Blood on the Clocktower

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Blood on the Clocktower

Overview

Blood on the Clocktower is a social deduction game for 5-20 players. Players sit in a circle, each secretly assigned a unique character with a special ability. Most players are good Townsfolk or Outsiders trying to identify and execute the Demon. A few players are evil – a Demon and its Minions – who kill by night and spread lies by day. One additional person serves as the Storyteller (game master), who runs the game, manages the Grimoire, resolves abilities, and communicates secretly with players at night via hand signals.

The game alternates between Night phases (eyes closed; characters wake individually to use abilities or receive information) and Day phases (open discussion, nominations, and a public vote to execute one player). Good wins if the Demon is executed. Evil wins if only 2 non-Traveler players remain alive. Dead players lose their abilities but may still talk and retain one final vote for the rest of the game.

Games typically last 30-90 minutes. The box includes three editions (scenarios) of increasing complexity: Trouble Brewing (beginner), Bad Moon Rising (intermediate), and Sects & Violets (intermediate).

Components

Core Components

Travelers & Fabled

Trouble Brewing (Beginner Edition)

Bad Moon Rising (Intermediate Edition)

Sects & Violets (Intermediate Edition)

Setup

  1. Arrange seating. Place one chair per player in a rough circle or square, with a definite clockwise/counterclockwise order. Leave a gap for the Storyteller to enter/exit. Keep the center clear of tables or obstacles.

  2. Prepare the Grimoire. Clip the two metal clips near the upper and lower corners. Place the Grimoire on its stand, positioned where players walking around will not accidentally see inside. Stock info, night, and shroud tokens inside (bottom-left of the right side is recommended).

  3. Choose an edition. Select Trouble Brewing (5+ players), Bad Moon Rising (7+ players), or Sects & Violets (7+ players). Place its edition box in the bottom-left of the Grimoire.

  4. Prepare the Town Square. Place the Town Square board on the floor in the center. Add life tokens equal to the number of players. Place a pile of vote tokens in the center. Tuck the Traveler sheet partially under the Town Square so the Townsfolk/Outsider/Minion count is visible.

  5. Read rules to new players. Use the rules sheet (or have a veteran read the duplicate on the Traveler sheet’s reverse). Demonstrate hand signals. Nomination/execution rules can be deferred until the first nomination.

  6. Secretly choose characters. Referring to the setup sheet for the correct distribution by player count, select the appropriate number of Townsfolk, Outsiders, Minions, and the Demon from the edition box. Place chosen tokens in the left side of the Grimoire. Return all unchosen tokens. Players with 16+ participants must volunteer excess players as Travelers.

    Character Distribution by Player Count:

    Players Townsfolk Outsiders Minions Demon
    5 3 0 1 1
    6 3 1 1 1
    7 5 0 1 1
    8 5 1 1 1
    9 5 2 1 1
    10 7 0 2 1
    11 7 1 2 1
    12 7 2 2 1
    13 9 0 3 1
    14 9 1 3 1
    15 9 2 3 1

    For 16-20 players, use the 15-player distribution and excess players become Travelers.

  7. Add and remove characters (orange leaf). If any chosen character token shows an orange leaf, add or remove character tokens as described in the almanac. After adjustments, the total number of character tokens must still equal the number of players. Example: the Baron adds 2 Outsiders and removes 2 Townsfolk.

  8. Add reminder tokens (green leaves). For each chosen character with green leaves on top of its token, add the corresponding number of reminder tokens beside it in the Grimoire.

  9. Distribute character tokens. Shuffle all chosen character tokens and place them in the bag. Each player draws 1 token, looks at it secretly, then passes the bag onward.

  10. Collect tokens into Grimoire. Have players hold out their tokens felt-side up. Collect them and place them in the Grimoire matching seating positions. Maintain the same clockwise/counterclockwise order as physical seating.

Turn Structure

The game alternates between Night and Day phases. The very first phase is always a Night.

Night Phase

Preparation (before eyes close):

Execution (eyes closed):

  1. Say “All players, eyes closed” and verify compliance.

  2. First Night only (7+ players) – Minion Info:
    • Wake all Minions simultaneously.
    • Let Minions make eye contact to learn each other’s identities.
    • Show the “This Is the Demon” info token and point at the Demon player.
    • Put all Minions back to sleep.
  3. First Night only (7+ players) – Demon Info:
    • Wake the Demon.
    • Show “These are your Minions” info token and point to each Minion.
    • Show “These characters are not in play” info token and display 3 good character tokens not in play (typically 2 Townsfolk + 1 Outsider) as bluff options.
    • Put the Demon to sleep.
  4. Resolve character abilities from top to bottom on the night sheet:
    • Tap the player twice on shoulder or knee to wake them.
    • Resolve their ability (they choose a player, receive information via hand signals, etc.).
    • Use the “eyes closed” hand signal (hand over your own eyes) to put them back to sleep.
    • Place/move reminder tokens as needed.
    • If a character dies before their turn on the night sheet, skip them – they do not wake.
  5. Dawn: Wait 5-10 seconds at the dawn marker (prevents meta-gaming about who acted last). Then say “All players, eyes open.” Immediately declare which players died during the night (do not reveal how or why).

Day Phase

Discussion:

Nominations and Voting:

  1. Say “I now call for nominations.”
  2. Any alive player may nominate any other player (alive or dead) by name. Repeat the nomination aloud. Dead players cannot nominate.
  3. Each player may nominate only once per day. Each player may be nominated only once per day.
  4. Only one nomination can be pending at a time.
  5. Give the nominee 10-30 seconds to defend themselves.
  6. Tally votes: Stand in the center, extend one hand toward the nominee, and slowly spin clockwise, counting raised hands aloud. The nominee votes last and may vote for themselves.
    • Alive players may vote for as many nominees as they wish per day.
    • Dead players may vote only once for the rest of the entire game (then remove their vote token).
  7. Declare result:
    • The vote succeeds if: (a) votes >= half the number of alive players, AND (b) more votes than any previous nominee today.
    • If it succeeds, that player is “about to die” (pending execution) unless a later nominee gets even more votes.
    • If it ties with a previous nominee, neither is executed; future nominees must exceed the tied count.
    • If it fails, the player is not executed.
  8. Call for further nominations or give a last call: “Last call for nominations! Three… two… one…”
  9. If nominations close and a player is “about to die,” execute them.

Execution:

After execution: Take ~30 seconds to prepare the next night phase (reposition reminders, add/remove night tokens). Then declare the day over and begin the next Night.

Actions

Character Types

Type Alignment Role
Townsfolk Good (blue) Abilities that help the good team. Most in-play characters are Townsfolk.
Outsider Good (blue) Abilities that are unhelpful or harmful to the good team.
Minion Evil (red) Abilities that help the evil team. Usually 1-3 per game.
Demon Evil (red) The primary villain. Kills at night. If the Demon dies, good wins.
Traveler Varies (chosen by Storyteller) For late arrivals / early departures. Powerful abilities, little information. Exiled, not executed.
Fabled Neutral (Storyteller’s) Special rules characters used to solve real-world game issues (accessibility, time constraints, balance). Cannot die or lose abilities.

Ability Rules

Storyteller Hand Signals (Night Communication)

Signal Meaning
Tap twice (shoulder/knee) Wake up (eyes open)
Hand over own eyes Go back to sleep (eyes closed)
Nod Yes
Shake head No
Thumbs up Good alignment
Thumbs down Evil alignment
Fingers held up A number (0 = thumb touching fingertips in “O” shape)
Point at player Indicate a specific player
Show character token Indicate a specific character

States

Alive / Dead:

Good / Evil (Alignment):

Drunk / Poisoned:

Madness (Sects & Violets and beyond):

Travelers

Travelers are for players who arrive late or need to leave early. They have powerful abilities but gain little information.

Adding a Traveler:

  1. Let the player choose a Traveler from the Traveler sheet (5 recommended per edition).
  2. Tell them privately whether they are good or evil. Evil Travelers learn which player is the Demon (but not Minions).
  3. Place their token in the Grimoire (upside-down if evil).
  4. Place a grey life token on the Town Square.
  5. Announce publicly which Traveler character is now in play and what its ability is (do NOT reveal alignment).

Traveler Rules:

Fabled

Fabled are special rules characters for the Storyteller. They fix real-world problems: accessibility, time constraints, custom script balance, new-player protection, etc.

Scoring / Victory Conditions

Condition Winner
The Demon is executed (dies) Good wins
Only 2 non-Traveler players remain alive Evil wins
Both conditions met simultaneously Good wins (good takes priority)

Important details:

Early game ending: The Storyteller can declare a winner when victory is certain. Common case: with 4 players alive, if good executes a non-Demon, evil will usually win (Demon kills 1 at night, leaving 2 alive). However, if a Monk or Soldier could prevent the night kill, continue play. If there is ANY chance for the losing team, keep going.

Special Rules & Edge Cases

General Principles

Night Phase Edge Cases

Execution Edge Cases

Drunk / Poisoned Interactions

Registration

Minion/Demon Info (First Night, 7+ Players)

Storyteller Best Practices

Discouraged Behaviors

Player Reference

Quick Setup Checklist

  1. Chairs in circle, gap for Storyteller, center clear
  2. Grimoire clipped and on stand
  3. Choose edition, place edition box in Grimoire
  4. Town Square with life tokens and vote tokens
  5. Read rules to new players
  6. Select characters per setup sheet, add/remove per orange leaves
  7. Add reminder tokens per green leaves
  8. Bag, draw, collect tokens into Grimoire
  9. Begin first Night

Character Distribution

Players Townsfolk Outsiders Minions Demon
5 3 0 1 1
6 3 1 1 1
7 5 0 1 1
8 5 1 1 1
9 5 2 1 1
10 7 0 2 1
11 7 1 2 1
12 7 2 2 1
13 9 0 3 1
14 9 1 3 1
15 9 2 3 1

16-20 players: use 15-player distribution; excess players become Travelers.

Key Voting Thresholds

Alive Players Votes Needed to Execute (>= half)
3 2
4 2
5 3
6 3
7 4
8 4
9 5
10 5
12 6
15 8

Win/Loss Summary

Good Wins Evil Wins
Demon dies (by execution or ability) Only 2 non-Traveler players remain alive
If both conditions are simultaneous, good wins Travelers do NOT count toward the 2-player threshold

Day Phase Flow

  1. Discussion (5-10 min typical)
  2. Storyteller calls for nominations
  3. Nomination -> defense (10-30 sec) -> clockwise vote tally
  4. Repeat nominations or give last call
  5. Execute the player “about to die” (if any)
  6. Prepare night, declare day over

Night Phase Flow

  1. “All players, eyes closed”
  2. First night only (7+ players): Minion info, then Demon info
  3. Wake characters top-to-bottom per night sheet, resolve abilities
  4. Wait 5-10 seconds at Dawn
  5. “All players, eyes open” – immediately announce deaths

Editions at a Glance

Edition Difficulty Min Players Theme
Trouble Brewing Beginner 5 Classic Demon-hunt with misinformation tricks
Bad Moon Rising Intermediate 7 Death extravaganza; multiple kills per night; risky info-gathering
Sects & Violets Intermediate 7 Wild abilities; alignment/character changes; madness mechanic

Leaf Guide (Character Token Icons)

Icon Meaning
Green leaves (top) Number of reminder tokens to add to Grimoire
Green leaf (left) Character acts on the first night
Green leaf (right) Character acts on all other nights
Orange leaf Character modifies setup (add/remove characters)

Dead Player Rules