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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
Professor
Knight
Amnesiac
Fisherman
Atheist
Sailor
Poppygrower
Fool
Innkeeper
Oracle
Seamstress
Tealady
Empath
Artist
Outsider
Tinker
Mutant
Politician
Drunk
Minion
Wizard
J
Cerenovus
Devilsadvocate
Harpy
Demon
Vigormortis
J
Alhadikhia
Townsfolk
Professor
Once per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected.
Knight
You start knowing 2 players that are not the Demon.
Amnesiac
You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Fisherman
Once per game, during the day, visit the Storyteller for some advice to help your team win.
Atheist
The Storyteller can break the game rules, and if executed, good wins, even if you are dead. [No evil characters]
Sailor
Each night, choose an alive player: either you or they are drunk until dusk. You can't die.
Poppygrower
Minions & Demons do not know each other. If you die, they learn who each other are that night.
Fool
The 1st time you die, you don't.
Innkeeper
Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
Oracle
Each night*, you learn how many dead players are evil.
Seamstress
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Tealady
If both your alive neighbors are good, they can't die.
Empath
Each night, you learn how many of your 2 alive neighbors are evil.
Artist
Once per game, during the day, privately ask the Storyteller any yes/no question.
Outsider
Tinker
You might die at any time.
Mutant
If you are “mad” about being an Outsider, you might be executed.
Politician
If you were the player most responsible for your team losing, you change alignment & win, even if dead.
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Minion
Wizard
Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.
J
Cerenovus
Jinx
Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Devilsadvocate
Each night, choose a living player (different to last night): if executed tomorrow, they don't die.
Harpy
Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Demon
Vigormortis
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
J
Alhadikhia
Jinx
Each night*, you may choose 3 players (all players learn who): each silently chooses to live or die, but if all live, all die.
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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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