1. The Pandemonium Institute and GStone Games presents: DYE - THE CLOCKTOWER MYSTERY

    Midnight In China
  2. Onmyoji

    You start knowing 2 good and 2 evil characters. Only 2 are in play.


    The Onmyoji knows 4 characters, but only 2 of them are in play.

    During the first night, the Onmyoji learns 4 characters, and that only 2 of them are in play.

    They learn this only once and then learn nothing more.

    Examples

    Greg is the Onmyoji, on night 1 he is told Lion Dancer, Gu Man, Warden, Shopkeeper. The Gu Man and the Shopkeeper are in-play.

    How to Run

    During the first night, wake the Onmyoji. Show them 4 character tokens, only 2 that are in play. Put the Onmyoji to sleep.

    Townsfolk

  3. Shopkeeper

    You start knowing 2 good players. One of them will be drunk, even if you are dead.


    The Shopkeeper knows 2 players that are good but one of them will always be drunk.

    During the first night, the Shopkeeper learns 2 players that are good.

    One of these two players will always be drunk.

    The Exorcist does not know which player will be drunk.

    They learn this only once and then learn nothing more.

    Examples

    During night 1, Amy the Shopkeeper learns that Phil and Maggie are good. Phil is the Guide and Maggie is the Singer, but Phil is Drunk.

    How to Run

    While preparing the first night, put the Shopkeepers DRUNK and CUSTOMER tokens on any 2 good players.

    During the first night, wake the Shopkeeper and point to the players marked DRUNK and CUSTOMER, then put the Shopkeeper to sleep.

    Townsfolk

  4. Astronomer

    On your first night, you'll learn the direction of the nearest evil player from you. If you are sitting next to an evil player, you learn false information.


    The Astronomer can tell what direction from them the nearest evil player is sitting.

    On the first night, the Astronomer learns the direction of the nearest evil player, relative to themselves.

    If the Astronomer is sitting directly next to an evil player, they learn the wrong direction.

    They learn this only once and then learn nothing more.

    Examples

    The Astronomer has the Gu Man to their left and the Buddhist Monk to their right. They are shown Right.

    The Astronomer is sitting beside Chaos and the Hu Mei Niang. They are woken and are shown Left.

    The Astronomer is sitting next to the Mortician and the Doctor on one side, and the Concubine and Face Changer on the other, Next to the Doctor is Tao Wu. Next to the Face Changer is the Magistrate. The Astronomer is shown a thumbs down.

    How to Run

    During the first night, if the Astronomer is not sitting next to an evil player, wake them and point in the direction of their nearest evil neighbour. If they are sitting next to an evil player, point the opposite direction to the Astronomer. If multiple evil players are sitting an equal distance away from the Astronomer, but not directly next to them, give a thumbs down.

    Remember that the Astronomer has to learn false information if they're sitting beside an evil player, so if they're stuck between 2 evil players, don't give them a thumbs down.

    Townsfolk

  5. Doctor

    Each night, pick a player: you learn a word related to their ability.


    The Doctor looks into a player's ability and extracts a related word from it.

    Each night, the Doctor chooses a player and learns a word related to that players ability.

    The word can be anything, as long as it relates to the relevant character and ability.

    The Doctor may choose any player, including themselves, even if that player is dead.

    Examples

    Greg is the Doctor who chooses Amy, the Singer. Greg is shown the word "Once"

    Phil is the Doctor who selects Josh, the Warden. Phil is shown the word "Nightly"

    How to Run

    Each night, wake the Doctor. The Doctor will point to a player. Write down a word related to the chosen player's ability and show it to the Doctor, then put them back to sleep.

    Townsfolk

  6. Lion Dancer

    Each night, learn an in play character. Once per game, you learn one of the Demon Bluffs.


    The Lion Dancer learns roles in-play, and one of the Demon Bluffs.

    Each night, the Lion Dancer learns a role that is in play, but one role they are given is one of the Demon Bluffs.

    The Lion Dancer does not learn which role is the Demon Bluff that they are given.

    The Lion Dancer can learn up to the number of in-play characters plus one, to account for the Bluff.

    Examples

    On Night One, the Lion Dancer is shown the Broker token. On Night Two, the Lion Dancer is shown the Warden Token. On Night Three, the Lion Dancer is shown the Face Changer token. The Lion Dancer dies on Night Four.

    How to Run

    Each night, wake the Lion Dancer and show them the token of an in-play character.

    Once per game, show the Lion Dancer one of the Demon Bluffs, then place the Lion Dancer's ONCE token beside them.

    Townsfolk

  7. Secret Police

    Each night*, pick a player: if they die before dusk, you die instead.


    The Secret Police can get in the way of any other player's death, by dying for them.

    Each night except the first, the Secret Police will choose to protect any player and take their place if they die before dusk.

    If the protected player dies for any reason before the following dusk, the Secret Police dies in their place.

    Examples

    Amy is the Secret Police and chooses to protect Josh the Guide. That day, Josh is executed by town, and Amy dies instead.

    How to Run

    Each night except the first, wake the Secret Police. The Secret Police points to any player. Place the Secret Police's PROTECTED reminder next to them. Put the Secret Police back to sleep.

    Tomorrow, if that player dies before dusk, kill the Secret Police then remove the PROTECTED reminder token.

    The Secret Police can select themselves, although this won't provide any benefit.

    Townsfolk

  8. Travelling Merchant

    Once per game, at night, pick a player: you learn all reminder tokens currently applied to that player.


    The Travelling Merchant can choose to know all reminder tokens on any player.

    "All current reminder tokens" doesn't include any custom reminders that the Storyteller has for that particular player, only reminder tokens from their own character or other characters.

    They can only do this once per game, so the moment to choose is important.

    Examples

    The Travelling Merchant selects themselves on night 2 and is shown the Rebel's UNBROKEN reminder token, the Strategist's KNOWN reminder token and the Watcher's VIGILANT reminder token.

    How to Run

    Each night, wake the Travelling Merchant. They either shake their head no or point to any player.

    If they point to a player, show every reminder token applied to that player at that moment, then put the Travelling Merchant to sleep. Mark the Travelling Merchant with the NO ABILITY reminder.

    Townsfolk

  9. Feng Shui Master

    Once per game, at night*, pick 2 players (not yourself): Learn which of them is closer to the Demon. If both players are of opposite alignment, you recieve false information.


    The Feng Shui Master orients 2 players to find a Demon between them.

    They can only do this once per game.

    The Feng Shui Master will only receive accurate information if both players they select are the same alignment.

    Examples

    The Feng Shui Master selects the Amy, the Warden, and Josh, the Yokai. The Feng Shui Master learns Amy.

    How to Run

    Each night except the first, wake the Feng Shui Master. They will either shake their head no or point to 2 players.

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

    If they point to 2 players, check to see if both players are the same alignment. If they are, point to the player who is sitting closest to the Demon. If they are not the same alignment, point to whoever is further away from the Demon. Mark the Feng Shui Master with the NO ABILITY reminder token and put them to sleep.

    Townsfolk

  10. Face Changer

    Each day, if you are mad that you are a good character, you gain that character's abilities that night until dusk.


    The Face Changer can gain the ability of any good character by being mad as that character.

    It is your decision to determine if the Face Changer has been Mad enough to get the ability of the character.

    This ability is not limited by characters that are already in play.

    The Face Changer is not told if they have gained the ability of the role they were mad as.

    Examples

    The Face Changer is mad that they are the Soothsayer all day long. During the night, the Demon attacks the Face Changer, but the Storyteller decided they upheld madness and has the Soothsayers ability, redirecting the attack to an Evil player.

    How to Run

    At any time, if you determine that the Face Changer is being mad about being any particular character, you can decide to give them the ability of that character that night, until dusk.

    Do not wake them and tell them they have that ability, just treat them as if they were that role.

    Townsfolk

  11. Singer

    Once per game, during the day, you may hold a performance and choose any number of players to be the audience. If the Demon is in the Audience, you die tonight.


    The Singer can choose some players and dies if one of them is the Demon

    This ability can only occur once per game.

    The Singer can ask for any number of players to be in the audience, living or dead, with no limitations.

    Examples

    The Singer calls for a performance on Day 3 and chooses 3 good players and 2 minions to be in the Audience. That night, nothing happens.

    The Singer calls for a performance on Day 2 and chooses 6 good players, 1 minion and the Demon to be in the Audience. That night, the Singer dies.

    How to Run

    At any time during the day, the Singer may ask to perform, and list players to be part of the Audience.

    If the Demon is selected, mark the Demon with the Singer's AUDIENCE reminder token. That night, the Singer dies.

    If the Demon is not selected, mark the Singer with their NO ABILITY reminder token.

    Townsfolk

  12. Judge

    When you nominate a player for the first time, learn their role that night. Outsiders might register as Minions or Demons to your ability.


    The Judge learns the characters of players by nominating them.

    The Judge can only learn a player's character once, even if that player changes character later on.

    Examples

    The Judge nominates the Bartender. That night, the Judge learns the Bartender.

    The Judge does not nominate. That night, the Judge is not woken to learn anything.

    How to Run

    Each day, if the Judge nominates, place the Judge's NOMINATED TODAY reminder token on the Nominee. That night, show the Judge the token of the player with the NOMINATED TODAY reminder token. Then replace it with the ALREADY NOMINATED reminder token.

    Townsfolk

  13. Enlightened One

    You think you are an Outsider, but you are not. If an evil player's ability affects you, you become a not-in-play Townsfolk.


    The Enlightened One thinks they're an outsider that gains Townsfolk abilities if they're targeted by Evil players.

    During setup, the Enlightened One's token does not go in the bag. Instead, an Outsider token goes in the bag, and the player who draws that token is secretly the Enlightened One for the entire game. The storyteller knows. The player does not.

    The Enlightened One does not learn if they have gained the ability of a not-in-play Townsfolk.

    Examples

    The Enlightened One thinks they are the Rebel. The player they selected on the first night dies by execution. That night, the Gu Diao selects them. They gain the ability of the Broker and are woken to choose 2 players.

    How to Run

    While setting up the game, before adding the Enlightened One's token to the bag, remove it and replace it with any Outsider token. Add the Enlightened One's IS THE ENLIGHTENED ONE reminder token to any Outsider.

    Each night, treat the Enlightened One as the Outsider they think they are.

    If an evil player's ability affects the Enlightened One, choose an out-of-play Townsfolk and treat the Enlightened One as that role, since they gain that ability until the next Dusk.

    Townsfolk

  14. Actor

    All actors know each other. Whoever wins loses, and whoever loses wins, even if all Actors are dead. [All good players are Actors]


    The Actor tries to hide that the Win Conditions are reversed for the Evil Team.

    Every single good player is an Actor. There are no Outsiders and no other Townsfolk.

    If Evil kills all of the Actors, then the Good team wins.

    The Actors are trying to convince the Evil team that it is a normal game, despite knowing each other and not having any bluffs.

    Examples

    The Demon is the Warden, there are 2 Minions, the Curser and the Magistrate. All other players are good Actors.

    How to Run

    During setup, remove all Townsfolk and Outsider tokens and replace them with Actor tokens equalling the correct number of Townsfolk and Outsiders combined. Then put in the Demon and Minions as normal.

    At the end of the game, if all Actors are dead, or if one Actor and the Demon is left alive, declare that the game is over and that the Good team has won.

    The Actor is a complex character and is recommended for experienced Storytellers and Players. It requires a high level of bluffing and a large understand of the rules and mechanics of the game.

    Townsfolk

  15. Rebel

    You start by choosing another player: one of you turns Evil when the other dies by execution first.


    The Rebel forces either themselves or another player to become evil after an execution.

    This only happens once per game.

    The change happens immediately.

    Examples

    The Rebel chooses the Watcher. The Watcher is executed on Day One, and the Rebel becomes Evil.

    How to Run

    On the first night, wake the Rebel. They will select a player. Mark that player with the Rebel's UNBROKEN reminder token.

    If either player is executed, the other becomes evil immediately. That night, wake the living player and show them the YOU ARE info token and a thumbs down, then put them back to sleep.

    Outsider

  16. Bear Cub

    Each night, pick 2 good characters: they recieve false information until dusk.


    The Bear Cub forces false information to go to 2 good characters

    The characters that the Bear Cub chooses might not be in play.

    The characters that are chosen are not Drunk or Poisoned, but must receive false information

    Examples

    The Bear Cub picks the Feng Shui Master and the Singer. The Feng Shui Master learns the wrong direction.

    How to Run

    Each night, wake the Bear Cub. They will point to 2 good characters on the script. Put the Bear Cub to sleep.

    If the characters chosen are in play, mark the relevant characters with the Bear Cub's TRICK OR TREAT reminder token

    Outsider

  17. Bartender

    One of your good neighbours is drunk, even if you are dead.


    The Bartender forces one of their neighbours to be drunk.

    This Drunk effect continues even if the Bartender dies.

    Examples

    The Bartender is sitting next to the Concubine. The Concubine is Drunk the entire game and is never able to have the rules broken.

    How to Run

    Before the first night, determine which of the Bartender's Good neighbours are drunk and place the Bartender's DRUNK reminder token on them.

    Outsider

  18. Scholar

    The Demon knows you are in play. Once per game, the demon may visit the storyteller and guess who the Scholar is, if they guess correctly, the Demon can pick a player tonight: they die.


    The Scholar can cause the Demon to get an extra kill during the night.

    The Demon knows that a Scholar is in play, and begins with this information.

    Finding the Scholar successfully provide the Demon with an extra opportunity to kill.

    Examples

    The Demon is told that a Scholar is in play. During Day 3, the Demon guesses who the Scholar is. That night, they are asked to kill another player due to the correct Scholar guess.

    Outsider

  19. Magistrate

    On your first night, learn a secret word. The first time an Evil player says this word, the day ends immediately.


    “The best laid plans will always foil when everything comes to a screeching halt.”

    The Magistrate can force the current day to end immediately.

    Examples

    Johnny is the Magistrate and learns the secret word on the first night. Johnny does not reveal the word to his team. During nominations Johnny casually says the word during another nomination and Bill, a Townsfolk, is currently marked for execution. The day is immediately over and Bill is executed.

    How to Run

    During the first night, wake up the Magistrate and reveal to them the secret word. Put the Magistrate to sleep. During the day, if you hear any evil player say the word, call to the attention of the entire Town that the day is over and resolve any events that happen at Dusk (i.e. any on the block is executed, all until dawn effects end).

    As the Magistrate, you may want to get your team to know the word without saying the word so your ability does not fire in an inopportune time. Conveying the word to your team is essential to this, by either saying synamins to the word, or a little bit riskier, saying the word while the Storyteller is not around.

    Times that you may want to fire the Magistrate's ability is at the start of the day, which will out yourself as evil, but forces Town to skip an entire day of executions and another night phase to begin. Another time can be that a particular good player is on the block but barely has enough votes. Either by outing yourself as evil or by somewhat casually saying the word, you can force the execution to go through.

    Minion

  20. Gu Diao

    Each night, choose left or right: The next living good player in that direction is poisoned and may register as Evil and a Minion. You learn their role.


    “Trust is a fragile thing, easily shattered by a whisper in the night. Watch as friends turn on friends, and know that it was my hand that tipped the scales.”

    The Gu Diao receives powerful information about players while poisoning them.

    Examples

    The Gu Diao chooses left. The player to the left of the Gu Diao is poisoned and the Gu Diao learns their character.

    How to Run

    Each night, wake the Gu Diao. They will point to either their left or their right. Move the Gu Diao's POISONED token to the next, unchosen player in that direction, and show the Gu Diao that player's character. Then put the Gu Diao to sleep.

    Minion

  21. Winemaker

    Each night, choose a good character and give the corresponding information. When that character learns that information, it learns what you gave instead. [-1 Outsider]


    The Winemaker can force a good character to get a certain set of information each night.

    Examples

    The Winemaker chooses Lion Dancer and then chooses the Concubine. The Lion Dancer that night learns Concubine, even though it is not in-play.

    How to Run

    Each night, wake the Winemaker, they will point to a good character and provide that character's relevant information to receive tonight. Put the Winemaker to sleep.

    Wake the character chosen by the Winemaker in their normal position during the night and provide the information given by the Winemaker.

    Minion

  22. Curser

    The first player who nominates you while you are alive dies tonight, even if you are dead.


    The Gu Man is a parasite that kills anyone who nominates them.

    Examples

    Greg nominates Alex who is the Curser. Alex is executed and Greg dies too.

    How to Run

    During the day, if any player nominates the Curser, mark them with the Curser's NOMINATED reminder token. That night, the player with the NOMINATED reminder token dies, even if the Curser is dead.

    Minion

  23. Warden

    Each night, pick between 1 and 3 players. If one is executed today, the other die that night. Otherwise, one of them dies that night.


    The Warden chooses up to 3 players and kills s of them if any are executed, but only 1 of them if they aren't.

    How to Run

    Each night, wake the Warden. They will point to up to 3 players. Mark them with the Warden's PRISONER reminder token.

    Each night except the first, if any player with the Warden's PRISONER reminder token was executed, the other players die.

    If no player with the Warden's PRISONER reminder token was executed, you choose one of the players with the reminder token to die.

    Demon

  24. Tao Wu

    Each night*, pick a player: they die. Once per night, if you kill an ousider in this way, you can act again. [+1 Outsider]


    The Tao Wu gets an extra kill at night if they kill an Outsider.

    How to Run

    During setup, remove one of the Townsfolk tokens from the bag and replace it with an Outsider token.

    Each night except the first, wake the Tao Wu, they pick a player who dies. If they kill an Outsider in this way, and they have not killed any other Outsiders in this way tonight, they pick again.

    Demon

  25. Dream-Eating Tapir

    Each night*, pick a player, they die. Players who select you with their ability select themselves instead. [-1 Outsider]


    The Dream-Eating Tapir can't be selected by other players while it kills through town.

    How to Run

    During setup, remove one of the Outsider tokens from the bag and replace it with a Townsfolk token.

    At all times, if any player selects the Dream-Eating Tapir, they select themselves.

    Each night except the first, wake the Dream-Eating Tapir, they pick a player, who dies. Put the Dream-Eating Tapir to sleep.

    Demon

  26. Qionqi

    Each night*, pick a player: they die. All Outsiders might register as evil & a Minion or a Demon.


    The Qion Qi makes Outsiders look evil while killing.

    How to Run

    At all times, Outsiders might register as Evil & a Minion or a Demon.

    Each night except the first, wake the Qionqi, they pick a player, who dies.

    Demon

  27. Night Order

    First Night

    Actor
    Rebel
    Bear Cub
    Scholar
    Gu Diao
    Winemaker
    Warden
    Onmyoji
    Shopkeeper
    Astronomer
    Doctor
    Lion Dancer
    Travelling Merchant

    Other Nights

    Rebel
    Bear Cub
    Gu Diao
    Winemaker
    Secret Police
    Dream-Eating Tapir
    Qionqi
    Tao Wu
    Warden
    Curser
    Singer
    Feng Shui Master
    Judge
    Doctor
    Lion Dancer
    Travelling Merchant
  28. this almanac generated using Bloodstar Clocktica