Djinn
From Blood on the Clocktower Wiki
| Type | Fabled |
| Artist | John Grist |
"نحن لسنا هنا.
انت لست حقيقي.
كل شيء هو وهم.
أسئلتك هي جبل نار في يوم صافٍ."
Summary
"Use the Djinn's special rule. All players know what it is."
Add the Djinn to all games with a jinx icon on the script. The Djinn resolves jinxes by creating a unique rule.
- When creating a character list using the Script Tool, some character combinations will be marked as unusual. These two characters are jinxed—they have abilities that clash or contradict each other in some way. The Djinn creates a special rule that allows these characters to work well together. Some jinxed characters even work better with the Djinn in play!
- The Djinn’s special rule is described by the Script Tool online, and is printed out automatically when you create a script with a character combination that is jinxed.
- There are many different Djinn special rules. Each is tailored to a specific pair of jinxed characters.
- If there are jinxed characters on the character sheet, even if there are no jinxed characters in play, the Storyteller tells all players what the Djinn’s special rule is at the start of the game.
- The Djinn may have several special rules at once. If there are multiple pairs of jinxed characters on the character sheet, the players learn all the Djinn’s special rules.
How to Run
At the start of the game, if there are jinxed characters on the character sheet, declare that the Djinn is in play and inform the group of all Djinn special rules for this game. (Do this even if there are no jinxed characters in play.)
Follow the Djinn instructions as listed on the Script Tool printout.
Examples
The Pit-Hag and the Heretic are Jinxed. At the start of the game, the Storyteller reads out the Djinn's special rule: “A Pit-Hag cannot create a Heretic.” Later in the game, the Pit-Hag tries to create a Heretic. The Storyteller shakes their head, and the Pit-Hag must choose another character to create.
The Spy and the Magician are Jinxed. At the start of the game, the Storyteller reads out the Djinn's special rule: "When the Spy sees the grimoire, the Demon and the Magician's character tokens are removed." There is no Spy and no Magician in play, but the Storyteller reads this aloud anyway so that the good team doesn't know which Minion is in play.
Explanation
When creating a character list using the Script Tool, some character combinations will be marked as unusual with a little character symbol under one of the characters you have selected. These two characters are Jinxed—they have abilities that clash or contradict each other in some way. The Djinn creates a special rule that allows these characters to work well together. Some jinxed characters even work better with the Djinn in play!
The Djinn's special rule is described by the Script Tool online, and is printed out automatically when you create a script with a character combination that is jinxed. There are many different Djinn special rules. Each is tailored to a specific pair of jinxed characters. If there are jinxed characters on the character sheet, even if there are no jinxed characters in play, the Storyteller tells all players what the Djinn's special rule is at the start of the game.
The Djinn may have several special rules at once. If there are multiple pairs of jinxed characters on the character sheet, the players learn all the Djinn's special rules.
Djinn Special Rules
This section will get updated as more characters are made available.
The Djinn special rule allows Jinxed characters to both be on the same script, and even both in play at the same time. If your script has jinxed characters, let your players know the Djinn special rule(s) at the beginning of the game, whether or not Jinxed characters are in play.
Townsfolk
- Alchemist / Boffin : If the Alchemist has the Organ Grinder ability, the Organ Grinder is in play. If both are sober, both are drunk.
- Alchemist / Marionette: An Alchemist-Marionette has no Marionette ability & the Marionette is in play.
- Alchemist / Mastermind: An Alchemist-Mastermind has no Mastermind ability & the Mastermind is not-in-play.
- Alchemist / Organ Grinder: If the Alchemist has the Organ Grinder ability, the Organ Grinder is in play & if both the Alchemist and Organ Grinder are sober, both are drunk.
- Alchemist / Spy: An Alchemist-Spy has no Spy ability & a Spy is in play. After each execution, a living Alchemist-Spy may publicly guess a living player as the Spy. If correct, the Demon must choose the Spy tonight.
- Alchemist / Summoner: The Alchemist-Summoner does not get bluffs, and chooses which Demon but not which player. If they die before this happens, evil wins. [No Demon]
- Alchemist / Wraith: An Alchemist-Wraith has no Wraith ability & a Wraith is in play. After each execution, a living Alchemist-Wraith may publicly guess a living player as the Wraith. If correct, the Demon must choose the Wraith tonight.
- Alchemist / Widow: An Alchemist-Widow has no Widow ability & a Widow is in play. After each execution, a living Alchemist-Widow may publicly guess a living player as the Widow. If correct, the Demon must choose the Widow tonight.
- Bounty Hunter / Kazali: If the Kazali turns the Bounty Hunter into a Minion, an evil Townsfolk is not created.
- Bounty Hunter / Philosopher: If the Philosopher gains the Bounty Hunter ability, a Townsfolk might turn evil.
- Cannibal / Butler: If the Cannibal gains the Butler ability, the Cannibal learns this.
- Cannibal / Juggler: If the Juggler guesses on their first day and dies by execution, tonight the living Cannibal learns how many guesses the Juggler got correct.
- Cannibal / Poppy Grower: If the Cannibal eats the Poppy Grower, then dies or loses the Poppy Grower ability, the Demon and Minions learn each other that night.
- Cannibal / Princess: If the Cannibal nominated, executed, & killed the Princess today, the Demon doesn’t kill tonight.
- Cannibal / Zealot: If the Cannibal gains the Zealot ability, the Cannibal learns this.
- Mathematician / Chambermaid: The Chambermaid can detect if the Mathematician will wake tonight.
- Mathematician / Lunatic: The Mathematician learns if the Lunatic attacks a different player(s) than the real Demon attacked.
- Magician / Legion: The Magician wakes with Legion and might register as evil. Legion knows if a Magician is in play, but not which player it is.
- Magician / Marionette: If the Magician is alive, the Demon doesn't know which neighbor is the Marionette.
- Magician / Spy: When the Spy sees the Grimoire, the Demon and Magician's character tokens are removed.
- Magician / Vizier: If the Vizier is in play, the Magician has no ability but is immune to the Vizier's ability.
- Magician / Widow: When the Widow sees the Grimoire, the Demon and Magician's character tokens are removed.
- Magician / Wraith: After each execution, the living Magician may publicly guess a living player as the Wraith. If correct, the Demon must choose the Wraith tonight.
Outsiders
- Butler / Organ Grinder: 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.
- Heretic / Baron: Only 1 jinxed character can be in play.
- Heretic / Godfather: Only 1 jinxed character can be in play.
- Heretic / Lleech: Only 1 jinxed character can be in play.
- Heretic / Pit-Hag: Only 1 jinxed character can be in play.
- Heretic / Spy: Only 1 jinxed character can be in play.
- Heretic / Widow: Only 1 jinxed character can be in play.
- Ogre / Recluse: If the Recluse registers as evil to the Ogre, the Ogre learns that they are evil.
- Plague Doctor / Baron: If the Storyteller gains the Baron ability, up to two players become not-in-play Outsiders.
- Plague Doctor / Boomdandy: If the Plague Doctor is executed and the Storyteller would gain the Boomdandy ability, the Boomdandy ability triggers immediately.
- Plague Doctor / Evil Twin: The Storyteller cannot gain the Evil Twin ability if the Plague Doctor dies.
- Plague Doctor / Fearmonger: If the Plague Doctor dies, a living Minion gains the Fearmonger ability in addition to their own ability, and learns this.
- Plague Doctor / Goblin: If the Plague Doctor dies, a living Minion gains the Goblin ability in addition to their own ability, and learns this.
- Plague Doctor / Marionette: If the Demon has a neighbor who is alive and a Townsfolk or Outsider when the Plague Doctor dies, that player becomes an evil Marionette. If there is already an extra evil player, this does not happen.
- Plague Doctor / Scarlet Woman: If the Plague Doctor dies, a living Minion gains the Scarlet Woman ability in addition to their own ability, and learns this.
- Plague Doctor / Spy: If the Plague Doctor dies, a living Minion gains the Spy ability in addition to their own ability, and learns this.
- Plague Doctor / Wraith: If the Plague Doctor dies, a living Minion gains the Wraith ability in addition to their own ability, and learns this.
Minions
- Boffin / Cult Leader: If the Demon has the Cult Leader ability, they can’t turn good due to this ability.
- Boffin / Drunk: The Demon cannot have the Drunk ability.
- Boffin / Goon: If the Demon has the Goon ability, they can’t turn good due to this ability.
- Boffin / Heretic: The Demon cannot have the Heretic ability.
- Boffin / Ogre: The Demon cannot have the Ogre ability.
- Boffin / Politician: The Demon cannot have the Politician ability.
- Boffin / Village Idiot: If there is a spare token, the Boffin can give the Demon the Village Idiot ability.
- Cerenovus / Goblin: The Cerenovus may choose to make a player mad that they are the Goblin.
- Marionette / Balloonist: If the Marionette thinks that they are the Balloonist, an Outsider might have been added during setup.
- Marionette / Huntsman: If the Marionette thinks that they are the Huntsman, the Damsel was added during setup.
- Marionette / Kazali: If there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.
- Marionette / Lil' Monsta: If there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.
- Mastermind / Vigormortis: A Mastermind that has their ability keeps it if the Vigormortis dies.
- Pit-Hag / Cult Leader: If the Pit-Hag turns an evil player into the Cult Leader, they can't turn good due to their own ability.
- Pit-Hag / Damsel: If a Pit-Hag creates a Damsel, the Storyteller chooses which player it is.
- Pit-Hag / Goon: If the Pit-Hag turns an evil player into the Goon, they can't turn good due to their own ability.
- Pit-Hag / Ogre: If the Pit-Hag turns an evil player into the Ogre, they can't turn good due to their own ability.
- Pit-Hag / Politician: If the Pit-Hag turns an evil player into the Politician, they can't turn good due to their own ability.
- Pit-Hag / Village Idiot: If there is a spare token, the Pit-Hag can create an extra Village Idiot. If so, the drunk Village Idiot might change.
- Scarlet Woman / Al-Hadikhia: If there are two living Al-Hadikhias, the Scarlet Woman Al-Hadikhia becomes the Scarlet Woman again.
- Scarlet Woman / Fang Gu: If the Fang Gu chooses an Outsider and dies, the Scarlet Woman does not become the Fang Gu.
- Spy / Damsel: If the Spy is (or has been) in play, the Damsel is poisoned.
- Spy / Ogre: The Spy registers as evil to the Ogre.
- Spy / Poppy Grower: If the Poppy Grower is in play, the Spy does not see the Grimoire until the Poppy Grower dies.
- Summoner / Clockmaker: If the Summoner is in play, the Clockmaker does not receive their information until a Demon is created.
- Summoner / Courtier: If the Summoner is drunk on the 3rd night, the Summoner chooses which Demon, but the Storyteller chooses which player.
- Summoner / Engineer: If the Engineer removes a Summoner from play before that Summoner uses their ability, the Summoner uses their ability immediately.
- Summoner / Hatter: The Summoner cannot create an in-play Demon. If the Summoner creates a not-in-play Demon, deaths tonight are arbitrary.
- Summoner / Kazali: The Summoner cannot create an in-play Demon. If the Summoner creates a not-in-play Demon, deaths tonight are arbitrary.
- Summoner / Legion: If the Summoner creates Legion, most players (including all evil players) become evil Legion.
- Summoner / Lord of Typhon: If the Summoner creates a Lord of Typhon, the Lord of Typhon must neighbor a Minion. The other neighbor becomes a not-in-play evil Minion.
- Summoner / Marionette: The Marionette neighbors the Summoner. The Summoner knows who the Marionette is.
- Summoner / Pit-Hag: The Summoner cannot create an in-play Demon. If the Summoner creates a not-in-play Demon, deaths tonight are arbitrary.
- Summoner / Poppy Grower: If the Poppy Grower is alive when the Summoner acts, the Summoner chooses which Demon, but the Storyteller chooses which player.
- Summoner / Preacher: If the Preacher chose the Summoner on or before the 3rd night, the Summoner chooses which Demon, but the Storyteller chooses which player.
- Summoner / Pukka: The Summoner may choose a player to become the Pukka on the 2nd night.
- Summoner / Zombuul: If the Summoner turns a dead player into the Zombuul, the Storyteller treats that player as a Zombuul that has died once.
- Vizier / Alsaahir: If the Vizier is in play, the Alsaahir must also guess which Demon(s) are in play.
- Vizier / Courtier: If the Vizier loses their ability, they learn this. If the Vizier is executed while they have their ability, their team wins.
- Vizier / Fearmonger: The Vizier wakes with the Fearmonger, learns who they choose and cannot choose to immediately execute that player.
- Vizier / Investigator: If the Investigator learns that the Vizier is in play, the existence of the Vizier is not announced by the Storyteller.
- Vizier / Politician: The Politician might register as evil to the Vizier.
- Vizier / Preacher: If the Vizier loses their ability, they learn this. If the Vizier is executed while they have their ability, their team wins.
- Vizier / Zealot: The Zealot might register as evil to the Vizier.
- Widow / Damsel: If the Widow is (or has been) in play, the Damsel is poisoned.
- Widow / Poppy Grower: If the Poppy Grower is in play, the Widow does not see the Grimoire until the Poppy Grower dies.
Demons
- Al-Hadikhia / Princess: If the Princess nominated & executed a player on their 1st day, no one dies to the Al-Hadikhia tonight.
- Al-Hadikhia / Mastermind: If the Al-Hadikhia dies by execution, and the Mastermind is alive, the Al-Hadikhia chooses 3 good players tonight: if all 3 choose to live, evil wins. Otherwise, good wins.
- Legion / Engineer: If Legion is created, all evil players become Legion. If Legion is in play, the Engineer starts knowing this but has no ability.
- Legion / Hatter: If Legion is created, all evil players become Legion. If Legion is in play, the Hatter has no ability.
- Legion / Minstrel: If Legion died by execution today, Legion keeps their ability, but the Minstrel might learn they are Legion.
- Legion / Politician: The Politician might register as evil to Legion.
- Legion / Preacher: If the Preacher chooses Legion, Legion keeps their ability, but the Preacher might learn they are Legion.
- Legion / Zealot: The Zealot might register as evil to Legion.
- Leviathan / Banshee: Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Banshee dies & gains their ability.
- Leviathan / Exorcist: If the Leviathan nominates and executes the Exorcist-chosen player, good wins.
- Leviathan / Farmer: Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Farmer uses their ability but does not die.
- Leviathan / Grandmother: If the Leviathan is in play and the Grandchild dies by execution, evil wins.
- Leviathan / Hatter: The Leviathan cannot enter play after day 5.
- Leviathan / Innkeeper: If the Leviathan nominates and executes an Innkeeper-protected player, good wins.
- Leviathan / King: If the Leviathan is in play, and at least 1 player is dead, the King learns an alive character each night.
- Leviathan / Mayor: If the Leviathan and the Mayor are alive on day 5 & no execution occurs, good wins.
- Leviathan / Monk: If the Leviathan nominates and executes the Monk-protected player, good wins.
- Leviathan / Pit-Hag: The Leviathan cannot enter play after day 5.
- Leviathan / Ravenkeeper: Each night*, the Leviathan chooses an alive player (different to previous nights): a chosen Ravenkeeper uses their ability but does not die.
- Leviathan / Sage: Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Sage uses their ability but does not die.
- Leviathan / Soldier: If the Leviathan nominates and executes the Soldier, good wins.
- Lil' Monsta / Hatter: If the Hatter dies & the Demon chooses Lil' Monsta, they also choose a Minion to become.
- Lil' Monsta / Poppy Grower: If Lil' Monsta & the Poppy Grower are alive, Minions wake one by one, until one of them chooses to take the Lil' Monsta token.
- Lil' Monsta / Psychopath: If the Psychopath is babysitting Lil' Monsta, they die when executed.
- Lil' Monsta / Magician: If the Magician is alive, the Storyteller chooses which Minion babysits Lil' Monsta.
- Lil' Monsta / Scarlet Woman: If Lil' Monsta dies with 5 or more players alive, the Scarlet Woman babysits Lil' Monsta for the rest of the game.
- Lil' Monsta / Vizier: If the Vizier is babysitting Lil' Monsta, they die when executed.
- Lleech / Mastermind: If the Mastermind is alive and the Lleech host dies by execution, the Lleech lives but loses their ability.
- Lleech / Slayer: If the Slayer slays the Lleech host, the host dies.
- Riot / Banshee: Each night*, Riot chooses an alive good player (different to previous nights): a chosen Banshee dies & gains their ability.
- Riot / Exorcist: If the Exorcist chooses Riot on the 3rd night, Minions do not become Riot.
- Riot / Farmer: Each night*, Riot chooses an alive good player (different to previous nights): a chosen Farmer uses their ability but does not die.
- Riot / Grandmother: If Riot is in play and the Grandchild dies during the day, the Grandmother dies too.
- Riot / Innkeeper: If Riot is in play, the Innkeeper-protected player is safe from all evil abilities.
- Riot / King: If Riot is in play, and at least 1 player is dead, the King learns an alive character each night.
- Riot / Mayor: The Mayor may choose to stop nominations. If they do so when only 1 Riot is alive, good wins. Otherwise, evil wins.
- Riot / Monk: If Riot is in play, the Monk-protected player is safe from all evil abilities.
- Riot / Ravenkeeper: Each night*, Riot chooses an alive good player (different to previous nights): a chosen Ravenkeeper uses their ability but does not die.
- Riot / Sage: Each night*, Riot chooses an alive good player (different to previous nights): a chosen Sage uses their ability but does not die.
- Riot / Soldier: If Riot is in play, the Soldier is safe from all evil abilities.
- Vortox / Banshee: If the Vortox is in play and the Demon kills the Banshee, the players still learn that the Banshee has died.
- Yaggababble / Exorcist: If the Exorcist chooses the Yaggababble, the Yaggababble ability does not kill tonight.
