Blood on the Clocktower
A deadly game of hidden alliances, bluffing, and social deduction. Root out the demon among you… or fall prey to its cunning nature.
The Game Begins
Welcome, brave souls, to Blood on the Clocktower—a deadly game of hidden alliances, psychological warfare, and social deduction. Players are secretly assigned roles that dictate their allegiance, abilities, and ultimate win conditions. Trust will be tested, lies will be weaponized, and the truth will be buried beneath layers of deception.
How It Works
The game is guided by a neutral Storyteller who secretly sets up each session using a chosen script. Players are divided into teams, each with distinct objectives and secret abilities:
- 🏘️ Townsfolk — Good-aligned investigators and helpers. They rely on information gathering, protection, and deduction to uncover the traitors.
- 🎭 Outsiders — Mostly Good-aligned with unique drawbacks or special abilities. Some may shift alignment or even play alone, turning their weaknesses into weapons of misdirection.
- 🗡️ Minions — Evil-aligned assistants to the Demon. They thrive on chaos, spreading misinformation, and sabotaging the Good team’s efforts.
- 🌑 Demon — Always evil. Capable of eliminating players each night and granted three Bluff Roles on Night 1 to hide in plain sight and manipulate the town.
The game progresses through a strict Night & Day Cycle:
- 🌙 Night Phase — Everyone closes their eyes. The Storyteller wakes specific roles to act, gather information, or make kills. Beware: drunk or poisoned players may receive corrupted or false information.
- ☀️ Day Phase — Open discussion begins. Players nominate suspects, debate, and accuse. A nomination requires ≥50% of living players to vote for execution. Ties result in no one dying.
Rewards & Legacies
Victory is not measured in gear, but in truth and survival.
- Good Team Wins: If the Demon is executed or killed.
- Evil Team Wins: If the Evil survival condition is met (varies by script).
- Neutral Wins: Certain Outsiders or special roles may have unique win conditions, allowing them to triumph alone.
Death is not the end. Even after execution or a night kill, players may continue talking and cast one final vote during nominations. Ghosts retain their pre-death alignment for victory conditions and can still strategize from the afterlife. No post-death abilities are allowed unless explicitly stated by the script.
The Final Phase
As the town dwindles and information becomes fragmented, the final days grow increasingly tense. With each execution, the balance shifts. The Demon and Minions grow bolder, while Townsfolk must piece together fragmented clues before the Evil team secures its survival condition.
Once the final vote is cast or the survival condition is met, the round concludes. The Storyteller reveals all roles, rewarding clever deduction, masterful deception, and tactical storytelling. Players are encouraged to review the script afterward to understand hidden mechanics and refine their strategies for future games.
Important Notes
- 📜 Always check the specific game script before play—roles, ratios, and win conditions vary
- 🤫 The Storyteller is strictly neutral (unless an Atheist role is in play)
- 💀 Ghosts can talk and vote once, but cannot nominate or use abilities
- 🗣️ Bluffing, lying, and psychological manipulation are core mechanics—embrace the deception
- 🤝 Coordinate with others, but verify information; solo claims are easily exploited
- 📖 Follow the script strictly; ask the Storyteller privately if unsure about rules or abilities
- 👥 Spectators/absent players may be added or removed based on session size—ratios are flexible per script
- 🛡️ Respect all players, even in the heat of betrayal. Table talk should remain within server guidelines
Trust the process. Lie to everyone. Find the truth.