1. Lady Luck

    Players and characters that must flip silently choose a coin face and the storyteller flips the coin secretly.


    “Fortune favors the bold.”

    Use Lady Luck when using Bootlegger characters that involve the keyword flip.

    Examples

    The Ferryman is in play. Each night the Storyteller wakes the Ferryman, asks them to choose a coin face, then once they are asleep again, flips the coin.

    How to Run

    Whenever a character’s ability is being resolved and contains the word flip, you will flip a coin. If the ability requires the character to choose a coin face, allow them to, either giving a thumbs up or nod for heads or a thumbs down or shake of the head for no. Put the player to sleep, then flip the coin in secret, not allowing them to see the result. Resolve the ability with the given result. When flipping a coin, you can use a standard coin, a life or night token, or a dice (designating either odds or evens as heads and tails. You may also use a digital application to flip a coin if player’s hearing the coin flip is a concern.

    Loric

    Fabled

  2. Pugilist

    Executed players play the storyteller in Roshambo. If they win, they live. If they lose, a player of the same allignment dies.


    “The first rule of Blood on the Clocktower is don't talk about Blood on the Clocktower.”

    The Pugilist lets the executed fight for their life.

    Examples

    Ryan is executed. Ryan plays rock and the Storyteller plays scissors, so Ryan wins and lives. Gary the Fool is executed. Gary plays rock and the Storyteller plays paper, so Gary loses. Gary does not die because his ability prevents him from dying the first time. Since Gary lost, Matt the Chambermaid dies. Cheryl is executed. Cheryl plays paper and the Storyteller plays paper, causing a tie. Cheryl dies, but no other player dies.

    How to Run

    If a player is executed, before announcing that they die, the storyteller and executee play a game of Roshambo. If the Executee wins, they live; otherwise, they are executed and die as normal. Additionally, if the Executee loses, a plager of the same alignment as the executed dies as well. Keep in mind that the executee’s death is still from execution, so roles that would prevent that death, such as the Devil’s Advocate, still prevent the player from dying even after losing Roshambo. However, if the executee loses and lives, a player of the same alignment still dies.

    Loric

    Fabled

  3. Nyx

    Characters that usually do not act on the first night do.


    “The night is long and old, the sunlight you enjoy is but a brief respite. Darkness is eternal, it was here long before there was anything, and will be here long after there is nothing.”

    The Nyx allows the Demon to kill on the first night.

    Examples

    The Nyx is in play. All players either wake up on the first night or don’t wake up except for the Monk and the Po. On the first night, after all other players have resolved their abilities, the Monk wakes up and selects a player to protect, then the Shabaloth wakes up and selects two players to die.

    How to Run

    During the first night, after all characters have resolved their abilities, do not move into the day phase. Instead, move to the night order for all other nights. For any character that has already woken up due to their own ability tonight, skip them. For any character who has not, wake them and allow them to use their ability tonight.

    Fabled

  4. Schismatic

    If a new player is the Demon, a good player may turn evil. This player and the Demon learn each other.


    “It is you who are wrong, I've seen no sign of Gods, but plenty of the Devil.”

    Use the Schismatic to help new players who are playing alongside an experienced group.

    Examples

    Robert is a new player joining a group that plays weekly. After dealing out the character tokens, Robert is the Imp. After the second day, one of the Minions has been executed and evil is on the ropes. The Storyteller decides to use the Schismatic to turn a more experienced player, Cassandra the Empath, into an evil Empath. Cassandra learns that Robert is the Demon and Robert learns that Cassandra is now on his team.

    How to Run

    During the game, if a new player is the Demon and the Storyteller feels that this has put evil at a severe disadvantage against a more experienced group, the Storyteller may turn a good player evil. The Storyteller wakes a good player, shows them a thumbs down, and then shows them the THIS IS THE DEMON info token and points to the Demon player. Put that player to sleep and rotate their character token upside down to show that they are evil now. Then, wake the Demon, show them the THIS CHARACTER IS info token, then give them a thumbs down and point to the evil player. Put the Demon to sleep.

    Fabled

  5. Angel

    Once per game, at night, you may choose a dead player: they are resurrected. If you do, another player dies.


    “A gift of life I do bestow, but you must make a sacrifice to please the Lord.”

    The Angel trades the life of one player for another.

    Examples

    The evil Angel chooses to bring the Scarlet Woman back. The Storyteller decides to kill the Drunk with the Angel’s ability. The good Angel chooses to bring back the Slayer. The Storyteller decides to kill the Dreamer.

    How to Run

    Each night except the first, wake the Angel. They either shake their head no or point at any dead player. Put the Angel to sleep. The selected player lives - mark them with the Angel’s ALIVE reminder token. Then, choose a player, they die - mark them with the Angel’s DEAD reminder token. The Angel loses their ability - mark them with their NO ABILITY reminder token. At dawn, declare which players died and which (if any) players are alive again. (Do not say why.)

    Traveller

  6. Dealer

    Once per game, choose a player: that night they become a character of your alignment & might change alignment.


    “You gotta know when to hold 'em.”

    The Dealer changes a player's character.

    Examples

    The good Dealer visits the Storyteller in private & chooses the Damsel. That night, the Damsel turns into the evil Snake Charmer. The evil Dealer visits the Storyteller and chooses the Baron. That night, the Baron turns into the Poisoner and remains evil. The Dealer announces in Town Square that they are choosing the Undertaker. That day, the Dealer is exiled. The Dealer does not have their ability that night, so the Undertaker does not change character or alignment.

    How to Run

    At any time during the game, the Dealer may choose a player, either publicly or by having a private discussion with you. If they do, mark that player with the Dealer’s NEW HAND reminder token. If a player is marked by the Dealer’s NEW HAND reminder token, they become a character of the Dealer’s alignment (either Townsfolk or Outsider if Good or a Minion or Demon if Evil). You may also choose to change that player’s alignment by rotating their character token right-side-up or upside-down. Wake that player, show them the YOU ARE info token, then their new character token, then a thumbs up or down to indicate if they are good or evil. Put them to sleep. The Dealer loses their ability - mark them with their NO ABILITY reminder token.

    Traveller

  7. Pioneer

    Each day, after a player is executed, you can choose to kill their nominator.


    “Way I see it, just ain't right you folks killing one another out here on the frontier.”

    The Pioneer kills nominators.

    Examples

    The Investigator nominates the Recluse, who is executed and dies. The Pioneer chooses not to use their ability. The Clockmaker nominates the Psychopath, who is executed but does not die. The Pioneer chooses to use their ability, and the Clockmaker dies. The Innkeeper nominates the Virgin and is executed due to the Virgin’s ability. The Pioneer states that they would like to use their ability, but the Storyteller states that nothing happens. This is because no player nominated the executed Innkeeper, so no player is eligible to be targeted by the Pioneer.

    How to Run

    Each day, immediately after a player is executed, the Pioneer can declare that they wish to use their ability. If so, the player who nominated the executed player dies.

    Traveller

  8. Populist

    Each night, choose a living player: they learn you chose them and if 1 of you votes, you both vote.


    “Let us join our voices and show those elites what we truly think.”

    The Populist makes two players vote together.

    Examples

    The Populist picks Jerry, who learns that they were picked. The next day, when Carl is nominated and the Populist votes, Jerry must raise their hand and vote as well. Sitting in clockwise order is Rena, Brian, Mike, and Gerald the Populist. Gerald picks Brian, who learns they were picked. Rena is nominated and the vote begins. Brian does not vote, then Mike votes, then Gerald votes, and lastly Rena votes. The Storyteller counts up 0 votes, 1 vote, 3 votes, and 4 votes.

    How to Run

    Each night, wake the Populist. They point at any living player. Put the Populist to sleep. Mark that player with the Populist’s VOTING reminder token. Wake that player, show them the THIS CHARACTER SELECTED YOU info token and the Populist character token. Put them to sleep. During a nomination, if either the Populist or the player selected by the Populist votes, the other must vote. If during a nomination either does not vote, then after the other one does, count their vote as two votes.

    Traveller

  9. Smuggler

    Each night, choose a player: if another player chooses them with their ability, there is no effect and no information is learned.


    “I can get you where you need to go, just lie down in the back and don't make a peep.”

    The Smuggler keeps another player safe from all other abilities.

    Examples

    The Smuggler picks the Imp. That night, the Fortune Teller picks the Imp and the Slayer. After making their picks, the Storyteller shrugs at the Fortune Teller then puts them to sleep. The Smuggler picks the Mathematician. That night, the No Dashii picks the Mathematician, who does not die as they cannot be targeted. That night, the Mathematician learns a 1 since the No Dashii’s ability worked abnormally. The Smuggler picks the Baron. That night, the Ballonist still learns the Baron player, as they do not choose players or characters with their ability.

    How to Run

    Each night, wake the Smuggler. They point at any player. Put the Smuggler to sleep. Mark the selected player with the Smuggler’s OUT OF TOWN reminder token. If another player chooses to use their ability on the player marked by the Smuggler, there is no effect. If the player who selected the OUT OF TOWN player would learn information, indicate that there is no effect, either by shaking your head or shrugging. That player does not get to pick a new player and does not learn their information that night.

    Traveller

  10. Night Order

    First Night

    Nyx
    Smuggler
    Populist

    Other Nights

    Angel
    Dealer
    Smuggler
    Populist
  11. this almanac generated using Bloodstar Clocktica