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You can set up a game of Clocktower by following the instructions on the '''setup sheet''', which are explained in more detail here.


[[File:icon_slayer.png|250px]]
== Gather Your Players ==
<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 10px;">Information</span>
Get one chair per player and arrange the chairs facing each other. A rough circle or square is fine, as long as people are sitting in a definite clockwise or counterclockwise order. As the Storyteller, you will need to be able to enter and exit the circle often, so leave a gap between two chairs. The center of this space will need to be mostly empty - no tables or hazards on the floor which can be tripped on.
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== Prepare The Grimoire ==
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Clip the Grimoire by fastening the two metal clips as close as possible to the upper and lower corners of the game box, creating a sturdy book-like container. Unfold and assemble the two-piece '''Grimoire stand''' and place the Grimoire upon it, putting it where players that walk around will not accidentally see its contents. Collect supplies of all the info, night, and shroud tokens anywhere you like in the Grimoire. (We recommend the bottom-left corner of the right side.)
<td>Type</td>
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<td>[[Character Types#Townsfolk|Townsfolk]]</td>
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<td>Artist</td>
<td>Aiden Roberts</td>
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<p class='flavour'>"Die."</p>
== Choose An Edition ==
<span style="display: block; color: black; font-size: 20px; text-align: center;">Appears in</span>
[[File:logo_trouble_brewing.png|100px]]


<span style="display: block; color: black; font-size: 20px; text-align: center; margin-top: 20px;">Cult of the Clocktower Episode</span>
This box set comes with three editions: [[Trouble Brewing]], [[Bad Moon Rising]], and [[Sects & Violets]]. Choose one to play with. Uncover and add its '''edition box''' to the bottom-left part of the Grimoire. (This will let you easily access the character and reminder tokens you need for this game.) Add the night sheet for this edition to the right side of the Grimoire.
<span style="display: block; color: black; font-size: 14px; text-align: center;">by Andrew Nathenson</span>
<div style='padding-bottom: 10px' class="html5audio" data-file="https://anchor.fm/s/daf1f9c/podcast/play/4340831/https%3A%2F%2Fd3ctxlq1ktw2nl.cloudfront.net%2Fproduction%2F2019-7-24%2F21609314-44100-2-94d8d2e8d0bf8.mp3">You need to enable JavaScript to play this audio</div>


</div>
You’ll need five or more players for [[Trouble Brewing]], and seven or more players for other editions. While you can play other editions with fewer than seven players, this is not recommended. (In five - or six - player games of [[Bad Moon Rising] and [[Sects & Violets]] characters like the Shabaloth, Goon, Fang Gu, or Evil Twin can give an unfair advantage to one team.)


<div class="example" style="color: #5d2123; font-style: italic; font-family: GoudyOldStyle;">
We recommend you start with [[Trouble Brewing]] and then move on to other editions. Likewise, we recommend you run a game or two with five to ten players to get the hang of things, then try your hand at larger games.
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== Prepare The Town Square ==
Put the Town Square board on the floor in the center of the chairs. Put one life token per player on the Town Square matching their seating position. Put a pile of vote tokens in the center of the Town Square. Put the Traveller sheet partially under the Town Square, showing the number of Townsfolk, Outsiders, and Minions.


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== Read The Rules To Any New Players ==
The rules sheet describes all the major things that a new player will need to know to start playing. Simply read out the text written on this sheet to the group, or let those who want to read it do so privately.


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== Summary ==
Part of the rules sheet will prompt you to talk about various hand signals. You’ll want to demonstrate these hand signals as you go, since some players learn visually.
"Once per game, during the day, publicly choose a player: if they are the Demon, they die."
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The Slayer can kill the Demon by guessing who they are.
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* The Slayer can choose to use their ability at any time during the day, and must declare to everyone when they're using it. If the Slayer chooses the Demon, the Demon dies immediately. Otherwise, nothing happens.
If you wish, you can read out the part of the rules sheet that talks about nominations and executions now, but most players will learn this better if you read it out later on, when the first nomination for execution begins.
* The players do not learn the identity of the dead player. After all, it may have been the Recluse!
<hr />
* A Slayer that uses their ability while poisoned or drunk may not use it again.
There is a duplicate rules sheet on the reverse side of the Traveller sheet, kept under the Town Square. To save time, get a veteran player to read out the rules from this sheet, so you don’t have to. While they are explaining the rules, you can set up the game.
* The Slayer will want to choose an alive player. Even if the Slayer chooses a dead Imp, nothing happens, because a dead player can't die again.
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* Players may say whatever they want at any time, so a player who's pretending to be the Slayer may pretend to use the Slayer ability.
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== Secretly Choose Characters ==
== How to Run ==
During the day, the Slayer can declare that they wish to use their ability. If so, the Slayer points at any player. If the chosen player is an alive Demon, declare that the chosen player dies—put a shroud on their character token in the Grimoire. If the chosen player is not an alive Demon, say "Nothing happens." Either way, the Slayer loses their ability—put the Slayer's '''NO ABILITY''' reminder token by the Slayer token.


If a player is bluffing as the Slayer and declares they wish to use their ability, act as if they were indeed the Slayer—allow time for discussion, let them make the decision, and act like you're fiddling with tokens in your Grimoire, then say "Nothing happens."
Take all of the Townsfolk '''character tokens''' out of the chosen edition box, and choose the appropriate number for the number of players, as listed on the setup sheet. Put these character tokens in the left side of the Grimoire, and return all remaining Townsfolk character tokens to the edition box. Then, do the same for any Outsiders, Minions, and the Demon. Do this secretly - the players do not know which characters are in the game.


When the Slayer declares that they wish to use their ability, give the group a minute or two to discuss who the Slayer should choose. This allows the group to feel responsible for the win (or the loss!), but the Slayer always makes the final choice.
If there are more than fifteen players in this game, then any excess players must volunteer to be {{Traveler|Travellers}}. {{Traveler|Travellers}} have
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enormous power but less responsibility, and they often help the game go quicker. Give these volunteers the {{Traveler|Travellers}} sheet, so they can choose which {{Traveler|Travellers}} they wish to be. You’ll find more information about them at {{Traveler|Travellers}}.


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For your first game, we do not recommend that you include {{Traveler|Travellers}} or {{Fabled|Fabled}}.


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<span style='font-style: normal;'>'''CHOOSING CHARACTERS'''.</span> The characters you choose will greatly affect how the game plays. Choose what you think will be fun, what will interact well, or simply what you feel capable of handling. If it is your first game, and you don’t know which characters to include, consider the following (for an eight-player game) or alter one to suit your style:
<br><br>
'''Chef, Empath, Fortune Teller, Undertaker, Virgin, Drunk (Investigator), Scarlet Woman, Imp.''' This setup has a lot of information for the good team, and is a great way to get people engaged and talking immediately, but also is relatively safe for evil players that are unsure of how to bluff well. It will be a chaotic game that is a blast for new players. Remember to give the drunk Investigator false information, and remember that they cannot die by nominating the Virgin!
<br><br>
'''Empath, Fortune Teller, Ravenkeeper, Slayer, Mayor, Saint, Poisoner, Imp.''' This will be a much quieter game, as players slowly figure out if the Saint, Slayer, and Mayor are telling the truth. The Poisoner, who has many juicy targets, can certainly cause some chaos. However, the game may be a quick one if the Slayer is savvy, if the Saint is not savvy enough, or if the Poisoner cannot find the Empath and Fortune Teller in time. If the Mayor is attacked at night, remember to kill another player instead - perhaps the Ravenkeeper?
<br><br>
'''Washerwoman, Fortune Teller, Undertaker, Slayer, Virgin, Recluse, Spy, Imp.''' This is a more advanced setup, requiring some deeper logic from the players, but can be very rewarding if they figure it out. Remember that the Recluse can register as the Demon to the Fortune Teller, Undertaker, and Slayer! And remember that the Spy can register as a Townsfolk to the Virgin, Undertaker, and Washerwoman!
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== Add and Remove Characters ==
If any chosen character tokens show an '''orange flower''', you will need to add or remove some character tokens, as described by its almanac entry. On the character token, the text in square brackets '''— [like this] —''' briefly describes how to alter the characters in play this game. This happens right now, and does not happen again once the game is underway.


== Examples ==
After adding and removing character tokens, the number of character tokens will always equal the number of players.


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The Slayer chooses the {{Evil|Imp}}. The {{Evil|Imp}} dies, and good wins!
The Baron token has text that says '''[+2 Outsiders]'''. The Baron adds two Outsider tokens to the game, but removes two Townsfolk tokens. Other characters, such as the Drunk, do similar things.
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== Add Reminder Tokens To The Grimore ==
The Slayer chooses the {{Good|Recluse}}. The Storyteller decides that the {{Good|Recluse}} registers as the {{Evil|Imp}}, so the {{Good|Recluse}} dies, but the game continues.
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If any chosen character tokens show '''green leaves''' at the top, add the '''reminder tokens''' for those characters to the Grimoire. Return all remaining reminder tokens to the edition box.
The {{Evil|Imp}} is bluffing as the Slayer. They declare that they use their Slayer ability on the {{Evil|Scarlet Woman}}. Nothing happens.
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The reminder tokens for a character show the same symbol as its character token. The number of green leaves on the top equals the number of reminder tokens that character has: If there’s one leaf at the top, add one reminder. If there are three at the top, add three.


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The Investigator character token shows a magnifying glass symbol. Both of the Investigator’s reminder tokens show the same magnifying glass symbol.
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== Pass Out Character Tokens ==
Shuffle the character tokens and put them in the '''bag'''. Then, each player takes one character token out of the bag, and then passes the bag to the next player. Continue this until each player has one token. Each player looks at their character token in secret, revealing it to no one else.


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== Add The Character Tokens To The Grimore ==
== Tips & Tricks ==


* Using your ability late in the game is far more effective than using it early in the game. When fewer people are alive, there is a greater chance that you will select the Demon and win the game. Also, if fewer than five players are alive, then the {{Evil|Scarlet Woman}} cannot become the Demon after you kill it.
Collect all the character tokens from the players, and place them in your Grimoire so they match the seating positions of the players.


* However, using your ability early in the game is better than not using your ability at all because you're dead. Most players will die before the final day arrives, so the odds that you'll also be dead by then are high. Make sure you use your ability before you die. The Demon will want to kill you as soon as possible, so it is usually best to wait, then claim to be the Slayer only on the day that you intend to use your ability.
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The safest way to collect character tokens is to ask all players to hold their hand out, with their character token in hand, felt side up, face side down. You can simply grab it from their hand, making sure nobody sees a flash of color as you do so.
* Coordinate with the other good players to help you select which player to choose. When you tell the group that you are the Slayer, you may find that many players reveal who they are and what information they have, so that you can make the best decision about who to slay. You can make particular use of a {{Good|Fortune Teller}}'s info to find people who might be the Demon.
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* Most of the time, the player that you choose to slay will not be the Demon. This is still useful to do, since you now know a player that is definitely NOT the Demon. Knowing who the Demon isn't is almost as useful as knowing who the Demon is.
 
* Sometimes, it can be useful to choose to slay a player, not because you think that they are the Demon, but because you just want to make sure that they are not. For example, if a player is claiming to be the {{Good|Saint}}, and is about to be executed, you can prove that they are not the Demon by using your ability on them - if they don't die, you will probably want to execute somebody else instead!
 
* An advanced strategy can be to try to influence the Demon's kills with your shot. If someone claims to be the {{Good|Ravenkeeper}}, try to slay them. If they aren't the {{Evil|Imp}}, the real Demon will be forced to make a difficult choice: to kill them, and give them information, or to leave them alive late into the game with everyone knowing they aren't the Demon?
 
* When you choose to use your ability, the Storyteller should allow a minute or so for the group to discuss who they think you should choose. They may give you advice, but it is always your decision. This period can be a good time to pretend to be "about to choose" a particular player... just so you can watch to see how much they sweat under pressure. If, for example, you really want to slay the player claiming to be the {{Good|Mayor}}, you can tell the group that you are really keen to choose the player claiming {{Good|Soldier}}, but secretly you want to see how the {{Good|Soldier}} player reacts before making your final choice.
 
* If you find a {{Good|Monk}} in play, convince them to protect you every night. This way, you can publicly claim to be the Slayer, safe in the knowledge that the Demon can not kill you tonight. Whilst the {{Good|Monk}} is alive, you know you will always be alive tomorrow, so are under no pressure to use your ability today. If the {{Good|Monk}} dies at night, you are no longer safe, but if you die at night whilst the {{Good|Monk}} is still alive, then you know the player is not actually the {{Good|Monk}}.
 
* Beware the {{Evil|Poisoner}}! If you publicly claim to be the Slayer, even if the {{Good|Monk}} is protecting you, you are a prime target for poisoning.
 
* Your ability may work on the {{Good|Recluse}}, since the {{Good|Recluse}} might register as the Demon. If your target dies, and claims to be the {{Good|Recluse}}, then they might actually be the {{Good|Recluse}}... or they could have been the Demon, but had a {{Evil|Scarlet Woman}} who is now the Demon.
 
* You can use your ability at any time during the day. There's no need to rush. You can even use it with the day about to end. On the block? Take your shot. Even if you don't have a clue who the Demon is, it's better to have shot someone than to die unspent.
 
* Remember that your ability only works on the Demon. A person surviving your shot does not prove that they are good, merely that they are not the Demon.
 
* Be aware that the {{Evil|Imp}} may change players throughout the game. If you choose to slay a Minion early in the game, nothing will happen, but that same player may be the {{Evil|Imp}} by the end of the game.
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== Bluffing as the Slayer ==
 
When bluffing as the Slayer, there are a few things you should keep in mind:
 
* You would never wake in the night as the Slayer. Instead, you should publicly announce that you want to claim to be the Slayer, and the Storyteller will take care of the rest of your bluff for you. There is nothing tricky about this character as a bluff.
 
* Nobody will ever die as a result of you "using your Slayer ability". With this in mind, there are a few ways you can choose to handle it:
** Deliberately slaying a Demon or another evil player to make them look like they are not the Demon, which can be useful for setting up bluffs. This is an especially good tactic when combined with the {{Evil|Scarlet Woman}}, since the real Demon can die and pass their ability to a player who has already been exonerated.
** Slaying a good player to confirm them as not the Demon; this will enable you to 'trust' them, and will enable them to want to team up with you because of it.
** Alternatively, you can deliberately slay a good player, and then start to appear evil (e.g. {{Good|Empath}}, setting yourself up to be read by an {{Good|Undertaker}}, etc.) Since you 'protected' a player from suspicion with your ability, they will appear evil as well.
 
* Solicit the opinion of the group on who you should pick. Good players will be keen to help you make the right choice, and working with them will make you look good, also potentially coaxing information characters out from hiding who want to guide you to the right choice.
 
* The Slayer is a good "backup bluff". If you claim to be a character that is already in play, or you are otherwise under suspicion by the group, claiming that you were lying about who you were so that you could survive an extra day or two as the Slayer is believable - after all... that is what a real Slayer might very well do.
 
* Bluffing as a Slayer also works for good players! A Slayer with no ability is not a high priority target for the Demon, enabling you to survive and continue secretly gathering information.
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The exact position of each character token in the Grimoire is up to you. If three players are all sitting on the same couch, it is more helpful to group those three tokens close together, in order to remind yourself that they are the couch triplet. As long as the clockwise or counterclockwise order of the players is the same in the Grimoire as it is in the physical space, you’ll be fine.
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[[Category:Trouble Brewing]]
[[Category:Townsfolk]]

Revision as of 01:53, 23 March 2023

You can set up a game of Clocktower by following the instructions on the setup sheet, which are explained in more detail here.

Gather Your Players

Get one chair per player and arrange the chairs facing each other. A rough circle or square is fine, as long as people are sitting in a definite clockwise or counterclockwise order. As the Storyteller, you will need to be able to enter and exit the circle often, so leave a gap between two chairs. The center of this space will need to be mostly empty - no tables or hazards on the floor which can be tripped on.

Prepare The Grimoire

Clip the Grimoire by fastening the two metal clips as close as possible to the upper and lower corners of the game box, creating a sturdy book-like container. Unfold and assemble the two-piece Grimoire stand and place the Grimoire upon it, putting it where players that walk around will not accidentally see its contents. Collect supplies of all the info, night, and shroud tokens anywhere you like in the Grimoire. (We recommend the bottom-left corner of the right side.)

Choose An Edition

This box set comes with three editions: Trouble Brewing, Bad Moon Rising, and Sects & Violets. Choose one to play with. Uncover and add its edition box to the bottom-left part of the Grimoire. (This will let you easily access the character and reminder tokens you need for this game.) Add the night sheet for this edition to the right side of the Grimoire.

You’ll need five or more players for Trouble Brewing, and seven or more players for other editions. While you can play other editions with fewer than seven players, this is not recommended. (In five - or six - player games of [[Bad Moon Rising] and Sects & Violets characters like the Shabaloth, Goon, Fang Gu, or Evil Twin can give an unfair advantage to one team.)

We recommend you start with Trouble Brewing and then move on to other editions. Likewise, we recommend you run a game or two with five to ten players to get the hang of things, then try your hand at larger games.



Prepare The Town Square

Put the Town Square board on the floor in the center of the chairs. Put one life token per player on the Town Square matching their seating position. Put a pile of vote tokens in the center of the Town Square. Put the Traveller sheet partially under the Town Square, showing the number of Townsfolk, Outsiders, and Minions.

Read The Rules To Any New Players

The rules sheet describes all the major things that a new player will need to know to start playing. Simply read out the text written on this sheet to the group, or let those who want to read it do so privately.

Part of the rules sheet will prompt you to talk about various hand signals. You’ll want to demonstrate these hand signals as you go, since some players learn visually.

If you wish, you can read out the part of the rules sheet that talks about nominations and executions now, but most players will learn this better if you read it out later on, when the first nomination for execution begins.


There is a duplicate rules sheet on the reverse side of the Traveller sheet, kept under the Town Square. To save time, get a veteran player to read out the rules from this sheet, so you don’t have to. While they are explaining the rules, you can set up the game.



Secretly Choose Characters

Take all of the Townsfolk character tokens out of the chosen edition box, and choose the appropriate number for the number of players, as listed on the setup sheet. Put these character tokens in the left side of the Grimoire, and return all remaining Townsfolk character tokens to the edition box. Then, do the same for any Outsiders, Minions, and the Demon. Do this secretly - the players do not know which characters are in the game.

If there are more than fifteen players in this game, then any excess players must volunteer to be Travellers. Travellers have enormous power but less responsibility, and they often help the game go quicker. Give these volunteers the Travellers sheet, so they can choose which Travellers they wish to be. You’ll find more information about them at Travellers.

For your first game, we do not recommend that you include Travellers or Fabled.

CHOOSING CHARACTERS. The characters you choose will greatly affect how the game plays. Choose what you think will be fun, what will interact well, or simply what you feel capable of handling. If it is your first game, and you don’t know which characters to include, consider the following (for an eight-player game) or alter one to suit your style:

Chef, Empath, Fortune Teller, Undertaker, Virgin, Drunk (Investigator), Scarlet Woman, Imp. This setup has a lot of information for the good team, and is a great way to get people engaged and talking immediately, but also is relatively safe for evil players that are unsure of how to bluff well. It will be a chaotic game that is a blast for new players. Remember to give the drunk Investigator false information, and remember that they cannot die by nominating the Virgin!

Empath, Fortune Teller, Ravenkeeper, Slayer, Mayor, Saint, Poisoner, Imp. This will be a much quieter game, as players slowly figure out if the Saint, Slayer, and Mayor are telling the truth. The Poisoner, who has many juicy targets, can certainly cause some chaos. However, the game may be a quick one if the Slayer is savvy, if the Saint is not savvy enough, or if the Poisoner cannot find the Empath and Fortune Teller in time. If the Mayor is attacked at night, remember to kill another player instead - perhaps the Ravenkeeper?

Washerwoman, Fortune Teller, Undertaker, Slayer, Virgin, Recluse, Spy, Imp. This is a more advanced setup, requiring some deeper logic from the players, but can be very rewarding if they figure it out. Remember that the Recluse can register as the Demon to the Fortune Teller, Undertaker, and Slayer! And remember that the Spy can register as a Townsfolk to the Virgin, Undertaker, and Washerwoman!



Add and Remove Characters

If any chosen character tokens show an orange flower, you will need to add or remove some character tokens, as described by its almanac entry. On the character token, the text in square brackets — [like this] — briefly describes how to alter the characters in play this game. This happens right now, and does not happen again once the game is underway.

After adding and removing character tokens, the number of character tokens will always equal the number of players.

The Baron token has text that says [+2 Outsiders]. The Baron adds two Outsider tokens to the game, but removes two Townsfolk tokens. Other characters, such as the Drunk, do similar things.



Add Reminder Tokens To The Grimore

If any chosen character tokens show green leaves at the top, add the reminder tokens for those characters to the Grimoire. Return all remaining reminder tokens to the edition box.

The reminder tokens for a character show the same symbol as its character token. The number of green leaves on the top equals the number of reminder tokens that character has: If there’s one leaf at the top, add one reminder. If there are three at the top, add three.

The Investigator character token shows a magnifying glass symbol. Both of the Investigator’s reminder tokens show the same magnifying glass symbol.



Pass Out Character Tokens

Shuffle the character tokens and put them in the bag. Then, each player takes one character token out of the bag, and then passes the bag to the next player. Continue this until each player has one token. Each player looks at their character token in secret, revealing it to no one else.

Add The Character Tokens To The Grimore

Collect all the character tokens from the players, and place them in your Grimoire so they match the seating positions of the players.

The safest way to collect character tokens is to ask all players to hold their hand out, with their character token in hand, felt side up, face side down. You can simply grab it from their hand, making sure nobody sees a flash of color as you do so.

The exact position of each character token in the Grimoire is up to you. If three players are all sitting on the same couch, it is more helpful to group those three tokens close together, in order to remind yourself that they are the couch triplet. As long as the clockwise or counterclockwise order of the players is the same in the Grimoire as it is in the physical space, you’ll be fine.