Church of the Tentacle
Notes
Bishop script Probably not balanced :>
Bishop script Probably not balanced :>
Townsfolk
You start knowing 1 good player.
How DARE you accuse Her Ladyship of wrongdoing? I’ve known her my entire life! All nine years!
"You start knowing 1 good player." The Steward knows 1 good player. The Steward learns a player, but not their character. The Steward learns their information on the first night of the game. If created mid-game, then the Steward learns their information that night instead.
Townsfolk
You start knowing 3 players, 1 and only 1 of which is evil.
Sarcasm is indeed the lowest form of wit. But speaking in response to your criticism, Sir, it is, nevertheless, a form of wit.
"You start knowing 3 players, 1 and only 1 of which is evil." 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.
Townsfolk
Each night, choose an alive player: either you or they are drunk until dusk. You can't die.
I'll drink any one of yer under the table! You! The chatterbox! Reckon you can take me? No? Howza 'bout you, Grandma? You ever tried Old McKillys Extra Spiced Rum before? Guaranteed to put hairs on yer chest! Step aboard, aye!
"Each night, choose an alive player: either you or they are drunk until dusk. You can't die." The Sailor is either drunk or getting somebody else drunk. While the Sailor is sober, they can't die. Each night, the Sailor chooses a player, who will probably get drunk. If they choose themself, they lose their “cannot die” ability until they become sober. If the Sailor chooses a dead player accidentally, the Storyteller prompts them to choose again. If the Sailor chooses another player, the Storyteller chooses which player is drunk. If they choose a Townsfolk, the Storyteller will usually make the Townsfolk drunk, but if an Outsider, a Minion, or the Demon is chosen, then the Storyteller will usually make the Sailor the drunk one. While sober, the Sailor cannot die, even if they have not yet woken at night to go drinking.
Townsfolk
Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
More heat! Higher! Higher! Più alto! Ahhh... it is so beautiful from up here, don't you agree? Can you see the children fishing by the river, under the willow? Can you see the glint of the sun on the circus tent-poles? What's this? An old man, alone, passed out in the vineyard? Less heat! Lower! Lower! Vai più in basso!
"Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]" The Balloonist learns players of different character types. Each time the Balloonist learns a player, the player must have a different character type to the previously shown player. The Balloonist does not learn the character type of the player they learn. The shown player can be alive or dead. The shown player can be good or evil. If the Balloonist is drunk or poisoned, they may learn a character of the same type as the previously shown player. When the Balloonist becomes sober and healthy, they must learn a player of a different character type to the previously shown player. During setup, the Storyteller may choose to add an Outsider due to the Balloonist’s ability.
Townsfolk
Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
I don’t have time for quotes.
"Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither." 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.
Townsfolk
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
I remember the Clockmaker. The sky was red and it was raining fractal triangles. There was a smell of violets and a bubbling sound. A woman with glowing eyes and a scraggly beard was hissing at the sky. Then, I awoke.
"Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct." The Dreamer learns players' characters, but is not sure if their information is entirely correct. Each night, the Dreamer chooses a player and learns two characters—one that the player is, and one that the player isn’t. The false character token depends on the chosen player’s true character type. If the Dreamer chooses a player who is a Townsfolk or Outsider, the false character token is any Minion or Demon. If they choose a player who is a Minion or Demon, the false character token is a Townsfolk or Outsider. The Dreamer may not choose themself, and may not choose a Traveller.
Townsfolk
Each night*, you learn if a Demon voted today.
Yesterday's violets have withered and died, but today my poppies bloom.
"Each night*, you learn if a Demon voted today." The Flowergirl knows if the Demon voted or not. A Demon’s vote counts whether or not the nominee was executed. The Flowergirl does not detect if the Demon raised their hand for other reasons, such as when the players “vote” on what to order for dinner, or when the players raise their hand to exile a Traveller. If the Demon changes players after the original Demon voted but before the Flowergirl wakes to learn their information, the Flowergirl detects the original Demon. If there are two (or more!) Demons, even dead Demons, the Flowergirl detects if any of them voted. If even one Demon voted, the Flowergirl learns a “yes”.
Townsfolk
Each night*, you learn which character died by execution today.
Hmmm....what have we here? The left boot is worn down to the heel, with flint shavings under the tongue. This is the garb of a Military man.
"Each night*, you learn which character died by execution today." The Undertaker learns which character was executed today. The player must have died from execution for the Undertaker to learn who they are. Deaths during the day for other reasons, such as the Gunslinger choosing a player to kill, or the exile of a Traveller, do not count. The Undertaker wakes each night except the first, as there have been no executions yet. If nobody died today, the Undertaker learns nothing. The Storyteller either does not wake the Undertaker at night, or wakes them but does not show a token. If the Drunk is executed, the Undertaker is shown the Drunk character token, not the token for the Townsfolk that the Drunk player thought they were.
Townsfolk
Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
Come inside, fair traveller, and rest your weary bones. Drink and be merry, for the legions of the Dark One shall not harass thee tonight.
"Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk." The Innkeeper protects people from death at night, but somebody gets drunk in the process. The Innkeeper, like the Monk, makes players safe from being killed by the Demon. They are also safe from death caused by Outsiders, Minions, Townsfolk, and Travellers. The Innkeeper only protects players at night, not the day. One of the two players that the Innkeeper chooses becomes drunk for tonight and the next day. This player may be good or evil, but will almost always be good, depending how your game is going. An Innkeeper that chooses themself might become drunk, which means they have no ability and may die tonight—and the other player they chose to protect isn’t safe either.
Townsfolk
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Seventy-two matchsticks on the floor... the sun sets early but the moon is unchanged... a torn piece of cloth... evil in the manor house... three by three... the one we trusted is not what he seems... green light means magnesium... residue, but the pattern is wrong... Seventy-two matchsticks on the floor...
"Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false." The Savant gets crazy, amazing information that is different every day and every game, but exactly half of it is completely false. Each day, the Storyteller chooses two pieces of information to give the Savant... so get creative! One must be true, and one must be false, and the Savant won’t know which is which. It is up to the Savant to talk with the Storyteller, not the other way around. This isn’t a public conversation, and the group can’t listen in. It’s private. The Savant can choose to not visit the Storyteller if they wish. A drunk or poisoned Savant might get two pieces of true information or two pieces of false information.
Townsfolk
On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
For my next trick, as per request, I will need a flower, a bag of beans, a toy snake, a paintbrush, and a motorized gasoline-powered hedge trimming device. I warn you, this trick may be my last. Oh dear.
"On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct." The Juggler takes the risk of convincing people to reveal their characters on the 1st day, in the hope of guessing as many as possible that are telling the truth. On the first day, they may guess which players are which characters. That night, the Juggler learns how many guesses they got right...if they are not killed beforehand. They must make their guesses publicly, so everyone hears what is guessed. They may guess zero characters, or up to five characters, and these characters and players may be different or the same. If the Juggler made their guesses while drunk or poisoned, but is sober and healthy when their ability triggers that night, then the Storyteller still gives them true information.
Townsfolk
You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Wait. What. Who? Oh, ok. Wait. What?
"You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are." The Amnesiac doesn’t know their own ability. The Storyteller decides what the Amnesiac’s ability is. It may be the same ability as another character in Blood On The Clocktower, something similar, or something original. The Amnesiac may wake at any time during the night to learn information or to choose a player, or their ability may be passive—not requiring action from the Amnesiac player. Each day, the Amnesiac talks to the Storyteller in private, and makes a guess as to what their ability is. The Storyteller answers “cold” if the guess is very wrong, “warm” if the guess is on the right track, “hot” if the guess is very close, and “bingo” if the guess is spot on. Their guess may be specific, such as “Am I learning two players each night that are the same alignment?”, or vague, such as “Is my ability something to do with dead players?”
Townsfolk
If you die at night, you are woken to choose a player: you learn their character.
My birds will avenge me! Fly! Fly, my sweet and dutiful pets! To the manor and to the river! To the alleys and to the salons! Fly!
"If you die at night, you are woken to choose a player: you learn their character." If the Ravenkeeper dies at night, they get to learn one player's character. The Ravenkeeper is woken on the night that they die, and chooses a player immediately. The Ravenkeeper may choose a dead player if they wish.
Outsider
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
I’m only a hic social drinker, my dear. Admittedly, I am a heavy burp socializer.
"You do not know you are the Drunk. You think you are a Townsfolk character, but you are not." The Drunk player thinks that 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.
Outsider
You might register as evil & as a Minion or Demon, even if dead.
Garn git ya darn grub ya mitts ofma lorn yasee. Grr. Natsy pikkins yonder southwise ye begittin afta ya! Git! Me harvy no so widda licks and demmons no be fightin' hadsup ne'er ma kin. Git, assay!
"You might register as evil & as a Minion or Demon, even if dead." The Recluse might appear to be an evil character, but is actually good. Whenever the Recluse's alignment is detected, the Storyteller chooses whether the Recluse registers as good or evil. Whenever the Recluse is targeted by an ability that affects specific Minions or Demons, the Storyteller chooses whether the Recluse registers as that specific Minion or Demon. The Recluse may register as either good or evil, or as an Outsider, Minion, or Demon, at different parts of the same night. The Storyteller chooses whatever is most interesting. A Recluse that registers as a particular Minion or Demon does not have this character's ability. For example, a Recluse that registers as a Poisoner does not wake at night and cannot poison a player.
Outsider
When you die, 1 player is drunk from now on.
I will never forget her. Never.
"When you die, 1 player is drunk from now on." The Sweetheart, when they die, causes someone to be drunk for the rest of the game. The Storyteller chooses which player becomes drunk. This ability works while the Sweetheart is dead.
Outsider
If there are 5 or more players alive, you must vote for every nomination.
I enjoy talking to you. Your mind appeals to me. It resembles my own mind except that you happen to be insane.
"If there are 5 or more players alive, you must vote for every nomination." The Zealot votes. If there are 5 or more players alive, the Zealot must vote for every nomination. If there are 4 or fewer players alive, the Zealot can choose whether they vote or not. Travellers count as alive players. The Zealot can vote like a normal dead player when dead. The Zealot does not need to vote for exiles. A Zealot must vote even if they think they might be drunk or poisoned. It is not the Storyteller's responsibility to monitor the Zealot. They're responsible for their own voting. Deliberately not voting when they should is considered cheating.
Minion
Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
So fair a day I never did see, nor so fowl a presence hanging over me.
"Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die." The Harpy creates discord and distrust between good players. At night, the Harpy player chooses one player at a time, not two at once. A player chosen by the Harpy is affected by the ability until the next Harpy choice. If the Storyteller decides to kill players with the Harpy ability, they do not need to kill both. The Storyteller can decide to kill only one, or none. The Harpy can choose a dead player. If so, the Storyteller can kill just the living player, since dead players can not die again. The order of deaths due to the Harpy ability can be chosen by the Storyteller, should that be important.
Minion
Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Reality is merely an opinion. Specifically, my opinion.
"Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed." The Cerenovus encourages players to pretend to be different characters than they actually are. The Cerenovus chooses Townsfolk or Outsiders that players are mad about being. They must try to convince the group that they actually are this character tomorrow, or else die. Simply hinting is not enough to avoid death. The player must make a decent effort to convince the group. Mad players are never literally forced to say things they don’t want to—but if the Storyteller doesn’t hear them make an effort, they pay the price. Mad evil players might be executed this way, but “might” means you can choose not to, to prevent evil from winning by this strategy. Like the Mutant, an execution penalty counts as the one execution allowed per day.
Minion
On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play.
More wine? Château d’Ergot ’07 is a very special vintage. My yes, very special indeed.
"On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play." The Widow sees the Grimoire and poisons a character of their choice. The Widow acts on their first night only, poisoning one player. The player that the Widow poisons is poisoned until the Widow dies. On the same night that the Widow acts, one good player learns that the Widow is in play, but not which player is the Widow, and not which player is poisoned.
Minion
There are extra Outsiders in play. [+2 Outsiders]
This town has gone to the dogs, what? Cheap foreign labor... that's the ticket. Stuff them in the mine, I say. A bit of hard work never hurt anyone, and a clip'o'the ears to any brigand who says otherwise. It's all about the bottom line, what?
"There are extra Outsiders in play. [+2 Outsiders]" The Baron changes the number of Outsiders present in the game. This change happens during setup, and it does not revert if the Baron dies. A change in characters during setup, regardless of what happens during the game, is shown on character sheets and tokens in square brackets at the end of a character's description—like [this]. The added Outsiders always replace Townsfolk, not other character types.
Demon
Each night, Minions choose who babysits Lil' Monsta & "is the Demon". Each night*, a player might die. [+1 Minion]
Step 1: Be cute. Step 2: World domination. Step 3: Bweakfast.
"Each night, Minions choose who babysits Lil' Monsta & "is the Demon". Each night*, a player might die. [+1 Minion]" Lil’ Monsta isn’t a player, and is instead babysat by a Minion. Each night, all Minions wake together and decide amongst themselves who babysits the Lil’ Monsta. The Minions decide by pointing to a player, or otherwise make it obvious they have reached a decision. If they can not reach a unanimous decision, the Storyteller decides. If the Storyteller thinks it is funny, they may give this player the Lil’ Monsta token, which they will need to hide in a pocket, under their hat, or somewhere appropriate. Players may not request that others empty their pockets. The player with the Lil’ Monsta token “is the Demon”. Good wins if they die. They register as a Demon for characters like the Fortune Teller etc. If a good player babysits Lil’ Monsta, they “are the Demon” but they remain good. A dead player babysitting Lil’ Monsta ends the game because the Demon “is dead”. Minions babysitting Lil’ Monsta keep their Minion ability. Lil’ Monsta isn’t a player, so can’t be drunk or poisoned.
Demon
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
By the sins of Arnoch, I feel thy laden stench. By the curs-ed sun and her foul legion of tiny grinning gods, I corrupt thee. By the blessed night and the hidden depths of the horrid and unholy sea, I end thy squalid life upon this plane.
"Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned." The No Dashii poisons their neighboring Townsfolk. The No Dashii’s closest clockwise and counterclockwise Townsfolk neighbors are poisoned, regardless of whether they are alive or dead. If a No Dashii dies or otherwise loses their ability, then those two players become healthy. Two Townsfolk players will always be poisoned this way, as neighboring Outsiders, Minions, or Travellers are skipped. If a new player becomes the No Dashii, or a poisoned Townsfolk changes into a non-Townsfolk character, the players who are poisoned may change immediately based on who the neighbors of the No Dashii are.
Demon
Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead.
Tasty, tasty, tasty, tasty, tasty, tasty, tasty, tasty brai- I mean pie! Yes. Tasty pie. That’s what I meant to say.
"Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead." The Lleech lives if their host lives, and dies if their host dies. On the first night, the Lleech chooses a player, who is poisoned for the rest of the game. If this player is alive, the Lleech cannot die. If the Lleech is executed, the Storyteller tells the group that the player lives, but not why. If the player that the Lleech chose dies, the Lleech dies as well. If this means that only one or two players are left alive, good still wins, because the Demon is dead. From the second night onwards, players that the Lleech attacks die but are not poisoned. If a Lleech is created mid-game, they poison a player that night. They must choose an alive player.
Traveller
Only the Storyteller can nominate. At least 1 opposing player must be nominated each day.
In nomine Patris, et Filii, et Spiritus Sancti… Nos mos Dei. Deus vult de nobis.
"Only the Storyteller can nominate. At least 1 opposing player must be nominated each day." The Bishop prevents players from nominating at all. Instead, the Storyteller does all nominating. The Storyteller makes nominations during the nomination process instead of the players, and the Storyteller may nominate as few or as many players as they wish. To make things fair, they must nominate at least one player whose alignment is opposite the Bishop’s alignment each day. The Bishop does not alter who can and cannot vote. Each player may do so normally. Since Travellers are exiled, not executed, any player may call for the Bishop or another Traveller to be exiled.