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	<title>Blood on the Clocktower Wiki - User contributions [en]</title>
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	<updated>2026-05-26T10:18:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Po&amp;diff=3104</id>
		<title>Po</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Po&amp;diff=3104"/>
		<updated>2026-05-08T15:03:58Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_po.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;[[Character Types#Demon|Demon]]&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Anica Kelsen&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;p class='flavour'&amp;gt;&amp;quot;Would you like a flower? I'm so lonely.&amp;quot;&amp;lt;/p&amp;gt;	&lt;br /&gt;
	&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center;&amp;quot;&amp;gt;Appears in&amp;lt;/span&amp;gt;&lt;br /&gt;
			[[File:logo_bad_moon_rising.png|100px|link=Bad Moon Rising]]&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;&amp;quot;&amp;gt;Cult of the Clocktower Episode&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 14px; text-align: center;&amp;quot;&amp;gt;by Andrew Nathenson&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;div style='padding-bottom: 10px' class=&amp;quot;html5audio&amp;quot; data-file=&amp;quot;https://anchor.fm/s/daf1f9c/podcast/play/63544517/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2023-0-16%2F307696123-44100-2-acae1b50169b5.m4a&amp;quot;&amp;gt;You need to enable JavaScript to play this audio&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
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	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
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		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Po can choose to attack nobody at night, but goes on a rampage the following night.&lt;br /&gt;
* The Po attacks one player per night, like many other Demons. However, if the Po chooses to attack nobody, then they may attack three players the following night.&lt;br /&gt;
* If the Po was drunk or poisoned when they chose nobody last night, they still choose three players tonight.&lt;br /&gt;
* A Po must choose three players when prompted to do so. They cannot choose no one again.&lt;br /&gt;
* The Po only gets three attacks if they chose nobody. The Po does not get three attacks if they chose to attack someone the previous night, but that player did not die.&lt;br /&gt;
* The Po doesn’t act on the first night, but this night does not count as a night where the Po “chose no one.”&lt;br /&gt;
* If the Exorcist selects the Po, the Po does not act, but this night does not count as a night where the Po “chose no one.” However, if the Po chose no one the night before the Exorcist chose the Po, the Po chooses three players the night after the Exorcist chose the Po, because their last choice was no one.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
== How to Run ==&lt;br /&gt;
&lt;br /&gt;
Each night except the first, wake the Po. They either shake their head no or point at any player. Put the Po to sleep. If they shook their head no, mark the Po with the '''3 ATTACKS''' reminder. If they chose a player, that player '''dies'''—mark them with a '''DEAD''' reminder.&lt;br /&gt;
&lt;br /&gt;
If the Po wakes to act while marked '''3 ATTACKS''', they point at any three players, one at a time. In the order chosen, each chosen player '''dies'''—mark them with '''DEAD''' reminders. Remove the '''3 ATTACKS''' reminder.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
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	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
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		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				On the second night, the Po attacks one player. On the third night, the Po chooses to attack nobody. On the fourth night, the Po attacks three players.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The Po chooses to attack nobody, but is drunk. The next night, the Po is poisoned. They choose three players, but none of them die. The following night, the Po is sober and healthy and attacks a player, who dies.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The Po attacks the {{Good|Moonchild}}, then the {{Good|Goon}}, then the {{Good|Grandmother}}. Only the {{Good|Moonchild}} dies, because the Po became drunk when they attacked the {{Good|Goon}}.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
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		&amp;lt;/div&amp;gt;&lt;br /&gt;
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	&amp;lt;/div&amp;gt;&lt;br /&gt;
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	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
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		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* The boisterous Po is the deadliest demon in [[Bad Moon Rising]] for its patience and ferocity. No other demon can hope to unleash as much devastation in a single night as you are capable of. Unlike the brutal {{Evil|Shabaloth}}, none of your victims are coming back from the dead unexpectedly. Unlike the {{Evil|Zombuul}} and the {{Evil|Pukka}}, you only wait if ''you'' choose it. The good team should tremble in fear at the mere thought that you are in play, knowing that at any time, you will unleash hell and leave the town torn asunder.&lt;br /&gt;
&lt;br /&gt;
* Playing the Po is all about choosing how you want to kill. You have a few more options available to you than your average demon, and utilizing them well will be key for your victory.&lt;br /&gt;
** Kill once per night, ignoring the charge ability entirely in favor of consistency. One advantage of this is it eliminates the 'charge' night of no deaths that is your most obvious tell, and makes you almost indistinguishable from a {{Evil|Zombuul}} or {{Evil|Pukka}}... at least initially. The good team wasting resources trying to detect a dead demon or doubting their own information is great for you! The obvious disadvantage is that you kill much less, which gives the good team a little longer to see through your deception and track you down.&lt;br /&gt;
** Don't hold back - charge and kill consistently. By utilizing your charge ability every single night, you basically get to 'kill two, kill one free' - meaning that you get one more kill than normal across the two nights. If the good team is dead, they won't be able to detect a dang thing! The downside to this method is that it will be pretty obvious that you are in play - you get the most kills in a single night of any character, and the good team will pick up on that. This can back you unexpectedly into a corner, as characters like the {{Good|Courtier}} may wine and dine you, making you drunk, or the {{Good|Gossip}} can start getting ''very'' specific in the statements that they make. &lt;br /&gt;
** Finally, mix and match! Both methods above are viable depending on the game, but it pays to be flexible - kill once per night for a while, wait until you have three targets earmarked who you ''know'' will die, and then unleash your charged kill. Or unleash a charged kill early... but bluff as a {{Good|Gossip}} to mask the extra kill, and then kill normally for the rest of the game. By mixing and matching your charged kill and regular kill, you can adapt to the situation as it unfolds - maybe the good team is wily and has a lot of information, and hiding your demon identity is crucial. Or maybe they're scattered, and you should finish them off before they have a chance to unite. Either way, you are versatile, so you might as well take full advantage of it. The downside to this method is that timing is everything - you have to plan your moves in advance, which means that if you didn't charge a kill on a night you ''really'' need more than one person dead, you could end up in hot water. &lt;br /&gt;
&lt;br /&gt;
* Co-ordinate with the {{Evil|Assassin}} and the {{Evil|Godfather}} (and even the good players!) to mask the nights you don't kill. If a death occurs on the night where you are preparing for a triple kill, the good players will usually believe the death was due to the Demon attacking, and this false information will lead them astray about which demon is in play, and may even make them believe good players are lying when they are not. For example, if you don't kill one night (because you are preparing for a triple kill the following night), but that night, a player dies due to the {{Good|Gossip}} having made a true public statement during the day, the good team may believe that the {{Good|Gossip}}'s statement was false, since they believe that the death was due to the Demon attacking and not the {{Good|Gossip}}. Tricky.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fighting the Po ==&lt;br /&gt;
&lt;br /&gt;
* Figure out that the Po is in play as soon as you can. Determine how deaths happen due to a night action - 1 player dying each night as regular as Clockwork implies a Po is in play, as does nobody dying one night then 2 or 3 people dying the next. The {{Evil|Shabaloth}} usually kills more players each and every night, and the {{Evil|Zombuul}} and the {{Evil|Pukka}} often have a night with no death, but without the extra kills the following night. If you figure out a Po is in play, the {{Good|Courtier}} can nullify their power effectively, and other good players that kill players, such as the {{Good|Moonchild}}, {{Good|Grandmother}}, {{Good|Gambler}} and {{Good|Gossip}}, know to be particularly careful.&lt;br /&gt;
&lt;br /&gt;
* Good characters that can prevent death need to co-ordinate well, and use their abilities to the fullest. {{Good|Tea Lady}}s, {{Good|Fool}}s, {{Good|Innkeeper}}s, even {{Good|Goon}}s and {{Good|Sailor}}s, should be doing whatever that can to use their powers to the maximum, saving valuable lives so that the Po triple-kill doesn't destroy the town.&lt;br /&gt;
&lt;br /&gt;
* Always pay attention to how many players are left alive. Once just 5 players are left alive, the Po can win that night if the good team executes nobody that day. If other characters that cause death due to a night action are in-play, that number is even higher. If you think a Po is in-play, and 4, 5 or even 6 players are alive, think seriously about who you will execute that day... it may be your last!&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Bad Moon Rising]]&lt;br /&gt;
[[Category:Demons]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Harpy&amp;diff=3103</id>
		<title>Harpy</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Harpy&amp;diff=3103"/>
		<updated>2026-04-30T10:01:40Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* How to Run */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:Icon_harpy.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;[[Character Types #Minion|Minion]]&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Chloe McDougall&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Revealed&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;20/07/2023&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;p class='flavour'&amp;gt;&amp;quot;So fair a day I never did see, nor so fowl a presence hanging over me.&amp;quot;&amp;lt;/p&amp;gt;		&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;&amp;quot;&amp;gt;Character Showcase&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;youtube&amp;gt;6A8RZkjzIjU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
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	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
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		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Harpy creates discord and distrust between good players.&lt;br /&gt;
* At night, the Harpy player chooses one player at a time, not two at once.&lt;br /&gt;
* A player chosen by the Harpy is affected by the ability until the next Harpy choice.  &lt;br /&gt;
* 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. &lt;br /&gt;
* The Harpy can choose a dead player. If so, the Storyteller can kill just the living player, since dead players can not die again.&lt;br /&gt;
* The order of deaths due to the Harpy ability can be chosen by the Storyteller, should that be important.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
Each night, wake the Harpy. The Harpy points to one player, then another player. Mark the first player with the '''MAD''' reminder and the second player with the '''2ND''' reminder. Put the Harpy to sleep. Wake the player marked '''MAD'''. Show the '''THIS CHARACTER SELECTED YOU''' info token then the Harpy token, then point to the player marked '''2ND'''. Put the player marked '''MAD''' to sleep. &lt;br /&gt;
&lt;br /&gt;
Tomorrow, if the player marked '''MAD''' is not mad that the player marked '''2ND''' is evil, you may kill one or both players.		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The Harpy chooses the {{Good|Monk}} and the {{Good|Engineer}}. The {{Good|Monk}} claims to be the {{Good|Investigator}} who saw the {{Good|Engineer}} and campaigns for them to be executed. When challenged, they are emphatic in their claims that the {{Good|Engineer}} is most likely evil due to their information, and so avoid death.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
The Harpy chooses the {{Good|Oracle}} and the dead {{Good|Alchemist}}. The {{Good|Oracle}} claims that they trust the Alchemist because their {{Good|Oracle}} information indicates that they were not evil. The Storyteller declares that the {{Good|Oracle}} dies.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
The {{Good|Farmer}} is chosen by the Harpy. As they don't have any information themselves to claim in order to imply that the other player is evil, they make a concerted effort to find information that might clear each of the other living people, leaving their target as the remaining Demon candidate and therefore evil by implication.			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Choose the same two players every night. The repeated effort of one good player to get another seen as evil can only help your team, misleading the good team into focusing on the wrong people. Plus, the consistent attention on their arguments might eventually cause the death of one or both players, without anyone knowing it was you who did this to them.&lt;br /&gt;
&lt;br /&gt;
* Choose the same first player every night. That player will have to keep switching who they say is evil and gain less and less credibility in the process, especially when no one else ever claims to be chosen by the Harpy.&lt;br /&gt;
&lt;br /&gt;
* Share the love and choose different players every night! People will know there’s a Harpy in play after the first day, but they can never be certain whether someone genuinely thinks another player is evil or whether it’s because of you. Your Demon might be able to slip under the radar or defend themselves by saying that the {{Good|Fortune Teller}} who got a “Yes” on them is really just Harpy mad.&lt;br /&gt;
&lt;br /&gt;
* Choose a trusted dead player, and make them mad that a living player is evil. Arguments from dead players about who they’d like to execute often carry more weight, so you have better odds of getting the second player executed. Plus, the dead player can’t risk breaking madness unless they want the living player to die!&lt;br /&gt;
&lt;br /&gt;
* Choose a dead player as your second choice. It can be extremely difficult for players to make a genuine, good-faith argument that they believe a player who died early is actually evil. Or, if there’s a {{Evil|Vigormortis}} or {{Evil|Fang Gu}} on the script, the player you chose might convince the good team that the wrong Demon is in play.&lt;br /&gt;
&lt;br /&gt;
* Choosing evil players can help your team. If you only choose good players, the good team might start to believe that all selected players are good, and they’ll start executing into people that have never been selected by the Harpy.&lt;br /&gt;
&lt;br /&gt;
* Choosing evil players late in the game, especially on the final day, is usually not worthwhile. In most cases, it helps you and your Demon far more to have a good player pushing on another good player to distract from your Demon. It’s especially useful to choose at least one living player on the final day, because if both your choices are dead, the first player you chose can break madness with zero risk of death.&lt;br /&gt;
&lt;br /&gt;
* Choose your Demon! The Storyteller is unlikely to use your ability to kill the Demon, so you have good odds of getting through unscathed. However, if your Demon is your second choice, you risk the first player breaking madness, and good players might start to wonder why the Demon hasn’t died to that madness break. &lt;br /&gt;
&lt;br /&gt;
* If your team needs to speed up the game, choose yourself, and let the Storyteller in on your plan. If you want them to kill both you and your target, tell them in advance! If the Storyteller knows what you want to do, they’ll be more prepared to support your team. &lt;br /&gt;
&lt;br /&gt;
* Lie and say you were picked by the Harpy, and that’s why your voting has seemed weird. Voted on the Saint when you knew that’s what they were claiming? It makes sense if you were Harpy picked!&lt;br /&gt;
&lt;br /&gt;
* The best way to hide the Harpy’s existence is to choose yourself. While only one player at a time knows the Harpy ability is in effect, you yourself have the best chances to adhere to the madness subtly, and therefore deny that you were affected by the Harpy ability, making anyone who claims to be Harpy picked later look even more suspicious. &lt;br /&gt;
&lt;br /&gt;
* Sometimes, it can be worthwhile to claim that you were chosen by the Harpy when you targeted someone else. It puts you in direct conflict with the first player you chose, but can introduce confusion as to who was really picked. Plus, if you picked the same player again, it might even push them to get them and/or their target killed, which helps your team even more!&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fighting the Harpy ==&lt;br /&gt;
&lt;br /&gt;
* Satisfy the madness. Even if you don’t mind dying, the player you’re mad about might be a useful Townsfolk like the {{Good|Preacher}} or the {{Good|Savant}}. You can always explain your actions tomorrow by outing that you were chosen by the Harpy, but especially early in the game, it’s better to stay alive.&lt;br /&gt;
&lt;br /&gt;
* Ignore the madness, especially if you don’t mind dying, or if you think the second player is evil! If you do break madness, you should be prepared to die and possibly have the second player die as well. If people don’t think there’s a Harpy in play, this is a surefire way to prove them wrong.&lt;br /&gt;
&lt;br /&gt;
* If you think the other player is evil, break madness and see what happens. If the Storyteller only kills you, it’s more likely the other player is evil, and if you both die, it rules out a Demon candidate!&lt;br /&gt;
&lt;br /&gt;
* Be intentional and careful if you claim to be affected by the Harpy. If you do, you’ll struggle to make people believe that you genuinely think your target is evil, and that’s likely to get you and/or the other player killed.&lt;br /&gt;
&lt;br /&gt;
* If the Harpy keeps making you mad about the same player, that player is probably not the Demon. It’s rare that the evil team can get away with the sustained pressure of a good player claiming the Demon is evil, so you’re somewhat safe to assume that the player you’ve been mad about is not a Demon candidate. That said, they could still be an evil Minion, particularly an expendable one like the {{Evil|Baron}} or a spent {{Evil|Mezepheles}}. &lt;br /&gt;
&lt;br /&gt;
* If you are picked with a dead player, commit to the madness. You are the only one at risk of dying if madness isn’t satisfied!&lt;br /&gt;
&lt;br /&gt;
* If you think a specific player is Harpy mad, you don’t need to publicly support their claim, especially if you think their target is good. Claiming that you think a different person is evil doesn’t contradict the Harpy-mad player’s claims, so you should still feel free to nominate and vote on whoever you like.&lt;br /&gt;
&lt;br /&gt;
* If a newer player is accusing someone of being evil and you think the Harpy is in play, you might want to be gentler when asking for justification for why they think that person is evil. This can mitigate the risk of one or both of the players dying due to Harpy madness.&lt;br /&gt;
&lt;br /&gt;
* If only one player dies to Harpy madness, consider why the Storyteller didn’t kill both players. Was an evil player mad about a good player, and only the good player died? Was one of the players unable to die because they are the {{Good|Sailor}}, or they’re sitting next to a {{Good|Tea Lady}}? Understanding why the Storyteller only killed one player can help your team figure out who is telling the truth.&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Minions]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Fabled&amp;diff=3102</id>
		<title>Fabled</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Fabled&amp;diff=3102"/>
		<updated>2026-04-30T10:00:33Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Social Interactions &amp;amp; Accessibility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fabled are characters for the Storyteller. They’re more like special rules than characters all on their own. They cannot be killed and they alter the game itself. Fabled characters are not extra spice to alter a game for the sake of a twist - they help the Storyteller to run more balanced, more inclusive games and to solve real-world issues that may arise.&lt;br /&gt;
&lt;br /&gt;
For example, if a player has an intellectual disability that would normally mean they couldn’t understand the game rules or communicate with the group, a Fabled can allow them to join in. If a new player is worrying they will die early, a Fabled can protect them. If there are too many players for the time available, a Fabled can make the game run faster. If someone is shy or soft-spoken and has trouble getting the group’s attention, a Fabled can give them the floor without interruption. If the game needs to end earlier than expected, a Fabled can decide a winner. If you’ve made your own character list using the Script Tool, a Fabled can help make it more fun.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== How To Run ==&lt;br /&gt;
&lt;br /&gt;
'''Use the Fabled only when you need them.''' They can be incredibly useful in making your games more enjoyable and accessible to players of all sorts, but adding them willy-nilly to every game is unnecessary and gets old quickly.&lt;br /&gt;
&lt;br /&gt;
'''To include a Fabled in your game,''' simply choose one, tell the group which Fabled is in play, and put the Fabled character token in the center of the left side of the Grimoire as a reminder about what the character does. Some Fabled are added at the start of the game, while others can be added and removed at any time. You may add multiple Fabled if you wish.&lt;br /&gt;
&lt;br /&gt;
'''The Fabled cannot die or lose their ability.''' You are the Storyteller, not a player, so your Fabled are immune to all game effects, including death, drunkenness, and poisoning. &lt;br /&gt;
&lt;br /&gt;
'''Like Travellers, the Fabled do not count as players for the &amp;quot;two players remain alive&amp;quot; victory condition for the evil team.'''&lt;br /&gt;
&lt;br /&gt;
== Social Interactions &amp;amp; Accessibility ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_angel.png|250px|thumb|center|link=Angel]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Fabled|Angel}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_buddhist.png|250px|thumb|center|link=Buddhist]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Fabled|Buddhist}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_doomsayer.png|250px|thumb|center|link=Doomsayer]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Fabled|Doomsayer}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_fiddler.png|250px|thumb|center|link=Fiddler]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Fabled|Fiddler}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_hellslibrarian.png|250px|thumb|center|link=Hell's Librarian]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Fabled|Hell's Librarian}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_revolutionary.png|250px|thumb|center|link=Revolutionary]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Fabled|Revolutionary}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_toymaker.png|250px|thumb|center|link=Toymaker]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Fabled|Toymaker}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Custom Scripts ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_djinn.png|250px|thumb|center|link=Djinn]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Fabled|Djinn}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_duchess.png|250px|thumb|center|link=Duchess]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Fabled|Duchess}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_fibbin.png|250px|thumb|center|link=Fibbin]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Fabled|Fibbin}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_sentinel.png|250px|thumb|center|link=Sentinel]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Fabled|Sentinel}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_spiritofivory.png|250px|thumb|center|link=Spirit of Ivory]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Fabled|Spirit of Ivory}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Experimental ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_deusexfiasco.png|250px|thumb|center|link=Deus ex Fiasco]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Fabled|Deus ex Fiasco}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_ferryman.png|250px|thumb|center|link=Ferryman]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Fabled|Ferryman}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Evil_Twin&amp;diff=3101</id>
		<title>Evil Twin</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Evil_Twin&amp;diff=3101"/>
		<updated>2026-04-13T09:50:39Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* How to Run */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_eviltwin.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;[[Character Types#Minion|Minion]]&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Aidan Roberts&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;p class='flavour'&amp;gt;&amp;quot;I'm not Sara! I'm Clara! SHE is Sara! Sara is the evil one! Not me!&amp;quot;&amp;lt;p&amp;gt;	&lt;br /&gt;
	&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center;&amp;quot;&amp;gt;Appears in&amp;lt;/span&amp;gt;&lt;br /&gt;
			[[File:logo_sects_and_violets.png|100px|link=Sects &amp;amp; Violets]]&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;&amp;quot;&amp;gt;Cult of the Clocktower Episode&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 14px; text-align: center;&amp;quot;&amp;gt;by Andrew Nathenson&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;div style='padding-bottom: 10px' class=&amp;quot;html5audio&amp;quot; data-file=&amp;quot;https://anchor.fm/s/daf1f9c/podcast/play/41997486/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2021-9-19%2F225349499-44100-2-504aa217fbee.m4a&amp;quot;&amp;gt;You need to enable JavaScript to play this audio&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='jinxes'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 18px; text-align: center; margin-top: 10px; text-transform: uppercase; font-family: Dumbledor;&amp;quot;&amp;gt;&lt;br /&gt;
				Related Jinxes &amp;lt;span style=&amp;quot;cursor: pointer; color: #5C1F22;&amp;quot; id=&amp;quot;jinx-toggle&amp;quot;&amp;gt;(Open)&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{Jinx|Plague Doctor|plaguedoctor|Good|If the Storyteller would gain the Evil Twin ability, a player becomes the Evil Twin.}}&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;You &amp;amp; an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Evil Twin mirrors a good character, so that the players don't know which twin is good and which twin is evil.&lt;br /&gt;
* The Evil Twin is paired with a good player, chosen by the Storyteller, called the Good Twin.&lt;br /&gt;
* On the first night, the Evil Twin and Good Twin both wake, make eye contact, and learn each other’s character.&lt;br /&gt;
* If the Good Twin is executed, evil wins. If the Evil Twin is executed, the game continues. A dead Evil Twin has no ability, so evil doesn’t win if the Good Twin is later executed. &lt;br /&gt;
* Good cannot win while both twins are alive. Even if the Demon is killed, the game continues. Good will need to kill the Evil Twin as well as the Demon to win.&lt;br /&gt;
* If a good player is turned into an Evil Twin, they are still a good player, with an evil player becoming their twin. It doesn’t matter which twin is which character, what matters is their alignment—the good team can execute the evil player safely, but if they execute the good player, evil wins.&lt;br /&gt;
* If both Twins are the same alignment, the Storyteller chooses a new Twin.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
&lt;br /&gt;
While setting up the game, choose a Good Twin by marking any good character with the '''TWIN''' reminder. During the first night, wake both Twins. Let them make eye contact. Point at the Evil Twin, then show the Evil Twin token to the Good Twin. Point at the Good Twin, then show the Good Twin’s character token to the Evil Twin. Put them both to sleep.&lt;br /&gt;
&lt;br /&gt;
While both Twins are alive, the good team cannot win. If a good-aligned Twin is executed, the evil team wins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;example&amp;quot; style=&amp;quot;color: #5d2123; font-style: italic; font-family: GoudyOldStyle;&amp;quot;&amp;gt;&lt;br /&gt;
If a Pit-Hag creates an Evil Twin during the final night, either make the other Twin the Demon player or a dead player, so that the good team is still able to win.&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
It is rarely a good idea to choose a Traveller to be a Twin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Both twins are claiming to be the {{Good|Oracle}}. The Evil Twin is executed. The game continues.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The {{Evil|Pit-Hag}} turns the good {{Good|Sage}}, who is also the Good Twin, into the {{Good|Mutant}}. Both twins try to convince the group that they are the {{Good|Mutant}}. The Storyteller immediately executes the {{Good|Mutant}}, who is also the Good Twin. The game ends and evil wins.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The Good Twin and the Evil Twin are both loudly claiming to be the {{Good|Artist}}. Both players approach the Storyteller to ask a question in private. The good players, confused, execute the Demon. The game continues, with no death during the night from now on.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The {{Evil|Pit-Hag}} turns a good player into the Evil Twin, who remains good. The group executes the good-aligned Evil Twin. Evil wins.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Say that the good twin is the Evil Twin. Say it again, and again, and again. After all, that's what the good twin will be doing!&lt;br /&gt;
&lt;br /&gt;
* Claim that you are the same character as the good twin. On the first night, you learn the character of the good twin, and they learn yours. This is a hint to help you know a character that is safe to bluff as. Obviously, as you bluff as this character, the good twin will also be claiming to be this character, so you will double up. However, since the good twin will be screaming that you are evil anyway, both of you claiming to be the same character is not incriminating you any further. In fact, bluffing as their character is the safest option - if you bluff as a different character and that character is already in play, then the good players will be certain that you are evil. For example, the good twin is the {{Good|Clockmaker}}, and the Evil Twin bluffs as the {{Good|Clockmaker}} too - the good players know that one of the {{Good|Clockmaker}}s are evil, but not which one. In the next game, the good twin is the {{Good|Klutz}}, but the Evil Twin bluffs as the {{Good|Juggler}} - the real {{Good|Juggler}} reveals who they are, and since the good players know that one of the twins is evil, they execute the one claiming to be the {{Good|Juggler}}, because they also know that one of the {{Good|Juggler}}s is evil.&lt;br /&gt;
&lt;br /&gt;
* Be passionate, not relaxed. Sometimes it is perfectly ok for a good player to die, so it is perfectly ok for an evil player to play it cool and pretend to not care about being executed. Such is not the case with pretending to be the good twin. Since the game ends, and evil wins, whenever the good twin is executed, the good twin is almost always very vocal and insistent that they do not be executed under any circumstances. Their situation is much like the {{Good|Saint}}, in [[Trouble Brewing]]. So, any Evil Twin that is laissez faire about being executed, probably will be executed, since a good twin would have protested more. &lt;br /&gt;
&lt;br /&gt;
* One strategy, although usually not a very good one, is to deny everything. Never claim that an  Evil Twin is in play. Claim that the player accusing you if being the Evil Twin is lying. This strategy rarely works, because the good team is faced with a dilemma that has a &amp;quot;best&amp;quot; solution... either they believe that the good twin is telling the truth, and execute you (which kills a Minion), or they don't believe the good twin is telling the truth, and execute them (which ends the game and makes evil win). Since the risk of executing the good twin that is accusing you is so high, clever players will almost always execute you as the safer option.&lt;br /&gt;
&lt;br /&gt;
* Get the good twin executed, however you can. Give false information that indicates that your fellow evil players information is true. Give true information so that you look more trustworthy. Make whatever arguments you need to make so that the good team comes to believe that the good twin is actually the Evil Twin. If they are executed, evil wins.&lt;br /&gt;
&lt;br /&gt;
* Similarly, if you are an evil player that is not the Evil Twin, do whatever you can to support your ally and to make the good twin look suspicious. Give false information that indicates that the good twin is evil. If the situation warrants it, you can sometimes give true information that makes the good twin look evil (for example, if the group thinks that a {{Evil|Vortox}} is in play, you can say you are the {{Good|Artist}}, and learnt that the Evil Twin is evil). Support the Evil Twin, and campaign for the good twin's execution.&lt;br /&gt;
&lt;br /&gt;
* If you are the Demon, cease killing at some stage, to pretend that the Demon was executed that day. Normally, if the Demon is executed, the game continues (the Evil Twin character says that while the Evil Twin is alive, &amp;quot;Good can not win&amp;quot;). So, when the Demon is executed, the night phases continue without any deaths, and the good players quickly figure out who the Demon was - the player that was executed yesterday. However, if you are still alive, and choose to attack dead players of a night time, it will make it seem like the Demon has been executed already... and the poor schmuck who was the last player executed will be the only suspect!&lt;br /&gt;
&lt;br /&gt;
* If you are the Demon, feel free to try riskier bluffs that you may not otherwise feel fully capable of succeeding with. Since the game continues if you die, it matters less than normal if you are executed. Having an Evil Twin in play, it might be a good opportunity for you to bluff as the {{Good|Savant}} or the {{Good|Dreamer}}, the {{Good|Snake Charmer}} or the {{Good|Flowergirl}} if you are not normally confident in doing so.&lt;br /&gt;
&lt;br /&gt;
* It is rare, but if there is no Evil Twin in play, 2 evil players can both bluff as the good twin. If both are claiming to be the good twin, then the good players will assume that one of them is the Evil Twin, and eventually execute one of them. Since both players will be claiming to be the good twin, and both claiming that the other is the Evil Twin, then it is best that the twin that the evil team actually wants to die makes themself look a little bit more evil than the twin the evil team wants to live. In [[Sects &amp;amp; Violets]], to bluff that there is an Evil Twin in play when there isn't, may require that the real Minion(s) doesn't use their ability in an obvious way. For example, if there is only one Minion in play, and you claim that the Minion is an Evil Twin, but a player dies from a {{Evil|Witch}} curse, everyone will know you are lying.&lt;br /&gt;
&lt;br /&gt;
* If there is no Evil Twin in play, an evil player can bluff as the good twin, and claim that a particular good player is the Evil Twin. Obviously, this player will have no idea what you are talking about, and deny that they are either the good twin or the Evil Twin, so beware. However, if you bluff well, you might be able to get that player executed, and have them look evil (and yourself good) for the rest of the game. In [[Sects &amp;amp; Violets]], to bluff that there is an Evil Twin in play when there isn't, may require that the real Minion(s) doesn't use their ability in an obvious way. For example, if there is only one Minion in play, and you claim that the Minion is an Evil Twin, but a player dies from {{Evil|Cerenovus}} madness, everyone will know you are lying.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
== Fighting the Evil Twin ==&lt;br /&gt;
&lt;br /&gt;
* If two players claim that each other are the Evil Twin, then you can safely assume that you have an Evil Twin in play. If there is only one Minion in this game, you know you are safe from the {{Evil|Witch}}, the {{Evil|Cerenovus}} and the {{Evil|Pit-Hag}}.&lt;br /&gt;
&lt;br /&gt;
* Once you have determined that an Evil Twin is in play, because two players are claiming that the other is the Evil Twin, then there is no rush to execute either of them. If you make a foolish decision early in the game and execute the wrong twin, good loses. It is best to wait for at least a few days, or even to the final third of the game, before choosing which twin to execute. By that time, you will have as much information as possible with which to make your decision.&lt;br /&gt;
&lt;br /&gt;
* The good team MUST execute the Evil Twin in order for the good team to have a chance at winning. And they must NOT execute the good twin, or good immediately loses. As a group, put the majority of your attention and deduction skills towards finding out which twin is which. Ignore the question of who the Demon is until you have found out who the Evil Twin is. If you kill the Demon, the game continues anyway, and you also need to execute the Evil Twin to win. Since evil will win if the Evil Twin and the Demon are both alive when just 3 players are left alive, you may need to kill the Evil Twin before you kill the Demon! &lt;br /&gt;
&lt;br /&gt;
* Compare both twin's information, to determine which twin is which. If both twins are claiming to be the {{Good|Artist}}'s but are giving conflicting information, follow each of their claims and see if you can determine which one is true. The Evil Twin is the one who is lying. If both twins are claiming to be the {{Good|Juggler}}, but their information conflicts, see if you can determine which twin's information is accurate. The real {{Good|Juggler}} should be the one with accurate information.  &lt;br /&gt;
&lt;br /&gt;
* Certain Townsfolk characters can directly help the good team figure out which twin is which. A {{Good|Town Crier}} can detect when the Evil Twin nominated. A {{Good|Juggler}} can guess that the Evil Twin is, and learn that night if they were correct. A {{Good|Seamstress}} can determine whether an twin is the same alignment as a non-twin character. A {{Good|Clockmaker}} may be able to gain information on who the demon probably is (based on their proximity to the Evil Twin), then reverse engineer this information to find out who the Evil Twin is. The {{Good|Artist}} can ask directly. However, if you are the {{Good|Dreamer}}, don't choose to dream about either twin - any Storyteller worth their salt will tell you that the player is either the Evil Twin, or the character that they are claiming to be.&lt;br /&gt;
&lt;br /&gt;
* If only 1 person accuses a player of being the Evil Twin, trust the accuser, not the accused. Most Evil Twins will also claim that their accuser is the Evil Twin, but not always. In the situation where only one player is accusing another of being the Evil Twin, you are faced with a choice: either trust that the accuser is telling the truth and kill the accused, the possible consequence being that you have killed a Minion; or, you can trust that the accused is telling the truth, and execute the accuser, with the possible consequence that you lose the game. It is far too risky to kill the accuser, at least until you have damning evidence against them, so if you must kill one of them, execute the accused.&lt;br /&gt;
&lt;br /&gt;
* When killings stop happening of a night time, you have almost certainly executed the Demon. Since the game continues when the Demon dies (the Evil Twin's ability says &amp;quot;good can not win&amp;quot; whilst the Evil Twin is alive), then once the killings stop, the Demon is probably dead. The most recent player executed, is almost certainly the Demon - they were killing of a night time, and now that they are dead, they cannot do so any more.&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Sects &amp;amp; Violets]]&lt;br /&gt;
[[Category:Minions]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Trouble_Brewing&amp;diff=3100</id>
		<title>Trouble Brewing</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Trouble_Brewing&amp;diff=3100"/>
		<updated>2026-04-02T14:53:03Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Outsiders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id='edition-details'&amp;gt;&lt;br /&gt;
[[File:logo_trouble_brewing.png|200px]]&lt;br /&gt;
&amp;lt;table id='edition-details-characters'&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class='edition-details-characters-title'&amp;gt;Townsfolk&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
[[Washerwoman]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Librarian]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Investigator]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Chef]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Empath]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fortune Teller]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Undertaker]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Monk]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ravenkeeper]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Virgin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Slayer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Soldier]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mayor]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class='edition-details-characters-title'&amp;gt;Outsiders&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
[[Butler]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Drunk]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Recluse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Saint]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class='edition-details-characters-title'&amp;gt;Minions&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
[[Poisoner]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scarlet Woman]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Baron]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class='edition-details-characters-title'&amp;gt;Demons&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
[[Imp]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
''Clouds roll in over Ravenswood Bluff, engulfing this sleepy town and its superstitious inhabitants in foreboding shadow. Freshly-washed clothes dance eerily on lines strung between cottages. Chimneys cough plumes of smoke into the air. Exotic scents waft through cracks in windows and under doors, as hidden cauldrons lay bubbling. An unusually warm Autumn breeze wraps around vine-covered walls and whispers ominously to those brave enough to walk the cobbled streets.''&lt;br /&gt;
&lt;br /&gt;
''Anxious mothers call their children home from play, as thunder begins to clap on the horizon. If you listen more closely, however, noises stranger still can be heard echoing from the neighbouring forest. Under the watchful eye of a looming monastery, silhouetted figures skip from doorway to doorway. Those who can read the signs know there is...'' '''Trouble Brewing'''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Trouble Brewing has a little bit of everything. Some characters passively receive information, some need to take action to learn who is who, while some simply want to bait the Demon into attacking them. Both good and evil can gain the upper hand by making well-timed sacrifices. Trouble Brewing is a relatively straightforward Demon-hunt, but evil has a number of dastardly misinformation tricks up their sleeves, so the good players best question what they think they know if they hope to survive.&lt;br /&gt;
&lt;br /&gt;
Beginner. Recommended for players and Storytellers new to Blood on the Clocktower or to social deception games.&lt;br /&gt;
&lt;br /&gt;
When playing Trouble Brewing...&lt;br /&gt;
&lt;br /&gt;
'''Good players''' will need to figure out who is good and who is evil by using logic and intuition. Some players may want to reveal which character they are and share their information immediately (such as the {{Good|Chef}} or {{Good|Investigator}}), while others may want to lie about their identity so that the Imp avoids attacking them (such as the {{Good|Undertaker}} or {{Good|Fortune Teller}}). Some may lie about who they are so that the Imp does attack them (such as the {{Good|Ravenkeeper}} or {{Good|Soldier}})!&lt;br /&gt;
&lt;br /&gt;
Other good characters gain information by doing something and noticing the effect. Sacrificing one’s life by nominating a {{Good|Virgin}}, attempting to kill the {{Evil|Imp}} as a {{Good|Slayer}} and noticing what happens, or deliberately killing good players so that the {{Good|Undertaker}} can confirm which character they were—these are all ways to sacrifice life and power to gain information and achieve victory.&lt;br /&gt;
&lt;br /&gt;
'''Evil players''' will need to pretend to be good characters and do so well, giving false information to confuse the good team if necessary. With only true information, the good team will usually find out who is evil with enough time to spare. But with even a little believable falsehood in the air, evil has a chance. The {{Evil|Poisoner}} and {{Evil|Spy}}, if they pay attention, can cause huge confusion in the good team’s ranks by using their abilities sneakily. Evil will also need to decide when to make sacrifices. Will the {{Evil|Scarlet Woman}} kill the {{Evil|Imp}} to save their team? Will the {{Evil|Imp}} kill themselves to turn a more trustworthy player into the Demon? Will the evil team vote to execute a suspicious Minion in order to look like honourable members of the town? Or will the {{Evil|Baron}} give obviously false information to make it look like a {{Evil|Poisoner}} is in the game? Causing confusion about which Minions are in play can be the difference between victory and defeat.&lt;br /&gt;
&lt;br /&gt;
== Townsfolk ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_washerwoman.png|250px|thumb|center|link=Washerwoman]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Washerwoman}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_librarian.png|250px|thumb|center|link=Librarian]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Librarian}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_investigator.png|250px|thumb|center|link=Investigator]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Investigator}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_chef.png|250px|thumb|center|link=Chef]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Chef}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_empath.png|250px|thumb|center|link=Empath]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Empath}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_fortuneteller.png|250px|thumb|center|link=Fortune Teller]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Fortune Teller}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_undertaker.png|250px|thumb|center|link=Undertaker]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Undertaker}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_monk.png|250px|thumb|center|link=Monk]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Monk}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_ravenkeeper.png|250px|thumb|center|link=Ravenkeeper]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Ravenkeeper}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_virgin.png|250px|thumb|center|link=Virgin]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Virgin}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_slayer.png|250px|thumb|center|link=Slayer]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Slayer}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_soldier.png|250px|thumb|center|link=Soldier]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Soldier}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_mayor.png|250px|thumb|center|link=Mayor]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Mayor}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Outsiders ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_butler.png|250px|thumb|center|link=Butler]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Butler}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_saint.png|250px|thumb|center|link=Saint]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Saint}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_recluse.png|250px|thumb|center|link=Recluse]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Recluse}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_drunk.png|250px|thumb|center|link=Drunk]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Drunk}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Minions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_poisoner.png|250px|thumb|center|link=Poisoner]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Poisoner}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_spy.png|250px|thumb|center|link=Spy]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Spy}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_baron.png|250px|thumb|center|link=Baron]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Baron}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_scarletwoman.png|250px|thumb|center|link=Scarlet Woman]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Scarlet Woman}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Demons ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_imp.png|250px|thumb|center|link=Imp]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Imp}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Trouble_Brewing&amp;diff=3099</id>
		<title>Trouble Brewing</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Trouble_Brewing&amp;diff=3099"/>
		<updated>2026-04-02T14:52:42Z</updated>

		<summary type="html">&lt;p&gt;Administrator: Undo revision 3095 by Administrator (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id='edition-details'&amp;gt;&lt;br /&gt;
[[File:logo_trouble_brewing.png|200px]]&lt;br /&gt;
&amp;lt;table id='edition-details-characters'&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class='edition-details-characters-title'&amp;gt;Townsfolk&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
[[Washerwoman]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Librarian]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Investigator]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Chef]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Empath]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fortune Teller]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Undertaker]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Monk]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ravenkeeper]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Virgin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Slayer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Soldier]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mayor]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class='edition-details-characters-title'&amp;gt;Outsiders&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
[[Butler]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Drunk]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Recluse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Saint]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class='edition-details-characters-title'&amp;gt;Minions&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
[[Poisoner]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scarlet Woman]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Baron]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class='edition-details-characters-title'&amp;gt;Demons&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
[[Imp]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
''Clouds roll in over Ravenswood Bluff, engulfing this sleepy town and its superstitious inhabitants in foreboding shadow. Freshly-washed clothes dance eerily on lines strung between cottages. Chimneys cough plumes of smoke into the air. Exotic scents waft through cracks in windows and under doors, as hidden cauldrons lay bubbling. An unusually warm Autumn breeze wraps around vine-covered walls and whispers ominously to those brave enough to walk the cobbled streets.''&lt;br /&gt;
&lt;br /&gt;
''Anxious mothers call their children home from play, as thunder begins to clap on the horizon. If you listen more closely, however, noises stranger still can be heard echoing from the neighbouring forest. Under the watchful eye of a looming monastery, silhouetted figures skip from doorway to doorway. Those who can read the signs know there is...'' '''Trouble Brewing'''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Trouble Brewing has a little bit of everything. Some characters passively receive information, some need to take action to learn who is who, while some simply want to bait the Demon into attacking them. Both good and evil can gain the upper hand by making well-timed sacrifices. Trouble Brewing is a relatively straightforward Demon-hunt, but evil has a number of dastardly misinformation tricks up their sleeves, so the good players best question what they think they know if they hope to survive.&lt;br /&gt;
&lt;br /&gt;
Beginner. Recommended for players and Storytellers new to Blood on the Clocktower or to social deception games.&lt;br /&gt;
&lt;br /&gt;
When playing Trouble Brewing...&lt;br /&gt;
&lt;br /&gt;
'''Good players''' will need to figure out who is good and who is evil by using logic and intuition. Some players may want to reveal which character they are and share their information immediately (such as the {{Good|Chef}} or {{Good|Investigator}}), while others may want to lie about their identity so that the Imp avoids attacking them (such as the {{Good|Undertaker}} or {{Good|Fortune Teller}}). Some may lie about who they are so that the Imp does attack them (such as the {{Good|Ravenkeeper}} or {{Good|Soldier}})!&lt;br /&gt;
&lt;br /&gt;
Other good characters gain information by doing something and noticing the effect. Sacrificing one’s life by nominating a {{Good|Virgin}}, attempting to kill the {{Evil|Imp}} as a {{Good|Slayer}} and noticing what happens, or deliberately killing good players so that the {{Good|Undertaker}} can confirm which character they were—these are all ways to sacrifice life and power to gain information and achieve victory.&lt;br /&gt;
&lt;br /&gt;
'''Evil players''' will need to pretend to be good characters and do so well, giving false information to confuse the good team if necessary. With only true information, the good team will usually find out who is evil with enough time to spare. But with even a little believable falsehood in the air, evil has a chance. The {{Evil|Poisoner}} and {{Evil|Spy}}, if they pay attention, can cause huge confusion in the good team’s ranks by using their abilities sneakily. Evil will also need to decide when to make sacrifices. Will the {{Evil|Scarlet Woman}} kill the {{Evil|Imp}} to save their team? Will the {{Evil|Imp}} kill themselves to turn a more trustworthy player into the Demon? Will the evil team vote to execute a suspicious Minion in order to look like honourable members of the town? Or will the {{Evil|Baron}} give obviously false information to make it look like a {{Evil|Poisoner}} is in the game? Causing confusion about which Minions are in play can be the difference between victory and defeat.&lt;br /&gt;
&lt;br /&gt;
== Townsfolk ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_washerwoman.png|250px|thumb|center|link=Washerwoman]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Washerwoman}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_librarian.png|250px|thumb|center|link=Librarian]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Librarian}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_investigator.png|250px|thumb|center|link=Investigator]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Investigator}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_chef.png|250px|thumb|center|link=Chef]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Chef}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_empath.png|250px|thumb|center|link=Empath]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Empath}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_fortuneteller.png|250px|thumb|center|link=Fortune Teller]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Fortune Teller}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_undertaker.png|250px|thumb|center|link=Undertaker]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Undertaker}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_monk.png|250px|thumb|center|link=Monk]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Monk}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_ravenkeeper.png|250px|thumb|center|link=Ravenkeeper]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Ravenkeeper}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_virgin.png|250px|thumb|center|link=Virgin]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Virgin}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_slayer.png|250px|thumb|center|link=Slayer]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Slayer}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_soldier.png|250px|thumb|center|link=Soldier]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Soldier}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_mayor.png|250px|thumb|center|link=Mayor]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Mayor}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Outsiders ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_qutler.png|250px|thumb|center|link=Butler]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Qutler}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_saint.png|250px|thumb|center|link=Saint]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Saint}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_recluse.png|250px|thumb|center|link=Recluse]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Recluse}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_drunk.png|250px|thumb|center|link=Drunk]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Drunk}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Minions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_poisoner.png|250px|thumb|center|link=Poisoner]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Poisoner}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_spy.png|250px|thumb|center|link=Spy]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Spy}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_baron.png|250px|thumb|center|link=Baron]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Baron}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_scarletwoman.png|250px|thumb|center|link=Scarlet Woman]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Scarlet Woman}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Demons ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_imp.png|250px|thumb|center|link=Imp]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Imp}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Butler&amp;diff=3098</id>
		<title>Butler</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Butler&amp;diff=3098"/>
		<updated>2026-04-02T14:52:22Z</updated>

		<summary type="html">&lt;p&gt;Administrator: Undo revision 3097 by Administrator (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_butler.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;[[Character Types#Outsider|Outsider]]&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Aidan Roberts&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;p class='flavour'&amp;gt;&amp;quot;Yes, sir...&amp;lt;br&amp;gt;&lt;br /&gt;
				No, sir...&amp;lt;br&amp;gt;&lt;br /&gt;
				Certainly, sir.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center;&amp;quot;&amp;gt;Appears in&amp;lt;/span&amp;gt;&lt;br /&gt;
			[[File:logo_trouble_brewing.png|100px|link=Trouble Brewing]]&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;&amp;quot;&amp;gt;Cult of the Clocktower Episode&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 14px; text-align: center;&amp;quot;&amp;gt;by Andrew Nathenson&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;div style='padding-bottom: 10px' class=&amp;quot;html5audio&amp;quot; data-file=&amp;quot;https://anchor.fm/s/daf1f9c/podcast/play/14568678/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2020-4-31%2F78444259-44100-2-4dccb990bae0b.mp3&amp;quot;&amp;gt;You need to enable JavaScript to play this audio&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='jinxes'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 18px; text-align: center; margin-top: 10px; text-transform: uppercase; font-family: Dumbledor;&amp;quot;&amp;gt;&lt;br /&gt;
				Related Jinxes &amp;lt;span style=&amp;quot;cursor: pointer; color: #5C1F22;&amp;quot; id=&amp;quot;jinx-toggle&amp;quot;&amp;gt;(Open)&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{Jinx|Cannibal|cannibal|Good|If the Cannibal gains the Butler ability, the Cannibal learns this.}}&lt;br /&gt;
{{Jinx|Organ Grinder|organgrinder|Evil|If the Organ Grinder is causing eyes closed voting, the Butler may raise their hand to vote but their vote is only counted if their master voted too.}}&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Butler may only vote when their Master (another player) votes.&lt;br /&gt;
* Each night, the Butler chooses a player to be their Master. This may be the same player as last night or a different one.&lt;br /&gt;
* If the Master has their hand raised to vote, or if the Master's vote has already been counted, the Butler may raise their hand to vote.&lt;br /&gt;
* If the Master has their hand down, signaling that they are not voting, or if the Master lowers their hand before their vote is tallied, the Butler must lower their hand too.&lt;br /&gt;
* It is not the Storyteller's responsibility to monitor the Butler. They're responsible for their own voting. Deliberately voting when they shouldn't is considered cheating.&lt;br /&gt;
* Because exiles are never affected by abilities, the Butler can vote freely for an exile.&lt;br /&gt;
* Dead players may only raise their hand to vote if they have a vote token. If the Butler chooses a dead player as their Master, this still applies.&lt;br /&gt;
* The Butler is never forced to vote.&lt;br /&gt;
* The Butler's vote may be tallied by the Storyteller before or after their Master's. Seating position is not important.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
Each night, wake the Butler. They point at any player. Mark this player with the '''MASTER''' reminder token. Put the Butler to sleep.&lt;br /&gt;
&lt;br /&gt;
During a nomination, the Butler may only have their hand raised to vote if the Master has their hand raised to vote or if the Master's vote has already been counted.&lt;br /&gt;
&lt;br /&gt;
If the Butler accidentally votes illegally, tally the Butler's vote anyway. If you don't, the total will be less than it should be, and all players will know which player is the Butler, which is unfair for the evil team. Mistakes happen. Just play on and have a private chat later.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The Butler chooses Filip to be their Master. Tomorrow, if Filip raises his hand to vote on an execution, then the Butler may too. If not, then the Butler may not raise their hand. &lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				A nomination is in progress. The Butler and their Master both have their hands raised to vote. As the Storyteller is counting votes, the Master lowers their hand at the last second. The Butler must lower their hand immediately.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The Butler is dead. Because dead players have no ability, the Butler may vote with their vote token at any time.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* The player who you choose as your &amp;quot;Master&amp;quot; is very important. Your vote still counts as much as a normal vote, it is just that you will not be able to vote at all if your Master has their hand down. So, spend a good deal of time listening, and being involved in figuring out which players are good. If your Master is evil, you will only be voting at times when it is unhelpful to you. If your Master is good, then you may be voting at times when it can actually be helpful. Find a good Master, and stick with them.&lt;br /&gt;
&lt;br /&gt;
* If you tell your Master that you have selected them, they will often vote under the assumption that you will be voting with them. Observing how your Master wants you to vote can give you some hints as to whether your Master is good or evil. An evil Master may encourage you to vote for players that seem trustworthy.&lt;br /&gt;
&lt;br /&gt;
* Even though you may not vote unless your Master has their hand up to vote too, you do not have to vote just because they do. Remember to only vote for players you truly believe are evil, or otherwise deserve it!&lt;br /&gt;
&lt;br /&gt;
* The player you choose as your Master will usually trust you, and want to keep you alive. After all, you are in their power! It is in their best interest to help you survive, so building up that trust may come in handy if anybody nominates you for execution.&lt;br /&gt;
&lt;br /&gt;
* You can choose a dead player as your Master, but do this carefully - as dead players only have one remaining vote, they may not use it for a while, meaning that you might not be able to vote at all.&lt;br /&gt;
&lt;br /&gt;
*If particular other players think that you are evil, and want to execute you, you can often win their support by promising to be their Butler tonight. If you ask them not to nominate or vote for you today, and in return you will choose them as your master tonight, they will often agree, and keep you alive.&lt;br /&gt;
&lt;br /&gt;
* You may choose a dead player to be your Master. Sometimes, you will do so without intending to, if you and the {{Evil|Imp}} choose the same player. If this happens, you might find it hard to vote that day, but if you know tomorrow will be the last day, it can be beneficial to tie your vote to that of someone you trust to vote for the Demon - perhaps the {{Good|Librarian}} who saw you, or else the {{Good|Virgin}} whom you all know to be good?&lt;br /&gt;
&lt;br /&gt;
* This is not a tip, but a word of warning: the onus is on you as a player to remember your ability. You may not under any circumstances vote if your Master didn't. The Storyteller will still count your vote, but by voting when your ability doesn't allow you to, you have broken the rules of the game. If this happens at a time when it doesn't affect the game, usually your Storyteller and fellow players will understand, but it's nonetheless important to only vote when you're allowed to.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
== Bluffing as the Butler ==&lt;br /&gt;
&lt;br /&gt;
When bluffing as the Butler, there are a few things you should keep in mind:&lt;br /&gt;
&lt;br /&gt;
* You would wake each night, including the first night, and select a player. The day after, you would only be allowed to vote if that player is also voting.&lt;br /&gt;
&lt;br /&gt;
* Nobody suspects the Butler! It's silly, but it's true; since you don't seem like much of a threat and it is easy for you to associate yourself with good players, the Butler is a great bluff for good and evil players alike.&lt;br /&gt;
&lt;br /&gt;
* You don't have to stick to a single Master, but choosing one player repeatedly will help you build trust with that individual more easily.&lt;br /&gt;
&lt;br /&gt;
* Giving your vote to a good player is a great way to get them to trust you in the absence of other evidence. People like it when you trust them, and the act of making someone your Master is a great way of building trust. Alternatively, you can tie your vote to a fellow evil player, giving you a great reason to be talking to that player and trusting them... and if they get found out, you look like you were tricked!&lt;br /&gt;
&lt;br /&gt;
* You can actually vote freely, but nobody else will know that. Players who think they are your Master tend to view your vote as a bonus to their own, rather than you operating independently of them. You can take advantage of this expectation to make the good team think they have greater numbers than they actually do, and catch them off guard with a betrayal vote at the perfect moment.&lt;br /&gt;
&lt;br /&gt;
* If you really need to vote but have aligned yourself with a persnickety Master, you can just &amp;quot;vote&amp;quot; with another Master and claim that you swapped Masters secretly. Beware - This may upset your original Master!&lt;br /&gt;
&lt;br /&gt;
* You can retroactively decide who your Master was each day. Pay attention to who's voting with you, then when asked who your Master was, name someone who voted with you. If you don't remember who that was, don't worry about it - if you can't remember who voted for what, the good team probably can't either.&lt;br /&gt;
&lt;br /&gt;
* You can coerce your Master into voting for the player(s) you want them to vote for, by threatening to choose a different Master if they don't let you vote for the players you want to vote for.&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Trouble Brewing]]&lt;br /&gt;
[[Category:Outsiders]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Butler&amp;diff=3097</id>
		<title>Butler</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Butler&amp;diff=3097"/>
		<updated>2026-04-01T00:03:22Z</updated>

		<summary type="html">&lt;p&gt;Administrator: Redirected page to Qutler&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Qutler]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Trouble_Brewing&amp;diff=3096</id>
		<title>Trouble Brewing</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Trouble_Brewing&amp;diff=3096"/>
		<updated>2026-04-01T00:02:39Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Outsiders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id='edition-details'&amp;gt;&lt;br /&gt;
[[File:logo_trouble_brewing.png|200px]]&lt;br /&gt;
&amp;lt;table id='edition-details-characters'&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class='edition-details-characters-title'&amp;gt;Townsfolk&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
[[Washerwoman]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Librarian]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Investigator]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Chef]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Empath]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fortune Teller]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Undertaker]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Monk]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ravenkeeper]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Virgin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Slayer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Soldier]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mayor]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class='edition-details-characters-title'&amp;gt;Outsiders&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
[[Qutler]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Drunk]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Recluse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Saint]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class='edition-details-characters-title'&amp;gt;Minions&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
[[Poisoner]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scarlet Woman]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Baron]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class='edition-details-characters-title'&amp;gt;Demons&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
[[Imp]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
''Clouds roll in over Ravenswood Bluff, engulfing this sleepy town and its superstitious inhabitants in foreboding shadow. Freshly-washed clothes dance eerily on lines strung between cottages. Chimneys cough plumes of smoke into the air. Exotic scents waft through cracks in windows and under doors, as hidden cauldrons lay bubbling. An unusually warm Autumn breeze wraps around vine-covered walls and whispers ominously to those brave enough to walk the cobbled streets.''&lt;br /&gt;
&lt;br /&gt;
''Anxious mothers call their children home from play, as thunder begins to clap on the horizon. If you listen more closely, however, noises stranger still can be heard echoing from the neighbouring forest. Under the watchful eye of a looming monastery, silhouetted figures skip from doorway to doorway. Those who can read the signs know there is...'' '''Trouble Brewing'''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Trouble Brewing has a little bit of everything. Some characters passively receive information, some need to take action to learn who is who, while some simply want to bait the Demon into attacking them. Both good and evil can gain the upper hand by making well-timed sacrifices. Trouble Brewing is a relatively straightforward Demon-hunt, but evil has a number of dastardly misinformation tricks up their sleeves, so the good players best question what they think they know if they hope to survive.&lt;br /&gt;
&lt;br /&gt;
Beginner. Recommended for players and Storytellers new to Blood on the Clocktower or to social deception games.&lt;br /&gt;
&lt;br /&gt;
When playing Trouble Brewing...&lt;br /&gt;
&lt;br /&gt;
'''Good players''' will need to figure out who is good and who is evil by using logic and intuition. Some players may want to reveal which character they are and share their information immediately (such as the {{Good|Chef}} or {{Good|Investigator}}), while others may want to lie about their identity so that the Imp avoids attacking them (such as the {{Good|Undertaker}} or {{Good|Fortune Teller}}). Some may lie about who they are so that the Imp does attack them (such as the {{Good|Ravenkeeper}} or {{Good|Soldier}})!&lt;br /&gt;
&lt;br /&gt;
Other good characters gain information by doing something and noticing the effect. Sacrificing one’s life by nominating a {{Good|Virgin}}, attempting to kill the {{Evil|Imp}} as a {{Good|Slayer}} and noticing what happens, or deliberately killing good players so that the {{Good|Undertaker}} can confirm which character they were—these are all ways to sacrifice life and power to gain information and achieve victory.&lt;br /&gt;
&lt;br /&gt;
'''Evil players''' will need to pretend to be good characters and do so well, giving false information to confuse the good team if necessary. With only true information, the good team will usually find out who is evil with enough time to spare. But with even a little believable falsehood in the air, evil has a chance. The {{Evil|Poisoner}} and {{Evil|Spy}}, if they pay attention, can cause huge confusion in the good team’s ranks by using their abilities sneakily. Evil will also need to decide when to make sacrifices. Will the {{Evil|Scarlet Woman}} kill the {{Evil|Imp}} to save their team? Will the {{Evil|Imp}} kill themselves to turn a more trustworthy player into the Demon? Will the evil team vote to execute a suspicious Minion in order to look like honourable members of the town? Or will the {{Evil|Baron}} give obviously false information to make it look like a {{Evil|Poisoner}} is in the game? Causing confusion about which Minions are in play can be the difference between victory and defeat.&lt;br /&gt;
&lt;br /&gt;
== Townsfolk ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_washerwoman.png|250px|thumb|center|link=Washerwoman]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Washerwoman}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_librarian.png|250px|thumb|center|link=Librarian]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Librarian}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_investigator.png|250px|thumb|center|link=Investigator]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Investigator}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_chef.png|250px|thumb|center|link=Chef]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Chef}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_empath.png|250px|thumb|center|link=Empath]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Empath}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_fortuneteller.png|250px|thumb|center|link=Fortune Teller]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Fortune Teller}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_undertaker.png|250px|thumb|center|link=Undertaker]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Undertaker}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_monk.png|250px|thumb|center|link=Monk]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Monk}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_ravenkeeper.png|250px|thumb|center|link=Ravenkeeper]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Ravenkeeper}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_virgin.png|250px|thumb|center|link=Virgin]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Virgin}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_slayer.png|250px|thumb|center|link=Slayer]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Slayer}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_soldier.png|250px|thumb|center|link=Soldier]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Soldier}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_mayor.png|250px|thumb|center|link=Mayor]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Mayor}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Outsiders ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_qutler.png|250px|thumb|center|link=Butler]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Qutler}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_saint.png|250px|thumb|center|link=Saint]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Saint}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_recluse.png|250px|thumb|center|link=Recluse]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Recluse}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_drunk.png|250px|thumb|center|link=Drunk]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Drunk}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Minions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_poisoner.png|250px|thumb|center|link=Poisoner]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Poisoner}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_spy.png|250px|thumb|center|link=Spy]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Spy}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_baron.png|250px|thumb|center|link=Baron]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Baron}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_scarletwoman.png|250px|thumb|center|link=Scarlet Woman]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Scarlet Woman}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Demons ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_imp.png|250px|thumb|center|link=Imp]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Imp}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Trouble_Brewing&amp;diff=3095</id>
		<title>Trouble Brewing</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Trouble_Brewing&amp;diff=3095"/>
		<updated>2026-04-01T00:01:24Z</updated>

		<summary type="html">&lt;p&gt;Administrator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id='edition-details'&amp;gt;&lt;br /&gt;
[[File:logo_trouble_brewing.png|200px]]&lt;br /&gt;
&amp;lt;table id='edition-details-characters'&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class='edition-details-characters-title'&amp;gt;Townsfolk&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
[[Washerwoman]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Librarian]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Investigator]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Chef]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Empath]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fortune Teller]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Undertaker]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Monk]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ravenkeeper]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Virgin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Slayer]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Soldier]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mayor]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class='edition-details-characters-title'&amp;gt;Outsiders&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
[[Qutler]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Drunk]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Recluse]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Saint]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class='edition-details-characters-title'&amp;gt;Minions&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
[[Poisoner]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Scarlet Woman]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Baron]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td class='edition-details-characters-title'&amp;gt;Demons&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
[[Imp]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synopsis ==&lt;br /&gt;
''Clouds roll in over Ravenswood Bluff, engulfing this sleepy town and its superstitious inhabitants in foreboding shadow. Freshly-washed clothes dance eerily on lines strung between cottages. Chimneys cough plumes of smoke into the air. Exotic scents waft through cracks in windows and under doors, as hidden cauldrons lay bubbling. An unusually warm Autumn breeze wraps around vine-covered walls and whispers ominously to those brave enough to walk the cobbled streets.''&lt;br /&gt;
&lt;br /&gt;
''Anxious mothers call their children home from play, as thunder begins to clap on the horizon. If you listen more closely, however, noises stranger still can be heard echoing from the neighbouring forest. Under the watchful eye of a looming monastery, silhouetted figures skip from doorway to doorway. Those who can read the signs know there is...'' '''Trouble Brewing'''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
Trouble Brewing has a little bit of everything. Some characters passively receive information, some need to take action to learn who is who, while some simply want to bait the Demon into attacking them. Both good and evil can gain the upper hand by making well-timed sacrifices. Trouble Brewing is a relatively straightforward Demon-hunt, but evil has a number of dastardly misinformation tricks up their sleeves, so the good players best question what they think they know if they hope to survive.&lt;br /&gt;
&lt;br /&gt;
Beginner. Recommended for players and Storytellers new to Blood on the Clocktower or to social deception games.&lt;br /&gt;
&lt;br /&gt;
When playing Trouble Brewing...&lt;br /&gt;
&lt;br /&gt;
'''Good players''' will need to figure out who is good and who is evil by using logic and intuition. Some players may want to reveal which character they are and share their information immediately (such as the {{Good|Chef}} or {{Good|Investigator}}), while others may want to lie about their identity so that the Imp avoids attacking them (such as the {{Good|Undertaker}} or {{Good|Fortune Teller}}). Some may lie about who they are so that the Imp does attack them (such as the {{Good|Ravenkeeper}} or {{Good|Soldier}})!&lt;br /&gt;
&lt;br /&gt;
Other good characters gain information by doing something and noticing the effect. Sacrificing one’s life by nominating a {{Good|Virgin}}, attempting to kill the {{Evil|Imp}} as a {{Good|Slayer}} and noticing what happens, or deliberately killing good players so that the {{Good|Undertaker}} can confirm which character they were—these are all ways to sacrifice life and power to gain information and achieve victory.&lt;br /&gt;
&lt;br /&gt;
'''Evil players''' will need to pretend to be good characters and do so well, giving false information to confuse the good team if necessary. With only true information, the good team will usually find out who is evil with enough time to spare. But with even a little believable falsehood in the air, evil has a chance. The {{Evil|Poisoner}} and {{Evil|Spy}}, if they pay attention, can cause huge confusion in the good team’s ranks by using their abilities sneakily. Evil will also need to decide when to make sacrifices. Will the {{Evil|Scarlet Woman}} kill the {{Evil|Imp}} to save their team? Will the {{Evil|Imp}} kill themselves to turn a more trustworthy player into the Demon? Will the evil team vote to execute a suspicious Minion in order to look like honourable members of the town? Or will the {{Evil|Baron}} give obviously false information to make it look like a {{Evil|Poisoner}} is in the game? Causing confusion about which Minions are in play can be the difference between victory and defeat.&lt;br /&gt;
&lt;br /&gt;
== Townsfolk ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_washerwoman.png|250px|thumb|center|link=Washerwoman]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Washerwoman}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_librarian.png|250px|thumb|center|link=Librarian]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Librarian}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_investigator.png|250px|thumb|center|link=Investigator]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Investigator}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_chef.png|250px|thumb|center|link=Chef]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Chef}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_empath.png|250px|thumb|center|link=Empath]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Empath}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_fortuneteller.png|250px|thumb|center|link=Fortune Teller]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Fortune Teller}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_undertaker.png|250px|thumb|center|link=Undertaker]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Undertaker}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_monk.png|250px|thumb|center|link=Monk]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Monk}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_ravenkeeper.png|250px|thumb|center|link=Ravenkeeper]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Ravenkeeper}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_virgin.png|250px|thumb|center|link=Virgin]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Virgin}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_slayer.png|250px|thumb|center|link=Slayer]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Slayer}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_soldier.png|250px|thumb|center|link=Soldier]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Soldier}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_mayor.png|250px|thumb|center|link=Mayor]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Mayor}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Outsiders ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_butler.png|250px|thumb|center|link=Butler]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Butler}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_saint.png|250px|thumb|center|link=Saint]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Saint}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_recluse.png|250px|thumb|center|link=Recluse]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Recluse}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_drunk.png|250px|thumb|center|link=Drunk]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Drunk}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Minions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_poisoner.png|250px|thumb|center|link=Poisoner]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Poisoner}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_spy.png|250px|thumb|center|link=Spy]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Spy}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_baron.png|250px|thumb|center|link=Baron]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Baron}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_scarletwoman.png|250px|thumb|center|link=Scarlet Woman]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Scarlet Woman}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Demons ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_imp.png|250px|thumb|center|link=Imp]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Imp}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=File:Icon_qutler.png&amp;diff=3094</id>
		<title>File:Icon qutler.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=File:Icon_qutler.png&amp;diff=3094"/>
		<updated>2026-04-01T00:01:09Z</updated>

		<summary type="html">&lt;p&gt;Administrator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Qutler&amp;diff=3093</id>
		<title>Qutler</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Qutler&amp;diff=3093"/>
		<updated>2026-04-01T00:00:39Z</updated>

		<summary type="html">&lt;p&gt;Administrator: Created page with &amp;quot;__NOTOC__ &amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;  	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;  		&amp;lt;div id='character-details'&amp;gt;  			250px 			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;  			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt; 				&amp;lt;tr&amp;gt; 					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt; 					&amp;lt;td&amp;gt;Outsider&amp;lt;/td&amp;gt; 				&amp;lt;/tr&amp;gt; 				&amp;lt;tr&amp;gt; 					&amp;lt;td&amp;gt;Artist...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_qutler.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;[[Character Types#Outsider|Outsider]]&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Aidan Roberts&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;p class='flavour'&amp;gt;&amp;quot;Yes, sir...&amp;lt;br&amp;gt;&lt;br /&gt;
				No, sir...&amp;lt;br&amp;gt;&lt;br /&gt;
				Certainly, sir.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center;&amp;quot;&amp;gt;Appears in&amp;lt;/span&amp;gt;&lt;br /&gt;
			[[File:logo_trouble_brewing.png|100px|link=Trouble Brewing]]&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;&amp;quot;&amp;gt;Cult of the Clocktower Episode&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 14px; text-align: center;&amp;quot;&amp;gt;by Andrew Nathenson&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;div style='padding-bottom: 10px' class=&amp;quot;html5audio&amp;quot; data-file=&amp;quot;https://anchor.fm/s/daf1f9c/podcast/play/14568678/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2020-4-31%2F78444259-44100-2-4dccb990bae0b.mp3&amp;quot;&amp;gt;You need to enable JavaScript to play this audio&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='jinxes'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 18px; text-align: center; margin-top: 10px; text-transform: uppercase; font-family: Dumbledor;&amp;quot;&amp;gt;&lt;br /&gt;
				Related Jinxes &amp;lt;span style=&amp;quot;cursor: pointer; color: #5C1F22;&amp;quot; id=&amp;quot;jinx-toggle&amp;quot;&amp;gt;(Open)&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{Jinx|Cannibal|cannibal|Good|If the Cannibal gains the Qutler ability, the Cannibal learns this.}}&lt;br /&gt;
{{Jinx|Organ Grinder|organgrinder|Evil|If the Organ Grinder is causing eyes closed voting, the Qutler may raise their hand to vote but their vote is only counted if their master voted too.}}&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Qutler may only vote when their Master (another player) votes.&lt;br /&gt;
* Each night, the Qutler chooses a player to be their Master. This may be the same player as last night or a different one.&lt;br /&gt;
* If the Master has their hand raised to vote, or if the Master's vote has already been counted, the Qutler may raise their hand to vote.&lt;br /&gt;
* If the Master has their hand down, signaling that they are not voting, or if the Master lowers their hand before their vote is tallied, the Qutler must lower their hand too.&lt;br /&gt;
* It is not the Storyteller's responsibility to monitor the Qutler. They're responsible for their own voting. Deliberately voting when they shouldn't is considered cheating.&lt;br /&gt;
* Because exiles are never affected by abilities, the Qutler can vote freely for an exile.&lt;br /&gt;
* Dead players may only raise their hand to vote if they have a vote token. If the Qutler chooses a dead player as their Master, this still applies.&lt;br /&gt;
* The Qutler is never forced to vote.&lt;br /&gt;
* The Qutler's vote may be tallied by the Storyteller before or after their Master's. Seating position is not important.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
Each night, wake the Qutler. They point at any player. Mark this player with the '''MASTER''' reminder token. Put the Qutler to sleep.&lt;br /&gt;
&lt;br /&gt;
During a nomination, the Qutler may only have their hand raised to vote if the Master has their hand raised to vote or if the Master's vote has already been counted.&lt;br /&gt;
&lt;br /&gt;
If the Qutler accidentally votes illegally, tally the Qutler's vote anyway. If you don't, the total will be less than it should be, and all players will know which player is the Qutler, which is unfair for the evil team. Mistakes happen. Just play on and have a private chat later.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The Qutler chooses Filip to be their Master. Tomorrow, if Filip raises his hand to vote on an execution, then the Qutler may too. If not, then the Qutler may not raise their hand. &lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				A nomination is in progress. The Qutler and their Master both have their hands raised to vote. As the Storyteller is counting votes, the Master lowers their hand at the last second. The Qutler must lower their hand immediately.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The Qutler is dead. Because dead players have no ability, the Qutler may vote with their vote token at any time.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* The player who you choose as your &amp;quot;Master&amp;quot; is very important. Your vote still counts as much as a normal vote, it is just that you will not be able to vote at all if your Master has their hand down. So, spend a good deal of time listening, and being involved in figuring out which players are good. If your Master is evil, you will only be voting at times when it is unhelpful to you. If your Master is good, then you may be voting at times when it can actually be helpful. Find a good Master, and stick with them.&lt;br /&gt;
&lt;br /&gt;
* If you tell your Master that you have selected them, they will often vote under the assumption that you will be voting with them. Observing how your Master wants you to vote can give you some hints as to whether your Master is good or evil. An evil Master may encourage you to vote for players that seem trustworthy.&lt;br /&gt;
&lt;br /&gt;
* Even though you may not vote unless your Master has their hand up to vote too, you do not have to vote just because they do. Remember to only vote for players you truly believe are evil, or otherwise deserve it!&lt;br /&gt;
&lt;br /&gt;
* The player you choose as your Master will usually trust you, and want to keep you alive. After all, you are in their power! It is in their best interest to help you survive, so building up that trust may come in handy if anybody nominates you for execution.&lt;br /&gt;
&lt;br /&gt;
* You can choose a dead player as your Master, but do this carefully - as dead players only have one remaining vote, they may not use it for a while, meaning that you might not be able to vote at all.&lt;br /&gt;
&lt;br /&gt;
*If particular other players think that you are evil, and want to execute you, you can often win their support by promising to be their Qutler tonight. If you ask them not to nominate or vote for you today, and in return you will choose them as your master tonight, they will often agree, and keep you alive.&lt;br /&gt;
&lt;br /&gt;
* You may choose a dead player to be your Master. Sometimes, you will do so without intending to, if you and the {{Evil|Imp}} choose the same player. If this happens, you might find it hard to vote that day, but if you know tomorrow will be the last day, it can be beneficial to tie your vote to that of someone you trust to vote for the Demon - perhaps the {{Good|Librarian}} who saw you, or else the {{Good|Virgin}} whom you all know to be good?&lt;br /&gt;
&lt;br /&gt;
* This is not a tip, but a word of warning: the onus is on you as a player to remember your ability. You may not under any circumstances vote if your Master didn't. The Storyteller will still count your vote, but by voting when your ability doesn't allow you to, you have broken the rules of the game. If this happens at a time when it doesn't affect the game, usually your Storyteller and fellow players will understand, but it's nonetheless important to only vote when you're allowed to.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
== Bluffing as the Qutler ==&lt;br /&gt;
&lt;br /&gt;
When bluffing as the Qutler, there are a few things you should keep in mind:&lt;br /&gt;
&lt;br /&gt;
* You would wake each night, including the first night, and select a player. The day after, you would only be allowed to vote if that player is also voting.&lt;br /&gt;
&lt;br /&gt;
* Nobody suspects the Qutler! It's silly, but it's true; since you don't seem like much of a threat and it is easy for you to associate yourself with good players, the Qutler is a great bluff for good and evil players alike.&lt;br /&gt;
&lt;br /&gt;
* You don't have to stick to a single Master, but choosing one player repeatedly will help you build trust with that individual more easily.&lt;br /&gt;
&lt;br /&gt;
* Giving your vote to a good player is a great way to get them to trust you in the absence of other evidence. People like it when you trust them, and the act of making someone your Master is a great way of building trust. Alternatively, you can tie your vote to a fellow evil player, giving you a great reason to be talking to that player and trusting them... and if they get found out, you look like you were tricked!&lt;br /&gt;
&lt;br /&gt;
* You can actually vote freely, but nobody else will know that. Players who think they are your Master tend to view your vote as a bonus to their own, rather than you operating independently of them. You can take advantage of this expectation to make the good team think they have greater numbers than they actually do, and catch them off guard with a betrayal vote at the perfect moment.&lt;br /&gt;
&lt;br /&gt;
* If you really need to vote but have aligned yourself with a persnickety Master, you can just &amp;quot;vote&amp;quot; with another Master and claim that you swapped Masters secretly. Beware - This may upset your original Master!&lt;br /&gt;
&lt;br /&gt;
* You can retroactively decide who your Master was each day. Pay attention to who's voting with you, then when asked who your Master was, name someone who voted with you. If you don't remember who that was, don't worry about it - if you can't remember who voted for what, the good team probably can't either.&lt;br /&gt;
&lt;br /&gt;
* You can coerce your Master into voting for the player(s) you want them to vote for, by threatening to choose a different Master if they don't let you vote for the players you want to vote for.&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Trouble Brewing]]&lt;br /&gt;
[[Category:Outsiders]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Hatter&amp;diff=3092</id>
		<title>Hatter</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Hatter&amp;diff=3092"/>
		<updated>2026-03-23T06:29:04Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
			[[File:icon_hatter.png|250px]] &lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt; &lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;[[Character Types #Outsider|Outsider]]&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt; Aidan Roberts, Chloe McDougall, Steven Medway&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Revealed&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;30/11/2023&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
			&amp;lt;p class='flavour'&amp;gt;&amp;quot;One Hat. Too Hat. Three Hat. Tea Hat. Fore Hat. Thrive Hat. Six Hat. Sticks Hat.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;&amp;quot;&amp;gt;Character Showcase&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;youtube&amp;gt;83mxJhR6j_s&amp;lt;/youtube&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='jinxes'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 18px; text-align: center; margin-top: 10px; text-transform: uppercase; font-family: Dumbledor;&amp;quot;&amp;gt;&lt;br /&gt;
				Related Jinxes &amp;lt;span style=&amp;quot;cursor: pointer; color: #5C1F22;&amp;quot; id=&amp;quot;jinx-toggle&amp;quot;&amp;gt;(Open)&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{Jinx|Legion|legion|Evil|If Legion is created, all evil players become Legion. If Legion is in play, the Hatter has no ability.}}&lt;br /&gt;
{{Jinx|Leviathan|leviathan|Evil|The Leviathan cannot enter play after day 5.}}&lt;br /&gt;
{{Jinx|Lil' Monsta|lilmonsta|Evil|If the Hatter dies &amp;amp; the Demon chooses Lil' Monsta, they also choose a Minion to become.}}&lt;br /&gt;
{{Jinx|Summoner|summoner|Evil|If the Summoner creates a second living Demon, deaths tonight are arbitrary.}}&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt; &lt;br /&gt;
== Summary == &lt;br /&gt;
&amp;quot;If you died today or tonight, the Minion &amp;amp; Demon players may choose new Minion &amp;amp; Demon characters to be.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Hatter allows the Minions &amp;amp; Demon to change characters.  &lt;br /&gt;
* Each evil character may choose to become any character of the same type as their current character.  &lt;br /&gt;
* They may choose not to change characters.  &lt;br /&gt;
* If a player becomes a new character, they gain the new ability, even if it was a &amp;quot;you start knowing&amp;quot; ability or a once per game ability that had already been used.  &lt;br /&gt;
* Once a player has changed character, their previous character ability has no further effect on the game.  &lt;br /&gt;
* If a player dies then becomes the Hatter, the evil players do not change characters tonight.  &lt;br /&gt;
* Once a character has been chosen, a second player cannot choose the same character. If it is already in play, the player with that character must choose a new character. &lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run == &lt;br /&gt;
If the Hatter dies, mark them with the '''TEA PARTY TONIGHT''' reminder. &lt;br /&gt;
&lt;br /&gt;
During that night, wake the Minions and Demon. Show them the '''THIS CHARACTER SELECTED YOU''' info token, then the Hatter token. Each player either shakes their head no or points to another character of the same type as their current character.  If a second player would end up with the same character as another player, shake your head no and gesture for them to choose again. Put them to sleep. Remove the '''TEA PARTY TONIGHT''' reminder. Change each player to the character they chose. &lt;br /&gt;
				&amp;lt;div class=&amp;quot;example&amp;quot; style=&amp;quot;color: #5d2123; font-style: italic; font-family: GoudyOldStyle;&amp;quot;&amp;gt; &lt;br /&gt;
'''Optional rule''': if the Hatter dies, allow the Demon to become a Minion, and a Minion to become a Demon. This may cause some chaos among the evil team as they try to communicate silently at night about who wants to be the Demon. &lt;br /&gt;
				&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples == &lt;br /&gt;
				&amp;lt;div class='example'&amp;gt; &lt;br /&gt;
The Hatter dies. The {{Evil|Ojo}} chooses to become the {{Evil|No Dashii}} and the {{Evil|Devil's Advocate}} chooses to become the {{Evil|Scarlet Woman}}.  		&lt;br /&gt;
				&amp;lt;/div&amp;gt;&lt;br /&gt;
				&amp;lt;div class='example'&amp;gt; &lt;br /&gt;
The {{Evil|Vigormortis}} has killed their {{Evil|Pit-Hag}}, then later kills the Hatter. Both players choose to stay the same characters, so that they don't lose the effects of the {{Evil|Vigormortis}}.	 &lt;br /&gt;
				&amp;lt;/div&amp;gt;&lt;br /&gt;
				&amp;lt;div class='example'&amp;gt; &lt;br /&gt;
The {{Evil|Assassin}} kills a player. The Hatter is executed. That night, the {{Evil|Assassin}} becomes the {{Evil|Mastermind}} and the {{Evil|Mastermind}} shakes their head no to stay the {{Evil|Mastermind}}. The Storyteller shakes their head no because the {{Evil|Mastermind}} character has been chosen already, and gestures for the {{Evil|Mastermind}} player to choose again, so they choose {{Evil|Assassin}}. The new {{Evil|Assassin}} then uses their new ability to kill a player.	 &lt;br /&gt;
				&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt; &lt;br /&gt;
== Tips &amp;amp; Tricks == &lt;br /&gt;
*  Don’t die! As soon as you die, the evil team gets to power up to become the exact combination they think will be most effective, regardless of the prior game balance. And that could be overpowering if the evil team can do it with impunity when they want to. &lt;br /&gt;
&lt;br /&gt;
* Die as early as possible! The sooner you die, the less time the evil team have to work out which characters are going to be most effective against the characters arrayed on the good team. It also increases the odds that you are confirmed by later Minion/Demon activity contradicting the early indications, helping town work out the Outsider count. &lt;br /&gt;
&lt;br /&gt;
* Mid-game is the worst time for you to die. Just as the good team are getting to grips with their information and tracking down evil players, your ability can completely switch that information around and make it incredibly hard to parse, just when you need it most to narrow down between the smaller group of candidates remaining. &lt;br /&gt;
&lt;br /&gt;
* The day after you die, tell everyone that you were the Hatter! They need to adjust their choices accordingly to adjust to a potential change of characters on the evil team, whether that’s night choices or nominations and voting choices to hunt the Demon effectively. &lt;br /&gt;
&lt;br /&gt;
* After you die, try to see if you can spot what the Minions/Demons have changed to based on game state changes from the early game. Maybe some people’s information has gone weird when it was previously reliable, maybe a suspected evil player is suddenly much happier to die, maybe there was an extra death you can’t explain. Any clues you can garner about your new evil team are even more crucial than they would ordinarily be, with the reduced time available to work out your new evil team. &lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bluffing as the Hatter == &lt;br /&gt;
* You don’t want to die! Take advantage of the fact that the good team will be wary of killing a Hatter to stay alive longer than you would do otherwise. You can possibly even take this bluff to the final 3 and beyond if you can keep playing up the fear of what might happen if you die. &lt;br /&gt;
&lt;br /&gt;
* If you do die, see if your fellow evils can bluff a change of Minion or Demon abilities affecting them to back up your bluff. It depends which evil characters are on the script, but this can have effects far beyond implying that you yourself are good. It can also send the good team off down a rabbit hole of theorising entirely around a Demon type that isn’t in play and never has been. &lt;br /&gt;
&lt;br /&gt;
* Hatters are often mad! They like to claim to be other things to try to survive as long as possible and conceal themselves so the evil team can’t use them to switch around their characters when it’s most effective for them. This makes it a great fallback bluff for you if an initial bluff has gone awry or if your initial bluff doesn't give you a good reason not to be executed when the pressure comes on. &lt;br /&gt;
&lt;br /&gt;
* Make a good faith effort after you die to try to solve what the changes were to sell your bona fides. You might be able to be the butter in the gears that makes the good team’s calculations fall apart by distracting them constantly with theories about different Minion and Demon types to expand the list of possible explanations for any given situation so much farther than it might be otherwise. &lt;br /&gt;
&lt;br /&gt;
* If you are the Demon bluffing Hatter, try to make it look like weaker Minion/Demons in play. This increases the threat of your death as the evil team being able to pick the most powerful options possible is terrifying for any good team and will potentially allow you to survive through the whole game. You will, however, need to have good reasons prepared for why the evil team hasn’t just killed you at night at any point. So it might be worth claiming something else publicly and Hatter privately to dead good players and leaning on their support to keep you alive if the living come after you.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Experimental Characters]] &lt;br /&gt;
[[Category:Outsiders]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Hatter&amp;diff=3091</id>
		<title>Hatter</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Hatter&amp;diff=3091"/>
		<updated>2026-03-23T06:27:01Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
			[[File:icon_hatter.png|250px]] &lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt; &lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;[[Character Types #Outsider|Outsider]]&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt; Aidan Roberts, Chloe McDougall, Steven Medway&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Revealed&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;30/11/2023&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
			&amp;lt;p class='flavour'&amp;gt;&amp;quot;One Hat. Too Hat. Three Hat. Tea Hat. Fore Hat. Thrive Hat. Six Hat. Sticks Hat.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;&amp;quot;&amp;gt;Character Showcase&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;youtube&amp;gt;83mxJhR6j_s&amp;lt;/youtube&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='jinxes'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 18px; text-align: center; margin-top: 10px; text-transform: uppercase; font-family: Dumbledor;&amp;quot;&amp;gt;&lt;br /&gt;
				Related Jinxes &amp;lt;span style=&amp;quot;cursor: pointer; color: #5C1F22;&amp;quot; id=&amp;quot;jinx-toggle&amp;quot;&amp;gt;(Open)&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{Jinx|Legion|legion|Evil|If Legion is created, all evil players become Legion. If Legion is in play, the Hatter has no ability.}}&lt;br /&gt;
{{Jinx|Leviathan|leviathan|Evil|The Leviathan cannot enter play after day 5.}}&lt;br /&gt;
{{Jinx|Lil' Monsta|lilmonsta|Evil|If the Hatter dies &amp;amp; the Demon chooses Lil' Monsta, they also choose a Minion to become.}}&lt;br /&gt;
{{Jinx|Summoner|summoner|Evil|If the Summoner creates a second living Demon, deaths tonight are arbitrary.}}&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt; &lt;br /&gt;
== Summary == &lt;br /&gt;
&amp;quot;If you died today or tonight, the Minion &amp;amp; Demon players may choose new Minion &amp;amp; Demon characters to be.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Hatter allows the evil players to change characters.  &lt;br /&gt;
* Each evil character may choose to become any character of the same type as their current character.  &lt;br /&gt;
* They may choose not to change characters.  &lt;br /&gt;
* If a player becomes a new character, they gain the new ability, even if it was a &amp;quot;you start knowing&amp;quot; ability or a once per game ability that had already been used.  &lt;br /&gt;
* Once a player has changed character, their previous character ability has no further effect on the game.  &lt;br /&gt;
* If a player dies then becomes the Hatter, the evil players do not change characters tonight.  &lt;br /&gt;
* Once a character has been chosen, a second player cannot choose the same character. If it is already in play, the player with that character must choose a new character. &lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run == &lt;br /&gt;
If the Hatter dies, mark them with the '''TEA PARTY TONIGHT''' reminder. &lt;br /&gt;
&lt;br /&gt;
During that night, wake the Minions and Demon. Show them the '''THIS CHARACTER SELECTED YOU''' info token, then the Hatter token. Each player either shakes their head no or points to another character of the same type as their current character.  If a second player would end up with the same character as another player, shake your head no and gesture for them to choose again. Put them to sleep. Remove the '''TEA PARTY TONIGHT''' reminder. Change each player to the character they chose. &lt;br /&gt;
				&amp;lt;div class=&amp;quot;example&amp;quot; style=&amp;quot;color: #5d2123; font-style: italic; font-family: GoudyOldStyle;&amp;quot;&amp;gt; &lt;br /&gt;
'''Optional rule''': if the Hatter dies, allow the Demon to become a Minion, and a Minion to become a Demon. This may cause some chaos among the evil team as they try to communicate silently at night about who wants to be the Demon. &lt;br /&gt;
				&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples == &lt;br /&gt;
				&amp;lt;div class='example'&amp;gt; &lt;br /&gt;
The Hatter dies. The {{Evil|Ojo}} chooses to become the {{Evil|No Dashii}} and the {{Evil|Devil's Advocate}} chooses to become the {{Evil|Scarlet Woman}}.  		&lt;br /&gt;
				&amp;lt;/div&amp;gt;&lt;br /&gt;
				&amp;lt;div class='example'&amp;gt; &lt;br /&gt;
The {{Evil|Vigormortis}} has killed their {{Evil|Pit-Hag}}, then later kills the Hatter. Both players choose to stay the same characters, so that they don't lose the effects of the {{Evil|Vigormortis}}.	 &lt;br /&gt;
				&amp;lt;/div&amp;gt;&lt;br /&gt;
				&amp;lt;div class='example'&amp;gt; &lt;br /&gt;
The {{Evil|Assassin}} kills a player. The Hatter is executed. That night, the {{Evil|Assassin}} becomes the {{Evil|Mastermind}} and the {{Evil|Mastermind}} shakes their head no to stay the {{Evil|Mastermind}}. The Storyteller shakes their head no because the {{Evil|Mastermind}} character has been chosen already, and gestures for the {{Evil|Mastermind}} player to choose again, so they choose {{Evil|Assassin}}. The new {{Evil|Assassin}} then uses their new ability to kill a player.	 &lt;br /&gt;
				&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt; &lt;br /&gt;
== Tips &amp;amp; Tricks == &lt;br /&gt;
*  Don’t die! As soon as you die, the evil team gets to power up to become the exact combination they think will be most effective, regardless of the prior game balance. And that could be overpowering if the evil team can do it with impunity when they want to. &lt;br /&gt;
&lt;br /&gt;
* Die as early as possible! The sooner you die, the less time the evil team have to work out which characters are going to be most effective against the characters arrayed on the good team. It also increases the odds that you are confirmed by later Minion/Demon activity contradicting the early indications, helping town work out the Outsider count. &lt;br /&gt;
&lt;br /&gt;
* Mid-game is the worst time for you to die. Just as the good team are getting to grips with their information and tracking down evil players, your ability can completely switch that information around and make it incredibly hard to parse, just when you need it most to narrow down between the smaller group of candidates remaining. &lt;br /&gt;
&lt;br /&gt;
* The day after you die, tell everyone that you were the Hatter! They need to adjust their choices accordingly to adjust to a potential change of characters on the evil team, whether that’s night choices or nominations and voting choices to hunt the Demon effectively. &lt;br /&gt;
&lt;br /&gt;
* After you die, try to see if you can spot what the Minions/Demons have changed to based on game state changes from the early game. Maybe some people’s information has gone weird when it was previously reliable, maybe a suspected evil player is suddenly much happier to die, maybe there was an extra death you can’t explain. Any clues you can garner about your new evil team are even more crucial than they would ordinarily be, with the reduced time available to work out your new evil team. &lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bluffing as the Hatter == &lt;br /&gt;
* You don’t want to die! Take advantage of the fact that the good team will be wary of killing a Hatter to stay alive longer than you would do otherwise. You can possibly even take this bluff to the final 3 and beyond if you can keep playing up the fear of what might happen if you die. &lt;br /&gt;
&lt;br /&gt;
* If you do die, see if your fellow evils can bluff a change of Minion or Demon abilities affecting them to back up your bluff. It depends which evil characters are on the script, but this can have effects far beyond implying that you yourself are good. It can also send the good team off down a rabbit hole of theorising entirely around a Demon type that isn’t in play and never has been. &lt;br /&gt;
&lt;br /&gt;
* Hatters are often mad! They like to claim to be other things to try to survive as long as possible and conceal themselves so the evil team can’t use them to switch around their characters when it’s most effective for them. This makes it a great fallback bluff for you if an initial bluff has gone awry or if your initial bluff doesn't give you a good reason not to be executed when the pressure comes on. &lt;br /&gt;
&lt;br /&gt;
* Make a good faith effort after you die to try to solve what the changes were to sell your bona fides. You might be able to be the butter in the gears that makes the good team’s calculations fall apart by distracting them constantly with theories about different Minion and Demon types to expand the list of possible explanations for any given situation so much farther than it might be otherwise. &lt;br /&gt;
&lt;br /&gt;
* If you are the Demon bluffing Hatter, try to make it look like weaker Minion/Demons in play. This increases the threat of your death as the evil team being able to pick the most powerful options possible is terrifying for any good team and will potentially allow you to survive through the whole game. You will, however, need to have good reasons prepared for why the evil team hasn’t just killed you at night at any point. So it might be worth claiming something else publicly and Hatter privately to dead good players and leaning on their support to keep you alive if the living come after you.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Experimental Characters]] &lt;br /&gt;
[[Category:Outsiders]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Gardener&amp;diff=3090</id>
		<title>Gardener</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Gardener&amp;diff=3090"/>
		<updated>2026-03-23T03:37:38Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_gardener.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Loric&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Z. Benetatos&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Revealed&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;28/04/2023&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;p class='flavour'&amp;gt;&amp;quot;Oh now, this won't do. We've got the monkshood mixed in with the wolfsbane and the hemlock is smothering the hellebore! Oh dear me, we'd better start over. Fetch my shears.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;The Storyteller assigns all players' characters.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Gardener removes randomness from the setup.&lt;br /&gt;
* The Storyteller chooses which player is which character.&lt;br /&gt;
* The normal setup rules must be followed.&lt;br /&gt;
* The purpose of the Gardener is not to allow players to choose their character, but instead to allow the Storyteller to craft a specific style of game or logic puzzle.&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
&lt;br /&gt;
During setup, instead of putting the character tokens in the bag, put them face-down on the Town Square, or a firm object like a book, in a circle or shape that matches the physical seating arrangement. One at a time, in clockwise order, prompt the players to take the token that corresponds with their physical seating position.&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
The Storyteller wants to set up a game that has the {{Evil|Wraith}}, {{Evil|Lord of Typhon}}, {{Evil|Cerenovus}}, {{Good|Zealot}}, {{Good|Monk}}, {{Good|Alsaahir}}, {{Good|Banshee}}, {{Good|High Priestess}}, and {{Good|Balloonist}}. The Storyteller sets up these characters in this order, places them face down, and the players take their tokens. Ben is the {{Evil|Lord of Typhon}} and Julian is the {{Good|High Priestess}}.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Loric]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Gardener&amp;diff=3089</id>
		<title>Gardener</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Gardener&amp;diff=3089"/>
		<updated>2026-03-23T03:34:29Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* How to Run */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_gardener.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Loric&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Z. Benetatos&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Revealed&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;28/04/2023&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;p class='flavour'&amp;gt;&amp;quot;Oh now, this won't do. We've got the monkshood mixed in with the wolfsbane and the hemlock is smothering the hellebore! Oh dear me, we'd better start over. Fetch my shears.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;The Storyteller assigns all players' characters.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Gardener removes randomness from the setup.&lt;br /&gt;
* The Storyteller chooses which player is which character.&lt;br /&gt;
* The normal setup rules must be followed.&lt;br /&gt;
* The purpose of the Gardener is not to allow players to choose their character, but instead to allow the Storyteller to craft a specific style of game or logic puzzle.&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
&lt;br /&gt;
During setup, instead of putting the character tokens in the bag, put them face-down on the Town Square, or a firm object like a book, in a circle or shape that matches the physical seating arrangement. One at a time, in clockwise order, prompt the players to take the token that corresponds with their physical seating position.&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
The {{Evil|Vizier}} is on the script and Ida doesn’t like playing as outed evil. To ensure that Ida doesn’t receive the {{Evil|Vizier}} token, the Storyteller puts the Gardener into play and assigns Ida directly as the {{Evil|Poisoner}} instead.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
Robin has been evil every game today. The Storyteller puts the Gardener into play and assigns Robin directly as the {{Good|Chef}} instead.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Loric]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Gardener&amp;diff=3088</id>
		<title>Gardener</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Gardener&amp;diff=3088"/>
		<updated>2026-03-23T03:32:00Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_gardener.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Loric&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Z. Benetatos&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Revealed&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;28/04/2023&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;p class='flavour'&amp;gt;&amp;quot;Oh now, this won't do. We've got the monkshood mixed in with the wolfsbane and the hemlock is smothering the hellebore! Oh dear me, we'd better start over. Fetch my shears.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;The Storyteller assigns all players' characters.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Gardener removes randomness from the setup.&lt;br /&gt;
* The Storyteller chooses which player is which character.&lt;br /&gt;
* The normal setup rules must be followed.&lt;br /&gt;
* The purpose of the Gardener is not to allow players to choose their character, but instead to allow the Storyteller to craft a specific style of game or logic puzzle.&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
&lt;br /&gt;
At the start of the game, declare that the Gardener is in play. &lt;br /&gt;
&lt;br /&gt;
Before character tokens are sent out to players, decide what characters the players affected by Gardener will have. Assign, or swap, the relevant players to the characters you have decided.&lt;br /&gt;
&lt;br /&gt;
Then, send the characters to players in the game.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
The {{Evil|Vizier}} is on the script and Ida doesn’t like playing as outed evil. To ensure that Ida doesn’t receive the {{Evil|Vizier}} token, the Storyteller puts the Gardener into play and assigns Ida directly as the {{Evil|Poisoner}} instead.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
Robin has been evil every game today. The Storyteller puts the Gardener into play and assigns Robin directly as the {{Good|Chef}} instead.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Loric]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Poppy_Grower&amp;diff=3087</id>
		<title>Poppy Grower</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Poppy_Grower&amp;diff=3087"/>
		<updated>2026-03-21T00:27:34Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* How to Run */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
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	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
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		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
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			[[File:icon_poppygrower.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
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					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;[[Character Types#Townsfolk|Townsfolk]]&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Z. Benetatos&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Revealed&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;18/03/2021&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;p class='flavour'&amp;gt;&amp;quot;In the hidden groves of the deep forest, the black poppy dwells. To see its revelry is to be enchanted. To smell its thick aroma is to be lost forever, a slave to the gods of light and dark.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;&amp;quot;&amp;gt;Character Showcase&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;youtube&amp;gt;oLRnGK78DUI&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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		&amp;lt;div id='jinxes'&amp;gt;&lt;br /&gt;
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			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 18px; text-align: center; margin-top: 10px; text-transform: uppercase; font-family: Dumbledor;&amp;quot;&amp;gt;&lt;br /&gt;
				Related Jinxes &amp;lt;span style=&amp;quot;cursor: pointer; color: #5C1F22;&amp;quot; id=&amp;quot;jinx-toggle&amp;quot;&amp;gt;(Open)&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{Jinx|Lil' Monsta|lilmonsta|Evil|If Lil' Monsta &amp;amp; the Poppy Grower are alive, Minions wake one by one, until one of them chooses to take the Lil' Monsta token.}}&lt;br /&gt;
{{Jinx|Spy|spy|Evil|If the Poppy Grower has their ability, the Spy does not see the Grimoire.}}&lt;br /&gt;
{{Jinx|Summoner|summoner|Evil|If the Poppy Grower is alive on the 3rd night, the Summoner chooses which Demon but not which player.}}&lt;br /&gt;
{{Jinx|Widow|widow|Evil|If the Poppy Grower has their ability, the Widow does not see the Grimoire.}}&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
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		&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
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	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
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		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;Minions &amp;amp; Demons do not know each other. If you die, they learn who each other are that night.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Poppy Grower prevents the evil players from learning who each other are.&lt;br /&gt;
* The Demon still learns three not-in-play characters that are safe to bluff as.&lt;br /&gt;
* If the Poppy Grower dies, the Demon and Minions learn who each other are, as though it were the first night again.&lt;br /&gt;
* If the Poppy Grower becomes drunk or poisoned, Demons and Minions do not suddenly learn who each other are. If the Poppy Grower is drunk or poisoned when they die, Demons and Minions do not learn who each other are, since the Poppy Grower has no ability that night.&lt;br /&gt;
* An evil Traveller still learns which player is the Demon when that Traveller enters play.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
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		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
== How to Run ==&lt;br /&gt;
&lt;br /&gt;
During the first night, wake the Demon. Show the '''THESE CHARACTERS ARE NOT IN PLAY''' info token, then any three good character tokens that are not in play. Then, put the Demon to sleep. Do not do the Minion Info and Demon Info steps.&lt;br /&gt;
&lt;br /&gt;
If the Poppy Grower dies, mark them with the '''EVIL WAKES''' reminder. That night, wake the Minions and let them make eye contact. Show the '''THIS IS THE DEMON''' info token, then point to the Demon. Put the Minions to sleep. Wake the Demon. Show the '''THESE ARE YOUR MINIONS''' info token, then point to the Minions. Put the Demon to sleep.&lt;br /&gt;
&amp;lt;div class=&amp;quot;example&amp;quot; style=&amp;quot;color: #5d2123; font-style: italic; font-family: GoudyOldStyle;&amp;quot;&amp;gt; &lt;br /&gt;
Optional rule: If the Poppy Grower becomes drunk, poisoned, or leaves play, Minions &amp;amp; Demons learn who each other are that night.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
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	&amp;lt;/div&amp;gt;&lt;br /&gt;
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	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
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		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
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== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The {{Evil|Imp}}, the {{Evil|Poisoner}} and the {{Evil|Witch}} are in play. On the first night, the {{Evil|Imp}} wakes to learn 3 not-in-play characters, but does not learn which players are the Minions. The {{Evil|Poisoner}} and the {{Evil|Witch}} do not wake to learn who each other are, and do not learn who the Demon is.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The Poppy Grower is executed, and dies. That night, the {{Evil|Shabaloth}} learns which players are the Minions. The {{Evil|Godfather}} and the {{Evil|Baron}} wake, make eye contact, and learn which player is the {{Evil|Shabaloth}}.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The Poppy Grower is the Drunk. On the 1st night, the evil players learn who each other are, as normal. On the fourth night, the Demon kills the Poppy Grower. The Demons and Minions do not wake to learn who each other are again because the Poppy Grower is the Drunk.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
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	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
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		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Keep it secret keep it safe. The Poppy Grower's biggest strength is the paranoia they create by denying the evil team their greatest strength.&lt;br /&gt;
&lt;br /&gt;
* Come out ridiculously loudly, because someone boldly claiming to be a Poppy Grower so fiercely is just weird, that it is going to make the evil team second guess who you are. They might leave you alive because it seems like you're a character trying to get killed like the {{Good|Farmer}}. Additionally, the Demon may not wish to ‘confirm’ that you’re the Poppy Grower by killing you.&lt;br /&gt;
&lt;br /&gt;
* As the Poppy Grower, you are essentially single-handedly responsible for the evil team's lack of ability to coordinate. Take special notice of any two players who are claiming to be the same character. One of them is possibly a Minion, because they haven’t obtained their bluffs from the Demon. &lt;br /&gt;
&lt;br /&gt;
* On the first day, pay attention to who mingles and who keeps quietly to themselves. Minions, being cut off from the rest of their team, will be extra cautious because they will have no information to start with. Specifically, watch for players' body language as they're likely to unconsciously communicate their anxiety and isolation. Be suspicious of those players who are last to reveal their character, as they might be Minions. &lt;br /&gt;
&lt;br /&gt;
* You are likely to be seen by the evil team as an important target for death in the night. Be very careful about who you share your role with.&lt;br /&gt;
&lt;br /&gt;
* Each day, share your role with one new player. If you die at night early in the game, it's a good chance that one of the people you confided with is actually the Demon specifically, and not a Minion, because a Minion would have no easy way of communicating who you are to the Demon. Of course, nothing stops the Minion from revealing you publicly, but at least you're taking a definite Minion down with you.&lt;br /&gt;
&lt;br /&gt;
* As Poppy Grower, you can pretend to be an evil player to deceive evil players into thinking you are too. Go around secretly to various players and let them know you know a Poppy Grower is in play as code that you're an &amp;quot;evil player&amp;quot;. They might bite and confide in you.&lt;br /&gt;
&lt;br /&gt;
* If you die, watch for sudden changes of behaviour. The evil team has suddenly gained a lot of information and can coordinate better. This can include:&lt;br /&gt;
** Players who previously weren't voting, start voting&lt;br /&gt;
** Players who were voting strongly for one player suddenly change their target&lt;br /&gt;
** Players who come out shortly after you die (who have likely just received a bluff from the Demon).&lt;br /&gt;
&lt;br /&gt;
* If you don't come out after you die, the evil team knows exactly who you are but the good team does not. This means that the players who are paying you a little bit too much attention might actually be the evil team trying to hide their actions from you.&lt;br /&gt;
&lt;br /&gt;
* If you can manage to arrange being drunk or poisoned when you die, the evil team do not learn who each other are. While this can be incredibly tricky to pull off as there are not many good characters that can make you intentionally drunk, it has a massive payoff. &lt;br /&gt;
&lt;br /&gt;
* Come out on the final day, if you’re still alive.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
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	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
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		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
== Bluffing as the Poppy Grower ==&lt;br /&gt;
&lt;br /&gt;
When bluffing as the Poppy Grower, there are a few things you should keep in mind:&lt;br /&gt;
&lt;br /&gt;
* As an evil player, you will know for certain whether there is a Poppy Grower in the game or not. If you learn who your fellow evil players are, there is no Poppy Grower. So, the Poppy Grower can be a safe bluff not only for a Demon who was not shown the Poppy Grower as &amp;quot;not-in-play, but also for the Minions. The Bluff is so safe, that (similar to bluffing as the {{Good|Atheist}}), you may find that other evil players have also claimed to be the Poppy Grower secretly to others, and you have accidentally ended up with several fake Poppy Growers. &lt;br /&gt;
&lt;br /&gt;
* When nominated, claiming to be the only thing stopping the evil team from being introduced to one another can be quite a compelling argument for being spared. However... you will need to come up with an explanation as to why you lived through the night. &lt;br /&gt;
&lt;br /&gt;
* You can tell one or two people that you’re the Poppy Grower and make the good team erroneously believe that they are winning the game.&lt;br /&gt;
&lt;br /&gt;
* Tell no-one that you are the Poppy Grower, get yourself killed by some means, wait until the end of the day, and then announce that particular people who had private conversations today are likely to be evil, since the evil team just found out who each other were. &lt;br /&gt;
&lt;br /&gt;
* If the Poppy Grower is in play, bluffing as the Poppy Grower anyway is likely to lure them out. The real Poppy Grower will know you are lying, but at least the Demon knows which player is the Poppy Grower now. The good team may even be hesitant to execute either of you, for fear that the evil team will learn who each other are once the real Poppy Grower dies.&lt;br /&gt;
&lt;br /&gt;
* Poppy Grower is a great bluff to make after you die. It subtly projects a message that the evil team are about to become much more coordinated than before, and if you’ve already been operating together pretty well, it will make you seem that much more imposing. The good team losing faith in their victory may be the boost you need. &lt;br /&gt;
&lt;br /&gt;
* Poppy Grower games often have a strange vibe to them. Similar to a {{Evil|Legion}} game, the good team can feel that something is subtly wrong. It's hard to pin down but this is mostly due to the evil team struggling to figure out what their plan is a team. Nevertheless, some games just have a weird feeling to them, as if everyone is being too quiet, or nothing really seems to add up. If your game has this feeling, consider switching from your initial bluff to a Poppy Grower bluff, as a way to explain the feeling to the good team. Coming out as the Poppy Grower after a few days of the good team saying &amp;quot;what is going on? This feels different.&amp;quot; may elicit feelings of clarity, and relief. Normally, it is wise to choose a character to bluff as and have that bluff influence the game. Sometimes, it can be wise to let the game dictate which bluff is the most appropriate.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
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	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Townsfolk]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=God_of_Ug_(Ug_Mode)&amp;diff=3086</id>
		<title>God of Ug (Ug Mode)</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=God_of_Ug_(Ug_Mode)&amp;diff=3086"/>
		<updated>2026-03-20T22:44:05Z</updated>

		<summary type="html">&lt;p&gt;Administrator: &lt;/p&gt;
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	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
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		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
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			[[File:icon_godofug.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Facts&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 15px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;[[God of Ug|Big Word Mode]]&amp;lt;/span&amp;gt;&lt;br /&gt;
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			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
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					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Green&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Art&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Chlo M&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;When&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;19/03/2026&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
            &amp;lt;p class='flavour'&amp;gt;&amp;quot;Me go Ug. Too eas- oh no!&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
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	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
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		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Ug ==&lt;br /&gt;
&amp;quot;One Ug hat. When wear Ug hat, must speak one sound at a time but vote twice. If fail, pass Ug hat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The God of Ug make you speak one sound word and not more than that.&lt;br /&gt;
* When the one who wear the Ug hat votes, their vote counts as two votes. Use a real hat if you can.&lt;br /&gt;
* All words that have one sound count. Mash two words with a dash? No can do! If you say just one word with more than one sound, you lose hat.&lt;br /&gt;
* The One With The Big Book picks who wears the Ug hat first. If the one with the hat says a word with more than one sound, or if they take too long to speak, or if this is not fun for them, the One With The Big Book picks a new one to have the hat.&lt;br /&gt;
* Each one may wear the Ug hat. They may say no to the hat if they want. One may have the Ug hat more than once.&lt;br /&gt;
* If the One With The Big Book is not here, use trust. If you catch the one with the hat say a word with more than one sound, say so! And the Ug hat goes bye bye.&lt;br /&gt;
* The One With The Big Book may choose a new one to start each day with the Ug hat, or keep the same one as the last day.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
When the game starts, give the Ug hat to one. If you or one of them catch that one say a word with more than one sound, give the Ug hat to a new one.&lt;br /&gt;
&lt;br /&gt;
If the one who wear the Ug hat votes, it counts as two votes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;example&amp;quot; style=&amp;quot;color: #5d2123; font-style: italic; font-family: GoudyOldStyle;&amp;quot;&amp;gt; &lt;br /&gt;
Can be a rule: If wear the Ug hat start to be not fun, keep it to noms and talk with all the sounds in the day.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
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	&amp;lt;/div&amp;gt;&lt;br /&gt;
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	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
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		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Like This ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Ame wear the Ug hat. When nom, she says, “It not me. I think Ben has been talk with the bad guy. He bad.” Ame keep the Ug hat.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Lew has the Ug hat. In talk with Jule and Al, Lew say, “I think that you are both good. I am the bird thing that can see one guy when I die. I want the Demon to kill me so that I get the guy and know things to tell you in the day that is next.” The One With The Big Book gives Ab the Ug hat, since the word for the Big Bad That Kill has more than one sound. &lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
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		&amp;lt;/div&amp;gt;&lt;br /&gt;
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	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Loric]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Farmer&amp;diff=3085</id>
		<title>Farmer</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Farmer&amp;diff=3085"/>
		<updated>2026-03-20T10:38:52Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
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	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
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		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_farmer.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;[[Character Types#Townsfolk|Townsfolk]]&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Anica Kelsen&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Revealed&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;20/05/2021&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;p class='flavour'&amp;gt;&amp;quot;Even the high and mighty need food on the table. Without us, the city starves.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;&amp;quot;&amp;gt;Character Showcase&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;youtube&amp;gt;IdDrWvaqgwY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='jinxes'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 18px; text-align: center; margin-top: 10px; text-transform: uppercase; font-family: Dumbledor;&amp;quot;&amp;gt;&lt;br /&gt;
				Related Jinxes &amp;lt;span style=&amp;quot;cursor: pointer; color: #5C1F22;&amp;quot; id=&amp;quot;jinx-toggle&amp;quot;&amp;gt;(Open)&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{Jinx|Leviathan|leviathan|Evil|Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Farmer uses their ability but does not die.}}&lt;br /&gt;
{{Jinx|Riot|riot|Evil|Each night*, Riot chooses an alive good player (different to previous nights): a chosen Farmer uses their ability but does not die.}}&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;When you die at night, an alive good player becomes a Farmer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Farmer creates more farmers.&lt;br /&gt;
* If a Farmer dies at night, another player becomes a Farmer too.&lt;br /&gt;
* Only players that are good can become Farmers this way.&lt;br /&gt;
* If this new Farmer also dies at night, another Farmer is created.&lt;br /&gt;
* Farmers that die during the day, such as by execution, do not create more Farmers.&lt;br /&gt;
* Farmers that have turned evil, such as from the Mezepheles’ ability, can create more Farmers. But Townsfolk and Outsiders that have turned evil cannot become a Farmer.&lt;br /&gt;
* Farmers do not learn who each other are, but each player that becomes a Farmer learns that they are now a Farmer.&lt;br /&gt;
* When a player becomes a Farmer, they are no longer their old character, and do not have that ability. Any ongoing effects of their old ability immediately end.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
&lt;br /&gt;
If the Farmer died tonight, wake an alive good player. Show them the '''YOU ARE''' info token and a Farmer character token, then put them to sleep. Replace their previous character token with a Farmer character token.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Julian is the Farmer. The Demon kills him at night. Evin is the {{Evil|Fearmonger}}, and Sarah is the {{Good|Alchemist}}. Sarah becomes the Farmer that night. Evin could not become the Farmer, because he is evil.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				On the 2nd night, the Farmer dies. The {{Good|Choirboy}} becomes the Farmer. On the 3rd night, the new Farmer dies, and the {{Good|Heretic}} becomes a Farmer. There is now no {{Good|Heretic}} and no {{Good|Choirboy}} in play, and there are three Farmers in play, two of which are dead.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* If you die at night, play it cool and wait for somebody to approach you as the new Farmer that has been created.&lt;br /&gt;
&lt;br /&gt;
* The Farmer can be a powerful trap for the evil team. If you turn into the Farmer at night, reach out to the player that most recently died and reveal to them that you are a Farmer now. It’s very difficult to fake this interaction, meaning the two of you can trust each other.&lt;br /&gt;
&lt;br /&gt;
* If you feel like you want to survive, come out as the Farmer, blatantly daring the Demon to kill you at night. This is especially effective if there are no other sources of deaths by night in the game. It might also confuse the Demon, who might second guess your motives. &lt;br /&gt;
&lt;br /&gt;
* Claim to be a high priority target, like the {{Good|Bounty Hunter}} or the {{Good|Fortune Teller}}, and bait the Demon into killing you at night. Then, once you’ve died and confirmed who the new Farmer is, claim that you swapped characters with them and that they’re the real high priority target to try and bait the Demon into killing them too. &lt;br /&gt;
&lt;br /&gt;
* Try not to come out right away publically as building up a large group of Farmers is much more powerful than a small group of Farmers. Backtracking through the information that the new Farmers may have is valuable information that you can trust.&lt;br /&gt;
&lt;br /&gt;
* Try to find a high priority target and role swap with them so that you can become a good target to be killed at night and also helps to protect that player, especially if you are the first Farmer.&lt;br /&gt;
&lt;br /&gt;
*Try to talk with lots of people throughout the game, that way you may look like you are spreading lots of powerful information about where the evil team might be, that way you seem like a high priority target that may need to be silenced.&lt;br /&gt;
&lt;br /&gt;
* Avoid execution at all costs as your ability only triggers if you die at night. &lt;br /&gt;
&lt;br /&gt;
* After you have confirmed a couple of players who have been turned into Farmers coming out together and using that information as a base for where to start looking for evil players can be a good strategy to get the ball rolling on who you can and cannot trust.&lt;br /&gt;
&lt;br /&gt;
* If there is a Farmer chain that is greater than the total number of evil players in the current game's setup this generally means that you can trust all the Farmers in that group.&lt;br /&gt;
&lt;br /&gt;
* Powerful roles becoming Farmers is much more beneficial than trying to keep powerful characters alive at night. Do not be scared of dying at night for fear of turning powerful characters into Farmers.&lt;br /&gt;
 &lt;br /&gt;
* Pay attention to what the player was before they became a Farmer. If they were an Outsider, this might be a clue that the good team is doing badly and the Storyteller is trying to help out. If it’s a start player or a once per game character that’s used their ability, this might mean the game is fairly even. If it’s a powerful character, and there seem to be other choices, maybe this means the good team is winning.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bluffing as the Farmer ==&lt;br /&gt;
&lt;br /&gt;
When bluffing as the Farmer, there are a few things you should keep in mind:&lt;br /&gt;
&lt;br /&gt;
* A Farmer bluff can be a good bluff to fall on late in the game if you’ve been trying to keep things a secret. The Farmer isn’t likely to come out early, and it might also help provide cover if you bluffed as a character and the bluff falls apart. &lt;br /&gt;
&lt;br /&gt;
* Telling only a couple of people early game that you are the farmer and keeping them alive until late game, so that you can frame them as the Demon or evil to explain why you haven't died is a strong evil bluff.&lt;br /&gt;
&lt;br /&gt;
* If a fellow evil player dies at night for any reason, you can pick up a Farmer bluff. Simply go over to them and tell them secretly that you're going to bluff as the Farmer, and that you just became a Farmer last night when the other evil player died. This can be particularly powerful when combined with Demons that like to kill Minions like the {{Evil|Vigormortis}}. &lt;br /&gt;
&lt;br /&gt;
* Bluffing as the Farmer can be tricky as you will need to work with the other evil players to pull it off. If for some reason you die at night, you can claim to be the Farmer. This creates an opening for another evil player to claim they’re now a Farmer and thus verifying your claim. However, this doesn’t mean you will be trusted by anyone else, as all it does is confirm you’re working together.&lt;br /&gt;
&lt;br /&gt;
* Bluffing as a Farmer might be a good way to flush a real Farmer out. If you come out as a Farmer, the real Farmer might be forced to counterclaim you to prevent your story from being believed.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Townsfolk]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Plague_Doctor&amp;diff=3084</id>
		<title>Plague Doctor</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Plague_Doctor&amp;diff=3084"/>
		<updated>2026-03-20T10:38:14Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* How to Run */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_plaguedoctor.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;[[Character Types #Outsider|Outsider]]&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Aidan Roberts&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Revealed&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;24/08/2023&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;p class='flavour'&amp;gt;&amp;quot;Pleauze shtay shtill. Thinks nid tiime for hillink. Myrhh-myrhh.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;&amp;quot;&amp;gt;Character Showcase&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;youtube&amp;gt;_ZcP5gr9ZWM&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='jinxes'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 18px; text-align: center; margin-top: 10px; text-transform: uppercase; font-family: Dumbledor;&amp;quot;&amp;gt;&lt;br /&gt;
				Related Jinxes &amp;lt;span style=&amp;quot;cursor: pointer; color: #5C1F22;&amp;quot; id=&amp;quot;jinx-toggle&amp;quot;&amp;gt;(Open)&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{Jinx|Baron|baron|Evil|If the Storyteller would gain the Baron ability, up to two players become Outsiders.}}&lt;br /&gt;
{{Jinx|Boomdandy|boomdandy|Evil|If the Storyteller would gain the Boomdandy ability, a player becomes the Boomdandy.}}&lt;br /&gt;
{{Jinx|Evil Twin|eviltwin|Evil|If the Storyteller would gain the Evil Twin ability, a player becomes the Evil Twin.}}&lt;br /&gt;
{{Jinx|Fearmonger|fearmonger|Evil|If the Storyteller would gain the Fearmonger ability, a Minion gains it, and learns this.}}&lt;br /&gt;
{{Jinx|Goblin|goblin|Evil|If the Storyteller would gain the Goblin ability, a Minion gains it, and learns this.}}&lt;br /&gt;
{{Jinx|Marionette|marionette|Evil|If the Storyteller would gain the Marionette ability, one of the Demon's good neighbors becomes the Marionette.}}&lt;br /&gt;
{{Jinx|Scarlet Woman|scarletwoman|Evil|If the Storyteller would gain the Scarlet Woman ability, a Minion gains it, and learns this.}}&lt;br /&gt;
{{Jinx|Spy|spy|Evil|If the Storyteller would gain the Spy ability, a Minion gains it, and learns this.}}&lt;br /&gt;
{{Jinx|Wraith|wraith|Evil|If the Storyteller would gain the Wraith ability, a Minion gains it, and learns this.}}&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;When you die, the Storyteller gains a Minion ability.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Plague Doctor brings an extra Minion ability into play.&lt;br /&gt;
* The Storyteller chooses which Minion ability is gained.&lt;br /&gt;
* This ability is in effect for the rest of the game.&lt;br /&gt;
* Nothing else changes for the Storyteller – they don’t become evil, they don’t become a player, they are not a legitimate player to be targeted by other abilities, and they cannot vote or nominate.&lt;br /&gt;
* If the Plague Doctor is drunk or poisoned when they die, the Storyteller doesn’t gain a Minion ability, even when the Plague Doctor becomes sober and healthy.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
When the Plague Doctor dies, place a Minion character token in the center of the left side of the Grimoire and mark this with the Plague Doctor’s '''STORYTELLER ABILITY''' reminder. Or, mark an in-play Minion with the '''STORYTELLER ABILITY''' reminder. If applicable, add a night token to the night sheet. &lt;br /&gt;
&lt;br /&gt;
When this Minion would normally act, the relevant choices are made by the Storyteller.	&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The Plague Doctor dies. The Storyteller gains the {{Evil|Poisoner}} ability and chooses a player to poison each night for the rest of the game.		&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
The Plague Doctor is executed and the Storyteller gains the {{Evil|Cerenovus}} ability. That night, the {{Evil|Pit-Hag}} turns the {{Evil|Witch}} into the {{Evil|Cerenovus}}. There are now two {{Evil|Cerenovus}} abilities in play – the Storyteller’s and the new {{Evil|Cerenovus}}’.		&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
The Plague Doctor has died and the Storyteller has had the {{Evil|Organ Grinder}} ability for two days. The Plague Doctor is made drunk by the {{Good|Minstrel}}. The Storyteller still has the {{Evil|Organ Grinder}} ability as they gained it when the Plague Doctor died and the Plague Doctor now being drunk does not affect that.			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Convince the town to keep you alive! You don’t want to give the evil team an extra ability. The longer you live, the less damaging your ability will be to the good team. &lt;br /&gt;
&lt;br /&gt;
* Bluff as an undesirable target for the Demon. Claim to be a character the Demon wouldn’t want to touch, like the {{Good|Sage}} or the {{Good|Banshee}}, or claim to be a character who has already gotten all of your information, like the {{Good|Knight}}. If the Demon thinks you’re not a priority, they’ll focus on other targets and keep you alive.&lt;br /&gt;
&lt;br /&gt;
* If you die, tell everyone who you are immediately. Knowing you’re the Plague Doctor is extremely important for the good team, since your ability activates on death. It’s also worth revealing if you’re going to be executed - if the Demon knows who you are, they’ll need to choose between killing you or killing a strong information-gathering character, like the {{Good|Mathematician}} or the {{Good|Chambermaid}}.&lt;br /&gt;
&lt;br /&gt;
* When you die, look for the Minion ability that came into play as a result of your death. If you can point out a publicly visible ability, or show evidence of an ability to a good teammate, this helps prove you are the Plague Doctor and reinforces your alignment.&lt;br /&gt;
&lt;br /&gt;
* Meta your Storyteller! If there’s an ability you think your Storyteller will want to use, you can use that to figure out which Minion ability entered play when you died. &lt;br /&gt;
&lt;br /&gt;
* If you die, assume that the Storyteller will use their Minion ability where it hurts the most. Since the Storyteller has perfect knowledge of the Grimoire, they can use a Minion ability more effectively than a Minion can.&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bluffing as the Plague Doctor ==&lt;br /&gt;
&lt;br /&gt;
* Plague Doctors are almost never happy to die - they know they have a major negative impact on the good team’s chances. Use this as an argument to survive for as long as possible! It’s one of the few characters, much like the {{Good|Saint}}, who will almost always fight hard to survive and therefore you can use this to keep your Minion ability active for as long as possible or to survive to the endgame as the Demon.&lt;br /&gt;
&lt;br /&gt;
* Consider hiding a Minion ability (if possible) so that when you die it looks like a Minion ability has entered play. This can be tricky, depending what Minion abilities you have to work with. With the right abilities to “confirm you” as the Plague Doctor, this can help you gain trust and drive the good team’s narrative as a result. The balance, however, is that hiding a Minion ability may mean using that ability less effectively while you’re alive. &lt;br /&gt;
&lt;br /&gt;
* Have your evil teammates claim to be affected by a “new Minion ability” when you die, to back up your bluff. Be careful, though - this has the downside of linking you directly to your fellow evil players, so the pressure is on at that point to convince the good team that you’re one of them! &lt;br /&gt;
&lt;br /&gt;
* After you die, talk to the good team, and pretend to figure out what Minion ability has entered play because of your death. If good players think you’re invested in figuring out how your ability has harmed the good team, they’re more likely to think that you’re good, too. &lt;br /&gt;
&lt;br /&gt;
* After you die, change your claim completely! Lie and say you were claiming to be the Plague Doctor to convince the evil team to kill you, but you’re actually the {{Good|Ravenkeeper}} or the {{Good|Sage}}. &lt;br /&gt;
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		&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Outsiders]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Mezepheles&amp;diff=3083</id>
		<title>Mezepheles</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Mezepheles&amp;diff=3083"/>
		<updated>2026-03-20T10:27:51Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Examples */&lt;/p&gt;
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			[[File:icon_mezepheles.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
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					&amp;lt;td&amp;gt;[[Character Types#Minion|Minion]]&amp;lt;/td&amp;gt;&lt;br /&gt;
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					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Caitlin Murphy&amp;lt;/td&amp;gt;			&lt;br /&gt;
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					&amp;lt;td&amp;gt;Revealed&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;04/03/2021&amp;lt;/td&amp;gt;			&lt;br /&gt;
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			&amp;lt;p class='flavour'&amp;gt;&amp;quot;That which issues from the heart alone, will bend the hearts of others to your own.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
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			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;&amp;quot;&amp;gt;Character Showcase&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;youtube&amp;gt;2X2seI1W0V4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
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== Summary ==&lt;br /&gt;
&amp;quot;You start knowing a secret word. The 1st good player to say this word becomes evil that night.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Mezepheles offers good players a choice: to turn evil or not.  &lt;br /&gt;
* On the first night, the Mezepheles learns a secret word from the Storyteller.&lt;br /&gt;
* If a good player says this word, either publicly or privately, they turn evil that night. The Storyteller needs to hear this player actually say the word before turning them evil.&lt;br /&gt;
* The Mezepheles does not learn if a player turns evil. The good player learns if they turn evil, but not until that night.&lt;br /&gt;
* If the Mezepheles is sober and healthy at night, the good player turns evil even if the Mezepheles was drunk or poisoned when the good player spoke the secret word. If the Mezepheles is drunk or poisoned at night when a player would turn evil, the player stays good—the Mezepheles has “used their ability” and may not turn a player evil later on.&lt;br /&gt;
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== How to Run ==&lt;br /&gt;
While setting up the game, write a single word on a piece of paper or on a phone or other device. During the first night, wake the Mezepheles, show the written word, then put them to sleep.&lt;br /&gt;
&lt;br /&gt;
The first time you hear a good player say the secret word, mark them with the '''TURNS EVIL''' reminder.&lt;br /&gt;
&lt;br /&gt;
Each night, if a player is marked with the '''TURNS EVIL''' reminder, wake them. Show the '''YOU ARE''' info token then give a thumbs down. Put them to sleep. Turn their character token upside down. (''This shows they are now evil.'') '''The Mezepheles loses their ability'''—mark them with the '''NO ABILITY''' reminder and remove their night token from the night sheet.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;example&amp;quot; style=&amp;quot;color: #5d2123; font-style: italic; font-family: GoudyOldStyle;&amp;quot;&amp;gt;&lt;br /&gt;
Choose an unusual word that would never be spoken accidentally. You can even make one up. The fun lies in the Mezepheles taking a risk to secretly convince a good player to turn evil, not in a good player unexpectedly changing teams.&lt;br /&gt;
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== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The Mezepheles tells the {{Good|Barber}} that the secret word is “Rumpelstiltskin”. The {{Good|Barber}} publicly says “This reminds me of the fairy tale where the Miller’s daughter has to guess Rumpelstiltskin’s name”. The {{Good|Barber}} turns evil that night.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
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			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The Mezepheles tells the {{Good|Mayor}} the secret word. The {{Good|Mayor}}, wanting to stay good, tells the group who the Mezepheles is.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The Mezepheles privately tells the {{Good|Noble}} the secret word – “Constantinople”. The {{Good|Noble}} visits the Storyteller and says “Constantinople” in private. That night, the {{Good|Courtier}} makes the Mezepheles drunk. The {{Good|Noble}} stays good.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
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== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Make sure that you heard / read the secret word correctly! Ask the Storyteller if you are uncertain. It will feel pretty silly to convince a good player to turn evil, have them say an incorrect secret word, then not turn evil. They'll have a few questions for you after this happens, and none of them will be comfortable. &lt;br /&gt;
&lt;br /&gt;
* Select a good player who is likely to turn evil. If you've played with various players in the group before, you should have a good sense of which players prefer to play evil characters. These players are more likely to want to turn evil. If you can arrange a private conversation with them, just tell them the secret word and tell them that you are the Mezepheles. Hopefully, they will either say this word out loud publicly later that day (so that the Storyteller can hear), or say the word to the Storyteller in private. &lt;br /&gt;
&lt;br /&gt;
* Select a good character who has more of a reason to turn evil. A {{Good|Fortune Teller}} or a {{Good|Ravenkeeper}} who don't yet have reliable information may be feeling like evil is winning, and are therefore more likely to want to turn evil. Some [[Character_Types#Outsider|Outsiders]], like the {{Good|Sweetheart}} or the {{Good|Klutz}}, may be concerned that their ability will be too devastating for the good team, and are therefore more likely to want to turn evil. If you can arrange a private conversation with them, just tell them the secret word and tell them that you are the Mezepheles. If you're lucky or have approached the right person, they'll probably say your word.&lt;br /&gt;
&lt;br /&gt;
* Avoid selecting players who are unlikely to turn evil. If you know that a particular player really enjoys playing for the good team, and tends to dislike the increased pressure of bluffing as an evil player, it is probably too risky to tell them that you are the Mezepheles. Avoid. &lt;br /&gt;
&lt;br /&gt;
* Avoid selecting characters who are getting great information or have a powerful ability still to use for the good team. An {{Good|Empath}} that has been learning new players each night, or a {{Good|Monk}} that has already protected a player from the Demon, or a {{Good|Slayer}} that has not yet used their ability, are less likely to turn evil since they feel that they are a real benefit to the good team. &lt;br /&gt;
&lt;br /&gt;
* Don't wait too long for a private chat with a good player. On the first day, the good team will have less information, so are more likely to feel confused about who is who, and more likely to want to swap to the evil team. As the game goes on and the good team gains more and more information, they are less likely to want to turn evil, because that will be seen as joining the losing team. Also, if you die before using your ability, that's no good. The best way that you stay alive long enough to use your ability is to use it early. &lt;br /&gt;
&lt;br /&gt;
* Instead of having a private conversation with a good player and telling them that you are the Mezepheles, you can try to trick good players into saying the secret word accidentally. By continually saying the secret word out loud in public conversations, a good player may also say this word in response. For example, if the secret word is &amp;quot;watermelon&amp;quot; and you say &amp;quot;I've been eating a lot of watermelon lately. Does anyone else like watermelon?&amp;quot; then someone may reply &amp;quot;Yes. I like watermelon too.&amp;quot; However, such conversations may seem stilted to onlookers, and the good team may realise what you are trying to do. Since the Storyteller is encouraged to choose an uncommon to extremely unusual word, this is risky. Also, the Storyteller will need to hear this good player say the secret word, and may not be aware, so the good player may need to say it several times in order for the Storyteller to notice. &lt;br /&gt;
&lt;br /&gt;
* Beware of who the good team is likely to execute today. Even if a good player has said the secret word today (and the Storyteller has noticed), that player isn't due to turn evil until tonight. If you die by execution today, you will have no ability tonight, so that player will not turn evil. You can be sure that they will out you as the Mezepheles tomorrow - and knowing who a Minion is could be enough information for the good team to win. If you think you are likely to be executed today, it is best to not attempt to turn a player evil, and just not use your ability instead. &lt;br /&gt;
&lt;br /&gt;
* If you have some way of avoiding execution, such as a {{Evil|Leviathan}} or {{Evil|Devil's Advocate}} being in play, you can come out publicly as the Mezepheles. You can publicly tell the group that you are the Mezepheles and hold &amp;quot;interviews&amp;quot; with several good players who want to turn evil. Until one of them actually does turn evil, they will all be mistrusted by the good team, and any of their publicly revealed information will be untrustworthy. For extra chutzpah, you could even tell the group publicly what the secret word is. This could be the correct word, or a red herring to make it look like a good player has turned evil when they haven't. These strategies have the upside of spreading fear, uncertainty, and doubt amongst the good team as to who is evil, but come at the cost of them knowing who the Mezepheles is. &lt;br /&gt;
&lt;br /&gt;
* If there is no Mezepheles in play, claim that you have been approached by the Mezepheles player and told the secret word. Either you will look like a good player that has valiantly refused to turn evil (you will need to pick a player who feasibly looks like the Mezepheles - they can be good or evil), or you will look like a good player that has turned evil (but at least isn't the Demon, so may not be worth executing). Be wary, however, as this will put you in direct conflict with the player you claim tried to give you the word. If they are confirmable, you're in trouble. Also, some players don't like an accusatory/conflict-driven dynamic like this, so be aware of your fellow players as necessary.&lt;br /&gt;
&lt;br /&gt;
* Have lots of private conversations, and tell lots of different players lots of different secret words, all false. This will get you executed if it isn't the final day (as the good team won't likely execute a Minion on the final day), but will also put the brakes on the good team's information for a while. This isn't the best strategy, but you never know what might happen if you really, really need it ;)&lt;br /&gt;
&lt;br /&gt;
* If you are sure that a particular player has turned evil, tell them who all the evil players are, including the Demon. You now have one extra player who will vote for good players, and won't accidentally be voting for the Demon.&lt;br /&gt;
&lt;br /&gt;
* You can test whether or not a good player really wants to be evil by giving them a false secret word in private. If the player pretends to have said the secret word to the Storyteller, then pretends to have turned evil, then requests to know the identity of the other evil players, you will know that they are lying. Give this player false information about who the Demon is, because they think that you think that they are evil. If instead this player tells you that they tried to turn evil, but didn't, you can tell them that you were only testing their loyalty and that you are happy to give them the REAL secret word now.&lt;br /&gt;
&lt;br /&gt;
* Before using your ability, continually tell the good team that you think that evil is winning. Good players who have lost hope are more likely to turn evil. &lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
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== Fighting the Mezepheles ==&lt;br /&gt;
&lt;br /&gt;
* If the Mezepheles approaches you and tells you who they are, hinting that if you agree to turn evil then they will tell you the secret word, play along. After the private conversation has ended, tell the group who the Mezepheles is, then good players are unlikely to turn evil, and the Mezepheles ability can have no effect. &lt;br /&gt;
&lt;br /&gt;
* If the Mezepheles approaches you and tells you the secret word, hint to the group what the secret word is, without saying it. And tell the group who the Mezepheles is. If the good team knows what the word is and who the Mezepheles is, then good players are unlikely to turn evil, and the Mezepheles ability can have no effect. &lt;br /&gt;
&lt;br /&gt;
* If the Mezepheles approaches you and tells you the secret word, agree to say that secret word to the Storyteller. Later, have a private conversation with the Storyteller but do not say the secret word. Tomorrow day, pretend to the Mezepheles that you turned evil the previous night, that everything is going to plan, and that you would like to know the identity of the other evil players. If the Mezepheles tells you this, including the identity of the Demon, but you are still good... well, that's an easy win for the good team. &lt;br /&gt;
&lt;br /&gt;
* Pay attention to any players repeatedly using unusual words in public conversation, or players who seem to want to be engaging others in off-topic conversations. If a player keeps loudly talking about their trip to &amp;quot;Timbuktu&amp;quot; or their university lecture on &amp;quot;non-linearity&amp;quot;, then you may have found the Mezepheles. Execute them before they can turn another player evil. &lt;br /&gt;
&lt;br /&gt;
* Pay attention to players who have one-on-one private conversations multiple days in a row. They may be players that swapped the secret word on one day, then met again to see if the Mezepheles ability worked.&lt;br /&gt;
&lt;br /&gt;
* If you are a character that can make evil players drunk or poisoned, such as the {{Good|Sailor}}, {{Good|Courtier}}, {{Good|Preacher}}, or the {{Good|Alchemist}}, stay quiet about who you are and about the possibility that the Mezepheles may be drunk or poisoned. If the Mezepheles tries to make a player turn evil, but it doesn't work, then the Mezepheles may not use their ability again, and the good player learns who the Mezepheles is. This is a significant boon to the good team. If the Mezepheles suspects that they are actually drunk or poisoned, they will delay using their ability until they think that they are sober and healthy again.&lt;br /&gt;
&lt;br /&gt;
* Use your ghost-vote wisely. With a Mezepheles on the script, the evil team likely has one extra vote, and the good team one fewer. Encourage all other dead players to use their vote wisely as well. This is particularly important in smaller games, where every vote counts. &lt;br /&gt;
&lt;br /&gt;
* Encourage all players to share their information as early as possible, to reveal which character they are as early as possible. The more information that everyone can share, the easier it will be to form a narrative that the good team is winning. If the good team believes that the good team is winning, good players are much less likely to turn evil via the Mezepheles. After all, who would want to join the losing team? It doesn't matter whether the good team actually is winning or not, what matters is that morale is high, and that the good team believes that the good team is winning. &lt;br /&gt;
&lt;br /&gt;
* Let the good team know that a Mezepheles might be in play, and that if everyone stays on the good team, then the good team has the advantage. If all players make a commitment to stay good, then the game continues as normal, except that one Minion effectively has no ability. This might not seem like much, but every little bonus helps. &lt;br /&gt;
&lt;br /&gt;
* If a player's information contradicts itself over consecutive days, you may have found the good player that has turned evil via the Mezepheles. Similarly, if other players' information about this player is inconsistent. Don't assume that such contradictions are due to drunkenness or poisoning. If you think you've found the good-player-turned-evil, keep them alive as long as possible. Let them spread their lies. They are not the Demon, so execute other players instead.&lt;br /&gt;
&lt;br /&gt;
* If all else fails, and you think the game is lost, seek the Mezepheles out and have a chat. &amp;quot;If you can't beat 'em, join 'em.&amp;quot; If you are particularly desperate, brave, foolhardy, or cleverly chaotic, feel free to advertise your intention to join the evil team loudly and often, in the hope of getting the Mezepheles attention. &lt;br /&gt;
&lt;br /&gt;
* If you are approached by a Mezepheles to turn evil but are unsure, feel free to strike a bargain with them: you will wait a bit to see which team you think is winning before deciding whether to turn evil, and in exchange you won't out their identity to everyone unless you later decide to remain good. Any Mezepheles may be willing to go along with any plan that doesn't out them as evil right away. This puts you in a very powerful position: you know who a Minion is, and can choose later on to side with whichever team you think is winning.&lt;br /&gt;
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		&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Minions]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Xaan&amp;diff=3082</id>
		<title>Xaan</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Xaan&amp;diff=3082"/>
		<updated>2026-03-20T10:27:27Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
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			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
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					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;[[Character Types #Minion|Minion]]&amp;lt;/td&amp;gt;&lt;br /&gt;
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					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Steven Medway&amp;lt;/td&amp;gt;			&lt;br /&gt;
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					&amp;lt;td&amp;gt;Revealed&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;06/12/2024&amp;lt;/td&amp;gt;			&lt;br /&gt;
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			&amp;lt;p class='flavour'&amp;gt;&amp;quot;Down they fall. One by one. By two, by three, by five.&amp;quot;&amp;lt;/p&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;&amp;quot;&amp;gt;Character Showcase&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;youtube&amp;gt;b_1Jv-RD4zY&amp;lt;/youtube&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
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	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;On night X, all Townsfolk are poisoned until dusk. [X Outsiders]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Xaan poisons all Townsfolk.&lt;br /&gt;
* The Xaan poisons all Townsfolk players for one night then one day. The night that this happens equals the number of Outsiders in play. For example, if there are 2 Outsiders, the Xaan poisons on night 2.&lt;br /&gt;
* There can be any number of Outsiders in play, but usually 1 to 4. This can be the normal number of Outsiders if the Xaan was not in play, or something different. This overrides other characters that add or remove Outsiders, such as the Baron.&lt;br /&gt;
* If the number of Outsiders changes during the game, the Xaan poisons on the night corresponding to the number of Outsiders during setup.&lt;br /&gt;
* The Xaan needs to be alive in order to poison.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
== How to Run ==&lt;br /&gt;
While setting up the game, before putting character tokens in the bag, add or remove any number of Outsider tokens, including zero. Remove any unnecessary Xaan reminders.&lt;br /&gt;
&lt;br /&gt;
On the 1st night, add the '''NIGHT 1''' Xaan reminder to the Grimoire. On the 2nd night, add the '''NIGHT 2''' Xaan reminder to the Grimoire. On the 3rd night, add the '''NIGHT 3''' Xaan reminder to the Grimoire. On the night that equals the number of Outsiders in play when the game began, add the '''X''' reminder to the Grimoire, and remove it the following dusk.&lt;br /&gt;
&lt;br /&gt;
When the '''X''' reminder is in the Grimoire, all Townsfolk players are '''poisoned'''.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
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		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				There are 3 Outsiders in play, due to the Xaan. On night 3, the {{Good|Exorcist}} chooses the Demon but nothing happens, the {{Good|Acrobat}} chooses the {{Good|Drunk}} but nothing happens, and the {{Good|Seamstress}} gets false information.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				There is 1 Outsider in play. It is an 11-player game. On the first night, the Xaan poisons all 7 Townsfolk. On the second night, the {{Evil|Pit-Hag}} creates a {{Good|Hatter}}. Even though there are 2 Outsiders in play, all players are healthy tonight.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				There are no Outsiders in play. The Xaan never poisons anyone. The Xaan bluffs as the {{Good|Zealot}}, and the good team believes that all Townsfolk are poisoned on night 1, but they are not.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
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	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
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		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
* Stay alive as long as you can - or at least until after night &amp;amp; day X! Remember, your ability only works while you are alive.&lt;br /&gt;
&lt;br /&gt;
* Get yourself killed before the start of night X, to hide that there is a Xaan in play and to make additional outsider claims look suspicious.&lt;br /&gt;
&lt;br /&gt;
* If there is no Xaan in play, bluff as an Outsider to make it look like there is a living Xaan. Evil team coordination goes a long way here - evil players who are bluffing as Townsfolk should give incorrect information on night 2 or night 3 to make good players believe there is a Xaan in play and back up the Outsider bluff!&lt;br /&gt;
&lt;br /&gt;
* If there is a Xaan in play, discredit some of the Outsiders. If 3 good players are claiming to be Outsiders, claim to be the {{Good|Investigator}} who has seen one of the Outsiders as the {{Evil|Poisoner}}. Or, claim to be a {{Good|Village Idiot}} who has learned that one or two of the Outsiders are evil. The more that the good Outsiders appear to be evil, the harder it will be for the town to identify that a Xaan is in play.&lt;br /&gt;
&lt;br /&gt;
* Solve for X! (This is totally what your teachers meant when they said that mathematics matters in the real world.) Seriously, though - identify how many Outsiders are in play! If you can figure out how many Outsiders there are in the game, you’ll know when night X starts, and you &amp;amp; your evil teammates can bluff poisoned information accordingly.&lt;br /&gt;
&lt;br /&gt;
* Listen to the information good players share, and identify inconsistencies. If you notice multiple sources of poisoned information on the same night, you’ll be able to figure out how many Outsiders started in play.&lt;br /&gt;
&lt;br /&gt;
* Fake a Xaan night/day! Coordinate with your evil team, and have every evil player bluff incorrect information and/or malfunctioning abilities on the same night. &lt;br /&gt;
&lt;br /&gt;
* Be chaotic and draw attention towards yourself (and therefore away from your Demon)!&lt;br /&gt;
&lt;br /&gt;
* As evil players, bluff characters that receive lots of information, especially information that is usually difficult to bluff. Claiming to be a {{Good|Dreamer}}, a {{Good|Cannibal}}, or a {{Good|Washerwoman}} is much more believable with the Xaan on the script. Receiving poisoned information is much less suspicious when good players are expecting at least one night where all Townsfolk are poisoned. &lt;br /&gt;
&lt;br /&gt;
* Be wary of bluffing true or healthy information, or bluffing that you know it can’t be a Xaan night or day because your ability “worked”. It’s much easier to claim that you were poisoned on a night when other players were sober, than it is to bluff that you were sober on a night when every Townsfolk was poisoned! &lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
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		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fighting the Xaan ==&lt;br /&gt;
* Look for information that confirms players who are claiming to be good Outsiders, because this can help the town figure out how many Outsiders are telling the truth about their character. &lt;br /&gt;
&lt;br /&gt;
* Treat information with extreme caution, and pay attention to information that seems drunk or poisoned. If multiple players you trust socially are claiming to have received poisoned information on the same night, that might be night X.&lt;br /&gt;
&lt;br /&gt;
* Tell the truth about your information to see how it compares with other players’ information. If you learned a Yes as the {{Good|Fortune Teller}}, but the {{Good|Nightwatchman}} is claiming that the player they picked did not wake to learn about a {{Good|Nightwatchman}}, and the {{Good|Professor}} is claiming that the {{Good|Noble}} they tried to resurrect did not come back to life, you may want to take that Yes with a big grain of salt.&lt;br /&gt;
&lt;br /&gt;
* Lie about your information to confuse the evil team about which night is the Xaan night. If you’re the {{Good|Librarian}} confirming the {{Good|Plague Doctor}}, announce that you saw a {{Good|Goon}} between two different players. If evil players believe there are more or fewer Outsiders in play, they might try and bluff that it’s a Xaan night on a night or day when at least one Townsfolk can prove their ability is sober and healthy.&lt;br /&gt;
&lt;br /&gt;
* Solve for X, and then disregard any information from that night and that day. If you think there are 3 Outsiders in play, and the {{Good|Empath}} says they learnt a new number on Night 3, ignore it! &lt;br /&gt;
&lt;br /&gt;
* When a player has sober and healthy information, and/or can prove their ability is working as it should, compare all the information players received on this night and day, and carefully consider the number of Outsiders you think are in play. If the {{Good|Dreamer}} and the {{Good|Washerwoman}} both received information on night 1 that seems sober and healthy, and the {{Good|Butler}} correctly learned that George is the {{Good|Nightwatchman}}, it’s highly unlikely that there is a Xaan in play with exactly 1 Outsider.&lt;br /&gt;
&lt;br /&gt;
* Don’t worry too much about the number of Outsiders in play. If it’s really a Xaan game, there can be any number of Outsiders, and “Outsider maths” won’t add up!&lt;br /&gt;
&lt;br /&gt;
* If you received information on the 1st night, wait a day or two to see if your information makes sense. As the {{Good|Librarian}}, if you learned that one of two players is the {{Good|Goon}}, it’s entirely possible that the Storyteller decided to show you an evil player on a Xaan night and there’s not even a {{Good|Goon}} in this town! &lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Minions]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Legion&amp;diff=3081</id>
		<title>Legion</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Legion&amp;diff=3081"/>
		<updated>2026-03-20T10:26:50Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
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		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_legion.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;[[Character Types#Demon|Demon]]&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Steven Medway&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Revealed&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;04/02/2021&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;p class='flavour'&amp;gt;&amp;quot;We are the chill wind on a winter’s day. We are the shadow in the moonless night. We are the poison in your tea and the whisper in your ear. We are everywhere.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;&amp;quot;&amp;gt;Character Showcase&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;youtube&amp;gt;MohJYJAIA9I&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='jinxes'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 18px; text-align: center; margin-top: 10px; text-transform: uppercase; font-family: Dumbledor;&amp;quot;&amp;gt;&lt;br /&gt;
				Related Jinxes &amp;lt;span style=&amp;quot;cursor: pointer; color: #5C1F22;&amp;quot; id=&amp;quot;jinx-toggle&amp;quot;&amp;gt;(Open)&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{Jinx|Engineer|engineer|Good|If Legion is created, all evil players become Legion. If Legion is in play, the Engineer starts knowing this but has no ability.}}&lt;br /&gt;
{{Jinx|Hatter|hatter|Good|If Legion is created, all evil players become Legion. If Legion is in play, the Hatter has no ability.}}&lt;br /&gt;
{{Jinx|Magician|magician|Good|The Magician wakes with Legion and might register as evil. Legion knows if a Magician is in play, but not which player it is.}}&lt;br /&gt;
{{Jinx|Minstrel|minstrel|Good|If Legion died by execution today, Legion keeps their ability, but the Minstrel might learn they are Legion.}}&lt;br /&gt;
{{Jinx|Politician|politician|Good|The Politician might register as evil to Legion.}}&lt;br /&gt;
{{Jinx|Preacher|preacher|Good|If the Preacher chooses Legion, Legion keeps their ability, but the Preacher might learn they are Legion.}}&lt;br /&gt;
{{Jinx|Summoner|summoner|Evil|If Legion is summoned, all evil players become Legion. }}&lt;br /&gt;
{{Jinx|Zealot|zealot|Good|The Zealot might register as evil to Legion.}}&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Legion is many Demons. &lt;br /&gt;
* The recommended number of good and evil players is the reverse of the normal. For example, for a 10-player game, there are roughly seven Legion and three good players.&lt;br /&gt;
* The players that are not Legion may be Townsfolk or Outsiders, in any combination.&lt;br /&gt;
* If at least one good player voted for the nomination, and that player is “about to die”, then the execution happens as normal. If only evil players vote for a nomination, the vote tally for that nominee is zero.&lt;br /&gt;
* Each Legion registers as a Minion as well as a Demon.&lt;br /&gt;
* The Storyteller chooses which player dies at night.&lt;br /&gt;
* If only one good player remains alive, the Storyteller may declare that evil wins, since good cannot win.&lt;br /&gt;
* The Storyteller can decide not to give Legion players bluffs.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
During the first night, during the Demon Info step, let all Legion players make eye contact. (''You may want to point to the non-Legion players so that Legion knows who they are.'')&lt;br /&gt;
&lt;br /&gt;
Each night except the first, you may decide that a player '''dies'''. &lt;br /&gt;
&lt;br /&gt;
When counting votes, count out loud, as normal. If the vote tally is enough to make a player about to die but only evil players voted, declare that the vote tally is zero.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;example&amp;quot; style=&amp;quot;color: #5d2123; font-style: italic; font-family: GoudyOldStyle;&amp;quot;&amp;gt;&lt;br /&gt;
Most nights, kill a Legion. Killing a good player is usually unfair. Your aim is to get to three players alive—two good players and one Legion player. On the final day, if the players don’t execute, kill a good player that night so that evil wins.&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
If the players try to force others to vote to “test whether the vote tally is zero”, you may instead declare that a zero-tally vote is successful but secretly keep a record of which player is really about to die by marking them with Legion’s &amp;lt;span style='font-style: normal;'&amp;gt;'''ABOUT TO DIE'''&amp;lt;/span&amp;gt; reminder, then execute them when nominations are over. This keeps Legion games mysterious and challenging.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The only good players are the {{Good|Fortune Teller}} and the {{Good|Slayer}}. 6 {{Evil|Legion}} and the {{Good|Slayer}} vote to execute the {{Good|Fortune Teller}}. They are executed, and evil wins. &lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				4 players are alive. 3 {{Evil|Legion}} and no good players vote to execute Julian. Julian is not executed. Alex, who has 2 votes, 1 of which is a good player, is executed instead. Evil wins.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
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	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Be wary of solely claiming any of your bluffs. Particularly in larger games, there could be as many as 4 {{Evil|Legion}} for each single bluff given by the Storyteller. The good team will have an easy time working out what the three bluffs were if you all choose to use them.&lt;br /&gt;
&lt;br /&gt;
* Pay attention to who is voting as the vote goes around the circle. Consider keeping your hand down unless you know that a good player is voting as well. This way, you will ensure that you won't be identified as {{Evil|Legion}} when a vote with popular support does not pass. &lt;br /&gt;
&lt;br /&gt;
* However, don't make it too obvious that you're voting with a specific player or players. Unless you're successfully bluffing as the {{Good|Butler}}, you may end up drawing suspicion from the good team. &lt;br /&gt;
&lt;br /&gt;
* Consider deliberately claiming the role of one of the good players in the game. After all, if you die, you're just one of many, but if you can cast enough doubt on your opponent to get them executed, you will be significantly closer to victory.&lt;br /&gt;
&lt;br /&gt;
* If it becomes obvious to the good team that they are in a {{Evil|Legion}} game, you can use their newfound paranoia to your advantage. Try to sell the idea to one of them that you and they are possibly the last remaining good players. Having just one {{Evil|Legion}} in the circle of trust with a good player can easily lead to a death spiral for the good team.&lt;br /&gt;
&lt;br /&gt;
* There are some character bluffs that require a group effort, particularly when they have game-altering implications such as {{Good|Atheist}}, {{Good|Poppy Grower}}, or {{Evil|Vortox}}. As soon as one player makes one of these claims, it requires a co-ordinated effort to maintain the lie. Other players will need to follow your lead. &lt;br /&gt;
&lt;br /&gt;
* There are a number of evil abilities that instantly and publicly disprove the existence of {{Evil|Legion}}. This includes a {{Evil|Witch}} curse, a {{Evil|Devil's Advocate}} execution save (if no other explanation exists), a {{Evil|Fearmonger}}, or a {{Evil|Psychopath}} revealing themselves. If these are on the script, Legion will have to navigate their absence.  &lt;br /&gt;
&lt;br /&gt;
* However, there are also a range of evil abilities that disprove the existence of Legion to one player, but since that piece of evidence relies upon that player sharing their info with the group, this can be written off as a lie by that player. This includes a person being made mad by the {{Evil|Cerenovus}} (up until a player is dramatically executed), or a player claiming a {{Evil|Widow}} is in play. &lt;br /&gt;
&lt;br /&gt;
* On top of that, Legion can use fake evil abilities as a way of trying to convince the group that it is not a Legion game. An evil player can claim they were made mad by a {{Evil|Cerenovus}}, or can claim they are the good player that learned there was a {{Evil|Widow}} in play.&lt;br /&gt;
&lt;br /&gt;
* Pretend to be a Minion. Legions can register as Minions as well as Demons – if you can convince the good team that you are a Minion, you can throw the good team off the scent. If a {{Good|Ravenkeeper}} detects you as a {{Evil|Poisoner}}, throw yourself on your sword and play into it – the rest of the evil team can use this to divert suspicions of being Legion.  &lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
== Fighting Legion ==&lt;br /&gt;
&lt;br /&gt;
* As the good team, you hold a significant amount of power when it comes to voting and executing. Try to catch out the {{Evil|Legion}} players by putting your hand up to vote early and then taking it down before it's your turn to cast a vote. If you can force only {{Evil|Legion}} to vote, you may be able to identify half the players as evil in one fell swoop.&lt;br /&gt;
&lt;br /&gt;
* Remember that the evil team will have very few bluffs to go around. This means that two things will be happening which will help your identify the game as containing a {{Evil|Legion}}.&lt;br /&gt;
** 1) Some of the evil team will likely end up claiming the same good character as a bluff, thus incriminating themselves.&lt;br /&gt;
** 2) Several of the evil team will probably just take a punt and randomly select a character from the script, possibly claiming your character (or one of your allies' characters).&lt;br /&gt;
&lt;br /&gt;
* Don't be convinced that you aren't in a {{Evil|Legion}} game by a character such as an {{Good|Undertaker}} or {{Good|Dreamer}} stating that they have learned that a player is a particular minion. {{Evil|Legion}} can register as a minion, thus hiding themselves.&lt;br /&gt;
&lt;br /&gt;
* In a game in which {{Evil|Legion}} is the demon, the Storyteller will be selecting who dies in the night and will most likely select a {{Evil|Legion}} player each night for purposes of balance. This means that if you are an outed, powerful role and are surviving night after night, this may be an indication that you are fighting against {{Evil|Legion}}.  &lt;br /&gt;
&lt;br /&gt;
* Since Legion can potentially get 0 or 3 Bluffs as a whole (possibly 6 bluffs if there is a {{Good|Snitch}} in play), depending on how the Storyteller runs the character, this means that there are a large number of characters that have very little information to go on as to what's in play. One of the tells that you're in a Legion game is when there is a lot of double claims. 1 or 2 could be easily explained as a regular game, but if you've suddenly got 3 or more double claims, that's a really strong clue you might have Legion.&lt;br /&gt;
&lt;br /&gt;
* Legion games are all about the evil players getting into a hive mind dynamic. One of the things to watch for is if everything seems to feel really in tune. If there is way too much agreement on the world view of the game, that means too many people are acting in concert and this might mean it's because you're surrounded by evil players just trying to get you on side. If there is a lot of people voting together, this might be a further hint you're in Legion.&lt;br /&gt;
&lt;br /&gt;
* Legion can be really hesitant to lead with nominations. Many are likely to second guess that they have enough support from the good players to see a nomination through. However, Legion will very quickly pile on top of a vote as soon as a good player votes. So a very big tell for Legion can be if there are a lot of people who are hesitant to nominate but keen to vote.&lt;br /&gt;
&lt;br /&gt;
* One key thing to remember in a Legion game is that the Storyteller is controlling the deaths. The Storyteller must ensure that only one Legion is left alive for final day, and since the majority of players are Legion, the Storyteller is mostly killing Legion. If the deaths don't seem to follow the conventional logic of Demon kills, or the deaths seem entirely surprising, then maybe that's a clue you've got a Legion game. &lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Demons]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Lil%27_Monsta&amp;diff=3080</id>
		<title>Lil' Monsta</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Lil%27_Monsta&amp;diff=3080"/>
		<updated>2026-03-20T10:26:30Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* How to Run */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
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		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_lilmonsta.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;[[Character Types#Demon|Demon]]&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Chloe McDougall&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Revealed&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;04/07/2020&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;p class='flavour'&amp;gt;&amp;quot;Step 1: Be cute.&amp;lt;br&amp;gt;&lt;br /&gt;
				Step 2: World domination.&amp;lt;br&amp;gt;&lt;br /&gt;
				Step 3: Bweakfast.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='jinxes'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 18px; text-align: center; margin-top: 10px; text-transform: uppercase; font-family: Dumbledor;&amp;quot;&amp;gt;&lt;br /&gt;
				Related Jinxes &amp;lt;span style=&amp;quot;cursor: pointer; color: #5C1F22;&amp;quot; id=&amp;quot;jinx-toggle&amp;quot;&amp;gt;(Open)&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{Jinx|Hatter|hatter|Good|If the Hatter dies &amp;amp; the Demon chooses Lil' Monsta, they also choose a Minion to become.}}&lt;br /&gt;
{{Jinx|Magician|magician|Good|If the Magician is alive, the Storyteller chooses which Minion babysits Lil' Monsta. }}&lt;br /&gt;
{{Jinx|Marionette|marionette|Evil|If there would be a Marionette in play, they enter play after the Demon &amp;amp; must start as their neighbor.}}&lt;br /&gt;
{{Jinx|Poppy Grower|poppygrower|Good|If Lil' Monsta &amp;amp; the Poppy Grower are alive, Minions wake one by one, until one of them chooses to take the Lil' Monsta token.}}&lt;br /&gt;
{{Jinx|Psychopath|psychopath|Evil|If the Psychopath is babysitting Lil' Monsta, they die when executed.}}&lt;br /&gt;
{{Jinx|Scarlet Woman|scarletwoman|Evil|If Lil' Monsta dies with 5 or more players alive, the Scarlet Woman babysits Lil' Monsta for the rest of the game.}}&lt;br /&gt;
{{Jinx|Vizier|vizier|Evil|If the Vizier is babysitting Lil' Monsta, they die when executed.}}&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;Each night, Minions choose who babysits Lil' Monsta &amp;amp; &amp;quot;is the Demon&amp;quot;. Each night*, a player might die. [+1 Minion]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lil’ Monsta isn’t a player, and is instead babysat by a Minion.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* 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”.&lt;br /&gt;
* Minions babysitting Lil’ Monsta keep their Minion ability.&lt;br /&gt;
* Lil’ Monsta isn’t a player, so can’t be drunk or poisoned.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
During setup, remove Lil’ Monsta and add a Minion token. On the first night, skip the '''MINION INFO''' and '''DEMON INFO''' steps.&lt;br /&gt;
&lt;br /&gt;
Each night, wake all Minions. The majority will (eventually) point to one player. If they can’t decide, choose a player. (Give this player the Lil’ Monsta token and wait for them to hide it, if you want!) Mark them with the '''IS THE DEMON''' reminder token. Put all Minions to sleep. Then, if it is not the first night, a player might '''die''' – mark them with a '''DEAD''' reminder and a shroud.&lt;br /&gt;
&lt;br /&gt;
The player marked '''IS THE DEMON''' registers as the Demon. If they die, declare that the game is over and good has won.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;example&amp;quot; style=&amp;quot;color: #5d2123; font-style: italic; font-family: GoudyOldStyle;&amp;quot;&amp;gt; &lt;br /&gt;
You may need to kill a Minion or two at night using the Lil’&lt;br /&gt;
Monsta’s ability. On the final day, it would be unfair for the good team to have 2 or more Minions alive, since either Minion could have been chosen to babysit Lil’ Monsta without any way for the good team to know which. Avoid this, and make the game fairer for the good team by killing Minions so that only 1 remains on the final day.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
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	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The {{Evil|Poisoner}} and the {{Evil|Widow}} wake. They point at each other, then point at themselves, then eventually both point at the {{Evil|Widow}}, who receives Lil’ Monsta’s token. The next night, they both choose that the {{Evil|Poisoner}} babysits Lil’ Monsta instead.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
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	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* One of the huge strengths of Lil’ Monsta is that the evil team begins with one extra Minion ability in play! Since the good team won’t be expecting that extra Minion, maximize your Minion abilities to wreak havoc on the town. An extra {{Evil|Poisoner}}, {{Evil|Witch}}, or even a {{Evil|Godfather}} can severely tip the tide for evil before good even knows what hit them!&lt;br /&gt;
&lt;br /&gt;
* Good players will be on the lookout for how many Minions appear to be operating in the town - one more than expected will give away that Lil’ Monsta is scurrying around! If you want to keep the good team in the dark about which Demon is in play, be cautious about how you use abilities that have obvious tells, like the {{Evil|Cerenovus}} or the {{Evil|Assassin}}.&lt;br /&gt;
&lt;br /&gt;
* Because the Demon is a helpless baby, any Minion can hold the Demon to keep them safe during the day. The obvious advantage of this is that you can shuffle the baby around to hide it from devious Demon detectors like the {{Good|Flowergirl}} or the {{Good|Fortune Teller}}, making their information inconsistent and difficult to follow! Moving the baby almost every night means that a different player registers as the Demon every night, creating mass confusion for the town.&lt;br /&gt;
&lt;br /&gt;
* Keep the baby safe by placing them with your most reliable and least suspicious Minion. Keeping them in one location decreases the odds that the town will be able to detect them - you don’t need to throw the baby from Minion to Minion if they’re perfectly safe where they are!&lt;br /&gt;
&lt;br /&gt;
* Any player can babysit Lil’ Monsta. If the majority of Minions agree, you can hand the baby off to anyone in town. Generally speaking, it’s not great to hand the baby off to a good player - if they believe it, they might try to get themselves executed in order to end the game in a good team win! &lt;br /&gt;
&lt;br /&gt;
* If you have an ally outside of your Minion team (perhaps an evil Townsfolk due to the {{Evil|Bounty Hunter}}, or a power-hungry {{Good|Politician}}), they can make an excellent babysitter, especially if the town hasn’t noticed their alignment shift! It’s fine if all of your Minions die, as long as the baby continues to thrive. Dead Minions still wake up every night to choose who babysits Lil’ Monsta. A Traveller can be a great option in the early game, if you’re confident they’re evil - just make sure they don’t get exiled, because if they do, your baby’s going with them…&lt;br /&gt;
&lt;br /&gt;
* When deciding who is babysitting each night, you can only communicate with body language. If someone really, really wants the baby, it’s often a good idea to give it to them - trust your evil teammates have a plan you don’t know! Maybe they’re a {{Evil|Spy}} or {{Evil|Widow}} who knows which good characters are out of play. And if someone really doesn’t want the baby, don’t force it on them - they might suspect they’re about to come under fire, and want to keep the baby safe. &lt;br /&gt;
&lt;br /&gt;
* If your group is playing with the optional rule where you physically hold the Lil’ Monsta token, be sure to hide it well! If a good player spots you holding the token, that’ll be difficult to explain without saying, “Oh, this is just my tiny Demon child that I’m babysitting today for our evil cult!”&lt;br /&gt;
&lt;br /&gt;
* Since the Storyteller chooses who dies each night, they may kill some evil players this way. However, the Storyteller will never kill the player who is babysitting Lil’ Monsta! Towards the end of the game, give the baby to the evil player you most want alive, so they’re guaranteed to make it to the final day.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fighting the Lil' Monsta ==&lt;br /&gt;
&lt;br /&gt;
* Count the visible Minion abilities. If you find more than normal, this might be a Lil’ Monsta game!&lt;br /&gt;
&lt;br /&gt;
* In a Lil’ Monsta game, the evil team doesn’t get bluffs. So, if you have lots of double claims, and no way to explain them, it might be a Lil’ Monsta game and the Minions are struggling to claim characters that are not in play.&lt;br /&gt;
&lt;br /&gt;
* Are the {{Good|Flowergirl}} and {{Good|Fortune Teller}} getting too many “Yes” answers? If they are, it might be a Lil’ Monsta game where the evil team are changing who babysits each night. &lt;br /&gt;
&lt;br /&gt;
* If you can establish that the Demon is Lil’ Monsta, abilities that detect Minions are critical. Every Minion you find and kill is one less evil player who can safely guard their little Demon baby every night. If there’s a {{Good|Bounty Hunter}} on the script, you’ll want to keep an eye out for an evil Townsfolk, since they make excellent babysitters. Same goes for a meddling {{Good|Politician}}.&lt;br /&gt;
&lt;br /&gt;
* If you’re confident a player is evil, you may want to deliberately leave them alive until the final day, and not tell anyone that you know they’re a Minion. If they survive that long and the evil team thinks they’re trusted, they’ll probably end up babysitting Lil’ Monsta, and you can execute them for the win.&lt;br /&gt;
&lt;br /&gt;
* If you’re given the baby as a good player, let everyone know! This baby is evil, and you did not agree to babysit an evil baby Demon! If there’s no Devil’s Advocate or Heretic on the script, you might want to get yourself executed, since you know where the Demon is. However, be careful - if there is a {{Evil|Scarlet Woman}} in play, they’ll catch the baby and leave you dead in the dirt. &lt;br /&gt;
&lt;br /&gt;
*  Remember that the evil team does not control who dies at night. The Storyteller decides who dies, and they may choose to leave powerful Townsfolk alive to help balance the game. The Storyteller may also kill at least one evil player at night, so don’t trust everyone who dies at night in a Lil’ Monsta game!&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Demons]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Lord_of_Typhon&amp;diff=3079</id>
		<title>Lord of Typhon</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Lord_of_Typhon&amp;diff=3079"/>
		<updated>2026-03-20T10:25:55Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* How to Run */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_lordoftyphon.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;[[Character Types #Demon|Demon]]&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Chloe McDougall &amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Revealed&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;29/08/2024&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;p class='flavour'&amp;gt;&amp;quot;In the shadowed and forgotten corners of the cosmos, where the stars whisper secrets to the void, lies a truth so profound that the merest glimpse of it unravels the sanity of mortal minds.&amp;quot;&amp;lt;/p&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='jinxes'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 18px; text-align: center; margin-top: 10px; text-transform: uppercase; font-family: Dumbledor;&amp;quot;&amp;gt;&lt;br /&gt;
				Related Jinxes &amp;lt;span style=&amp;quot;cursor: pointer; color: #5C1F22;&amp;quot; id=&amp;quot;jinx-toggle&amp;quot;&amp;gt;(Open)&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{Jinx|Summoner|summoner|Evil|If a Lord of Typhon is summoned, they must neighbor a Minion &amp;amp; their other neighbor becomes an evil Minion.}}&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;Each night*, choose a player: they die. [Evil characters are in a line. You are in the middle. +1 Minion. -? to +? Outsiders]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Lord of Typhon is surrounded by Minions.&lt;br /&gt;
* All evil characters sit next to each other in a continuous line.&lt;br /&gt;
* All evil characters must be in the line at setup.&lt;br /&gt;
* Evil Travellers and Evil Townsfolk may be part of the line, but do not have to be.&lt;br /&gt;
* The Lord of Typhon must have an evil character on both sides. They cannot sit at the end of the line of evil characters.&lt;br /&gt;
* The evil team starts with one additional Minion when the Lord of Typhon is in play.&lt;br /&gt;
* Any number of Outsiders might be in play.&lt;br /&gt;
* Like the Marionette, the Storyteller decides which players are Minions during setup. The Storyteller also decides which player is which Minion.&lt;br /&gt;
* If a Lord of Typhon is created mid game, the Lord of Typhon does not need to sit in a line with the evil characters.&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
During setup, remove all Minion tokens and add Townsfolk or Outsider tokens.&lt;br /&gt;
&lt;br /&gt;
During the first night, wake the appropriate number of players directly clockwise and anti-clockwise from the Lord of Typhon. Show each of these players a unique Minion token, and give a thumbs down. Replace these players' good character tokens with these Minion tokens and put these players to sleep. Then, do the Minion Info and Demon Info steps as normal.&lt;br /&gt;
&lt;br /&gt;
Each night except the first, wake the Lord of Typhon. They point at any player. That player '''dies'''—mark them with the '''DEAD''' reminder. Put the Lord of Typhon to sleep.&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				There are two Minions: the {{Evil|Organ Grinder}} and the {{Evil|Mezepheles}}. In between them, neighboring them both, sits the Lord of Typhon. The number of Outsiders is normal.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The {{Evil|Vizier}} neighbors the {{Evil|Harpy}}, who neighbors the Lord of Typhon, who neighbors the {{Evil|Goblin}}. There are ten players, and two Outsiders in play, due to the Lord of Typhon ability.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The {{Evil|Fearmonger}} neighbors the {{Evil|Boomdandy}}, who neighbors the Lord of Typhon, who neighbors the {{Evil|Poisoner}}, who neighbors the {{Evil|Mastermind}}. There are 15 players, but zero Outsiders in play, since the Lord of Typhon removed one Outsider, and the {{Good|Puzzlemaster}} became the {{Evil|Boomdandy}} during the first night.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
*  As a Minion, bluff as the character you drew at the start of the game. If the good team finds one evil player and figures out it’s a Lord of Typhon game, they find the whole evil team, so you need to seem extremely good.&lt;br /&gt;
&lt;br /&gt;
*  As a Minion, if you started with an Outsider token, use one of the Demon bluffs. If the good team thinks there is a nonstandard number of Outsiders in play, that may indicate the Lord of Typhon is in play.&lt;br /&gt;
&lt;br /&gt;
*  As a Minion, if you bluff as something else, use your starting character as a backup.&lt;br /&gt;
&lt;br /&gt;
*  Hide! The Lord of Typhon is not a Demon that rewards risky plays. Think carefully about the consequences of playing as an outed evil.&lt;br /&gt;
&lt;br /&gt;
*  Use the additional Minion to your advantage. +1 Minion means you are more likely to outvote the good team, and more likely to have more evil players alive later in the game.&lt;br /&gt;
&lt;br /&gt;
*  Keep track of how much voting power your team has compared to the good team.&lt;br /&gt;
&lt;br /&gt;
*  Don’t vote as a team. When the entire line votes together, the good team can find the line, especially when a {{Good|Flowergirl}} is carefully watching votes.&lt;br /&gt;
&lt;br /&gt;
*  Use your seats next to each other to swap information. Talk casually at the start of the day! Whisper to your neighbors during the night! You’re in the perfect position to make nonstop evil plans.&lt;br /&gt;
&lt;br /&gt;
*  Pay attention to who is watching you talk with your neighbors. Frame those players as evil to deflect attention from you and your team.&lt;br /&gt;
&lt;br /&gt;
*  Work to discredit or poison players whose information indicates the Lord of Typhon is in play.&lt;br /&gt;
&lt;br /&gt;
*  If the good team isn’t sure where the evil team is, make players sitting far away from you look evil. Claim to be the {{Good|Town Crier}} who learned that a Minion nominated when only players across from you nominated, or claim to be the Fortune Teller who got a Yes on two players sitting further from the line.&lt;br /&gt;
&lt;br /&gt;
*  If the good team is honing in on the evil team, frame the good players on the end(s) of the line.&lt;br /&gt;
&lt;br /&gt;
*  If players don’t think the Lord of Typhon is in play, let them! As a Minion, act evil to distract the good team and protect your Demon.&lt;br /&gt;
&lt;br /&gt;
*  Publicly disagree with your teammates to make it look like you are on opposite teams.&lt;br /&gt;
&lt;br /&gt;
*  If you are not on the end of the line, pick a good player far away from the line, and build trust with them.&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fighting the Lord of Typhon ==&lt;br /&gt;
&lt;br /&gt;
* Pay close attention to voting patterns. Since the evil team is in a line, they have to vote together if they want to maximize their voting power. &lt;br /&gt;
&lt;br /&gt;
* Identify one evil player. If you find an evil Minion, and rule out the possibility of different Demons in play, finding one evil player leads you to the entire evil team.&lt;br /&gt;
&lt;br /&gt;
* Find good players, because their neighbors can’t be the Demon - since the Lord of Typhon must sit in the middle of the line, the Demon always starts neighboring evil players in a Lord of Typhon game. &lt;br /&gt;
&lt;br /&gt;
* Figure out what type of Demon is in play. &lt;br /&gt;
&lt;br /&gt;
* Pay attention to how many Minion abilities are in play. An extra Minion means that a Lord of Typhon is in play. Knowing this is helpful.&lt;br /&gt;
&lt;br /&gt;
* If you’ve found a minion (or think that you have), kill both of their neighbors. If a Lord of Typhon is in play, you are guaranteed to kill a Minion, kill two Minions, or kill the Demon.&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Demons]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Yaggababble&amp;diff=3078</id>
		<title>Yaggababble</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Yaggababble&amp;diff=3078"/>
		<updated>2026-03-20T10:24:40Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* How to Run */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_yaggababble.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;[[Character Types #Demon|Demon]]&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Lachlan Bastiaen&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Revealed&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;29/02/2024&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;p class='flavour'&amp;gt;&amp;quot;Murders inside the Rue Morgue? Фальшивые новости! Hounds on the Baskerville moor? Фальшивые новости! Death while sailing the Nile? Фальшивые новости!&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;&amp;quot;&amp;gt;Character Showcase&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;youtube&amp;gt;IE12EQJLGVI&amp;lt;/youtube&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='jinxes'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 18px; text-align: center; margin-top: 10px; text-transform: uppercase; font-family: Dumbledor;&amp;quot;&amp;gt;&lt;br /&gt;
				Related Jinxes &amp;lt;span style=&amp;quot;cursor: pointer; color: #5C1F22;&amp;quot; id=&amp;quot;jinx-toggle&amp;quot;&amp;gt;(Open)&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{Jinx|Exorcist|exorcist|Good|If the Exorcist chooses the Yaggababble, the Yaggababble does not kill tonight.}}&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;You start knowing a secret phrase. For each time you said it publicly today, a player might die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Yaggababble kills by talking.&lt;br /&gt;
* The phrase that the Yaggababble says can be any length, but is usually 2 to 5 words long.&lt;br /&gt;
* If the Yaggababble says this phrase, the Storyteller may kill a player any time afterwards, until dawn.&lt;br /&gt;
* The Yaggababble may say this phrase as a standalone sentence, or part of another sentence.&lt;br /&gt;
* The Yaggababble may say this phrase multiple times per day. If so, the Storyteller may kill multiple players.&lt;br /&gt;
* The Storyteller chooses which players die. &lt;br /&gt;
* The Storyteller may choose to kill fewer players than the number of times the phrase was said.&lt;br /&gt;
* If the Yaggababble is drunk or poisoned, players cannot die, even if the Yaggababble was sober and healthy when they said their phrase. If the Yaggababble is sober and healthy, players might die, even if the Yaggababble was drunk or poisoned when they said their phrase.&lt;br /&gt;
* It is rare for the Yaggababble to kill during the day.&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
During setup, write a phrase on a piece of paper, or on a phone.&lt;br /&gt;
&lt;br /&gt;
During the first night, wake the Demon. Show this phrase, then put them to sleep.&lt;br /&gt;
	&lt;br /&gt;
Each time Demon says the secret phrase, put a '''DEAD''' reminder in the center of the left side of the Grimoire, as a reminder to yourself to place it tonight.&lt;br /&gt;
	&lt;br /&gt;
Each night, you may mark players with these '''DEAD''' reminders, and add a shroud to each marked player. These players die.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;example&amp;quot; style=&amp;quot;color: #5d2123; font-style: italic; font-family: GoudyOldStyle;&amp;quot;&amp;gt;&lt;br /&gt;
Choose a phrase that is fairly plain. If the Demon has an unusual phrase each day, they will likely die or say it rarely. If the Demon has a common, believable phrase, they will likely say it each day, perhaps more than once each day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
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		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The Yaggababble's phrase is &amp;quot;that sounds fishy&amp;quot;. The Yaggababble says this once during the first day. That night, a player dies. The next day, the Yaggababble says &amp;quot;that sounds fishy&amp;quot; three times. That night, three players die.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The Yaggababble has said their phrase twice today. A {{Evil|Witch}} is in play. When the {{Good|Heretic}} nominates, the {{Good|Heretic}} dies, even though they were not cursed by the {{Evil|Witch}}. The {{Good|Golem}} nominates the Demon, and the {{Good|Golem}} dies. Both players died due to the Yaggababble's ability.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
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		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
* Say your phrase as often as you can! It's how you get kills, after all, you can really charge up your ability by getting a bunch of kills every single night.&lt;br /&gt;
&lt;br /&gt;
* Be sparing, around once per day, with how often you say it to conceal the phrase from the town, you don’t want to be giving yourself away by making your phrase really obvious. Once a day is a good benchmark, though, to still be able to mimic other Demons.&lt;br /&gt;
&lt;br /&gt;
* Make sure that when you say your phrase, the Storyteller can hear you – if they don’t hear you it’s not going to do anything but possibly still out you for saying it too often.&lt;br /&gt;
&lt;br /&gt;
* Share the phrase with your Minions - they can give you conversational segues to bring up your phrase and make everything seem more natural rather than forced.&lt;br /&gt;
&lt;br /&gt;
* Trust your ST to reward you for the risk of saying it a lot - you can possibly take the risk of squeezing a few extra utterings to get an extra couple of kills if it’ll drive you to endgame that much sooner.&lt;br /&gt;
&lt;br /&gt;
* If your ST isn’t rewarding you for saying the phrase multiple times, don’t bother. You can say your phrase once per day and still be a very effective Demon.&lt;br /&gt;
&lt;br /&gt;
* Your Minions can choose their own odd phrases to repeat themselves as well to make it seem like they might be the Demon in the late game.&lt;br /&gt;
&lt;br /&gt;
* Say your phrases when there are fewer people around – if fewer people hear it then fewer people can draw the link of how many times you might have said your phrase.&lt;br /&gt;
&lt;br /&gt;
* Pay attention to any phrases that any good players say more than once and draw attention to those. The more candidates there are for Yaggababble phrases, the more your own phrase can hide.&lt;br /&gt;
&lt;br /&gt;
* If the Storyteller gives you an unusual phrase that you’re unsure how to get into conversation, you can request a more common one on the first day.&lt;br /&gt;
&lt;br /&gt;
* Make sure you’re confident that you are saying the exact phrase you were given – don't reword the phrase or the Storyteller might not give the kills to you.&lt;br /&gt;
&lt;br /&gt;
* Say phrases that are similar in concept to your actual phrase, to muddy the waters and convince the group that you’re trying to get across an overall idea, not just repeat a single phrase.&lt;br /&gt;
&lt;br /&gt;
* Pick a secondary phrase that you say that doesn’t match your kills. This might make you look like a Minion that’s trying to cover for a Yaggababble.&lt;br /&gt;
&lt;br /&gt;
* Try to mix up the emphasis and rhythm of your phrase so it’s less recognisable as the same phrase.&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
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		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fighting the Yaggababble ==&lt;br /&gt;
&lt;br /&gt;
* Watch for odd phrases that are getting repeated and compare to Demon kills at night. If in doubt, it’s probably worth killing players that’re reusing phrases just in case, even if there’s good odds they’re good.&lt;br /&gt;
&lt;br /&gt;
* Be aware that Minions might repeat phrases to try to conceal the Yaggababble phrase – any player that repeats any given phrase too often should be treated with great suspicion!&lt;br /&gt;
&lt;br /&gt;
* Watch for players that seem eager to speak when the Storyteller is listening – a true Yaggababble will want to make sure the Storyteller hears them when they say their phrase so will prioritise speaking when the Storyteller is nearby.&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Demons]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Kazali&amp;diff=3077</id>
		<title>Kazali</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Kazali&amp;diff=3077"/>
		<updated>2026-03-20T10:23:24Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__ &lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id='character-details'&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[File:icon_kazali.png|250px]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt; &lt;br /&gt;
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&amp;lt;tr&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;[[Character Types #Demon|Demon]]&amp;lt;/td&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;td&amp;gt;Lachlan Bastiaen&amp;lt;/td&amp;gt;			 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tr&amp;gt; &lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Revealed&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;28/12/2023&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;p class='flavour'&amp;gt;&amp;quot;Gon(z)a7les6. Take cau8tun. The mech4an4ion is iNvert10d. E99ors insy6tum. Reco{7}fig.&amp;quot;&amp;lt;/p&amp;gt;	 &lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;&amp;quot;&amp;gt;Character Showcase&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;youtube&amp;gt;mf_sstZPvzI&amp;lt;/youtube&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='jinxes'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 18px; text-align: center; margin-top: 10px; text-transform: uppercase; font-family: Dumbledor;&amp;quot;&amp;gt;&lt;br /&gt;
				Related Jinxes &amp;lt;span style=&amp;quot;cursor: pointer; color: #5C1F22;&amp;quot; id=&amp;quot;jinx-toggle&amp;quot;&amp;gt;(Open)&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{Jinx|Bounty Hunter|bountyhunter|Good|If the Kazali turns the Bounty Hunter into a Minion, an evil Townsfolk is not created.}}&lt;br /&gt;
{{Jinx|Marionette|marionette|Evil|If there would be a Marionette in play, they enter play after the Demon &amp;amp; must start as their neighbor.}}&lt;br /&gt;
{{Jinx|Summoner|summoner|Evil|If the Summoner creates a second living Demon, deaths tonight are arbitrary.}}&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Kazali chooses their own Minions. &lt;br /&gt;
&lt;br /&gt;
* If a Kazali is created mid game, the Kazali does not choose new Minion players. &lt;br /&gt;
* The Storyteller can give the Minions’ original good characters as bluffs to the Demon, since they are not in play. &lt;br /&gt;
* The Kazali acts at a time that is technically both during setup and during the first night. &lt;br /&gt;
* The Storyteller may keep the Kazali awake, or put the Kazali to sleep, when waking the Minions to tell them which Minion that they are. &lt;br /&gt;
* Only Minions that are on the script may be chosen. Duplicate Minion characters are not allowed.&lt;br /&gt;
* The Kazali can make whatever player they want into a Minion, regardless of that player’s character ability e.g. Soldier, Goon, Damsel, King.		&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run == &lt;br /&gt;
&lt;br /&gt;
While setting up the game, remove all Minion tokens and add Townsfolk or Outsider tokens. &lt;br /&gt;
&lt;br /&gt;
During the first night, wake the Kazali. The Kazali points at a player and a Minion on the character sheet. Replace their old character token with the Minion token, show them the “You Are” info token then the Minion character token, and give a thumbs down. Repeat until the normal number of Minions exist. Put the Kazali to sleep. &lt;br /&gt;
&lt;br /&gt;
Each night except the first, wake the Kazali. They point at any player. That player dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;example&amp;quot; style=&amp;quot;color: #5d2123; font-style: italic; font-family: GoudyOldStyle;&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Depending on the script, adding more than one Outsider can put the good team at a significant disadvantage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class='row'&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples == &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class='example'&amp;gt; &lt;br /&gt;
&lt;br /&gt;
There are 15 players and no Minions in play yet. The Kazali wakes and chooses that Doug becomes the evil {{Evil|Organ Grinder}}, that Amy becomes the evil {{Evil|Vizier}}, and that Lewis becomes the evil {{Evil|Goblin}}. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class='row'&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Tips &amp;amp; Tricks == &lt;br /&gt;
&lt;br /&gt;
*  Choose the players who you have the best synergy with as evil. This is your opportunity to put together that evil team that always kick ass and who can help you roll all these poor unsuspecting good players. &lt;br /&gt;
&lt;br /&gt;
* If in doubt, choose the players you’re afraid of when you’re evil and they’re good. If you can’t beat ‘em, make them join you! &lt;br /&gt;
&lt;br /&gt;
* Choose players who aren’t the top picks for a Kazali. If the picks seem very odd, it’s more likely that town will believe the Minions were drawn from the bag and won’t be looking for you as a Kazali. &lt;br /&gt;
&lt;br /&gt;
* Ignore the “best strategy” and pick whoever seems most fun! At the end of the day, this game is for fun and if there are people that you always have an absolute blast on a team with, pick them, get them on board and go have an absolute riot together! &lt;br /&gt;
&lt;br /&gt;
* Choose Minions that fit together well. An {{Evil|Organ Grinder}} can have great synergy with a {{Evil|Goblin}} or {{Evil|Boomdandy}}, a {{Evil|Pit-Hag}} loves having a {{Evil|Widow}} to call shots for them – put the best possible squad together. &lt;br /&gt;
&lt;br /&gt;
* Choose Minions that will allow you to bluff another Demon being in play. Maybe you want to fly under the radar a little, so it might be worth picking that {{Evil|Assassin}} to throw suspicion of a Demon that kills more often, or a {{Evil|Devil's Advocate}} to make people worry about a {{Evil|Lleech}}. &lt;br /&gt;
&lt;br /&gt;
* Give your chosen players the characters that best suit their playstyle. Not only do you get to choose which players are on your team, you also get to assign them characters! So take advantage and give your new Minions the characters that they love to play and can get the most out of. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class='row'&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fighting the Kazali == &lt;br /&gt;
&lt;br /&gt;
* Don’t expect to find Minions without bluffs, there won’t be any! One of the idiosyncrasies of the Kazali is that all the Minions start knowing a good character that’s out of play, so they will have a free bluff ready to go from the start of the game and you won’t be able to catch anyone out accordingly. &lt;br /&gt;
&lt;br /&gt;
* However, that can be a tell too! If everyone seems happy and willing to claim characters early on, maybe there’s a Kazali in play that has ensured the whole evil team has bluffs to use. &lt;br /&gt;
&lt;br /&gt;
* Check the Outsider count. Because the Kazali can affect the Outsider count unpredictably, it’s not always a sign, but it could be, especially if you’ve got information indicating that there should be nothing else affecting the Outsider count and you have an incorrect number of Outsiders anyway. &lt;br /&gt;
&lt;br /&gt;
* If you think you’ve found a Minion, ask yourself who would choose that player and who else they would choose. Put yourself in the shoes of each player around the circle and ask yourself if the Minion you’ve found would be a likely ally choice for that player. If yes, does that player make sense to be the Demon with the info you’ve found and can you corroborate this by thinking about who else they might have chosen as their Minions? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]] &lt;br /&gt;
&lt;br /&gt;
[[Category:Demons]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Marionette&amp;diff=3076</id>
		<title>Marionette</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Marionette&amp;diff=3076"/>
		<updated>2026-03-20T10:21:46Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_marionette.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;[[Character Types#Minion|Minion]]&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Anica Kelsen&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Revealed&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;15/04/2021&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;p class='flavour'&amp;gt;&amp;quot;Words, words. They're all we have to go on.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;&amp;quot;&amp;gt;Character Showcase&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;youtube&amp;gt;-2PtHuiuOaQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='jinxes'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 18px; text-align: center; margin-top: 10px; text-transform: uppercase; font-family: Dumbledor;&amp;quot;&amp;gt;&lt;br /&gt;
				Related Jinxes &amp;lt;span style=&amp;quot;cursor: pointer; color: #5C1F22;&amp;quot; id=&amp;quot;jinx-toggle&amp;quot;&amp;gt;(Open)&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{Jinx|Alchemist|alchemist|Good|An Alchemist-Marionette has no Marionette ability &amp;amp; the Marionette is in play.}}&lt;br /&gt;
{{Jinx|Balloonist|balloonist|Good|If the Marionette thinks that they are the Balloonist, an Outsider might have been added during setup.}}&lt;br /&gt;
{{Jinx|Huntsman|huntsman|Good|If the Marionette thinks that they are the Huntsman, the Damsel was added during setup.}}&lt;br /&gt;
{{Jinx|Kazali|kazali|Evil|If there would be a Marionette in play, they enter play after the Demon &amp;amp; must start as their neighbor.}}&lt;br /&gt;
{{Jinx|Lil' Monsta|lilmonsta|Evil|If there would be a Marionette in play, they enter play after the Demon &amp;amp; must start as their neighbor.}}&lt;br /&gt;
{{Jinx|Magician|magician|Good|If the Magician is alive, the Demon doesn't know which neighbor is the Marionette.}}&lt;br /&gt;
{{Jinx|Mathematician|mathematician|Good|The Mathematician might learn if the Marionette's ability yielded false info or failed to work properly.}}&lt;br /&gt;
{{Jinx|Plague Doctor|plaguedoctor|Good|If the Storyteller would gain the Marionette ability, one of the Demon's good neighbors becomes the Marionette.}}&lt;br /&gt;
{{Jinx|Summoner|summoner|Evil|If there would be a Marionette in play, they enter play after the Demon &amp;amp; must start as their neighbor.}}&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Marionette doesn't know that they are a Minion. &lt;br /&gt;
* The Marionette draws either a Townsfolk or an Outsider token from the bag, but is secretly the Marionette.&lt;br /&gt;
* The Marionette neighbors the Demon. There are no players sitting in between the Marionette and the Demon.&lt;br /&gt;
* The Demon knows which player is the Marionette.&lt;br /&gt;
* On the first night, the Marionette does not wake to learn the other evil players, and the other Minions do not learn the Marionette.&lt;br /&gt;
* The good ability that the Marionette thinks they have doesn’t work, but the Storyteller pretends it does. It is just as if this player is the Drunk.&lt;br /&gt;
* The Marionette registers as evil, and as a Minion.&lt;br /&gt;
* The Marionette is not woken due to character abilities that would confirm that they are a Minion eg. Snitch, Preacher, Lil’ Monsta, Poppy Grower, Hatter, Damsel.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
&lt;br /&gt;
While setting up the game, before putting tokens in the bag, remove the Marionette token and add any Townsfolk token.&lt;br /&gt;
&lt;br /&gt;
If there are three Minions in play, remove another Minion token and add another Townsfolk token. During the first night, swap a good player’s character token with a not-in-play Minion character token. Wake this player, show them the '''YOU ARE''' info token then their Minion character token, then the '''YOU ARE''' info token then a thumbs down, then put them to sleep. This player is now an evil Minion. (''This ensures that only one Minion token is in the bag, so at least one good player will neighbor the Demon.'')&lt;br /&gt;
&lt;br /&gt;
During the first night, mark a good player neighboring the Demon with the '''IS THE MARIONETTE''' reminder. Wake the Demon. Point to the player marked '''IS THE MARIONETTE''' and show the Marionette character token. Put the Demon to sleep.&lt;br /&gt;
&lt;br /&gt;
Treat the Marionette as if they were drunk. They wake when their good character would wake, may get false information, do not wake during the Minion Info step etc.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Marianna is the Marionette, but thinks she is the {{Good|Undertaker}}. She wakes each night to learn who was executed that day, but her information is often wrong. Halfway through the game, the Demon tells her that she is the Marionette. &lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Lachlan is the Demon. He tells Sarah that she is the Marionette. Lachlan is lying. There is no Marionette. &lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The Demon tells Ben that he is the Marionette. Ben thinks he is the {{Good|Fortune Teller}}, but he isn’t. Ben doesn’t believe the Demon, and executes them. Good wins.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* As a Marionette, you are essentially an evil {{Good|Drunk}} - not only do you not have the ability you think you do, but you don't have the alignment you think you do! The good news is that a lot of techniques you can use to detect a {{Good|Drunk}} will also work for a Marionette. If your information isn't adding up, or your ability doesn't work when it really should, you could actually be the Marionette instead of a good player!&lt;br /&gt;
&lt;br /&gt;
* Even though you don't know it, your alignment is evil and you will register as evil to characters like the {{Good|Seamstress}} and the {{Good|Town Crier}}. You can use this to help determine your identity one way or another... but so can the town, so be careful about asking for players to use their abilities on you willy nilly!&lt;br /&gt;
&lt;br /&gt;
* In most cases, the evil team is going to want to let you know that you should be working with them. If one of your neighbours tells you that you're a Marionette, take it seriously; while there's every possibility they're lying to you, they could also just be clueing you into your true identity, and if you out them and evil loses, you will lose along with them!&lt;br /&gt;
&lt;br /&gt;
* If you suspect you are a Marionette (either through your information being confusing or someone straight up telling you), then don't tell other Townsfolk you suspect that! If you're right and the town believes you, the good team will know the Demon must be one of your neighbours.&lt;br /&gt;
&lt;br /&gt;
* Avoid nominating or voting for your neighbours unless the evidence is especially compelling. If you are a Marionette, the Demon must be one of your neighbours. Accidentally executing your Demon because you didn't know you were evil will be a bit of a bummer!&lt;br /&gt;
&lt;br /&gt;
* Narrow down which types of Minions are in play. The Marionette is by nature a secretive, invisible sort of Minion, while other Minions on the script might have more of a tell - confirming one of them also means confirming there isn't a Marionette to worry about. If you are in an 8 player game (1 Minion) and have just witnessed a {{Evil|Witch}} death, you're not the Marionette!&lt;br /&gt;
&lt;br /&gt;
* If you are confident you know who the Minions are, you can also be confident you are not secretly the Marionette. There are only a limited number of Minions in the game, so even if you don't know what kind of Minion they are, confirming who the Minion IS will tell all other good players they are not a Marionette.&lt;br /&gt;
&lt;br /&gt;
* Hunt down the Demon with gusto! If you are a Marionette, the Demon is one of your neighbours. If you can prove the Demon is sitting somewhere else (for example, a {{Good|Fortune Teller}} ping on the other side of town), then you know you cannot be the Marionette! (Additionally if you ARE the Marionette, you point suspicion away from your Demon! Win-Win!)&lt;br /&gt;
&lt;br /&gt;
* If you are concerned you are a Marionette but can't get your neighbours to open up, you can always try convincing your neighbours that they're your Marionette instead. Evil players will know this isn't true, while good players have to contend with whether you're telling the truth or not and will behave differently. This can give you a clue as to who your secretly evil allies are... or secretly evil neighbours, anyway. &lt;br /&gt;
&lt;br /&gt;
* If you are convinced you are the Marionette, then you know your role is to protect your Demon. The town also knows the Marionette is a possibility, and will be on the lookout for tells you exist so that they can use you to take down your Demon. To keep town from suspecting you, change up your information so that it appears to be true instead - for example, if you believe you are a {{Good|Savant}}, make sure one statement is true and one is false each day.&lt;br /&gt;
&lt;br /&gt;
* If you are a Demon, the Marionette is a responsibility you will have to decide how to interact with. It's absolutely beneficial to tell a Marionette their identity as soon as possible - this enables them to act to their true alignment, protect you, and not accidentally reveal you to the town when their ability malfunctions. It can also be useful to keep a Marionette in the dark - sometimes the most potent evil player is someone who is earnestly good! If your Marionette has won over the town, let them lead the charge (away from you). They'll still win in the end, just not for the reasons they thought!&lt;br /&gt;
&lt;br /&gt;
* If you are a Demon, nothing is stopping you telling your actually good neighbours that they are your Marionette. In fact, you can tell both of them, reassuring each that they are the 'real' Marionette and that the other is being duped! Since a Marionette doesn't know their true alignment, it will always be to these players' benefits to keep your claim secret and figure out for themselves if they are on your team or not - a process that will take some time and make them behave in ways counterproductive to the good team in the meanwhile. Just beware their wrath if they manage to figure it out - they will most certainly turn around and execute you, so make sure you have an exit plan!&lt;br /&gt;
&lt;br /&gt;
* If you are a Minion, tell your good neighbours that they are your Marionette! You get all the benefits of confusing the good team with none of the danger of losing the game by execution if or when you are discovered as a fraud!&lt;br /&gt;
&lt;br /&gt;
* Are you good, but have an uncooperative neighbour? Tell them that they're your Marionette! For a while at least, most players will work with you while unravelling their own identity, and you can utilise this trick to get them to share information and participate in plots with you that they otherwise wouldn't. Just make sure to come clean before the end so they know they have to work with the good team to win.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
== Fighting the Marionette ==&lt;br /&gt;
&lt;br /&gt;
* In the same way that you might look for the {{Good|Drunk}} in [[Trouble Brewing]], look for a player that is giving false information, even convincingly so. If a particular player's information doesn't add up, you may have found the Marionette. For example, if a player claims to be the {{Good|Empath}} and that they got a &amp;quot;0&amp;quot;, but you suspect that one of their neighbours is evil, the {{Good|Empath}} may be the Marionette. &lt;br /&gt;
&lt;br /&gt;
* If a player claims to be the Demon, and that you are the Marionette, you've got a problem. Are you the Marionette? Maybe not. If you think that the player is in fact the Demon, and that a Marionette is in play, talk to the Demon's other neighbouring player and see if you can figure out if they are the Marionette instead! If you think that the player who told you that you are the Marionette is not the Demon, then they are almost certainly a Minion instead. Either way, you've found an evil player (or a good player that needs to stop lying to you). If you have been told that you are the Marionette, but you figure out that you are not the Marionette, you've basically won the game. &lt;br /&gt;
&lt;br /&gt;
* If you are confident that you are not the Marionette, but you've been told that you are the Marionette, tell the group this. The group will likely execute your neighbour, which means either a dead Demon, a dead Minion, or a dead good player that made a bluff that wasn't helping much or was just trolling. &lt;br /&gt;
&lt;br /&gt;
* Find out how many players have been told that they are the Marionette. If there is more than one, it is unlikely that a Marionette is in play at all. &lt;br /&gt;
&lt;br /&gt;
* Pay attention to your neighbours. If you think that neither is the Demon, and neither have told you that you are the Marionette, you can probably just ignore the fact that a Marionette is in the game. As long as you keep your neighbours alive on the final day, the fact that a Marionette is in play isn't too much of a worry. Default to finding out which players are good, and which player is the Demon. &lt;br /&gt;
&lt;br /&gt;
* If the Marionette is on the script, don't execute your own neighbours. You never can be too sure. Execute all other players instead, if you can.&lt;br /&gt;
&lt;br /&gt;
* If you think the Marionette is in play, but that it isn't you, you know something very important - that the Demon and the Minion are sitting next to each other. Just as if you were the {{Good|Chef}} or the {{Good|Clockmaker}}, you have some very useful information to go on. Assume that two evil players are sitting next to each other, and see if this matches with the other information in the game. If it matches up, you've probably found out who the evil pair is. If it doesn't match up, there probably isn't a Marionette in play. Either way, you and all other good players know something useful. &lt;br /&gt;
&lt;br /&gt;
* Normally, finding out that a player is a Minion is handy, but won't win the game for the good team. On the final day, learning that a long-dead player was actually the {{Evil|Mastermind}} is handy, but finding out that long-dead player was actually the Marionette is amazingly helpful. Even if a {{Evil|Pit-Hag}} has been changing characters willy nilly, or a {{Evil|Pukka}} has been making everyone's information dubious, the single piece of information - that a particular player is the Marionette - should be enough to win the game for the good team when just 3 players are left alive. &lt;br /&gt;
&lt;br /&gt;
* Pay attention to players that were very vocal and enthusiastic about sharing information and helping the good team for a few days, then all of a sudden went silent. They may have been told that they are the Marionette in the middle of the game, and had a complete mental breakdown ;)&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Minions]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=God_of_Ug_(Ug_Mode)&amp;diff=3075</id>
		<title>God of Ug (Ug Mode)</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=God_of_Ug_(Ug_Mode)&amp;diff=3075"/>
		<updated>2026-03-20T09:19:30Z</updated>

		<summary type="html">&lt;p&gt;Administrator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_godofug.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Facts&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 15px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;[[God of Ug|More Word Mode]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Green&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Art&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Chlo M&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;When&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;19/03/2026&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
            &amp;lt;p class='flavour'&amp;gt;&amp;quot;Me go Ug. Too eas- oh no!&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Ug ==&lt;br /&gt;
&amp;quot;One Ug hat. When wear Ug hat, must speak one sound at a time but vote twice. If fail, pass Ug hat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The God of Ug make you speak one sound word and not more than that.&lt;br /&gt;
* When the one who wear the Ug hat votes, their vote counts as two votes. Use a real hat if you can.&lt;br /&gt;
* All words that have one sound count. Mash two words with a dash? No can do! If you say just one word with more than one sound, you lose hat.&lt;br /&gt;
* The One With The Big Book picks who wears the Ug hat first. If the one with the hat says a word with more than one sound, or if they take too long to speak, or if this is not fun for them, the One With The Big Book picks a new one to have the hat.&lt;br /&gt;
* Each one may wear the Ug hat. They may say no to the hat if they want. One may have the Ug hat more than once.&lt;br /&gt;
* If the One With The Big Book is not here, use trust. If you catch the one with the hat say a word with more than one sound, say so! And the Ug hat goes bye bye.&lt;br /&gt;
* The One With The Big Book may choose a new one to start each day with the Ug hat, or keep the same one as the last day.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
When the game starts, give the Ug hat to one. If you or one of them catch that one say a word with more than one sound, give the Ug hat to a new one.&lt;br /&gt;
&lt;br /&gt;
If the one who wear the Ug hat votes, it counts as two votes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;example&amp;quot; style=&amp;quot;color: #5d2123; font-style: italic; font-family: GoudyOldStyle;&amp;quot;&amp;gt; &lt;br /&gt;
Can be a rule: If wear the Ug hat start to be not fun, keep it to noms and talk with all the sounds in the day.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Like This ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Ame wear the Ug hat. When nom, she says, “It not me. I think Ben has been talk with the bad guy. He bad.” Ame keep the Ug hat.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Lew has the Ug hat. In talk with Jule and Al, Lew say, “I think that you are both good. I am the bird thing that can see one guy when I die. I want the Demon to kill me so that I get the guy and know things to tell you in the day that is next.” The One With The Big Book gives Ab the Ug hat, since the word for the Big Bad That Kill has more than one sound. &lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Loric]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Pukka&amp;diff=3074</id>
		<title>Pukka</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Pukka&amp;diff=3074"/>
		<updated>2026-03-20T08:30:24Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Fighting the Pukka */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_pukka.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;[[Character Types#Demon|Demon]]&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Aidan Roberts&amp;lt;/td&amp;gt;	&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;p class='flavour'&amp;gt;&amp;quot;You truly have been kind welcoming me into your beautiful home. I am so sorry I accidentally scratched you. A little thing. No matter. But please, take this golden toothpick as a humble token of my regret.&amp;quot;&amp;lt;/p&amp;gt;	&lt;br /&gt;
	&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center;&amp;quot;&amp;gt;Appears in&amp;lt;/span&amp;gt;&lt;br /&gt;
			[[File:logo_bad_moon_rising.png|100px|link=Bad Moon Rising]]&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;&amp;quot;&amp;gt;Cult of the Clocktower Episode&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 14px; text-align: center;&amp;quot;&amp;gt;by Andrew Nathenson&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;div style='padding-bottom: 10px' class=&amp;quot;html5audio&amp;quot; data-file=&amp;quot;https://anchor.fm/s/daf1f9c/podcast/play/45973585/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2022-0-10%2F241738306-44100-2-4321a5a600611.m4a&amp;quot;&amp;gt;You need to enable JavaScript to play this audio&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='jinxes'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 18px; text-align: center; margin-top: 10px; text-transform: uppercase; font-family: Dumbledor;&amp;quot;&amp;gt;&lt;br /&gt;
				Related Jinxes &amp;lt;span style=&amp;quot;cursor: pointer; color: #5C1F22;&amp;quot; id=&amp;quot;jinx-toggle&amp;quot;&amp;gt;(Open)&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{Jinx|Summoner|summoner|Evil|The Summoner may summon a Pukka on the 2nd night instead of the 3rd.}}&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Pukka poisons its victims, who die at a later time.&lt;br /&gt;
* When the Pukka attacks, their victim is poisoned immediately. The next night, just after the Pukka attacks again, that player dies.&lt;br /&gt;
* Unlike other Demons, the Pukka acts during the first night.&lt;br /&gt;
* The Exorcist prevents the Pukka from waking to poison a player. The Innkeeper prevents the Pukka from killing a poisoned player, then that player is no longer poisoned.&lt;br /&gt;
* If the Pukka is drunk and chooses a player, that player does not become poisoned, so does not die the following night.&lt;br /&gt;
* If the Pukka was sober when they chose a player the previous night, but is drunk at night, that player does not die. But when the Pukka sobers up, the poison resumes and kills the player at night.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
== How to Run ==&lt;br /&gt;
&lt;br /&gt;
Each night, wake the Pukka. They point at any player. Put the Pukka to sleep. The chosen player is '''poisoned'''—mark them with a '''POISONED''' reminder.&lt;br /&gt;
&lt;br /&gt;
Each night except the first, the other player marked '''POISONED dies'''—mark them with a '''DEAD''' reminder, then remove their '''POISONED''' reminder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;example&amp;quot; style=&amp;quot;color: #5d2123; font-style: italic; font-family: GoudyOldStyle;&amp;quot;&amp;gt;&lt;br /&gt;
Players that the Pukka kills are still poisoned at their time of death. If you are using characters from other editions, you may need to keep the &amp;lt;span style=&amp;quot;font-weight: bold; font-style: normal;&amp;quot;&amp;gt;POISONED&amp;lt;/span&amp;gt; reminder by the &amp;lt;span style=&amp;quot;font-weight: bold; font-style: normal;&amp;quot;&amp;gt;DEAD&amp;lt;/span&amp;gt; reminder until their death ability is resolved. For example, if the Pukka kills the Sage, the Sage may get false information due to being poisoned by the Pukka.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The Pukka poisons the {{Good|Chambermaid}}. The {{Good|Chambermaid}} gets false information. The next night, the {{Good|Chambermaid}} dies.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The Pukka poisons the {{Good|Fool}}. The next day, the {{Good|Fool}} is executed and dies because they have no ability. The next night, nobody dies and the Pukka poisons the {{Good|Gossip}}. The next night, the Pukka is drunk and tries to poison the {{Good|Tinker}}, but does not. The next night, the {{Good|Gossip}} dies because the Pukka is sober.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The Pukka poisons the {{Good|Pacifist}}. The next night, the {{Good|Exorcist}} chooses the Pukka to not wake tonight. The {{Good|Pacifist}} dies, but the Pukka does not wake to attack tonight.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The {{Good|Moonchild}} is executed, dies, and chooses the {{Good|Courtier}}. That night, the Pukka chooses the {{Good|Moonchild}}. The {{Good|Courtier}} does not die because the {{Good|Moonchild}} is poisoned.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* The devious Pukka is the deadliest demon in [[Bad Moon Rising]] for its viciousness and cruelty. All the other demons give the town the courtesy of a single night; the Pukka has no such patience, sowing chaos into the town from the first night, selecting their first victim before the townsfolk even get a chance to act. The {{Evil|Zombuul}} may be a little hardier than you, and the {{Evil|Shabaloth}} and {{Evil|Po}} may kill more effectively, but they are vulnerable to the most deadly weapon the good team wields: information. Not only do you kill but you neutralize your victims, forcing them to spend their last days in delirium, their information confused and the danger they once posed reduced to nothing. The good team always hopes you are not in play, lest they have to spend the whole game doubting all of the information that would normally lead them right to your door.&lt;br /&gt;
&lt;br /&gt;
* Factor in who you want to poison as well as who you want to kill. An aggressive and talkative {{Good|Chambermaid}} who doesn't realize their last day of information is wrong can do a lot of legwork for you beyond the grave. If you get very lucky, you could catch an {{Good|Exorcist}} or {{Good|Courtier}} out before they catch you, or you can expose an {{Good|Innkeeper}}'s patrons to your {{Evil|Godfather}} or a {{Good|Moonchild}} curse with a little bit of a good timing. You are the only evil player in [[Bad Moon Rising]] who has the ability to befuddle your target's information, so why not take full advantage?&lt;br /&gt;
&lt;br /&gt;
* Target players who you don't think are going to be executed the next day. If the good team executes your poisoned victim, then there'll be no death that night from you... which wily good players might use to detect that you are in play. A badly timed execution will leave you scrambling to play catch up for the rest of the game!&lt;br /&gt;
&lt;br /&gt;
* Target players who the good team suspects are bluffing being immune to execution, like the {{Good|Sailor}}, or a {{Good|Tea Lady}} and her neighbour. Even with the lack of death the following night, it will look like they faked their ability using a {{Evil|Devil's Advocate}}, and can even lead the good team to believe they are in fact a {{Evil|Zombuul}}. (And any day the good team spends executing dead players is a good day for you!)&lt;br /&gt;
&lt;br /&gt;
* Your poison cannot be blocked by anything but the wily {{Good|Goon}}, but characters can still be protected from death at night by characters like the {{Good|Tea Lady}} or {{Good|Innkeeper}}. You have nothing to fear from a {{Good|Fool}} or a {{Good|Sailor}}, but choose carefully nonetheless - it won't do to miss a kill, especially since you're competing with the {{Evil|Shabaloth}} or {{Evil|Po}}. Reliable and methodical should be your goal.&lt;br /&gt;
&lt;br /&gt;
* Try to mask the fact that there is a Pukka in play for as long as possible. Once the good team know you are in play, they can start backtracking your poisoned information, undoing all your hard work! While it might seem like bluffing a {{Evil|Zombuul}} would be the obvious choice, in can in fact be easier to mimic a {{Evil|Po}} or even a {{Evil|Shabaloth}} with the help of an {{Evil|Assassin}} or a {{Evil|Godfather}}... or just some risk taking townsfolk. For example, if you know a {{Good|Gossip}} statement will produce a death that night, that can be the time to have your minions act, creating multiple deaths that mimic a charged up {{Evil|Po}} attack. While they may track you down eventually, the goal is that by the time they do... it's too late for them to stop you.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
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		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
== Fighting the Pukka ==&lt;br /&gt;
&lt;br /&gt;
* The first step to fighting the Pukka is figuring out the Pukka is in play. Look for suspicious deaths at night, such as the {{Good|Fool}} dying early, or {{Good|Sailor}} dying at all. Or, consider that when nobody dies at night time, that it was due to the Pukka target being executed that day instead. If a pattern forms around these two signals, you almost certainly have a Pukka in the game.&lt;br /&gt;
&lt;br /&gt;
* Once you have figured out that a Pukka is in play, you'll need to do some informational backtracking. Each player that died last night, was poisoned the day and night beforehand. Dead {{Good|Tea Lady}}s have a reason that their ability did not work while alive. Dead {{Good|Gambler}}s have a reason that they did not die when they picked a player the night before. Dead {{Good|Chambermaid}}s got false information the night before last. Dead {{Good|Exorcist}}s might have actually chosen the Demon on a night where players died. Backtracking can be complicated, since what happened the night before last is more difficult to remember than what happened last night, but will grant enormous information if you can do it.&lt;br /&gt;
&lt;br /&gt;
* If Pukka is in play, nobody is safe. The {{Good|Fool}} and the {{Good|Sailor}} can not be protected by their character ability etc. Also, since the Pukka chooses who to kill a full night earlier than normal, it is beneficial for all good players to reveal their characters and information to the group publicly as soon as possible. Sometimes, with other Demons, it can be beneficial for some good players to not reveal who they are, so that the Demon attacks certain players and leaves others alone - but with the Pukka, this is not the case. Reveal everything, and work as a team to bring that pesky poisoner to justice!&lt;br /&gt;
&lt;br /&gt;
* If you have no idea which players are evil, execute players who you think are poisoned. All things being equal, it is best to execute a good player who is poisoned by the Pukka than a good player that is not, because when you execute a Pukka victim, nobody dies due to the Demon that night. Obviously, it is better to execute evil players, but if you have no information about who is good or evil, err on the side of voting to execute players that seem to be poisoned.&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
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	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Bad Moon Rising]]&lt;br /&gt;
[[Category:Demons]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Gambler&amp;diff=3073</id>
		<title>Gambler</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Gambler&amp;diff=3073"/>
		<updated>2026-03-20T08:29:31Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Tips &amp;amp; Tricks */&lt;/p&gt;
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&lt;div&gt;__NOTOC__&lt;br /&gt;
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		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
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			[[File:icon_gambler.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;[[Character Types#Townsfolk|Townsfolk]]&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Aidan Roberts&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;p class='flavour'&amp;gt;&amp;quot;Heads, I win. Tails, you lose.&amp;quot;&amp;lt;/p&amp;gt;	&lt;br /&gt;
	&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center;&amp;quot;&amp;gt;Appears in&amp;lt;/span&amp;gt;&lt;br /&gt;
			[[File:logo_bad_moon_rising.png|100px|link=Bad Moon Rising]]&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;&amp;quot;&amp;gt;Cult of the Clocktower Episode&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 14px; text-align: center;&amp;quot;&amp;gt;by Andrew Nathenson&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;div style='padding-bottom: 10px' class=&amp;quot;html5audio&amp;quot; data-file=&amp;quot;https://anchor.fm/s/daf1f9c/podcast/play/53447603/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fstaging%2F2022-5-13%2F271496074-44100-2-28e6bfe8b7bc7.m4a&amp;quot;&amp;gt;You need to enable JavaScript to play this audio&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
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		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;Each night*, choose a player &amp;amp; guess their character: if you guess wrong, you die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Gambler can guess who is who... but pays the ultimate price if they guess wrong.&lt;br /&gt;
* Each night except the first, the Gambler chooses a player and guesses their character by pointing to its icon on the character sheet. If the guess is correct, nothing happens. If the guess is incorrect, the Gambler dies.&lt;br /&gt;
* The Gambler does not learn from the Storyteller whether their guess is correct or incorrect.&lt;br /&gt;
* The Gambler may choose any player, dead or alive, even themself.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
== How to Run ==&lt;br /&gt;
Each night except the first, wake the Gambler. They point at any player, then point at any character icon on their character sheet. Put the Gambler to sleep. If the chosen player is a different character from the chosen character icon, the Gambler '''dies'''—mark them with the '''DEAD''' reminder.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
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	&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The Gambler points to the {{Good|Minstrel}} player, then to the {{Good|Minstrel}} icon. This guess is correct, so the Gambler remains alive, but is killed by the Demon tonight anyway.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The {{Evil|Devil's Advocate}} is bluffing as the {{Good|Pacifist}}. That night, the Gambler points to the {{Evil|Devil's Advocate}} player, then to the {{Good|Pacifist}} icon. This guess is wrong, so the Gambler dies.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
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		&amp;lt;/div&amp;gt;&lt;br /&gt;
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		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* The Gambler is a high risk, high reward character. You get reliable information that can't be easily tainted, but you put your life on the line to do it. What a thrill! &lt;br /&gt;
&lt;br /&gt;
* Probably one of the strongest uses of your ability is to confirm other good players. Backing up the claims of a couple of players and their characters will go a long way to building trust, and there's really no ''bad'' option to confirm: knowing for certain that a {{Good|Pacifist}} is in play can be just as useful as knowing that a {{Good|Chambermaid}} is who they say they are.&lt;br /&gt;
&lt;br /&gt;
* Choose the good players you most want to know about. The nature of your ability means that you're not the most likely to survive until final day, so try to maximize your chances of getting useful information before your luck runs out. This can mean taking a gamble on trusting one player for the sake of confirming a powerful role like the {{Good|Exorcist}} or {{Good|Courtier}}, giving the good team an ace in the hole at a critical moment later.&lt;br /&gt;
&lt;br /&gt;
* There's a difference between taking a well reasoned gamble and throwing caution to the wind entirely and leaving it all up to Lady Luck. Using your ability to try and guess evil characters can be like this. Even if you have very strong suspicions that someone is evil, you still have to guess if they are a Minion or a Demon, and ''then'' you have four options in each category! The odds are not really in your favor. With that said...get it right, and you've hit the ''jackpot''.&lt;br /&gt;
&lt;br /&gt;
* Deliberately die to prove you are the Gambler. This can seem counter-intuitive, but if you have a few nights of confirming players and you want to dispel any suspicions of your reliability, predict your own death (preferably in private to someone you trust), and then that night, choose wrong. Dying in this way makes it very likely you are who you claim, and can be trusted.&lt;br /&gt;
&lt;br /&gt;
* If you don't have any idea who to guess, you can guess yourself. Since you know for certain you are the Gambler, your ability will definitely not kill you that night, guaranteeing that ''you'' aren't responsible for your death. This is also useful if you suspect that you may be targeted by a wily Demon or {{Evil|Assassin}} in the night - if you choose yourself and still die, there's no ambiguity about the fact that you were targeted!&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
== Bluffing as the Gambler ==&lt;br /&gt;
&lt;br /&gt;
When bluffing as the Gambler, there are a few things you should keep in mind:&lt;br /&gt;
&lt;br /&gt;
* Help your fellow evil players by claiming to have guessed their character correctly, and that they are the good character that they are claiming to be. If you can convince the group that you are indeed the Gambler, you can convince the group that the {{Evil|Po}} that is claiming to be the {{Good|Tea Lady}} is actually the {{Good|Tea Lady}}, and you have the advantage.&lt;br /&gt;
&lt;br /&gt;
* If you back up good players by confirming that their characters are what they say, that makes you look good too. Players tend to trust players who trust them. However, since you are not putting any extra misinformation into the mix, good may be able to figure out who is evil.&lt;br /&gt;
&lt;br /&gt;
* It is riskier, but saying that you have chosen a good player, guessed their character, and died because you guessed their character wrong, heavily implies that they are evil. If you intend guess a good player's character, and claim that they are evil, you will need to co-ordinate with the Demon so that you die tonight. After all, when a real Gambler guesses incorrectly, they die.&lt;br /&gt;
&lt;br /&gt;
* If you unexpectedly die at night, you can use that as evidence that you are the Gambler. Make sure that your &amp;quot;information&amp;quot; is as disruptive to the good team as possible.&lt;br /&gt;
&lt;br /&gt;
* It is usually wisest to play it safe after a few nights of gambling. Guess 2 or 3 characters, spread some misinformation, then claim to be guessing yourself each night after that. Most Gamblers who continue pushing their luck night after night die fairly quickly, so when the late game arrives, you will want a believable excuse as to why you are still alive.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Bad Moon Rising]]&lt;br /&gt;
[[Category:Townsfolk]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Monk&amp;diff=3072</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Monk&amp;diff=3072"/>
		<updated>2026-03-20T08:29:13Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
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		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
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			[[File:icon_monk.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;[[Character Types#Townsfolk|Townsfolk]]&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Aidan Roberts&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;p class='flavour'&amp;gt;&amp;quot;'Tis an ill and deathly wind that blows tonight. Come, my brother, take shelter in the abbey while the storm rages. By my word, or by my life, you will be safe.&amp;quot;&amp;lt;p&amp;gt;	&lt;br /&gt;
	&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center;&amp;quot;&amp;gt;Appears in&amp;lt;/span&amp;gt;&lt;br /&gt;
			[[File:logo_trouble_brewing.png|100px|link=Trouble Brewing]]&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;&amp;quot;&amp;gt;Cult of the Clocktower Episode&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 14px; text-align: center;&amp;quot;&amp;gt;by Andrew Nathenson&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;div style='padding-bottom: 10px' class=&amp;quot;html5audio&amp;quot; data-file=&amp;quot;https://anchor.fm/s/daf1f9c/podcast/play/10280962/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2020-1-10%2F47612774-44100-2-1b41a517e93ce.mp3&amp;quot;&amp;gt;You need to enable JavaScript to play this audio&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='jinxes'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 18px; text-align: center; margin-top: 10px; text-transform: uppercase; font-family: Dumbledor;&amp;quot;&amp;gt;&lt;br /&gt;
				Related Jinxes &amp;lt;span style=&amp;quot;cursor: pointer; color: #5C1F22;&amp;quot; id=&amp;quot;jinx-toggle&amp;quot;&amp;gt;(Open)&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;/span&amp;gt;&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
{{Jinx|Leviathan|leviathan|Evil|If the Leviathan nominates and executes the Monk-protected player, good wins.}}&lt;br /&gt;
{{Jinx|Riot|riot|Evil|If Riot nominates and executes the Monk-protected player, good wins.}}&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
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		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;Each night*, choose a player (not yourself): they are safe from the Demon tonight.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Monk protects other players from the Demon.&lt;br /&gt;
* Each night except the first, the Monk may choose to protect any player except themself.&lt;br /&gt;
* If the Demon attacks a player who has been protected by the Monk, then that player does not die. The Demon does not get to attack another player—there is simply no death tonight.&lt;br /&gt;
* The Monk does not protect against the Demon nominating and executing someone.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
== How to Run ==&lt;br /&gt;
Each night except the first, wake the Monk. The Monk points at any player except themself. (If the Monk points at themself, shake your head no and prompt them to point at another player.) Put the Monk to sleep. Put the Monk's '''SAFE''' reminder token by the chosen player's character token.&lt;br /&gt;
&lt;br /&gt;
If the Demon attacks the player marked '''SAFE''', the player remains alive. (Do not mark them with the Demon's '''DEAD''' reminder token or add a shroud as you normally would.) At dawn, declare that no one died at night. (Do not say why.)&lt;br /&gt;
&lt;br /&gt;
At dawn, remove the '''SAFE''' reminder token.&lt;br /&gt;
&lt;br /&gt;
In other editions, Demons may have abilities other than killing. The Monk's protection also prevents all other harmful effects of the Demon's ability, such as poisoning or turning the protected player evil.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The Monk protects the {{Good|Fortune Teller}}. The {{Evil|Imp}} attacks the {{Good|Fortune Teller}}. No deaths occur tonight.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The Monk protects the {{Good|Mayor}}, and the {{Evil|Imp}} attacks the {{Good|Mayor}}. The {{Good|Mayor}}'s &amp;quot;another player dies&amp;quot; ability does not trigger, because the {{Good|Mayor}} is safe from the {{Evil|Imp}}. Nobody dies tonight.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				The Monk protects the {{Evil|Imp}} . The {{Evil|Imp}} chooses to kill themself tonight, but nothing happens. The {{Evil|Imp}} stays alive and a new {{Evil|Imp}} is not created.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
== Tips &amp;amp; Tricks ==&lt;br /&gt;
&lt;br /&gt;
* Your goal is to keep valuable good players alive and stall the Demon's mayhem. Try to predict who the Demon may target each night based on the available information in the game and how the players are acting. Every Demon is different, and figuring out the methodology of yours can enable you to save more than one player.&lt;br /&gt;
&lt;br /&gt;
* Don't try to predict what the Demon will do. Instead, talk to your fellow players and find someone to keep alive at all costs. Valuable characters, such as the {{Good|Fortune Teller}} or {{Good|Empath}}, or players that you trust, such as a confirmed {{Good|Virgin}} can survive for entire games under your protection.&lt;br /&gt;
&lt;br /&gt;
* If you find a {{Good|Slayer}} or a {{Good|Virgin}}, you can convince them not to use their ability right away, since you can protect them. This will enable them to use their once per game abilities later, when more information is on the table.&lt;br /&gt;
&lt;br /&gt;
* You are the only player that you cannot protect, and if you thwart the Demon, they are probably going to want to identify and kill you, so try to avoid the Demon's attention. You can do this by bluffing as a low priority target for the Demon like the {{Good|Chef}}, or an undesirable one like the {{Good|Ravenkeeper}} or {{Good|Soldier}}.&lt;br /&gt;
&lt;br /&gt;
* Coming out publicly as the Monk can let you coordinate with the good team, finding the best choice for your protection that night. Even if you die, you are protecting the town; the night the Demon had to spend killing you was a night the Demon wasn't killing your {{Good|Undertaker}} or {{Good|Virgin}}. Beware of the {{Evil|Poisoner}} if you take this route! They can disable you and let the demon kill freely.&lt;br /&gt;
&lt;br /&gt;
* If you successfully protect someone at night, you can be reasonably certain that they are good, since the Demon wanted them dead. The only exception is the {{Evil|Imp}}, who has the special ability to die and pass their Demonhood onto one of their Minions, but the chances of this are slim.&lt;br /&gt;
&lt;br /&gt;
* If you suspect that someone is the {{Evil|Imp}} and about to kill themselves to move the Demon, you can deliberately protect them, preventing them from doing so.&lt;br /&gt;
&lt;br /&gt;
* Misdirect the Demon about who you are going to protect. You can do this publicly or by privately whispering to select players. If the Demon believes you are guarding the {{Good|Fortune Teller}}, they may not target them, leaving you free to provide your actual protection to someone else. Keeping the evil team guessing is a good way to spread your 'protection' among multiple players. Be aware, though, that if the player that you say you're going to protect dies, it might make you look evil, so consider confiding in them that they won't actually be protected.&lt;br /&gt;
&lt;br /&gt;
* If you wake up and nobody is dead, you might not have protected anyone. The Demon may have attacked a {{Good|Soldier}}.&lt;br /&gt;
&lt;br /&gt;
* If you think you've successfully protected your target, ask them to bluff as the {{Good|Soldier}}. This will cause the Demon to think they are not worth targeting again, and mask your existence for another night.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bluffing as the Monk==&lt;br /&gt;
&lt;br /&gt;
When bluffing as the Monk, there are a few things you should keep in mind:&lt;br /&gt;
&lt;br /&gt;
* The Storyteller would have woken you on nights that the {{Evil|Imp}} wakes - every night except the first - and you would have pointed to a player.&lt;br /&gt;
&lt;br /&gt;
* Your choice for who you 'protect' should have some logic behind it. If a publicly revealed {{Good|Fortune Teller}}  dies on your watch, that can be a big clue that you are not who you say you are. However, if you tell the group that you don't believe that the {{Good|Fortune Teller}}  is telling the truth, and that you instead protected a player that has privately revealed that they are the {{Good|Empath}} to you, your choices seem much more reasonable. You can come up with all sorts of reasons about why you protected player A instead of player B, particularly if you prepare what you are going to say beforehand.&lt;br /&gt;
&lt;br /&gt;
* The Demon can choose to pick a dead player instead of an alive player at night. If you are claiming to be the Monk, getting the Demon to do this supports your bluff. When nobody dies at night, all players will want to know why. This also means that the player you claimed to have protected from the Demon will look more trustworthy, since the Demon almost always attacks good players. The player that you claim to protect is likely to be seen by other players as the same alignment as you, so you can either ingratiate yourself by claiming to have picked a good player, or back up the Demon by saying you picked them.&lt;br /&gt;
&lt;br /&gt;
* The Monk usually operates in secret, not revealing who they are to the group until they have successfully protected a player from death. You can use this secrecy as an excuse to talk to many players in private, either spreading lies to the good players, or coordinating with your evil team mates. If anybody asks why you are being so secretive, the players that believe you are the Monk will come to your defense.&lt;br /&gt;
&lt;br /&gt;
* If you are still alive on the final day, and a player has died each night this game, the good players will probably be convinced that you are either a particularly inept Monk, or just evil. If you are a Minion, this can be quite helpful, since the good players will want to execute you, ending the game with an evil victory.&lt;br /&gt;
&lt;br /&gt;
* You can draw attention to yourself as a Minion by claiming to have protected the player who died last night. There are legitimate reasons why it might have happened - you could be the {{Good|Drunk}} or poisoned, but providing such an outlandish topic of discussion distracts from the information that the {{Good|Fortune Teller}} has pointing directly at your Demon.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Trouble Brewing]]&lt;br /&gt;
[[Category:Townsfolk]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Experimental&amp;diff=3071</id>
		<title>Experimental</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Experimental&amp;diff=3071"/>
		<updated>2026-03-20T08:24:05Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* Loric */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 medium-12 large-12 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Experimental characters are characters which do not yet have a home script. At some point in the future, these may be released as part of official expansion scripts. For now, you are encouraged to experiment with them in your own scripts.&lt;br /&gt;
&lt;br /&gt;
Recommended for players and Storytellers who have experienced many games of Blood on the Clocktower.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Townsfolk ==&lt;br /&gt;
&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_acrobat.png|250px|thumb|center|link=Acrobat]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Acrobat}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_alchemist.png|250px|thumb|center|link=Alchemist]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Alchemist}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_alsaahir.png|250px|thumb|center|link=Alsaahir]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Alsaahir}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_amnesiac.png|250px|thumb|center|link=Amnesiac]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Amnesiac}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_atheist.png|250px|thumb|center|link=Atheist]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Atheist}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_balloonist.png|250px|thumb|center|link=Balloonist]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Balloonist}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_banshee.png|250px|thumb|center|link=Banshee]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Banshee}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_bountyhunter.png|250px|thumb|center|link=Bounty Hunter]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Bounty Hunter}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_cannibal.png|250px|thumb|center|link=Cannibal]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Cannibal}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_choirboy.png|250px|thumb|center|link=Choirboy]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Choirboy}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_cultleader.png|250px|thumb|center|link=Cult Leader]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Cult Leader}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_engineer.png|250px|thumb|center|link=Engineer]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Engineer}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_farmer.png|250px|thumb|center|link=Farmer]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Farmer}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_fisherman.png|250px|thumb|center|link=Fisherman]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Fisherman}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_general.png|250px|thumb|center|link=General]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|General}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_highpriestess.png|250px|thumb|center|link=High Priestess]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|High Priestess}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_huntsman.png|250px|thumb|center|link=Huntsman]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Huntsman}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_king.png|250px|thumb|center|link=King]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|King}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_knight.png|250px|thumb|center|link=Knight]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Knight}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_lycanthrope.png|250px|thumb|center|link=Lycanthrope]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Lycanthrope}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_magician.png|250px|thumb|center|link=Magician]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Magician}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_nightwatchman.png|250px|thumb|center|link=Nightwatchman]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Nightwatchman}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_noble.png|250px|thumb|center|link=Noble]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Noble}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_pixie.png|250px|thumb|center|link=Pixie]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Pixie}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_poppygrower.png|250px|thumb|center|link=Poppy Grower]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Poppy Grower}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_preacher.png|250px|thumb|center|link=Preacher]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Preacher}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_princess.png|250px|thumb|center|link=Princess]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Princess}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_shugenja.png|250px|thumb|center|link=Shugenja]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Shugenja}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_steward.png|250px|thumb|center|link=Steward]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Steward}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_villageidiot.png|250px|thumb|center|link=Village Idiot]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Village Idiot}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Outsiders ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_damsel.png|250px|thumb|center|link=Damsel]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Damsel}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_golem.png|250px|thumb|center|link=Golem]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Golem}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_hatter.png|250px|thumb|center|link=Hatter]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Hatter}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_heretic.png|250px|thumb|center|link=Heretic]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Heretic}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_hermit.png|250px|thumb|center|link=Hermit]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Hermit}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_ogre.png|250px|thumb|center|link=Ogre]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Ogre}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_plaguedoctor.png|250px|thumb|center|link=Plague Doctor]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Plague Doctor}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_politician.png|250px|thumb|center|link=Politician]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Politician}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_puzzlemaster.png|250px|thumb|center|link=Puzzlemaster]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Puzzlemaster}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_snitch.png|250px|thumb|center|link=Snitch]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Snitch}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_zealot.png|250px|thumb|center|link=Zealot]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Good|Zealot}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Minions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_boffin.png|250px|thumb|center|link=Boffin]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Boffin}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_boomdandy.png|250px|thumb|center|link=Boomdandy]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Boomdandy}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_fearmonger.png|250px|thumb|center|link=Fearmonger]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Fearmonger}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_goblin.png|250px|thumb|center|link=Goblin]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Goblin}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_harpy.png|250px|thumb|center|link=Harpy]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Harpy}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_marionette.png|250px|thumb|center|link=Marionette]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Marionette}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_mezepheles.png|250px|thumb|center|link=Mezepheles]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Mezepheles}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_organgrinder.png|250px|thumb|center|link=Organ Grinder]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Organ Grinder}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_psychopath.png|250px|thumb|center|link=Psychopath]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Psychopath}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_summoner.png|250px|thumb|center|link=Summoner]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Summoner}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_vizier.png|250px|thumb|center|link=Vizier]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Vizier}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_widow.png|250px|thumb|center|link=Widow]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Widow}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_wizard.png|250px|thumb|center|link=Wizard]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Wizard}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_wraith.png|250px|thumb|center|link=Wraith]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Wraith}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_xaan.png|250px|thumb|center|link=Xaan]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Xaan}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Demons ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_alhadikhia.png|250px|thumb|center|link=Al-Hadikhia]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Al-Hadikhia}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_kazali.png|250px|thumb|center|link=Kazali]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Kazali}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_legion.png|250px|thumb|center|link=Legion]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Legion}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_leviathan.png|250px|thumb|center|link=Leviathan]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Leviathan}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_lilmonsta.png|250px|thumb|center|link=Lil' Monsta]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Lil' Monsta}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_lleech.png|250px|thumb|center|link=Lleech]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Lleech}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_lordoftyphon.png|250px|thumb|center|link=Lord of Typhon]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Lord of Typhon}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_ojo.png|250px|thumb|center|link=Ojo]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Ojo}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_riot.png|250px|thumb|center|link=Riot|]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Riot|}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_yaggababble.png|250px|thumb|center|link=Yaggababble|]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Evil|Yaggababble|}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fabled ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_deusexfiasco.png|250px|thumb|center|link=Deus ex Fiasco]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Fabled|Deus ex Fiasco}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_ferryman.png|250px|thumb|center|link=Ferryman]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Fabled|Ferryman}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Loric ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_big_wig.png|250px|thumb|center|link=Big Wig]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Loric|Big Wig}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_bootlegger.png|250px|thumb|center|link=Bootlegger]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Loric|Bootlegger}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_gardener.png|250px|thumb|center|link=Gardener]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Loric|Gardener}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_godofug.png|250px|thumb|center|link=God of Ug]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Loric|God of Ug}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_hindu.png|250px|thumb|center|link=Hindu]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Loric|Hindu}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_knaves.png|250px|thumb|center|link=Knaves]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Loric|Knaves}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_pope.png|250px|thumb|center|link=Pope]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Loric|Pope}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_stormcatcher.png|250px|thumb|center|link=Storm Catcher]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Loric|Storm Catcher}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_tor.png|250px|thumb|center|link=Tor]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Loric|Tor}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_ventriloquist.png|250px|thumb|center|link=Ventriloquist]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Loric|Ventriloquist}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_zenomancer.png|250px|thumb|center|link=Zenomancer]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Loric|Zenomancer}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Travellers ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_cacklejack.png|250px|thumb|center|link=Cacklejack]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Traveler|Cacklejack}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_gangster.png|250px|thumb|center|link=Gangster]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Traveler|Gangster}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_gnome.png|250px|thumb|center|link=Gnome]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Traveler|Gnome}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Loric&amp;diff=3070</id>
		<title>Loric</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Loric&amp;diff=3070"/>
		<updated>2026-03-20T08:23:26Z</updated>

		<summary type="html">&lt;p&gt;Administrator: /* How To Run */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Loric are characters for the Storyteller. They’re more like special rules than characters all on their own. They cannot be killed and they alter the game itself. Loric characters bring extra spice to alter a game for the sake of a twist - while the Fabled solve problems, the Loric introduce new problems to make the game feel fresh and interesting.&lt;br /&gt;
&lt;br /&gt;
== How To Run ==&lt;br /&gt;
&lt;br /&gt;
'''Use the Loric whenever you want.''' If you have played a particular script many times, or you just want a change of pace, adding a Loric makes the game feel new and different. &lt;br /&gt;
&lt;br /&gt;
'''To include the Loric in your game,''' simply choose one, tell the group which Loric is in play, and put the Loric character token in the center of the left side of the Grimoire as a reminder about what the character does. All Loric must be added at the start of the game. You may add multiple Loric at your own risk.&lt;br /&gt;
&lt;br /&gt;
'''The Loric cannot die or lose their ability.''' You are the Storyteller, not a player, so your Loric are immune to all game effects, including death, drunkenness, and poisoning. &lt;br /&gt;
&lt;br /&gt;
'''Like Travellers and Fabled, the Loric do not count as players for the &amp;quot;two players remain alive&amp;quot; victory condition for the evil team.'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_big_wig.png|250px|thumb|center|link=Big Wig]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Loric|Big Wig}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_bootlegger.png|250px|thumb|center|link=Bootlegger]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Loric|Bootlegger}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_gardener.png|250px|thumb|center|link=Gardener]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Loric|Gardener}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_godofug.png|250px|thumb|center|link=God of Ug]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Loric|God of Ug}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_hindu.png|250px|thumb|center|link=Hindu]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Loric|Hindu}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_knaves.png|250px|thumb|center|link=Knaves]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Loric|Knaves}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_pope.png|250px|thumb|center|link=Pope]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Loric|Pope}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_stormcatcher.png|250px|thumb|center|link=Storm Catcher]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Loric|Storm Catcher}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_tor.png|250px|thumb|center|link=Tor]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Loric|Tor}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_ventriloquist.png|250px|thumb|center|link=Ventriloquist]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Loric|Ventriloquist}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-6 medium-6 large-2 end columns&amp;quot;&amp;gt;&lt;br /&gt;
		[[File:icon_zenomancer.png|250px|thumb|center|link=Zenomancer]]&lt;br /&gt;
		&amp;lt;p style=&amp;quot;text-align: center; font-family: Trade Gothic LT Std; font-size: 18px;&amp;quot;&amp;gt;{{Loric|Zenomancer}}&amp;lt;/p&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=File:Icon_knaves.png&amp;diff=3069</id>
		<title>File:Icon knaves.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=File:Icon_knaves.png&amp;diff=3069"/>
		<updated>2026-03-20T08:22:13Z</updated>

		<summary type="html">&lt;p&gt;Administrator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Knaves&amp;diff=3068</id>
		<title>Knaves</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Knaves&amp;diff=3068"/>
		<updated>2026-03-20T08:22:07Z</updated>

		<summary type="html">&lt;p&gt;Administrator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_knaves.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Loric&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Chloe McDougall&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Revealed&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;19/03/2026&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
            &amp;lt;p class='flavour'&amp;gt;&amp;quot;Every wall is a door. Every meal is a feast.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;There are 2 Storytellers: one lies &amp;amp; one tells the truth. Once per game, at dusk, they might switch.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Knaves are two Storytellers.&lt;br /&gt;
* When the Knaves is in play, there are two Storytellers. When players get their information from character abilities, one Storyteller gives true information, and the other Storyteller gives false information.&lt;br /&gt;
* The players do not know which Storyteller is which. Each player chooses which Storyteller will give them information each time that they communicate.&lt;br /&gt;
* Storytellers always tell the truth when it comes to game rules, and non-character ability information, such as declaring who has been nominated, giving Demon bluffs, the Minion info step etc.&lt;br /&gt;
* If a player is drunk or poisoned, a Storyteller can tell the truth or lie.&lt;br /&gt;
* Once per game, usually when the good players start to figure out which Storyteller is which, the truth-telling Storyteller can become the lying Storyteller, and vice versa.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
There are two Storytellers. Before the 1st night, decide which of you will tell the truth, and which will lie.&lt;br /&gt;
&lt;br /&gt;
Each night when a player wakes to receive information due to their ability, or when a player visits the Storyteller during the day, prompt them to choose which Storyteller will give them their info.&lt;br /&gt;
&lt;br /&gt;
Once per game, at dusk, if both Storytellers agree, the truth-telling Storyteller becomes the lying Storyteller, and the lying Storyteller becomes the truth-telling Storyteller.&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				There are two Storytellers, Ben and Lachlan. The {{Good|Chef}} wakes and chooses Lachlan, who is the lying Storyteller. The {{Good|Chef}} learns a &amp;quot;3&amp;quot;, even though there are only 2 pairs of evil players.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Later that game, the Storytellers switch. The {{Good|Savant}} visits Ben and Lachlan and chooses Lachlan. The {{Good|Savant}} learns 2 pieces of true information.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Loric]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Knaves&amp;diff=3067</id>
		<title>Knaves</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Knaves&amp;diff=3067"/>
		<updated>2026-03-20T08:21:54Z</updated>

		<summary type="html">&lt;p&gt;Administrator: Created page with &amp;quot;__NOTOC__ &amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;  	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;  		&amp;lt;div id='character-details'&amp;gt;  			250px 			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;  			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt; 				&amp;lt;tr&amp;gt; 					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt; 					&amp;lt;td&amp;gt;Loric&amp;lt;/td&amp;gt; 				&amp;lt;/tr&amp;gt; 				&amp;lt;tr&amp;gt; 					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt; 					&amp;lt;td&amp;gt;Chloe McDougall&amp;lt;/...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_knaves.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Loric&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Chloe McDougall&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Revealed&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;19/03/2026&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
            &amp;lt;p class='flavour'&amp;gt;&amp;quot;Every wall is a door. Every meal is a feast.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;There are 2 Storytellers: one lies &amp;amp; one tells the truth. Once per game, at dusk, they might switch.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Knaves are two Storytellers.&lt;br /&gt;
* When the Knaves is in play, there are two Storytellers. When players get their information from character abilities, one Storyteller gives true information, and the other Storyteller gives false information.&lt;br /&gt;
* The players do not know which Storyteller is which. Each player chooses which Storyteller will give them information each time that they communicate.&lt;br /&gt;
* Storytellers always tell the truth when it comes to game rules, and non-character ability information, such as declaring who has been nominated, giving Demon bluffs, the Minion info step etc.&lt;br /&gt;
* If a player is drunk or poisoned, a Storyteller can tell the truth or lie.&lt;br /&gt;
* Once per game, usually when the good players start to figure out which Storyteller is which, the truth-telling Storyteller can become the lying Storyteller, and vice versa.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
There are two Storytellers. Before the 1st night, decide which of you will tell the truth, and which will lie.&lt;br /&gt;
&lt;br /&gt;
Each night when a player wakes to receive information due to their ability, or when a player visits the Storyteller during the day, prompt them to choose which Storyteller will give them their info.&lt;br /&gt;
&lt;br /&gt;
Once per game, at dusk, if both Storytellers agree, the truth-telling Storyteller becomes the lying Storyteller, and the lying Storyteller becomes the truth-telling Storyteller.&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				There are two Storytellers, Ben and Lachlan. The {{Good|Chef}} wakes and chooses Lachlan, who is the lying Storyteller. The {{Good|Chef}} learns a &amp;quot;3&amp;quot;, even though there are only 2 pairs of evil players.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Later that game, the Storytellers switch. The {{Good|Savant}} visits Ben and Lachlan and chooses Lachlan. The {Good|Savant}} learns 2 pieces of true information.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Loric]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=God_of_Ug_(Ug_Mode)&amp;diff=3066</id>
		<title>God of Ug (Ug Mode)</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=God_of_Ug_(Ug_Mode)&amp;diff=3066"/>
		<updated>2026-03-20T08:18:54Z</updated>

		<summary type="html">&lt;p&gt;Administrator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_godofug.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Facts&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 15px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;[[God of Ug|Many Word Mode]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Loric&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Art&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Chlo M&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;When&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;19/03/2026&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
            &amp;lt;p class='flavour'&amp;gt;&amp;quot;Me go Ug. Too eas- oh no!&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Ug ==&lt;br /&gt;
&amp;quot;One Ug hat. When wear Ug hat, must speak one sound at a time but vote twice. If fail, pass Ug hat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The God of Ug make you speak one sound word and not more than that.&lt;br /&gt;
* When the one who wear the Ug hat votes, their vote counts as two votes. Use a real hat if you can.&lt;br /&gt;
* All words that have one sound count. Mash two words with a dash? No can do! If you say just one word with more than one sound, you lose hat.&lt;br /&gt;
* The One With The Big Book picks who wears the Ug hat first. If the one with the hat says a word with more than one sound, or if they take too long to speak, or if this is not fun for them, the One With The Big Book picks a new one to have the hat.&lt;br /&gt;
* Each one may wear the Ug hat. They may say no to the hat if they want. One may have the Ug hat more than once.&lt;br /&gt;
* If the One With The Big Book is not here, use trust. If you catch the one with the hat say a word with more than one sound, say so! And the Ug hat goes bye bye.&lt;br /&gt;
* The One With The Big Book may choose a new one to start each day with the Ug hat, or keep the same one as the last day.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
When the game starts, give the Ug hat to one. If you or one of them catch that one say a word with more than one sound, give the Ug hat to a new one.&lt;br /&gt;
&lt;br /&gt;
If the one who wear the Ug hat votes, it counts as two votes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;example&amp;quot; style=&amp;quot;color: #5d2123; font-style: italic; font-family: GoudyOldStyle;&amp;quot;&amp;gt; &lt;br /&gt;
Can be a rule: If wear the Ug hat start to be not fun, keep it to noms and talk with all the sounds in the day.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Like This ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Ame wear the Ug hat. When nom, she says, “It not me. I think Ben has been talk with the bad guy. He bad.” Ame keep the Ug hat.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Lew has the Ug hat. In talk with Jule and Al, Lew say, “I think that you are both good. I am the bird thing that can see one guy when I die. I want the Demon to kill me so that I get the guy and know things to tell you in the day that is next.” The One With The Big Book gives Ab the Ug hat, since the word for the Big Bad That Kill has more than one sound. &lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Loric]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=God_of_Ug&amp;diff=3065</id>
		<title>God of Ug</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=God_of_Ug&amp;diff=3065"/>
		<updated>2026-03-20T08:18:39Z</updated>

		<summary type="html">&lt;p&gt;Administrator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_godofug.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 15px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;[[God of Ug (Ug Mode)|Ug Mode]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Loric&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Chloe McDougall&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Revealed&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;19/03/2026&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
            &amp;lt;p class='flavour'&amp;gt;&amp;quot;Blessed are my children, for they see the beauty in simple things.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;One Ug hat. When wear Ug hat, must speak one sound at a time but vote twice. If fail, pass Ug hat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The God of Ug makes players speak one-syllable words only.&lt;br /&gt;
* When the player wearing the Ug hat votes, their vote counts as two votes. Use a physical hat if you can.&lt;br /&gt;
* Any word that has one syllable counts. Shenanigans with hyphenated words don’t count. Saying a single multisyllabic word is enough to lose the Ug hat.&lt;br /&gt;
* The Storyteller chooses who first wears the Ug hat. If a player says a multisyllabic word, or if the player takes too long to speak, or if the player isn’t having any fun, or if the player has been wearing the hat for too long, the Storyteller chooses a new player to wear the hat.&lt;br /&gt;
* Any player may wear the Ug hat. They may refuse it if they want. A player may have the Ug hat more than once.&lt;br /&gt;
* If the Storyteller is not present, the honor system is used. Any player who catches the player wearing the Ug hat saying multisyllabic words may say so, and the Ug hat is removed.&lt;br /&gt;
* The Storyteller may choose a new player each day to start with the Ug hat, or keep the same player as the previous day.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
When the game begins, give the Ug hat to any player. If you or any player catches that player saying a multisyllabic word, give the Ug hat to a different player.&lt;br /&gt;
&lt;br /&gt;
If the player wearing the Ug hat votes, it counts as two votes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;example&amp;quot; style=&amp;quot;color: #5d2123; font-style: italic; font-family: GoudyOldStyle;&amp;quot;&amp;gt; &lt;br /&gt;
Optional rule: If wearing the Ug hat becomes unfunny, limit it to the nomination phase only.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Amy is wearing the Ug hat. When nominated, she says, “It not me. I think Ben has been the talk with the bad guy. He bad.” Amy keeps the Ug hat.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Lewis has the Ug hat. In a private conversation with Julian and Alex, Lewis says, “I think that you are both good. I am the bird thing that can see one guy when I die. I want the Demon to kill me so that I get the guy and know things to tell you in the day that is next.” The Storyteller gives Abdallah the Ug hat, because “Demon” is a multisyllabic word.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Loric]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=God_of_Ug&amp;diff=3064</id>
		<title>God of Ug</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=God_of_Ug&amp;diff=3064"/>
		<updated>2026-03-20T08:18:30Z</updated>

		<summary type="html">&lt;p&gt;Administrator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_godofug.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;[[God of Ug (Ug Mode)|Ug Mode]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Loric&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Chloe McDougall&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Revealed&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;19/03/2026&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
            &amp;lt;p class='flavour'&amp;gt;&amp;quot;Blessed are my children, for they see the beauty in simple things.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;One Ug hat. When wear Ug hat, must speak one sound at a time but vote twice. If fail, pass Ug hat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The God of Ug makes players speak one-syllable words only.&lt;br /&gt;
* When the player wearing the Ug hat votes, their vote counts as two votes. Use a physical hat if you can.&lt;br /&gt;
* Any word that has one syllable counts. Shenanigans with hyphenated words don’t count. Saying a single multisyllabic word is enough to lose the Ug hat.&lt;br /&gt;
* The Storyteller chooses who first wears the Ug hat. If a player says a multisyllabic word, or if the player takes too long to speak, or if the player isn’t having any fun, or if the player has been wearing the hat for too long, the Storyteller chooses a new player to wear the hat.&lt;br /&gt;
* Any player may wear the Ug hat. They may refuse it if they want. A player may have the Ug hat more than once.&lt;br /&gt;
* If the Storyteller is not present, the honor system is used. Any player who catches the player wearing the Ug hat saying multisyllabic words may say so, and the Ug hat is removed.&lt;br /&gt;
* The Storyteller may choose a new player each day to start with the Ug hat, or keep the same player as the previous day.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
When the game begins, give the Ug hat to any player. If you or any player catches that player saying a multisyllabic word, give the Ug hat to a different player.&lt;br /&gt;
&lt;br /&gt;
If the player wearing the Ug hat votes, it counts as two votes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;example&amp;quot; style=&amp;quot;color: #5d2123; font-style: italic; font-family: GoudyOldStyle;&amp;quot;&amp;gt; &lt;br /&gt;
Optional rule: If wearing the Ug hat becomes unfunny, limit it to the nomination phase only.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Amy is wearing the Ug hat. When nominated, she says, “It not me. I think Ben has been the talk with the bad guy. He bad.” Amy keeps the Ug hat.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Lewis has the Ug hat. In a private conversation with Julian and Alex, Lewis says, “I think that you are both good. I am the bird thing that can see one guy when I die. I want the Demon to kill me so that I get the guy and know things to tell you in the day that is next.” The Storyteller gives Abdallah the Ug hat, because “Demon” is a multisyllabic word.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Loric]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=God_of_Ug_(Ug_Mode)&amp;diff=3063</id>
		<title>God of Ug (Ug Mode)</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=God_of_Ug_(Ug_Mode)&amp;diff=3063"/>
		<updated>2026-03-20T08:17:49Z</updated>

		<summary type="html">&lt;p&gt;Administrator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_godofug.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Facts&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 15px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;[[God of Ug|Many Word Mode]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Loric&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Art&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Chlo M&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;When&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;19/03/2026&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
            &amp;lt;p class='flavour'&amp;gt;&amp;quot;“Me go Ug. Too eas- oh no!&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Ug ==&lt;br /&gt;
&amp;quot;One Ug hat. When wear Ug hat, must speak one sound at a time but vote twice. If fail, pass Ug hat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The God of Ug make you speak one sound word and not more than that.&lt;br /&gt;
* When the one who wear the Ug hat votes, their vote counts as two votes. Use a real hat if you can.&lt;br /&gt;
* All words that have one sound count. Mash two words with a dash? No can do! If you say just one word with more than one sound, you lose hat.&lt;br /&gt;
* The One With The Big Book picks who wears the Ug hat first. If the one with the hat says a word with more than one sound, or if they take too long to speak, or if this is not fun for them, the One With The Big Book picks a new one to have the hat.&lt;br /&gt;
* Each one may wear the Ug hat. They may say no to the hat if they want. One may have the Ug hat more than once.&lt;br /&gt;
* If the One With The Big Book is not here, use trust. If you catch the one with the hat say a word with more than one sound, say so! And the Ug hat goes bye bye.&lt;br /&gt;
* The One With The Big Book may choose a new one to start each day with the Ug hat, or keep the same one as the last day.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
When the game starts, give the Ug hat to one. If you or one of them catch that one say a word with more than one sound, give the Ug hat to a new one.&lt;br /&gt;
&lt;br /&gt;
If the one who wear the Ug hat votes, it counts as two votes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;example&amp;quot; style=&amp;quot;color: #5d2123; font-style: italic; font-family: GoudyOldStyle;&amp;quot;&amp;gt; &lt;br /&gt;
Can be a rule: If wear the Ug hat start to be not fun, keep it to noms and talk with all the sounds in the day.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Like This ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Ame wear the Ug hat. When nom, she says, “It not me. I think Ben has been talk with the bad guy. He bad.” Ame keep the Ug hat.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Lew has the Ug hat. In talk with Jule and Al, Lew say, “I think that you are both good. I am the bird thing that can see one guy when I die. I want the Demon to kill me so that I get the guy and know things to tell you in the day that is next.” The One With The Big Book gives Ab the Ug hat, since the word for the Big Bad That Kill has more than one sound. &lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Loric]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=God_of_Ug_(Ug_Mode)&amp;diff=3062</id>
		<title>God of Ug (Ug Mode)</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=God_of_Ug_(Ug_Mode)&amp;diff=3062"/>
		<updated>2026-03-20T08:17:37Z</updated>

		<summary type="html">&lt;p&gt;Administrator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_godofug.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Facts&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 10px; text-align: center; margin-top: 15px;&amp;quot;&amp;gt;[[God of Ug|Many Word Mode]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Loric&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Art&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Chlo M&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;When&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;19/03/2026&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
            &amp;lt;p class='flavour'&amp;gt;&amp;quot;“Me go Ug. Too eas- oh no!&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Ug ==&lt;br /&gt;
&amp;quot;One Ug hat. When wear Ug hat, must speak one sound at a time but vote twice. If fail, pass Ug hat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The God of Ug make you speak one sound word and not more than that.&lt;br /&gt;
* When the one who wear the Ug hat votes, their vote counts as two votes. Use a real hat if you can.&lt;br /&gt;
* All words that have one sound count. Mash two words with a dash? No can do! If you say just one word with more than one sound, you lose hat.&lt;br /&gt;
* The One With The Big Book picks who wears the Ug hat first. If the one with the hat says a word with more than one sound, or if they take too long to speak, or if this is not fun for them, the One With The Big Book picks a new one to have the hat.&lt;br /&gt;
* Each one may wear the Ug hat. They may say no to the hat if they want. One may have the Ug hat more than once.&lt;br /&gt;
* If the One With The Big Book is not here, use trust. If you catch the one with the hat say a word with more than one sound, say so! And the Ug hat goes bye bye.&lt;br /&gt;
* The One With The Big Book may choose a new one to start each day with the Ug hat, or keep the same one as the last day.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
When the game starts, give the Ug hat to one. If you or one of them catch that one say a word with more than one sound, give the Ug hat to a new one.&lt;br /&gt;
&lt;br /&gt;
If the one who wear the Ug hat votes, it counts as two votes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;example&amp;quot; style=&amp;quot;color: #5d2123; font-style: italic; font-family: GoudyOldStyle;&amp;quot;&amp;gt; &lt;br /&gt;
Can be a rule: If wear the Ug hat start to be not fun, keep it to noms and talk with all the sounds in the day.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Like This ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Ame wear the Ug hat. When nom, she says, “It not me. I think Ben has been talk with the bad guy. He bad.” Ame keep the Ug hat.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Lew has the Ug hat. In talk with Jule and Al, Lew say, “I think that you are both good. I am the bird thing that can see one guy when I die. I want the Demon to kill me so that I get the guy and know things to tell you in the day that is next.” The One With The Big Book gives Ab the Ug hat, since the word for the Big Bad That Kill has more than one sound. &lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Loric]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=God_of_Ug_(Ug_Mode)&amp;diff=3061</id>
		<title>God of Ug (Ug Mode)</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=God_of_Ug_(Ug_Mode)&amp;diff=3061"/>
		<updated>2026-03-20T08:17:30Z</updated>

		<summary type="html">&lt;p&gt;Administrator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_godofug.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Facts&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 10px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;[[God of Ug|Many Word Mode]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Loric&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Art&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Chlo M&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;When&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;19/03/2026&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
            &amp;lt;p class='flavour'&amp;gt;&amp;quot;“Me go Ug. Too eas- oh no!&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Ug ==&lt;br /&gt;
&amp;quot;One Ug hat. When wear Ug hat, must speak one sound at a time but vote twice. If fail, pass Ug hat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The God of Ug make you speak one sound word and not more than that.&lt;br /&gt;
* When the one who wear the Ug hat votes, their vote counts as two votes. Use a real hat if you can.&lt;br /&gt;
* All words that have one sound count. Mash two words with a dash? No can do! If you say just one word with more than one sound, you lose hat.&lt;br /&gt;
* The One With The Big Book picks who wears the Ug hat first. If the one with the hat says a word with more than one sound, or if they take too long to speak, or if this is not fun for them, the One With The Big Book picks a new one to have the hat.&lt;br /&gt;
* Each one may wear the Ug hat. They may say no to the hat if they want. One may have the Ug hat more than once.&lt;br /&gt;
* If the One With The Big Book is not here, use trust. If you catch the one with the hat say a word with more than one sound, say so! And the Ug hat goes bye bye.&lt;br /&gt;
* The One With The Big Book may choose a new one to start each day with the Ug hat, or keep the same one as the last day.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
When the game starts, give the Ug hat to one. If you or one of them catch that one say a word with more than one sound, give the Ug hat to a new one.&lt;br /&gt;
&lt;br /&gt;
If the one who wear the Ug hat votes, it counts as two votes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;example&amp;quot; style=&amp;quot;color: #5d2123; font-style: italic; font-family: GoudyOldStyle;&amp;quot;&amp;gt; &lt;br /&gt;
Can be a rule: If wear the Ug hat start to be not fun, keep it to noms and talk with all the sounds in the day.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Like This ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Ame wear the Ug hat. When nom, she says, “It not me. I think Ben has been talk with the bad guy. He bad.” Ame keep the Ug hat.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Lew has the Ug hat. In talk with Jule and Al, Lew say, “I think that you are both good. I am the bird thing that can see one guy when I die. I want the Demon to kill me so that I get the guy and know things to tell you in the day that is next.” The One With The Big Book gives Ab the Ug hat, since the word for the Big Bad That Kill has more than one sound. &lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Loric]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=God_of_Ug_(Ug_Mode)&amp;diff=3060</id>
		<title>God of Ug (Ug Mode)</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=God_of_Ug_(Ug_Mode)&amp;diff=3060"/>
		<updated>2026-03-20T08:17:04Z</updated>

		<summary type="html">&lt;p&gt;Administrator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_godofug.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Facts&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Loric&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Art&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Chlo M&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;When&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;19/03/2026&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
            &amp;lt;p class='flavour'&amp;gt;&amp;quot;“Me go Ug. Too eas- oh no!&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[God of Ug|Many Word Mode]]&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Ug ==&lt;br /&gt;
&amp;quot;One Ug hat. When wear Ug hat, must speak one sound at a time but vote twice. If fail, pass Ug hat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The God of Ug make you speak one sound word and not more than that.&lt;br /&gt;
* When the one who wear the Ug hat votes, their vote counts as two votes. Use a real hat if you can.&lt;br /&gt;
* All words that have one sound count. Mash two words with a dash? No can do! If you say just one word with more than one sound, you lose hat.&lt;br /&gt;
* The One With The Big Book picks who wears the Ug hat first. If the one with the hat says a word with more than one sound, or if they take too long to speak, or if this is not fun for them, the One With The Big Book picks a new one to have the hat.&lt;br /&gt;
* Each one may wear the Ug hat. They may say no to the hat if they want. One may have the Ug hat more than once.&lt;br /&gt;
* If the One With The Big Book is not here, use trust. If you catch the one with the hat say a word with more than one sound, say so! And the Ug hat goes bye bye.&lt;br /&gt;
* The One With The Big Book may choose a new one to start each day with the Ug hat, or keep the same one as the last day.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
When the game starts, give the Ug hat to one. If you or one of them catch that one say a word with more than one sound, give the Ug hat to a new one.&lt;br /&gt;
&lt;br /&gt;
If the one who wear the Ug hat votes, it counts as two votes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;example&amp;quot; style=&amp;quot;color: #5d2123; font-style: italic; font-family: GoudyOldStyle;&amp;quot;&amp;gt; &lt;br /&gt;
Can be a rule: If wear the Ug hat start to be not fun, keep it to noms and talk with all the sounds in the day.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Like This ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Ame wear the Ug hat. When nom, she says, “It not me. I think Ben has been talk with the bad guy. He bad.” Ame keep the Ug hat.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Lew has the Ug hat. In talk with Jule and Al, Lew say, “I think that you are both good. I am the bird thing that can see one guy when I die. I want the Demon to kill me so that I get the guy and know things to tell you in the day that is next.” The One With The Big Book gives Ab the Ug hat, since the word for the Big Bad That Kill has more than one sound. &lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Loric]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=God_of_Ug_(Ug_Mode)&amp;diff=3059</id>
		<title>God of Ug (Ug Mode)</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=God_of_Ug_(Ug_Mode)&amp;diff=3059"/>
		<updated>2026-03-20T08:15:48Z</updated>

		<summary type="html">&lt;p&gt;Administrator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_godofug.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Facts&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Loric&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Art&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Chlo M&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;When&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;19/03/2026&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
            &amp;lt;p class='flavour'&amp;gt;&amp;quot;“Me go Ug. Too eas- oh no!&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Ug ==&lt;br /&gt;
&amp;quot;One Ug hat. When wear Ug hat, must speak one sound at a time but vote twice. If fail, pass Ug hat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The God of Ug make you speak one sound word and not more than that.&lt;br /&gt;
* When the one who wear the Ug hat votes, their vote counts as two votes. Use a real hat if you can.&lt;br /&gt;
* All words that have one sound count. Mash two words with a dash? No can do! If you say just one word with more than one sound, you lose hat.&lt;br /&gt;
* The One With The Big Book picks who wears the Ug hat first. If the one with the hat says a word with more than one sound, or if they take too long to speak, or if this is not fun for them, the One With The Big Book picks a new one to have the hat.&lt;br /&gt;
* Each one may wear the Ug hat. They may say no to the hat if they want. One may have the Ug hat more than once.&lt;br /&gt;
* If the One With The Big Book is not here, use trust. If you catch the one with the hat say a word with more than one sound, say so! And the Ug hat goes bye bye.&lt;br /&gt;
* The One With The Big Book may choose a new one to start each day with the Ug hat, or keep the same one as the last day.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
When the game starts, give the Ug hat to one. If you or one of them catch that one say a word with more than one sound, give the Ug hat to a new one.&lt;br /&gt;
&lt;br /&gt;
If the one who wear the Ug hat votes, it counts as two votes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;example&amp;quot; style=&amp;quot;color: #5d2123; font-style: italic; font-family: GoudyOldStyle;&amp;quot;&amp;gt; &lt;br /&gt;
Can be a rule: If wear the Ug hat start to be not fun, keep it to noms and talk with all the sounds in the day.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Like This ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Ame wear the Ug hat. When nom, she says, “It not me. I think Ben has been talk with the bad guy. He bad.” Ame keep the Ug hat.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Lew has the Ug hat. In talk with Jule and Al, Lew say, “I think that you are both good. I am the bird thing that can see one guy when I die. I want the Demon to kill me so that I get the guy and know things to tell you in the day that is next.” The One With The Big Book gives Ab the Ug hat, since the word for the Big Bad That Kill has more than one sound. &lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Loric]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=God_of_Ug_(Ug_Mode)&amp;diff=3058</id>
		<title>God of Ug (Ug Mode)</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=God_of_Ug_(Ug_Mode)&amp;diff=3058"/>
		<updated>2026-03-20T08:14:51Z</updated>

		<summary type="html">&lt;p&gt;Administrator: Created page with &amp;quot;__NOTOC__ &amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;  	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;  		&amp;lt;div id='character-details'&amp;gt;  			250px 			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;  			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt; 				&amp;lt;tr&amp;gt; 					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt; 					&amp;lt;td&amp;gt;Loric&amp;lt;/td&amp;gt; 				&amp;lt;/tr&amp;gt; 				&amp;lt;tr&amp;gt; 					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt; 					&amp;lt;td&amp;gt;Chlo M&amp;lt;/td&amp;gt;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_godofug.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Loric&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Chlo M&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Revealed&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;19/03/2026&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
            &amp;lt;p class='flavour'&amp;gt;&amp;quot;“Me go Ug. Too eas- oh no!&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Ug ==&lt;br /&gt;
&amp;quot;One Ug hat. When wear Ug hat, must speak one sound at a time but vote twice. If fail, pass Ug hat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The God of Ug make you speak one sound word and not more than that.&lt;br /&gt;
* When the one who wear the Ug hat votes, their vote counts as two votes. Use a real hat if you can.&lt;br /&gt;
* All words that have one sound count. Mash two words with a dash? No can do! If you say just one word with more than one sound, you lose hat.&lt;br /&gt;
* The One With The Big Book picks who wears the Ug hat first. If the one with the hat says a word with more than one sound, or if they take too long to speak, or if this is not fun for them, the One With The Big Book picks a new one to have the hat.&lt;br /&gt;
* Each one may wear the Ug hat. They may say no to the hat if they want. One may have the Ug hat more than once.&lt;br /&gt;
* If the One With The Big Book is not here, use trust. If you catch the one with the hat say a word with more than one sound, say so! And the Ug hat goes bye bye.&lt;br /&gt;
* The One With The Big Book may choose a new one to start each day with the Ug hat, or keep the same one as the last day.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
When the game starts, give the Ug hat to one. If you or one of them catch that one say a word with more than one sound, give the Ug hat to a new one.&lt;br /&gt;
&lt;br /&gt;
If the one who wear the Ug hat votes, it counts as two votes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;example&amp;quot; style=&amp;quot;color: #5d2123; font-style: italic; font-family: GoudyOldStyle;&amp;quot;&amp;gt; &lt;br /&gt;
Can be a rule: If wear the Ug hat start to be not fun, keep it to noms and talk with all the sounds in the day.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
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	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
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		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Ame wear the Ug hat. When nom, she says, “It not me. I think Ben has been talk with the bad guy. He bad.” Ame keep the Ug hat.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Lew has the Ug hat. In talk with Jule and Al, Lew say, “I think that you are both good. I am the bird thing that can see one guy when I die. I want the Demon to kill me so that I get the guy and know things to tell you in the day that is next.” The One With The Big Book gives Ab the Ug hat, since the word for the Big Bad That Kill has more than one sound. &lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Loric]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=File:Icon_godofug.png&amp;diff=3057</id>
		<title>File:Icon godofug.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=File:Icon_godofug.png&amp;diff=3057"/>
		<updated>2026-03-20T08:12:21Z</updated>

		<summary type="html">&lt;p&gt;Administrator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=God_of_Ug&amp;diff=3056</id>
		<title>God of Ug</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=God_of_Ug&amp;diff=3056"/>
		<updated>2026-03-20T08:12:02Z</updated>

		<summary type="html">&lt;p&gt;Administrator: Created page with &amp;quot;__NOTOC__ &amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;  	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;  		&amp;lt;div id='character-details'&amp;gt;  			250px 			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;  			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt; 				&amp;lt;tr&amp;gt; 					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt; 					&amp;lt;td&amp;gt;Loric&amp;lt;/td&amp;gt; 				&amp;lt;/tr&amp;gt; 				&amp;lt;tr&amp;gt; 					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt; 					&amp;lt;td&amp;gt;Chloe McDougall&amp;lt;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_godofug.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Loric&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Chloe McDougall&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Revealed&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;19/03/2026&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
            &amp;lt;p class='flavour'&amp;gt;&amp;quot;Blessed are my children, for they see the beauty in simple things.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;One Ug hat. When wear Ug hat, must speak one sound at a time but vote twice. If fail, pass Ug hat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The God of Ug makes players speak one-syllable words only.&lt;br /&gt;
* When the player wearing the Ug hat votes, their vote counts as two votes. Use a physical hat if you can.&lt;br /&gt;
* Any word that has one syllable counts. Shenanigans with hyphenated words don’t count. Saying a single multisyllabic word is enough to lose the Ug hat.&lt;br /&gt;
* The Storyteller chooses who first wears the Ug hat. If a player says a multisyllabic word, or if the player takes too long to speak, or if the player isn’t having any fun, or if the player has been wearing the hat for too long, the Storyteller chooses a new player to wear the hat.&lt;br /&gt;
* Any player may wear the Ug hat. They may refuse it if they want. A player may have the Ug hat more than once.&lt;br /&gt;
* If the Storyteller is not present, the honor system is used. Any player who catches the player wearing the Ug hat saying multisyllabic words may say so, and the Ug hat is removed.&lt;br /&gt;
* The Storyteller may choose a new player each day to start with the Ug hat, or keep the same player as the previous day.&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
When the game begins, give the Ug hat to any player. If you or any player catches that player saying a multisyllabic word, give the Ug hat to a different player.&lt;br /&gt;
&lt;br /&gt;
If the player wearing the Ug hat votes, it counts as two votes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;example&amp;quot; style=&amp;quot;color: #5d2123; font-style: italic; font-family: GoudyOldStyle;&amp;quot;&amp;gt; &lt;br /&gt;
Optional rule: If wearing the Ug hat becomes unfunny, limit it to the nomination phase only.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Amy is wearing the Ug hat. When nominated, she says, “It not me. I think Ben has been the talk with the bad guy. He bad.” Amy keeps the Ug hat.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Lewis has the Ug hat. In a private conversation with Julian and Alex, Lewis says, “I think that you are both good. I am the bird thing that can see one guy when I die. I want the Demon to kill me so that I get the guy and know things to tell you in the day that is next.” The Storyteller gives Abdallah the Ug hat, because “Demon” is a multisyllabic word.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Loric]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
	<entry>
		<id>https://wiki.bloodontheclocktower.com/index.php?title=Ventriloquist&amp;diff=3055</id>
		<title>Ventriloquist</title>
		<link rel="alternate" type="text/html" href="https://wiki.bloodontheclocktower.com/index.php?title=Ventriloquist&amp;diff=3055"/>
		<updated>2026-02-13T09:06:35Z</updated>

		<summary type="html">&lt;p&gt;Administrator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;small-12 large-3 large-push-9 columns&amp;quot; style='margin: 0 auto; text-align: center'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div id='character-details'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			[[File:icon_ventriloquist.png|250px]]&lt;br /&gt;
			&amp;lt;span style=&amp;quot;display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;&amp;quot;&amp;gt;Information&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;table style=&amp;quot;width: 90%; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Type&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Loric&amp;lt;/td&amp;gt;&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Artist&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Lachlan Bastiaen&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
				&amp;lt;tr&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;Revealed&amp;lt;/td&amp;gt;&lt;br /&gt;
					&amp;lt;td&amp;gt;12/02/2026&amp;lt;/td&amp;gt;			&lt;br /&gt;
				&amp;lt;/tr&amp;gt;&lt;br /&gt;
			&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
            &amp;lt;p class='flavour'&amp;gt;&amp;quot;Well, folks, gather ‘round! This here’s my pal Charlie, and he’s got a mouth on him that’d make a mule blush. But don’t worry folks, I do all the talkin’... or do I?&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;small-12 large-9 large-pull-3 columns&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot;&amp;gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&amp;quot;If a player is mad as a fresh character during their nomination, they might not die if executed today.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Ventriloquist rewards players for lying about who they are.&lt;br /&gt;
* Being &amp;quot;mad as a fresh character&amp;quot; means to claim to be a character that is different to a character that you have previously claimed to be.&lt;br /&gt;
* A player benefits from the Ventriloquist only if they are mad as a fresh character during the time that they are nominated.&lt;br /&gt;
* It doesn’t matter what their real character is. Players may be mad as a fake character then later mad as their real character, mad as their real character then later mad as a fake character, or mad as two fake characters.&lt;br /&gt;
* If the player does not die, they learn this after the execution happens. They don’t learn whether it was due to the Ventriloquist or not.&lt;br /&gt;
* The Storyteller judges whether the player is mad or not, and might let them die even if they were convincingly mad.&lt;br /&gt;
* This can protect the Demon, but the Storyteller will not protect the Demon if that means that evil wins.&lt;br /&gt;
* A player is only protected from dying on the same day that they were mad as a fresh character. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-6 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to Run ==&lt;br /&gt;
When a player is nominated, before the vote is completed, if they are mad as a character that is different from a character they have been mad as previously, even if either character is their true character, and that player becomes '''about to die''', mark them with the '''MAD''' reminder.&lt;br /&gt;
&lt;br /&gt;
If an execution occurs, and the executee is marked '''MAD''' due to the Ventriloquist, declare that they are executed and you may declare that they do not die.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;div class='row'&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;div class=&amp;quot;small-12 large-12 columns&amp;quot; style=&amp;quot;padding-right: 0;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Abdallah is the {{Good|Gambler}}. On the 1st day, he is mad that he is the {{Good|Gambler}}. When nominated, he is mad that he is the {{Good|Hatter}}. Later that day, Abdallah is executed and does not die.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Marianna is the {{Good|Professor}}. She has been claiming to be the {{Good|Empath}} all game. When nominated, she claims to be the {{Good|Huntsman}}. When executed, Marianna does not die.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
			&amp;lt;div class='example'&amp;gt;&lt;br /&gt;
				Julian is the {{Good|Hermit}}. Julian is quiet for 3 days. When nominated, Julian is mad as the {{Good|Knight}}, and says that Evin and Alex are not the Demon. When executed, Julian dies, because he was not mad as a fresh character.&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Experimental Characters]]&lt;br /&gt;
[[Category:Loric]]&lt;/div&gt;</summary>
		<author><name>Administrator</name></author>
	</entry>
</feed>