Glossary

Common Blood on the Clocktower terms, sorted A to Z. Type in the box to filter by term or meaning.

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A
Ability States

The power or penalty printed on your character token. Lost when drunk or poisoned, and lost on death unless the ability says it triggers when you die.

About to die Ability Text

The moment just before a death is finalised — some abilities interrupt here to prevent it.

Alignment States

The team you are currently on — good or evil. Independent of your character.

Alive States

Not dead. You have your ability, may vote as often as you like, and may nominate.

Alive neighbour Ability Text

The nearest living player on each side, skipping the dead.

Ally States

A player of the same alignment.

B
Bluff Game Flow

Three good characters not in play, given to the Demon on the first night to claim.

C
Character Character Types

The role you play, as listed on the character sheet and almanac for the chosen edition.

Character sheet Components

The public list of characters available this game.

Character token Components

The token showing a character name and ability, drawn from the bag at setup.

Choose Ability Text

Point at a player during the night. No talking.

Clocktower Game Flow

Short for “Blood on the Clocktower”.

D
Dawn Game Flow

The end of the night. Abilities acting at dawn resolve after almost everything else.

Day Game Flow

The phase where players have their eyes open, talk, and vote for an execution.

Dead States

Not alive. You may only vote once more for the rest of the game.

Dead vote Game Flow

The single vote a dead player has left. Once spent, it is gone.

Declare Ability Text

The ability only triggers if you say it publicly during the day.

Demon Character Types

The centre of the evil team. Usually kills each night; if it dies, good wins.

Demon info Game Flow

The first-night step where the Demon learns its Minions and receives three bluffs.

Drunk States

A state with no ability. The player is unaware and the Storyteller plays along.

Dusk Game Flow

The start of the night, just after eyes close. Effects lasting “until dusk” end here.

E
Each night Ability Text

The ability works every night, including the first.

Each night* Ability Text

The asterisk means every night except the first.

Edition Game Flow

An officially published set of characters — Trouble Brewing, Bad Moon Rising, Sects & Violets.

Evil States

The evil alignment. Minions and Demons (red characters) start evil.

Evil character Character Types

Minions and Demons. Travellers are excluded — the Storyteller sets their alignment.

Execution Game Flow

The group decision to kill a player during the day. At most once per day, and not always fatal.

Exile Game Flow

The group decision to remove a Traveller. Any number per day, and unaffected by abilities.

F
Fabled Character Types

A neutral Storyteller character, used publicly, that keeps unusual situations fair.

First night Game Flow

The night the game begins. On most scripts the Demon does not kill, and with 7+ players the Minion and Demon info steps happen.

G
Good States

The good alignment. Townsfolk and Outsiders (blue characters) start good.

Good character Character Types

Townsfolk and Outsiders. Travellers are excluded — the Storyteller sets their alignment.

Grimoire Components

The Storyteller’s board showing every player’s real character and state. Never shown to players.

H
Healthy States

Not poisoned.

I
In play Ability Text

A character somebody is actually playing this game. The opposite is not in play.

Info Ability Text

Information given by the Storyteller through an ability.

Info token Components

Rectangular tokens carrying information, sometimes shown to players at night.

J
Jinx Game Flow

An extra rule that applies only when two specific characters are both in play.

L
Leaf Components

The small green and orange symbols on character tokens that help the Storyteller run the game.

Life token Components

The token in front of each player showing whether they are alive.

Loric Character Types

A neutral Storyteller character, used publicly, that adds a twist rather than fixing a problem. Cannot be killed, drunk or poisoned.

Lose Game Flow

At the end of the game one team loses. Dead and alive players lose together as a team.

M
Mad States

Having to keep trying to convince the group that something is true. Breaking it carries a penalty.

Might Ability Text

Not a guarantee — it means the Storyteller chooses.

Minion Character Types

An evil character who supports the Demon. One to three are in play.

Minion info Game Flow

The first-night step where Minions learn each other and the Demon. Only with 7 or more players.

Misregistration States

When a character is perceived as a different alignment or type than they really are.

N
Neighbour Ability Text

The two players seated either side of you, dead ones included.

Night Game Flow

The phase where players close their eyes and certain characters wake to act or receive information.

Night order Game Flow

The fixed order in which night abilities resolve. First night and other nights differ.

Night sheet Components

The Storyteller’s night order reference — separate sheets for first and other nights.

Night token Components

Tokens the Storyteller places beside the night sheet to mark who may need to act tonight.

Nomination Game Flow

Putting a player up for execution. Once per player per day, in each direction.

Not in play Ability Text

A character on the character sheet that nobody is playing this game.

O
On the block Game Flow

The player with the day’s highest vote count, due to be executed when the day ends.

Once per game Ability Text

Usable exactly once — and it is spent even if you were drunk or poisoned at the time.

Outsider Character Types

A good character whose ability hinders the good team. Zero to two are in play.

P
Player Game Flow

Anyone who has an in-play character. The Storyteller is not a player.

Poisoned States

Mechanically identical to drunk — no ability, and the player is not told.

Private Ability Text

Whispered between two players, or between a player and the Storyteller, so others do not hear.

Public Ability Text

Said or done so that most players, including the Storyteller, know it happened.

R
Register Ability Text

How you are perceived by another player’s ability — which may differ from what you really are.

Reminder Token Components

Small tokens the Storyteller places in the Grimoire to track an ability’s effect or target.

Resurrected States

A dead player becoming alive again. They regain their ability.

Rules sheet Components

The sheet read aloud at the start so new players learn the important rules.

S
Script Game Flow

The list of characters available in this game. Also called an edition.

Script Tool Components

The official online character list generator for designing scripts.

Setup Game Flow

Choosing the characters before the game starts. Some characters change the line-up itself at this stage.

Setup sheet Components

The sheet detailing what the Storyteller must do before the game begins.

Shroud States

The marker placed on a player’s seat to show they are dead.

Sober States

Not drunk. Together with healthy, required for your ability to work.

Start knowing Ability Text

You receive that information on the first night.

State States

A current property of a player: always either drunk or sober, poisoned or healthy, dead or alive, and mad or sane.

Storyteller Game Flow

Runs the game, keeps the Grimoire, enforces the rules and makes the final call on any adjudication.

T
Team States

All players sharing an alignment. “Your team” means you and everyone with the same alignment.

Think Ability Text

A player who “thinks” they are another character holds a token that does not match their real character in the Grimoire.

Tomorrow Ability Text

The day that follows the current night.

Town Square Components

The circle of players. Seating order is what defines neighbours.

Townsfolk Character Types

A good character whose ability helps the good team. The most numerous type in play.

Traveller Character Types

A character type for joining late or leaving early. Alignment set by the Storyteller; removed by exile.

Traveller sheet Components

The reference given to Travellers, listing how many Townsfolk, Outsiders and Minions are in play.

True / False info Ability Text

Whether the information the Storyteller gives is accurate. Drunk or poisoned players may receive false info.

Type Character Types

A class of character — Townsfolk, Outsider, Minion, Demon, Traveller or Fabled. This site also covers Loric.

V
Vote Game Flow

Raising your hand in favour of an execution. Unlimited while alive, once in total while dead.

Vote token Components

Marks a dead player’s single remaining vote. It is handed in once used.

W
Wake Ability Text

The Storyteller taps your shoulder at night so you open your eyes.

Win Game Flow

At the end of the game one team wins. Alive and dead players win together as a team.

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