any evil character token with the third “Know” reminder.

    During the first night, wake the Noble. Point to all three players marked “Know”. Put the Noble to sleep.

    Attribution

    Official character from the Kickstarter Edition. Almanac and character text are borrowed from there.

    Townsfolk

  5. Haruspex

    On your 1st night, choose a player: chosen Demons swap characters with a living Minion.


    “I really, really wish I could say the guts were a different colour than they are.”

    The Haruspex decides a player cannot be this game's Demon right at the start.

    • They do not learn anything about this player, or if they swapped anyone's characters.
    • The player chosen does not learn anything; if a Demon is chosen, they are awoken and informed of their new Minion character, and that Minion is awoken and shown their new Demon character.
    • Choosing a Minion, Townsfolk, or Outsider does nothing.

    Examples

    Jamie chooses Alec, who is the Quartermaster. Nothing happens.

    Eliza chooses Lexi, who is the Wight. Nothing happens.

    Ella chooses Amelia, who is the Liutab. Amelia's character swaps with Maya, the Vessel's. Both are woken and told their new characters.

    How to Run

    On the first night, wake the Haruspex. They point to any player. Put the Haruspex to sleep.

    If that player was the Demon, swap their token in the Grimoire with a living Minion's: their characters have swapped. Inform them of their new characters.

    Attribution

    Credit goes to my friend Froctus, whom I slightly tweaked this character from.

    Townsfolk

  6. Quartermaster

    Each night*, learn how many evil players voted yesterday. If none voted yesterday, you become drunk.


    “2 ounces.... Check. 5 pints.... check. Hm? Oh? Oh, sure.”

    The Quartermaster pays attention to how Evil is using their resources, but can never truly rule out anyone.

    • Each night, the Quartermaster learns how many Evil players voted for anyone to be executed yesterday, not just the person who actually got executed.
    • If none did, the Quartermaster becomes drunk for the remainder of the game, learning arbitrary information.

    Examples

    The Minions are Alyx and Blake, the Demon is Sophie. Alyx and Blake vote, but Sophie does not. That night, the Quartermaster learns a "2."

    No evil players voted yesterday. The Quartermaster becomes drunk, and learns a "1" as a result. The following day, 1 Evil player votes. The Quartermaster learns a "2", since they are still drunk.

    How to Run

    Whenever an Evil player votes during the day, mark them with a "Voted" reminder. If there are no "Voted" markers at the end of the day, mark the Quartermaster with the "Drunk" reminder: they are drunk for the remainder of the game.

    Each night, wake the Quartermaster, and signal a number equal to the number of "Voted" reminders. Put them to sleep. Remove all "Voted" reminders from the Grimoire.

    Townsfolk

  7. Tactician

    Each night*, choose two players: learn who of them it'd be better for the Demon to choose tonight.


    “Sheathe your fire and extinguish your blades. I know what we've got to do.”

    The Tactician learns what would be the best move if they and the Demon were in each other's positions.

    • This decision is based on the Storyteller's judgement of who it would most benefit them to kill if they were the Demon out of their two choices.
    • They do not know why the Storyteller made the choice they did, nor their opinion on any choice other than the two they chose.
    • The Storyteller may take any number of factors into account when deciding who of the two choices would be better to kill, but must ultimately decide that one choice would benefit Evil more than the other.

    Examples

    The Tactician chooses the Soldier and the General. The Storyteller signals the General.

    The Tactician chooses the Alec, the Visionary and Amelia, the Thane. The Storyteller signals Alec, since the Thane would likely not want to choose themself.

    The Tactician chooses Alec, the Visionary, and Amelia, the Imp. The Storyteller, after thinking for a moment, signals Amelia, since Amelia is under a lot of suspicion and it would benefit Evil to change who the Demon is.

    How to Run

    Each night, wake the Tactician. They point to two players: signal the one who you think it would be better for the Demon to kill tonight. Put the Tactician to sleep.

    Consider more factors than just the players' characters if you can: choosing a Silversmith may be good on some nights but bad on others, for example, even if the exact same person is chosen alongside them. Take into account people's social positions, the relative value of their abilities, and anything you think could be necessary when making your choice. The Tactician plays best if as much is taken into account as possible.

    Townsfolk

  8. General

    Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.


    “This is not the time for quotes.”

    The General knows who is winning.

    • If the good team is winning, the Storyteller gives a thumbs up. If the evil team is winning, the Storyteller gives a thumbs down. If neither team is winning, or the Storyteller isn’t sure, the Storyteller gives a thumbs to the side.
    • The Storyteller is the judge on which team is winning. Many factors may be included, such as how many players of each team are still alive, how much information the good team has, how successful the evil team’s bluffs seem to be, which players the group wants to execute next, or how experienced the Demon player is. All of these, and more, will inform the Storyteller’s judgment.
    • The Storyteller decides who is winning at the point that the General wakes. Previous events in the night may affect their decision.

    Examples

    There are five good players alive and three Minions alive. Even though the Demon is very suspicious and will probably be executed next, there is a Scarlet Woman in play, who is trusted. The Storyteller gives a thumbs down.

    The Good team has a lot of information, and believes that their false information is indeed false. The only Minion is dead. The Storyteller gives a thumbs up.

    The Po is a very experienced player and is coordinating well with the Minions. The Monk is successfully protecting the Savant each night and the good team have correctly identified several good players. However, the Po will probably kill three times tomorrow night, so it is very uncertain who will win. The Storyteller gives a thumbs to the side.

    How to Run

    Each night, wake the General. If you believe that the good team is winning, give a thumbs up. If you believe that the evil team is winning, give a thumbs down. If you don’t know which team is winning, give a thumbs to the side. Put the General to sleep.

    Attribution

    Official character from the Kickstarter Edition. Almanac and character text are borrowed from there.

    Townsfolk

  9. Archivist

    Each day, you may visit the Storyteller to ask a yes/no question about the Demon's ability.


    “In that great ocean of rock that we sail, swims a mass of buoyant flesh. I believe it was sealed years ago, and I believe it is coming for us. You'd better trust me.”

    The Archivist uncovers what the Demon's ability is.

    • Every day, the Archivist may visit the Storyteller and ask a yes/no question about the Demon's ability, and receives an honest answer.
    • This ability may not be much use against the known Demons on the script, other than determining which is in play, but is invaluable against the Obscrul, whose ability is completely unknown.
    • The Archivist may not ask questions about the Demon's identity or actions, only its' ability.

    Examples

    The Obscrul's ability is "Each night, choose 2 players: one dies, and the other might register as a evil & a Minion or Demon until dusk." The Archivist asks "Does the Demon's ability include the text "Each night, choose a player: they die?" and learns "No." in response.

    The Thane is in play. The Archivist asks "Does the Demon's ability modify the setup?" and learns a "Yes."

    The Imp is in play. The Archivist asks "Does the Demon's ability change players' characters?" and learns a "Yes."

    The Archivist asks "How many players does the Demon choose every night?". The Storyteller tells them to ask another question, since that cannot be answered with "Yes" or "No."

    How to Run

    During the Day, the Archivist may visit the Storyteller and ask a yes/no question about the Demon's ability, and receives an honest answer.

    Townsfolk

  10. Astronomer

    Once per game, visit the Storyteller during the day, and learn why they made a decision, but not what it was.


    “The fault is not in our stars, but in ourselves. Nonetheless, may I watch the stars and see how they reflect our own faults. ”

    The Astronomer gleams information about the process of Storytelling the game they're in.

    • The statement will usually take the form of "Because..." without specifying what the decision that this is the justification for.
    • These statements can be anything, but will typically be ambiguous statements that hint towards what the decision they justify is, or mistakes made by Evil without being specific.
    • The decision could've been made last night, several nights ago, or even before the game properly began, the only condition is that it must be relevant to this game in specific.

    Examples

    The Astronomer visits the Storyteller and learns "Because I thought that it was about time I used a character I don't use often." The Storyteller is referring to putting the Invalid in the bag despite them not using it particularly often, but this still could refer to many characters.

    The Astronomer visits the Storyteller and learns "Because Evil's been having bad luck." The Storyteller is referring to their decision to give a relatively easy Visionary question in response to the Minions picking an Outsider as their Thane on the first night.

    The Astronomer visits the Storyteller and learns "Because I thought it would be funny.", as the Storyteller did what could only be described as some "Yes, But Don't" shenanagins of some kind or another. The Astronomer quakes with fear. (If you absolutely insisted upon doing something like that, giving the Astronomer a hint that it happened would probably be fair, but realistically you still shouldn't have been doing it in the first place.)

    How to Run

    Once per game, the Astronomer will visit you and ask for their information. Mark them with the "Used ability" reminder, then explain the justification for a decision you made earlier in the game without explaining what the decision itself was. This justification should be genuine, but you should try to make it vague enough that it doesn't outright confirm anything but still hints at crucial information.

    While Storytelling with the Astronomer in play, take note of any interesting decisions you make for later, as they may be very useful to give to the Astronomer later on.

    Townsfolk

  11. Scrounger

    Once per game, visit the Storyteller and pick a player: you learn a statement. If they're good, it's true, if they're evil, it's false.


    “Why in all of the seventeen hells would you throw this kind of thing out? What is it, anyway, some kind of report? It says "WIDDERSHINS COLUMN B"... I'd better keep this.”

    The Scrounger picks through scraps of information, using players allegiances to determine the truth of statements, or using the truth of statements to determine allegiances.

    • Once per game, the Scrounger can choose a player and learns a statement in response. This statement can be about anything, but its' truth value is determined by the allignment of the player they chose: if that player is good, the statement is true. If that player is evil the statement is false.
    • The Scrounger may choose themselves, but will likely receive a weaker statement in response to this.

    Examples

    The Scrounger chooses John, the Noble. They learn "The Demon neighbors another Evil player." This statement is true; Elaine, the Imp, neighbours Smith, the Goblin.

    The Scrounger chooses Alice, the Wight. They learn "The Wight is not in play." This is, obviously, false.

    The Scrounger chooses themself. They learn "If there is a Soldier, they are William." William is the Demon, and got the Soldier as a bluff, alongside the Quartermaster and General.

    How to Run

    Once per game, the Scrounger \will visit you and choose a player. Mark them with the "Used ability" reminder, then tell them a statement about the game; it's true if they chose a good player, and false if they chose an evil player.

    Try to choose a statement that is ambiguous but important: the value of the Scrounger is in linking an ambiguous alignment to an ambiguous statement, then using one to solve the other, rapidly removing possible worlds.

    Townsfolk

  12. Warden

    Once per game, at night*, choose a player (not yourself) for each listed Demon character: they are safe from that Demon.


    “Horseshoe. Check. Crucifix. Check. Silver. Check. Sage. Check.”

    The Warden protects lots of players: but each only from a single type of Demon.

    • The players the Warden chooses are safe from death, as well as any other negative effects caused by that Demon (such as turning players evil, poison, or encouraging madness), but only that Demon: they are completely vulnerable to all others.
    • They cannot choose themselves, but the Warden may protect a single player from multiple Demons.
    • The Warden cannot change who they are protecting once they have made their choice, and the protection vanishes once the Warden dies or loses their ability.

    Examples

    The Warden protects four players from four different Demons. Jake is protected from the Liutab, but the Imp is in play, and chooses Jake: Jake still dies.

    The Warden protects two players, one of them protected from the Imp and Thane, the other from the Liutab and Obscrul.

    The Warden protects Jake from all four Demons. The Thane attempts to kill Jake: Jake lives. Later in the game, the Thane has died, and the Vessel attempts to kill Jake in their place. Since the Vessel isn't a listed Demon, but rather a Minion character that is being treated as a Demon character, Jake dies.

    How to Run

    Each night, wake the Warden. They either shake their head no or nod. If they nod, show them each listed Demon on the script one by one: they point to a player in response. Mark each with the appropriate "Safe from" reminder, then put the Warden to sleep.

    If the Demon chooses a player protected from their Demon type, or otherwise affects them with a negative ability, they are instead safe from it. Do not kill them, or otherwise change their game status.

    If there is no way for the in-play Demon type to change, you can get rid of all irrelevant reminders if the Grimoire is getting cluttered.

    Townsfolk

  13. Skirmisher

    If the first player executed was by your nomination, that night you choose a player: learn their character.


    “Forward, brothers! If we win, nobody will remember, and if we lose, then nobody will forget!”

    The Skirmisher is aggressive right from the start of the game, hoping to get the first blood of the battle.

    • The Skirmisher's ability only fires if the first execution is due to their nomination: that player's character and team are not relevant, nor is if they actually die due to the execution, the only thing that matters
    • If they succeed in this, they get to learn a player's exact character tonight.
    • If they miss their chance, they missed it: there's no way for their ability to activate otherwise.

    Examples

    Alice, the Skirmisher, nominates Amelia, who is executed. That night, they choose to learn the character of Nora, the Duelist, and learn the Duelist.

    Bob, the Skirmisher, nominates someone. Another player gets more votes, and is executed instead. Bob does not wake that night.

    Charley, the Skirmisher, nominates Amelia, and receives enough votes. However, the vote is tied, ending the day with no execution. Charley does not wake that night. The following day, they nominate Amelia again, and succesfully get them executed. Charley wakes that night due to the Skirmisher ability.

    How to Run

    If the first execution was by the Skirmisher's nomination, mark them with the "First Blood" reminder. If it was by anyone else's, mark them with the "Missed Chance" reminder.

    At night, if the Skirmisher has the "First Blood" reminder, wake them: they point to a player. Show that player's character, then put the Skirmisher to sleep. They do not wake again; remove the "First Blood" marker.

    Townsfolk

  14. Duelist

    The Demon attacks on the 1st night, but its victims die 1 night later. Each night, learn who the Demon chose tonight.


    “You want to know an interesting thing? I'm not even right-handed.”

    The Duelist anticipates the Demon's next move.

    • The Demon wakes on the first night if the Duelist is in play, choosing who dies on the 2nd night on the 1st. The Duelist learns who the Demon chose on that exact night, thus knowing who will die tomorrow.
    • If the Duelist dies or loses their ability, any deaths they are currently delaying are removed, and the Demon's choice that night dies instead.

    Examples

    The Duelist is in play. On the first night, after receiving her normal information, Amanda, the Imp, wakes up and chooses Nora. Later that night, the Duelist wakes up and learns that the Demon chose Nora tonight. The following night, Nora dies.

    The Duelist is in play. On the first night, after receiving their normal information, Amelia, the Liutab, wakes up and chooses to kill the Warden. Later that night, the Duelist wakes up and learns that the Demon chose Alexander tonight, as Alexander is the Warden. On the first day, the Duelist is executed. On the second night, Amelia chooses to kill the Rookie, but the Rookie is not in play, so the Storyteller decides that Will dies instead. Will dies, and Alexander does not, because the Duelist dying removed the delayed death.

    How to Run

    On the first night, after the Demon information step, show the Demon the "This character affected you:" card then the Duelist token. They choose a player. Mark that player with the "Dies In 1 Night" reminder. Whenever the Demon chooses, make this same substitution: instead of dying immediately, the player chosen is marked with the "Dies In 1 Night" reminder.

    At the start of each night, replace the player currently marked with "Dies in 1 Night" with the appropriate Demon "Dies" reminder, then mark them with a shroud during the Demon's night step. Each night, wake the Duelist and signal the player currently marked with the "Dies In 1 Night" reminder, then send them to sleep

    If the Duelist dies or loses their ability, remove all "Dies In 1 Night" reminders and perform the Demon's step of the night as usual..

    Temporary poisoning or drunkenness interacts weirdly with the Duelist, preventing a death on the night the effect ends. If you're adapting this idea for your own script, please keep that in mind.

    Deaths delayed by the Duelist are still considered to come from the Demon that caused them.

    Townsfolk

  15. Silversmith

    On the final day, you alone decide who is executed. The 1st time the Demon chooses you, they learn who you are, then choose someone else.


    “Night after night, I have awaited, pressing metal to metal, suffering the incompetence of you fools. But it is finished now: a blade of finest silver. I shall finish this sad charade.”

    The Silversmith takes charge at the last moment, deciding the game by themselves on the final day.

    • They do not have any special powers on any day before then, but have some protection on previous nights.
    • On the final day, if the Silversmith is alive, the Storyteller announces that they are the Silversmith and they control who is executed today. Players cannot nominate as usual. Everything is in the Silversmith's hand.
    • The firs time the Demon attempts to kill the Silversmith, they instead learn who they are, and must choose a different player.

    Examples

    The Imp chooses the Silversmith. They are told that the player they chose is the Silversmith, then choose someone else. That player dies as normal. The following night, the Imp chooses the Silversmith again. They die.

    On the final day, it is announced that Angie is the Silversmith. Angie listens to the arguments of the other players, who are both advocating for the other to be executed. In the end, she chooses to execute Malcom, the Skirmisher. Good loses, as only 2 remain alive.

    The Duelist is in play, causing the Demon to pick on the first night, but delaying deaths. The Liutab chooses to kill the player with the SIlversmith character. They learn that Richard is the Silversmith, then are asked to pick another character. They choose the Astronomer, which is not in play. The following night, a Good player dies.

    The Liutab chooses the Warden, which is not in play. That night, the Storyteller decides that the Silversmith dies: since they were not chosen by the Demon, the Silversmith's protection does not apply.

    How to Run

    The first time the Silversmith is chosen to die by a Demon, mark them with the "Chosen Once" reminder, then show the Demon the Silversmith token, and point at the Silversmith (if necessary). They then choose another player; that player dies as usual.

    On the final day, if the Silversmith remains alive, announce that that player is the Silversmith. At any point during the final day, they may tell you to execute someone; execute them without nominations or voting.

    Townsfolk

  16. Soldier

    You are safe from the Demon.


    “...Nah, not in the mood for it.”

    The Soldier cannot be killed by the Demon.

    • The Soldier cannot die from the Demon’s ability. So, if the Imp attacks the Soldier at night, nothing happens. Nobody dies. The Imp does not get to choose another player to attack instead.
    • The Soldier can still die by execution, even if the nominator was the Demon. The Soldier is protected from the Demon’s ability to kill, not the actions of the Demon player.

    Examples

    The Imp attacks the Soldier. The Soldier does not die, so nobody dies that night.

    The Wight poisons the Soldier, then the Imp attacks the Soldier. The Soldier dies, because they have no ability while poisoned.

    The Obscrul's ability is "Each night*, choose a player: they die. On the 1st night, choose a player: if they shake your hand, they turn evil." The Obscrul cannot kill hte Soldier, and if they choose the Soldier, they cannot make them evil, even if they shake hands.

    On the 1st night, the Minions choose the Soldier to be the Thane. The Soldier becomes the Thane, as the Thane's ability to be chosen by the Minions is a setup ability.

    How to Run

    During the night, if the Demon attacks the Soldier, the Soldier remains alive. (At dawn, declare that no one died at night.) The Soldier is immune to other negative effects that may be caused by the Obscrul.

    Attribution

    Official character from Trouble Brewing. Character text and almanac originate from there.

    Townsfolk

  17. Deserter

    You become the alignment of the first dead player to vote.


    “Fair weather, isn't it, old friend?”

    The Deserter might betray their team if convinced to by a dead player.

    • They become the alignment of the first player to vote while dead by spending their vote token.
    • If that player is Good, nothing happens. If that player is Evil, then the Deserter wakes that night to learn their alignment.

    Examples

    Stephanie, the dead Wight, is the first dead player to use their vote token. That night, the Deserter wakes up and learns they are evil.

    Alexander, the dead Skirmisher, is the first dead player to use their vote token. The Deserter remains good, and does not wake that night.

    Wendy, the dead Invalid, is the first dead player to use their vote token. The Deserter remains good, and does not wake that night.

    How to Run

    When a dead player first votes, place the "First Dead Vote" reminder next to them. That night, if the player marked is evil, wake the Deserter and show them the "You are:" card then a thumbs down.

    Outsider

  18. Rookie

    When you learn that you died, publicly name a character. Tonight, if the Demon guesses who has that character, all but 3 die.


    “Please, sir, just give me another chance!”

    The Rookie might draw good into a massacre if they don't think carefully.

    • Casualties due to the Rookie's ability happen after the Demon's choice, bringing the game to its' final day.
    • If the Demon chooses incorrectly, nothing happens.
    • The Demon can still kill down to final 3 even if the character is not in play- No-one is a valid choice!
    • No matter what, the game will continue for one more day, even if a Rookie's mistake is exploited.

    Examples

    8 players are alive, and the Rookie is executed. They name the Duelist, who is Nora. That night, the Demon wakes and is told the Rookie's ability affected them: they point at Nora in response. In the morning, it is announced that all but 3 players are dead, and that it is the final day: good must execute the Demon today or lose.

    5 players are alive, and the Demon chooses the Rookie at night. That morning, it is announced they are dead. They choose the Soldier. 4 players are alive following the Rookie's death. No-one is executed. The demon kills someone, taking the count down to 3. Later that night, the Demon learns the Rookie affected them and can guess who the Soldier is, but doing so would be pointless as 3 live.

    Players who die due to the Rookie's ability die due to the Rookie's ability, bypassing protection abilities such as the Warden, Soldier, and Silversmith.

    How to Run

    When the Rookie dies, they must publicly name a character. (Give them time.) Mark that character token (whether it is in play or not) with the "Weakness" reminder. After the next time the Demon chooses a player, show them the "This character's ability affected you:" card, the Rookie, then the character marked with the Weakness token. They choose a player, or point to the sky to indicate nobody. If they correctly identify either the character's identity or that it's not in play, mark all but 3 players with the Rookie's "Dead" reminder, and place shrouds over their character tokens. In the morning, announce that they are dead, and that it is the final day.

    Outsider

  19. Invalid

    Each night, choose a living player: tomorrow, you need their permission to nominate.


    “You know, the worst part about all this is that I don't know who I am any more. Never mind "warrior", you can scratch "person who can move without someone else's help" off the list, at least for now. I'm sure I'll be fine. I'm going to live through this. ”

    The Invalid needs someone else's help to nominate.

    • Each night, they choose a player. The following day, before nominating someone, the Invalid should ask permission from their "caretaker" to do something so physically exerting as nominate someone.
    • If that permission is not granted, the Invalid cannot nominate, and should not attempt to anyway. Do not grant any nomination made by a player claiming to be the Invalid, bluffing or not.
    • If it is granted, the nomination goes ahead as normal.

    Examples

    Lexi, the Invalid, chooses Nora to be her caretaker. The following day, she asks for permission to nominate Amelia. She is granted it, and thus nominates Amelia. The nomination goes ahead as normal.

    Alice, the Visionary, is bluffing as the Invalid, claiming Nora to be her caretaker. She asks for permission to nominate Francis. Nora refuses. Alice attempts to nominate Francis anyway, but the Storyteller refuses unless she rescinds her claim to be an Invalid.

    How to Run

    Each night, wake the Invalid: they point to a player. Mark that player with the "Caretaker" reminder. The following day, before nominating someone, the Invalid should ask for permission to nominate from their caretaker. (Specific permission for the nomination in question is required. A player cannot give blanket permission for all Invalids potentially under their care to nominate; they must name a specific person and allow them to nominate that specific person.)

    This character has the same 'cheating' issue as Butler does, especially if the Invalid is not open about being so. Please ensure that this script is played only with folks you can trust to play in good faith with. If not, I'm probably going to come up with a version of this character that has concrete consequences for nominating without permission. It's just that's really hard to word; finding consequences for breaking rules like this is actually really hard to calibrate! The best I could do is "something bad happens", but that opens a whole host of other problems. Stay tuned on this one, folks.

    Outsider

  20. Drunk

    You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.


    “These things -hic- get to you, okay? Leave me alone.”

    The Drunk thinks they are a Townsfolk and has no idea that they are actually the Drunk.

    • During setup, the Drunk’s token does not go in the bag. Instead, a Townsfolk character token goes in the bag, and the player who draws that token is secretly the Drunk for the whole game. The Storyteller knows. The player does not.
    • The Drunk has no ability. Whenever their Townsfolk ability would affect the game in some way, it doesn’t. However, the Storyteller pretends that the player is the Townsfolk they think they are. If that character would wake at night, the Drunk wakes to act as if they are that Townsfolk. If that Townsfolk would gain information, the Storyteller may give them false information instead—and the Storyteller is encouraged to do so.

    Examples

    The Drunk, who thinks they are the Soldier, is attacked by the Imp. The Drunk dies.

    The Drunk, who thinks they are the Empath, wakes and learns a “0” even though they are sitting next to one evil player. The next night, they learn a “1”.

    The Drunk, who thinks they are the Ravenkeeper, is killed at night. They choose the Saint, but learn that this player is the Poisoner.

    The Fortune Teller is executed. That night, the Drunk, who thinks they are the Undertaker, learns that the Drunk died today.

    How to Run

    While setting up the game, before putting character tokens in the bag, remove the Drunk token and add a Townsfolk character token. Add the Drunk’s "Drunk" reminder token to the Grimoire. Put the swapped Townsfolk character token in the bag, not the Drunk character token.

    While preparing the first night, put the Drunk’s "Drunk" reminder token by any Townsfolk character token, changing that player’s character to the Drunk. They are now an Outsider, and do not have the ability of this Townsfolk character. (But they think they do.)

    During the game, act as if the Drunk is actually this Townsfolk character. (If that character would wake to act at night, the Drunk wakes to act. If their ability would give them information, you can give false information to them if you wish. See “Drunkenness and Poisoning” in the rulebook.)

    In regards to the practice of "floating the drunk" (Not marking the drunk until it becomes relevant instead of deciding which Townsfolk character is the Drunk right at the start), I would generally not recommend it, but doing it for specifically the Thane works wonders. I wouldn't do it under other circumstances, but the positive utility of removing the inherent risk with Thane of replacing an Outsider makes up for it.

    Attribution

    Official character from Trouble Brewing. Character text and almanac originate from there.

    Outsider

  21. Visionary

    On the 1st night, you and a Good player learn a question. Once per game, publicly answer it: if correct, your team wins.


    “ə ˈrɛkənɪŋ wɪl nɒt biː pəʊstˈpəʊnd ɪnˈdɛfɪnɪtli. "ɔːl ʃæl biː wɛl, ænd ɔːl ˈmænər ɒv θɪŋ ʃæl biː wɛl." ɪf ðə ˈfeɪsɪz bɪˈhaɪnd ɡɒdz mɑːsk njuː haʊ ðə ˈprɒmɪs hæd biːn ˈbrəʊkən - ɪf ðeɪ njuː -”

    The Visionary wins the game for evil if they answer a question, but good has a chance at hiding the answer.

    • This question could be anything, but is unlikely to have a Yes or No answer, as that could lead to a very short game.
    • A good player and the Visionary are each individually shown the question (on a phone, piece of paper, etc.) on the first night.
    • Once per game, the Visionary may publicly declare themselves to be the Visionary and answer their question. If they're correct, the Storyteller announces that the game is over and evil has prevailed. Otherwise, nothing happens.

    Examples

    The question is "Who is the drunk?". Alice is the drunk. The Visionary proclaims proudly on the third day that they are the Visionary, and says that Alice is the drunk: the Storyteller announces that the game is over, and evil has won.

    The question is "What is the distance between the Silversmith and the Noble?". The Noble is not in play. During the first night, the Visionary wakes and learns this question, as does a Good player. In order to win the game, the Visionary must answer the question with "Not applicable".

    How to Run

    While setting up the game, write a question on your phone, a piece of paper, etc. Show it to the Visionary on the first night, then put them to sleep. Wake a Good player, and show them the same question, then put them to sleep. (It is recommended you also write down the correct answer.)

    Once per game, the Visionary may publicly announce who they are and answer the question. If they are correct and have their ability, announce that the game is over and evil has won. Otherwise, mark them with the "Gussed" reminder; they may not guess again.

    The question should not be a yes/no question, as those are the easiest to guess. It's recommended that the question be difficult, but something that Good would like to know anyway.

    Attribution

    ðə kwəʊt ɪz frɒm ə ˈsɜːtn ˈstɔːri ɪn ðə ɡeɪm ˈfɔːlən ˈlʌndən ðæt ʃʊd nɒt biː əˈprəʊʧt. ɪt wʊd biː ˈmædnɪs tuː lɜːn mɔː.

    Minion

  22. Wight

    The 1st player you nominated while alive and voted for while dead are poisoned (even when dead).


    “Why would you do this to me? I can't believe this. You can't believe this. You can't believe this.”

    The Wight curses those they formally accuse, poisoning them.

    • The first person who they nominate while alive is poisoned for the remainder of the game. Any subsequent nomination has no effect.
    • The first person who they vote for the execution of while dead is poisoned for the remainder of the game. Votes while alive have no effect.
    • The Wight's death doesn't remove this poisoning: only their own poisoning or drunkenness can end it.

    Examples

    The Wight nominates Alyx, the Astronomer. On a later day, Alyx visits the Storyteller to learn her information; that information could be false, as they are poisoned.

    The Wight nominates William, the Soldier. They are executed later that day. That night, the Demon chooses to kill William: he still dies, as the Wight's poison lasts beyond their death.

    The Wight spends their vote token voting for the Tactician to be executed. The Tactician is poisoned for the rest of the game, alongside whoever may have been poisoned by the Wight's nomination before their death.

    How to Run

    The 1st time the Wight nominates someone, mark that player with a "Poisoned" reminder: they are poisoned, and remain so as long as the Wight has their ability, even if dead. Mark the Wight with the "Nominated" reminder.

    The 1st time the Wight votes while dead, mark the person they voted with a "Poisoned" reminder: they are poisoned. Mark the Wight with the "Spent Vote" reminder. (This won't be necessary in most cases, since the dead can only vote once per game, but just in case.)

    Minion

  23. Vessel

    If the Demon dies (while 4 or more live) become a Demon with the ability "Each night*, you & the dead Demon wake together and choose 1 player: they die."


    “No mind to think - No will to break - No voice to cry suffering - Born of God and Void.”

    The Vessel's character type can change, giving the old Demon a second chance.

    • The Vessel's character does not change; rather, the Vessel character is treated for the rest of the game as if it were a Demon with the text "Each night*, you & the dead Demon wake together and choose 1 player: they die."
    • The old Demon and the Vessel wake together, allowing them to silently communicate. (For online play, I'd recommend a group chat with an expectation of not communicating too much, or, if using the official app's presently upcoming homebrew features, a short voice chat.)

    Examples

    Alice, the Obscrul, is executed. That night, they and Nora, the Vessel, wake together and choose a player together: they die. On the night after that, they choose the Soldier: since the Vessel is the Demon, the Soldier does not die.

    Matilda, the Imp, chooses themself at night. The Vessel becomes the Imp before they can become a Demon character.

    It is the final day. The Vessel, Liutab, and Soldier are the only living players. The Liutab is executed. The Vessel's ability doesn't trigger, and the game ends in a victory for good.

    How to Run

    If the Demon dies while 4 or more players are alive, mark the Vessel with the "Demon" reminder. They are now the Demon, have a Demon character, and their character text is treated as if it was simply "Each night*, you & the dead Demon wake together and choose 1 player: they die."

    If the Vessel has the "Demon" reminder, wake them and any dead Demons together: they agree on a player (Give them about 20 seconds or so.). Mark that player with "Dead", and place a shroud over them: they are dead.

    Once the first Demon has died, the Vessel is no longer a Minion, and is no longer affected by any abilities that affect only Minions.

    Attribution

    The quote originates from Hollow Knight by Team Cherry. Go play it if you haven't already.

    Minion

  24. Goblin

    If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.


    “Oh, you wouldn't! You surely wouldn't risk another war after what you've been through~? I'm shocked! Now, now, let the underworld's peacekeeping forces take care of this one, okay?”

    The Goblin has diplomatic immunity.

    • If the Goblin is executed after proclaiming themselves to be the Goblin when nominated, evil wins the game.
    • They do not have to be "mad" about being the Goblin, and can even just say it in a tongue-in-cheek manner: all that matters is that they said they were the Goblin.
    • If another player is executed after proclaiming themselves to be the Goblin, nothing happens.

    Examples

    Nora nominates Alexa, the Goblin, who says nothing. Alexa is executed that day. Nothing happens, since Alexa did not claim to be the Goblin when nominated.

    Nora nominates Brian, the Goblin, who says "I'm the Goblin, tee-hee, you wouldn't kill me, I'm a special little boy! Okay, not really, but you reaaaally shouldn't execute me.". He is subsequently executed. The game ends with an evil victory.

    Alice nominates Victor, the Goblin, who says he is the Goblin. Victor is not executed. The following day, Victor is nominated again, and doesn't claim to be the Goblin this time. He is executed, and the game continues, since he did not claim it on that particular day.

    How to Run

    If, when nominated, the Goblin claims, mark them with the "Claimed" reminder. If they are subsequently executed that day, announce that evil has won, otherwise, remove the reminder at the end of the day.

    Attribution

    Official character from Laissez Un Faire. An almanac has been produced based on the information presented in #experimental-how-to-play in the unofficial BotC discord. And also my own comedic sensibilities.

    Minion

  25. Imp

    Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.


    “I was like you once. Oh, we were like each other once. Your past lives calcify into horns eventually. You will see.”

    The Imp kills at night and can make copies of itself...for a terrible price.

    • On each night except the first, the Imp chooses a player to kill. Because most characters act after the Demon, that player will probably not get to use their ability tonight.
    • The Imp, because they’re a Demon, knows which players are their Minions, and knows three not-in-play good characters that they can safely bluff as.
    • If the Imp dies, the game ends and good wins. However, if the Imp kills themself at night, they die and an alive Minion becomes an Imp. This new Imp does not act that same night, but is now the Imp in every other way—they kill each night, and lose if they die.

    Examples

    It is the first night. The Imp learns that Evin and Sarah are the Minions. The Imp also learns that the Monk, Chef, and Librarian are not in play. The Imp bluffs as the Chef, then bluffs as the Soldier later in the game. Eventually, the Imp is executed and good wins.

    During the night, the Imp wakes and chooses a player, who dies. The next night, the Imp chooses themself to die. The Imp dies, and the Wight becomes the Imp.

    How to Run

    Each night except the first, wake the Imp. The Imp points at any player. Put the Imp to sleep. The chosen player dies—put the Imp’s "Dead" reminder by the chosen player’s character token in the Grimoire and put a shroud on it.

    If the Imp killed themself at night, choose an alive Minion and replace their character token with a spare Imp token, changing their character to the Imp. Wake the new Imp, show them the YOU ARE info token, then show them the Imp token. Put the new Imp to sleep.

    Attribution

    Official character from Trouble Brewing. Almanac and character text are borrowed mostly from there.

    Demon

  26. Thane

    Each night*, choose a player: they die. [On the 1st night, the Minions choose who you are, +1 Outsider]


    “I should be king hereafter. There is a time for such a world.”

    The Thane is the best player for the job in the room, personally selected by the Minions instead of by chance.

    • This appointment happens during Minion Info, before any other abilities can affect it. The Minions select their Thane. That player is then informed they are the Evil Thane, and is given their info as normal.
    • The Thane has no active abilities other than being able to kill once the game has begun.
    • The Thane modifies the setup in two ways: the Thane token is not placed into the bag, and an Outsider is placed in its' place.

    Examples

    The Minions select Nora, the Tactician to become the Thane. Nora learns she is Evil and the Thane, and then is told who her Minions are, as well as three out-of-play characters.

    The Minions select Lexi, the Invalid, to become the Thane. Lexi learns she is Evil and the Thane, and receives her starting information as normal. While the Evil team has lost an extra Outsider, Lexi knows that the Invalid is not in play, effectively granting her an extra bluff. (If an Outsider is replaced, you should show three Townsfolk as the bluffs, since the Thane already knows who they used to be isn't in play.)

    It is a 5 player game. Even though Minion info would normally be skipped, wake the Minion and show them the Thane token: they choose a player, who becomes the evil Thane.

    How to Run

    While setting up the game, place in an extra Outsider token (or an extra Townsfolk and the Drunk reminder) instead of the Thane, then place the "Thane" reminder in the Grimoire.

    During the first night's Minion Information step, show the Minions the Thane token. They collectively choose a player: replace that player's token in the Grimoire with the Thane token. Send the Minions to sleep. Wake the new Thane, and inform them of their new character and alignment, then proceed with Demon info as normal.

    Each night except the first, wake the Thane. The Thane points at any player. Put the Thane to sleep. The chosen player dies—put the Thane’s "Dead" reminder by the chosen player’s character token in the Grimoire and put a shroud on it.

    Demon

  27. Liutab

    Each night*, choose a character: if in-play, they die tonight, if not, a good player dies.


    “I can smell your cartilage from here, you know.”

    The Liutab picks out particular characters to die rather than choosing players.

    • The Liutab points to a character on their sheet instead of directly to players: if that character is in play, the player with that character dies tonight, whether the Liutab knows it or not. If not, a good player of the Storyteller's choice dies instead.
    • The Liutab can choose Townsfolk, Outsiders, Minions, or technically even itself, but only good players can die if it picks a character that is not in play.

    Examples

    The Liutab chooses to kill the player Archivist character. Nora, the Archivist, dies that night.

    The Liutab chooses to kill the player with the Rookie character. The Rookie is not in play, so the Invalid dies instead.

    Four players are left, and the Liutab does not know anyone's character for sure. They deliberately choose the Imp, knowing that it isn't in play, in order to guarantee a good player dies that night, taking the game to the final day.

    How to Run

    Each night, wake the Liutab. They point to a character on their character sheet. If in play, mark them with the "Dead" reminder: otherwise, choose any good player to mark with "Dead" yourself. Place a shroud over their token: they are dead.

    The Liutab may choose characters who are already dead: if so, nobody dies that night. Do not kill a Good player instead. Additionally, as the Storyteller, you technically have the option to kill good players who are already dead or are protected if the Liutab chooses a character that isn't in play: do not do this in most situations, as losing a kill due to Storyteller fiat can be crushing for evil.

    Attribution

    There is allegedly an unreleased character (named Ojo) with nearly this exact ability; I would surely be remiss if I didn't point it out. However, there are nuances to my wording that I think render it different enough to constitute it being a different ability. If it's released any time soon, I'll replace this with it.

    Demon

  28. Obscrul

    The Storyteller decides your ability, and you know what it is. You cannot enter play after setup. [+the Archivist]


    “[NO QUOTES FOUND]”

    The Obscrul has an unknown ability decided by the Storyteller, but good always has an option to figure out what it is.

    • This ability can be an ability of another Demon not on-script from Blood On The Clocktower, a variation thereof, or even something completely unique!
    • Generally, these abilities should kill once per night, and have something a little extra, or kill once a night alongside a downside and a huge upside.
    • Pay attention to the Archivist when designing the ability: the ability should be capable of being figured out by Good using a combination of deduction off its' mechanical effects and the Archivist's questions.

    Examples

    The Obscrul's ability is "Each night*, choose a player: they die. Townsfolk abilities (except the Archivist) yield false information.", a version of Vortox minus its' alternative win condition and giving the Archivist immunity from it.

    The Obscrul's ability is "Each night, you may choose a player: they die. If you don't, choose your Minions' characters, and a player dies.", a completely unique ability that hasn't been seen before. The Duelist is in play, delaying the Obscrul's deaths, but not delaying their ability to change who their Minions are at the cost of controlling their kill.

    The Obscrul's ability is "Each night, choose a player: they die. You might get whatever ability Good thinks you have.", an ability that requires very deft storytelling but works perfectly with the design space offered by the ability being an unknown.

    How to Run

    Write down the Obscrul's ability, on your phone or on a piece of paper, and on the first night, show it to the Obscrul. Run the ability as you see fit, informed by existing character judgements and what you think would be the most fun for the players. If it comes to it, using an existing ability from another script should be fine.

    Because the Obscrul's ability is an unknown, it can have effects far crazier than characters that are to be placed onto a script, like in an all-amnesiac game. Just be sure to keep its' power level in check: Good doesn't know what it is, so it's important that the ability be something fair.

    Demon

  29. Night Order

    First Night

    Thane
    Haruspex
    Obscrul
    Visionary
    Duelist
    Noble
    Invalid
    General

    Other Nights

    Warden
    Imp
    Thane
    Liutab
    Obscrul
    Vessel
    Rookie
    Duelist
    Invalid
    Tactician
    Quartermaster
    Skirmisher
    General
  30. this almanac generated using Bloodstar Clocktica