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Village Under the Clocktower
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Classic Grimoire
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Live Grimoire
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Distribution
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Townsfolk
Steward
Knight
Chef
General
Cultleader
Dreamer
Fortuneteller
Oracle
Savant
Nightwatchman
Slayer
Seamstress
Poppygrower
Outsider
J
Recluse
Klutz
Drunk
Lunatic
Minion
Baron
Poisoner
J
Scarletwoman
J
Marionette
Demon
Imp
J
Vortox
J
Legion12
J
Riot
Townsfolk
Steward
You start knowing 1 good player.
Knight
You start knowing 2 players that are not the Demon.
Chef
You start knowing how many pairs of evil players there are.
General
Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Cultleader
Each night, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins.
Dreamer
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Fortuneteller
Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
Oracle
Each night*, you learn how many dead players are evil.
Savant
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Nightwatchman
Once per game, at night, choose a player: they learn you are the Nightwatchman.
Slayer
Once per game, during the day, publicly choose a player: if they are the Demon, they die.
Seamstress
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Poppygrower
Minions & Demons do not know each other. If you die, they learn who each other are that night.
Outsider
J
Recluse
Jinx
You might register as evil & as a Minion or Demon, even if dead.
Klutz
When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Lunatic
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Minion
Baron
There are extra Outsiders in play. [+2 Outsiders]
Poisoner
Each night, choose a player: they are poisoned tonight and tomorrow day.
J
Scarletwoman
Jinx
If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)
J
Marionette
Jinx
You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Demon
Imp
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
J
Vortox
Jinx
Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
J
Legion12
Jinx
Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]
J
Riot
Jinx
On day 3, Minions become Riot & nominees die but nominate an alive player immediately. This must happen.
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With the Classic Grimoire you can choose where to begin.
Character Distribution (Step 3)
Pass the device player by player
so each one sees their own character.
Start here
Storyteller Screen (Step 4)
A screen only the storyteller sees.
Hand out real tokens, or share a link.
Start here
Go back
Jinxes
Character Distribution by Player Count
✕
Players
5
Random
6
Random
7
Random
8
Random
9
Random
10
Random
11
Random
12
Random
13
Random
14
Random
15
Random
Townsfolk
3
3
5
5
5
7
7
7
9
9
9
Outsiders
0
1
0
1
2
0
1
2
0
1
2
Minions
1
1
1
1
1
2
2
2
3
3
3
Demons
1
1
1
1
1
1
1
1
1
1
1
Pukka Night Flowchart
Savant Proposition Generator
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