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Village Under the Clocktower
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Classic Grimoire
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Townsfolk
Librarian
Shugenja
Villageidiot3
Snakecharmer
Dreamer
Savant
Alsaahir
Nightwatchman
Huntsman
Artist
Fisherman
Amnesiac
Poppygrower
Outsider
Hermit
J
Butler
J
Recluse
Damsel
Snitch
Minion
Mezepheles
J
Cerenovus
Xaan
J
Boffin
Demon
J
Leviathan
Fabled
Djinn
Townsfolk
Librarian
You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Shugenja
You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Villageidiot3
Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Snakecharmer
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Dreamer
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Savant
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Alsaahir
Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.
Nightwatchman
Once per game, at night, choose a player: they learn you are the Nightwatchman.
Huntsman
Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
Artist
Once per game, during the day, privately ask the Storyteller any yes/no question.
Fisherman
Once per game, during the day, visit the Storyteller for some advice to help your team win.
Amnesiac
You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Poppygrower
Minions & Demons do not know each other. If you die, they learn who each other are that night.
Outsider
Hermit
You have all Outsider abilities. [-0 or -1 Outsider]
J
Butler
Jinx
Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.
J
Recluse
Jinx
You might register as evil & as a Minion or Demon, even if dead.
Damsel
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Snitch
Each Minion gets 3 bluffs.
Minion
Mezepheles
You start knowing a secret word. The 1st good player to say this word becomes evil that night.
J
Cerenovus
Jinx
Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Xaan
On night X, all Townsfolk are poisoned until dusk. [X Outsiders]
J
Boffin
Jinx
The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Demon
J
Leviathan
Jinx
If more than 1 good player is executed, evil wins. All players know you are in play. After day 5, evil wins.
Fabled
Djinn
Use the Djinn's special rule. All players know what it is.
Which screen do you want?
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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