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Village Under the Clocktower
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Classic Grimoire
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Distribution
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Default Tokens
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Townsfolk
Knight
Shugenja
Pixie
Empath
Highpriestess
Sailor
Villageidiot
Fortuneteller
Oracle
Nightwatchman
Artist
Seamstress
Ravenkeeper
Villageidiot2
Villageidiot3
Outsider
Ogre
J
Recluse
Klutz
Drunk
Minion
Harpy
Baron
Mezepheles
J
Marionette
Demon
J
Lleech
Nodashii
Imp
Townsfolk
Knight
You start knowing 2 players that are not the Demon.
Shugenja
You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Pixie
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
Empath
Each night, you learn how many of your 2 alive neighbors are evil.
Highpriestess
Each night, learn which player the Storyteller believes you should talk to most.
Sailor
Each night, choose an alive player: either you or they are drunk until dusk. You can't die.
Villageidiot
Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
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.
Nightwatchman
Once per game, at night, choose a player: they learn you are the Nightwatchman.
Artist
Once per game, during the day, privately ask the Storyteller any yes/no question.
Seamstress
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Ravenkeeper
If you die at night, you are woken to choose a player: you learn their character.
Villageidiot2
Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Villageidiot3
Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Outsider
Ogre
On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
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.
Minion
Harpy
Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Baron
There are extra Outsiders in play. [+2 Outsiders]
Mezepheles
You start knowing a secret word. The 1st good player to say this word becomes evil that night.
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
J
Lleech
Jinx
Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead.
Nodashii
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
Imp
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
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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