1. A fan-made script for Blood on the Clocktower using the Teams from the cultural experience of blaseball as characters. Abilities are generally based on various aspects of the Teams, from their slogans to their Fan cultures to significant events that happened to the Team during blaseball's existence.

    Blood on the Diamond
  2. "Unstable" is a new keyword introduced here that means that if an unstable player is executed, one of their neighbors might die as well. This is based on the infamous mechanic of the same name in blaseball where an Unstable player is much more likely to be Incinerated by a Rogue Umpire during Solar Eclipse weather. It would then chain to another Player in the game, but I decided to not include that aspect of the mechanic.

  3. Steaks

    You start knowing two players of different character types.


    Townsfolk

  4. Jazz Hands

    You start knowing if the number of Outsiders in play has been changed.


    Townsfolk

  5. Fridays

    You start knowing three roles. Each night, you learn if one of them is in play until you have learned about all three.


    Townsfolk

  6. Firefighters

    Each night, choose another player. If all Firefighters chose the same player, that player cannot die until the next dusk. [+1 Firefighters]


    Townsfolk

  7. Spies

    Each night, choose two players. You learn which woke first tonight due to their own ability. If either or both did not wake this way, you learn nothing.


    Townsfolk

  8. Hall Stars

    Each night,* choose a player. If they are unstable, you die and another player becomes the Hall Stars.


    Townsfolk

  9. Lovers

    Each night,* choose two players. If both survive to the next dusk, you learn one in-play evil character.


    Townsfolk

  10. Moist Talkers

    Each night,* you learn the alignments of the person who nominated that day's executee.


    Townsfolk

  11. Millennials

    Each day, you can play ball: publicly choose three players. If each of them is drunk, poisoned, or unstable, the good team wins.


    Townsfolk

  12. Magic

    Once per game, at night, you may reverse the wake order for the rest of the night.


    Townsfolk

  13. Garages

    Once per game, you can privately guess which players are Outsiders and their character. If you are right, you learn the Demon player, but you get false info if you are wrong. [+0 or +1 Outsider]


    Townsfolk

  14. Wild Wings

    Your neighbors cannot become unstable, mad, drunk, or poisoned.


    Townsfolk

  15. Flowers

    The first time you would be killed by the Demon, you instead become a not-in-play Townsfolk.


    Townsfolk

  16. Mechanics

    You are unstable. When you die, another player becomes unstable for the rest of the game.


    Outsider

  17. Georgias

    One of your Townsfolk neighbors is poisoned, even if you are poisoned or drunk.


    Outsider

  18. Lift

    If a player would choose a target for their ability, you might be targeted instead, even if you are dead.


    Outsider

  19. Worms

    When you die, that night, the evil team learns three Townsfolk that are in play.


    Outsider

  20. Sunbeams

    Each night, choose a player and either poisoned or unstable. They are that state until next dusk.


    Minion

  21. Tacos

    Each night, choose another player. If they would target or be targeted by another player until the next dusk, you might be targeted instead.


    Minion

  22. Shoe Thieves

    If an Outsider died today, choose a player: you gain their ability until the next dusk and they are drunk until the next dusk. [+1 Outsider]


    Minion

  23. Dale

    Once per game, at night, you may make all good players drunk until the next dusk.


    Minion

  24. Breath Mints

    Each night,* choose a player: they die. Then choose another player: they are unstable until the next dusk.


    Demon

  25. Crabs

    Each night,* choose a player: they die. Once per game, you may instead choose to have them become the Demon. If you do, you die. [+ the Lift]


    Demon

  26. Pies

    Each night,* choose a player. Either poison them until the next dusk or they die. If you poison them, choose another player: they die.


    Demon

  27. Tigers

    Each night,* choose a player: they die. Each night, you learn which players are unstable. If an unstable player is executed, another player becmoes unstable until dusk the next day.


    Demon

  28. Night Order

    First Night

    Dale
    Magic
    Sunbeams
    Tacos
    Firefighters
    Fridays
    Jazz Hands
    Steaks
    Spies

    Other Nights

    Dale
    Magic
    Sunbeams
    Tacos
    Shoe Thieves
    Firefighters
    Breath Mints
    Crabs
    Tigers
    Pies
    Worms
    Flowers
    Moist Talkers
    Fridays
    Hall Stars
    Lovers
    Spies
  29. this almanac generated using Bloodstar Clocktica