1. In the enchanting realm of the North Pole, a magical Christmas mystery unfolds. Santa Claus, the merry bringer of joy, has uncovered a mischievous scheme to sabotage Christmas! With Mrs. Claus and his team of whimsical allies by his side, they must uncover the culprit before it's too late"the fate of Christmas hangs in the balance!

    As the snowflakes fall and the Christmas lights twinkle, the characters must work together, using their unique abilities to unveil the truth. Is the Grinch up to his old tricks, or is there a different shadow lurking in the winter night? It's a race against time to save the magic of Christmas. Trust is fragile, and not everyone is who they seem to be. Can Santa and his allies restore peace and joy to the North Pole, or will the spirit of Christmas be lost forever?

    Gather your friends, don your Santa hats, and step into this enchanting mystery where your decisions shape the story. Merry sleuthing!

    A Very Merrry Clocktower Christmas
  2. This is a total homebrew script with 26 custom characters that to the best of my knowledge are original designs. There are no new game mechanics in these character designs so if you've played all base 3 scripts you should be comfortable.

    Some evil players can make choices for good characters. Secret Santa can immediately start a vote after a nomination. Scrooge can turn an evil player to the good team after initially adding an evil player. The demon Belsnickel starts the game with the entire grimoire and no minions but can recruit players to join the evil team.

    If you and your group are about to embark on using this script, keep in mind that some of the most impactful characters empower the Storyteller and the Storyteller should be trying to focus on the fun of the situation. The script is not intended to be hyper-competitive and will likely see some revisions when it has been played more to further clarify rules. Thanks for trying it out at this early stage and I hope your group has as much fun with it as everyone at Chill on the Clocktower has.

    Huge thanks to Lucy, Melon, Stu, and Chris for all their ideas and help getting this script and almanac ready and thank you to the Chill on the Clocktower community for running it through its paces.

    If you're interested in this script, have feedback after playing or if you're a chill clocktower player looking for some like-minded folks to play the game with then please reach out to me via DMs in your nearest Blood on the Clocktower discord server (Nashable).

    Where to Start

    • Read the almanac entry for your character, including the tips section (red boxes).
    • Everyone should read up on the Wassailer, it's fun!
    • If you pull an Outsider token make sure you read the Broken Toy as well.
    • If you pull a Demon token read the Minions, if you pull a Minion token read the Demons.
    • If you pull an evil character, read up on Rudolph, Christmas Angel, Frosty and Gingerbread Man.
    • If you become evil during the game read up on Scrooge and the Belsnickel.
    • If your character is changed in the night, read Mistletoe.
    • If you are the Mrs. Claus then check the night order for the first night to give you an idea of who uses their ability.
    • John McClane, Secret Santa, and Holly Wreath all have alternative win conditions so if you have time read those as well.
    • Everyone should read the fabled J'Accuse...! but that will be explained at the start of the game.
  3. Changelog


    December 10, 2023 - First Version.

  4. Mrs. Claus

    You start knowing the closest alive player, excluding Travelers, who did not wake tonight due to their ability. If equidistant you learn both.


    "Be safe, my love. Your wisdom lights our way like the brightest star on this frosty night. I'll keep the hearth warm and the spirits high until your return, ensuring our Christmas magic stays aglow."

    You start knowing the closest alive player, excluding Travelers, who did not wake tonight due to their ability, if equidistant you learn both.

    This ability only detects characters who woke in order to use their ability. It does not detect characters who woke for any other reason"such as if the Storyteller woke a Minion to let them know who the Demon is, woke the Demon to give them their starting Demon info, woke a player due to the ability of a different character, or woke someone accidentally.

    If a Mrs. Claus is added in the middle of a game, the closest player who did not wake tonight is detected by the Mrs. Claus.

    Once per game ability characters are detected by Mrs. Claus if they DID NOT use their ability tonight.

    Players that woke tonight due to their ability but are drunk or poisoned still count as having woke tonight.

    Examples

    Lucy the Mrs. Claus is sat between Melon the Rudolph and Vivly the Grinch. Lucy learns learns Melon has not yet woken tonight.

    In the next game, Lucy is sat between Donnie the Holiday Elf and Dustin the Yeti. Lucy learns Dustin has not yet woken.

    In another game, Pan Pan the Mrs. Claus is sat between Chris as Santa Claus and Ryan the Krampus. Stu the Wassailer is sat next to Chris, and Erika The Nutcracker is sat next to Ryan but dead. Pan Pan would learn Stu as both Chris and Ryan woke that night.

    How to Run

    First night, wake Mrs. Claus and point to the nearest player who has not woken due to their ability yet. If there are two equidistant players who have not yet woken then point to both. If everyone in the circle has woken tonight then show them a 0.

    Most characters who do not wake before you on night 1 are good. Your info can help other characters like Santa and Christmas Angel. If you can partner with a Rudolph then you could quickly identify an evil player.

    You can be forthcoming with your info but if you keep it hidden for a little bit, you can catch Evil making claims that don't fit into your info. If you learn someone four steps away hasn't used their ability, everyone between you and them should all have used their abilities. Anyone claiming otherwise is hiding something (good or evil)! If you put yourself on the Block early, maybe they'll confess to you and you can sift them out.

    As Evil you'll want to keep Mrs. Claus in mind and will have to gamble with your claims. Maybe have a back-up claim of a Character who would wake/not wake in the night.

    Attribution

    Created by Nashable

    Townsfolk

  5. Frosty

    Each night, the 1st evil player to choose you with their ability is drunk until dusk. You learn what character picked you then die.


    "In a whirl of glistening snow, Frosty dances with joy aglow, bringing laughter wherever he goes, as his magic hat bestows"

    Each night, the 1st evil player to choose you with their ability is drunk until dusk. You learn what character picked you then die.

    Each night, the first time an evil player wakes to use their ability and chooses Frosty, that player becomes drunk immediately. Their ability does not work tonight, nor the next day.

    Later on the same night, if another evil player wakes to use their ability and chooses Frosty, their ability works as normal.

    Frosty cannot make a player drunk unless the player chose Frosty. The Storyteller choosing Frosty due to an ability, such as the Yeti's, doesn"t count.

    Examples

    Mistletoe picks Frosty. Mistletoe becomes drunk, negating their ability. Frosty is now shown the Mistletoe token and then dies in the night.

    Krampus picks Frosty on the first night. Frosty dies and Krampus becomes drunk. Frosty learns Krampus. During the day somebody says Krampus' secret word but nobody dies due to Krampus being drunk.

    The Lleech picks Frosty in the night and becomes drunk. Frosty still dies and knows they've been chosen by the Lleech. Next day the Lleech is executed and due to being drunk they die and good wins.

    In another game the Lleech picks Frosty as the Lleech host and becomes drunk. Frosty still dies and knows they've been chosen by the Lleech. Next day the Lleech is not executed. At night they are woken up and asked to pick a new host.

    The Assassin picks Frosty. Frosty makes the Assassin drunk and learns that the Assassin picked them. Frosty dies from the Assassin's ability (if that is useful for other character info)

    How to Run

    When the first evil picks Frosty during the game, mark them with the knows token. Then mark Frosty for death. Wake Frosty and show them this CHARACTER SELECTED YOU and then the token of the character that picked them. Send them to sleep.

    At the following dusk remove the Drunk reminder token from the evil player.

    Some evil characters learn information when they pick a player. In games with Frosty it may be useful to privately speak with Frosty and learn if they are bluffing as a specific character.

    As evil you generally want to avoid Frosty, it"s a good bluff for anyone who wants to avoid being picked by the evil team.

    As a Frosty player you may want to consider which characters are more likely to be chosen by the Demon vs. Minions as learning which Demon is in play could be very powerful information.

    Frosty is also a great bluff for the evil team either by killing a minion or an Imp star passing.

    Attribution

    Created by Nashable

    Townsfolk

  6. Santa Claus

    Each night, choose a player and decide if they have been "Naughty" or "Nice". Depending on your choice something good or bad may happen to them or you.


    "My dear, as night descends on our snowy realm, I set out to uncover secrets and protect our Christmas joy from lurking shadows."

    Each night, choose a player and decide if they have been "naughty" or "nice". Depending on your choice something good or bad may happen to them or you.

    The effects of the ability are entirely up to the storyteller and can break the rules of the game.

    The effect from Santa's ability can happen at any point during the night or even the following day.

    All ongoing effects from Santa Claus end when Santa Claus dies :(

    Examples

    Santa Claus chooses Mrs. Claus on night 3 and chooses "Nice". The storyteller gives Mrs. Claus an extra use of their ability.

    Santa Claus chooses Scrooge on night 1 and chooses "Nice". The storyteller tells Scrooge the player name of one of their ghosts.

    Santa Claus chooses an alive Boomdandy and "Naughty". The Boomdandy and Demon swap roles. The new Boomdandy is now poisoned for the rest of the game.

    Santa Claus chooses the Grinch and "Nice". Grinch now learns who Santa Claus is and who they pick every night.

    How to Run

    Have Santa Claus choose a player each night. They signal yes/thumbs up for Nice and no/thumbs down for Naughty.

    In terms of effects you can make any changes based on their decision. Nice should be helpful to the team of the chosen player and Naughty should hinder the team of the chosen player.

    You will want to choose "Nice" for the players on your team to help them and "Naughty" for the players not on your team to hinder them. You generally will want to keep yourself hidden from evil, especially Jack Frost or Grinch as they could both strongly impact your ability. Others may want to have you killed as soon as possible to stop you benefiting the town. Your abilities can be very powerful and game changing so may be confused with an Atheist style game on certain scripts. Finally, if you are targeting the same player every night or liberally handing out coal (Naughty) don't forget that your ability can affect you instead if deemed necessary by the Storyteller.

    Attribution

    Designed by Fearless Dave & Nashable. Art by Nashable

    Townsfolk

  7. Holiday Elf

    Each night, choose a player. If you chose yourself (once) you discover the characters of all the players previously chosen, plus one out-of-play character.


    "We elves try to stick to the four main food groups: candy, candy canes, candy corns and syrup."

    Each night, choose a player. If you chose yourself (once) you discover the characters of all the players previously chosen, plus one out-of-play character.

    The order of the characters received by the Holiday Elf does not need to follow the order they were chosen.

    The Holiday Elf can only be choose themselves once per game, afterwards the Holiday Elf has no ability.

    If the Holiday Elf is drunk or poisoned when they choose themselves, they may receive false info about some or all players they had chosen on previous nights. The extra character they receive may be in play.

    If the Holiday Elf is drunk or poisoned when they choose another player, the Storyteller does not place a Gift reminder token.

    Examples

    It is night 5 when the Holiday Elf chooses themselves. They have previously chosen Santa Claus, Mrs. Claus, Mistletoe, Boomdandy. The Holiday Elf learns; Mrs. Claus, Mistletoe, Santa Claus, Yeti (out of play), Boomdandy.

    It is night 2, Jack Frost chooses the Holiday Elf and is asked to make a choice. Jack Frost chooses the Holiday Elf. This does not trigger the Holiday Elf's own ability as that is a once per game ability, instead if the Holiday Elf decides to choose another player then the Gift reminder token goes on the Holiday Elf due to Jack Frost's ability.

    It is night 3, the players previously chosen are Slayer, Imp, Recluse. The Holiday Elf chooses themselves but is poisoned. They learn Slayer, Imp (Recluse registering as Demon), Empath (poisoned), Soldier (In play character).

    How to Run

    Each night, wake the Holiday Elf and ask them to either choose another player or themselves. If they choose another player mark the player with the GIFT reminder token. If they choose themselves, mark the Holiday Elf with Opened Gifts reminder token, show them all the characters of players marked with a gift reminder token, plus one additional out-of-play character. The order you show these characters is entirely up to the Storyteller. Send the Holiday Elf to sleep.

    If the Holiday Elf has an Opened Gifts reminder token, do not wake them.

    This character has the ultimate push your luck ability. The longer you hold on opening gifts the more information you can gather, but you also increase your chances of being poisoned, drunk, or dead.

    Attribution

    Created by Nashable

    Townsfolk

  8. Rudolph

    Each night*, choose as many players as there are base minions (not yourself). You learn how many minions are among the group. If you choose a minion they learn who you are.


    "Amidst the snowy eve's quiet hush, young Rudolph, with his nose so bright, guides our sleigh through the wintry night, a beacon of hope in the frosty air."

    Each night*, choose as many players as there are base minions (not yourself). You learn how many minions are among the group. If you choose a minion they learn who you are.

    Rudolph makes their choice(s) and is given a number to indicate how many players are registering as minions within the group.

    The number of choices Rudolph makes scales with the base/set up number of minions (e.g. 3 choices in a 15 player game vs. 1 choice in an 8 player game).

    Other characters that impact the total number of minions (e.g. Belsnickel or Lil'monsta) do not impact the number of choices Rudolph makes. Nor do any changes during the middle of a game (e.g. Imp passing to a minion).

    Only players registering as minions are informed they were chosen by Rudolph.

    If Rudolph is drunk or poisoned then Rudolph is given an arbitrary number by the Storyteller but no minions are woken up.

    Examples

    Rudolph picks Santa Claus, Mrs. Claus, Jack Frost. Rudolph is shown a 1 and sent to sleep. Jack Frost is woken up and informed they have been selected by Rudolph and who the Rudolph player is.

    Rudolph is poisoned and chooses Yeti, Jack Frost, John McClane. Rudolph is shown a 0, nobody else is woken up.

    Rudolph picks Recluse, Boomdandy, Heretic. Recluse registers as a minion and Rudolph is shown a 2. Boomdandy is woken up and learns which player is Rudolph.

    In the "you can but shouldn't" category as Storyteller: Rudolph chooses Recluse, Frosty, Heretic. Recluse registers as a minion and Rudolph is shown a 1. Recluse is woken up and told who Rudolph is, because they are registering as a minion.

    How to Run

    Starting on the second night, Rudolph points at up to three players equal to the base count of minions. Show them how many minions are in the group and send them to sleep. Any minions chosen, wake and show them "You were chosen by" and the Rudolph token. Point to Rudolph.

    You are an extremely powerful character who quickly gains knowledge about the town but is also very likely to be found by evil and targeted. If you are alive later in the game it is very likely that evil know who you are and are influencing your information/ability somehow.

    When playing with a Rudolph be wary of an evil team bluffing as Rudolph that could be further sold by killing off a minion or star pass.

    When on the evil team, you can try and confuse the good team by either poisoning or interfering with Rudolph's information/choices.

    Attribution

    Created by Nashable

    Townsfolk

  9. Ghost Present

    Each night*, choose a player. You learn all the reminder tokens of that player and if they are Scrooge.


    "Robed in the richness of the present, this spirit unveils the joys and woes of today, revealing truths hidden beneath the festive cheer."

    Each night* you choose a player and the Storyteller will read you the text of the reminder tokens they have. Your role adds a Scrooge reminder token to Scrooge.

    The Storyteller can optionally read out any custom reminder tokens.

    If a player has no reminder tokens next to them, Ghost Present learns a 0.

    Examples

    Ghost Present picks Scrooge who has already been chosen by Christmas Angel. Ghost Present learns "Scrooge", "Protect".

    Ghost Present picks Broken Toy (who thinks they are Scrooge) and learns "Is the Broken Toy".

    Ghost Present picks Santa Claus, who has been targeted by the Grinch. Ghost Present's ability is redirected to the Grinch with no reminder tokens so they learn 0.

    How to Run

    At set up. If Scrooge is in play, mark them with the Scrooge reminder token.

    Wake Ghost Present, have them choose a player. Mark that player with the PRESENT reminder token. Based on their choice, take the reminder tokens next to that player and show them one by one in any order. It is entirely optional for the Storyteller to share custom tokens with the Ghost Present. If there are no reminders tokens to show the Ghost Present then show them a 0.

    If Ghost Present is Drunk/Poisoned you can either tell them there are no reminder tokens on that player, tell them the reminder tokens for a different player, or make up reminder tokens entirely.

    For games using the official app that do not want to take the Ghost Present into a private discussion. Use the show grimoire feature and remove all other info from it than the reminder tokens and send to the player.

    You are a powerful role that can help many members of the town learn their true identity or make sense of their information. Be careful of an evil team that could interfere with your choices or information.

    Do your best to hunt for Scrooge, especially if you are a solo ghost in a game. Protect the identities of Scrooge and your fellow ghosts from the evil team so you can turn an evil player good with Scrooge's ability.

    Attribution

    Created by Nashable

    Townsfolk

  10. Ghost Future

    Each night*, choose two players (not yourself) to roshambo. If you successfully predict either shape used in the game you learn the loser"s character. If you are wrong you and/or the chosen players may die.


    "Roads? Where We"re Going, We Don"t Need Roads."

    Each night*, choose two players to roshambo. If you successfully predict either shape used in the game you learn the loser"s character. If you are wrong you and/or the chosen players may die.

    After you select your two players the Storyteller will wake them individually and ask them to choose Rock, Paper, or Scissors (RPS). The storyteller will repeat the process until a winner is determined. The prediction of RPS by the Ghost of Christmas Future only applies to the game where a winner is determined.

    If Ghost Future did not successfully guess a shape then they and/or either of the two chosen players may die (up to a total of three).

    If the roshambo goes more than three games. Storyteller can provide arbitrary information and may kill as if Ghost Future unsuccessfully guessed.

    If the Ghost Future is poisoned or drunk then nobody is woken up and information is arbitrary.

    Examples

    Ghost Future chooses Scrooge and Mrs. Claus to roshambo and Rock as their prediction. Scrooge chooses Rock, Mrs. Claus chooses Scissors. Storyteller tells Ghost Future the character "Mrs. Claus".

    The next night Ghost Future chooses Grinch and Santa Claus to roshambo and Rock as their prediction. Grinch chooses Paper, Santa Claus chooses Scissors. Nobody dies. Ghost Future learns nothing.

    The following night, Ghost Future chooses Grinch, Mrs. Claus. and Paper as their prediction. Grinch chooses Scissors, Mrs. Claus chooses Rock. Ghost Future and Mrs. Claus die.

    How to Run

    Wake Ghost Future and have them point to two players, not themselves, and show the Storyteller their prediction of Rock, Paper, Scissors. Send them to sleep. Wake each player and show them this CHARACTER SELECTED YOU and then the Ghost Future token. Have them show you their choice (Rock, Paper, Scissors) and send them to sleep. Wake the other player and repeat the process. Repeat until there is a winner.

    Once there is a winner, if Ghost Future successfully guessed which shape was used in the final roshambo game go back to the Ghost Future and show them the token of the loser of that final roshambo game. If Ghost Future was unsuccessful in their prediction then the Storyteller marks 0-3 players as dead. Ghost Future is not woken up and does not receive any information for an unsuccessful prediction.

    If there is no winner after three games of roshambo you may provide arbitrary information to Ghost Future or kill as if Ghost Future unsuccessfully guessed.

    This character is the trust fall of Blood on the Clocktower. Rather than guessing blindly and having a 1/3 chance of dying each night, you may want to coordinate with other players to successfully set up the game, which shapes will be used, and who will lose. This lets you confirm players' characters and for them to confirm you as Ghost Future.

    Be careful of evil players who can redirect your abilities as you may have unforeseen players in the roshambo game.

    Attribution

    Created by Nashable

    Townsfolk

  11. Sugar Plum Fairy

    Each day visit the Storyteller, choose two players (not yourself), and ask a yes/no question about them both. You can not repeat a question or same pair of players.


    "Hm-hm-hmm-hmm, hmm-hmm hm-hm-hmm, hm-hm-hmm hm-hm-hmm, hm-hm-hm-hm hmm..."

    Each day visit the Storyteller, choose two players (not yourself), and ask a yes/no question about them both. You can not repeat a question or same pair of players.

    During the day you can privately consult with the Storyteller, choose two players and then ask a yes/no question.

    The questions must be valid for both players and be about the players, not about their neighbors or other not selected players.

    And/Or style questions are fine as long as they adhere to the rules above.

    The storyteller's decision about questions that are too similar/the same is final, you are allowed to ask a different question in that situation.

    Same pair of players means the same two players. You may choose Ben and Edd day 1 then choose Ben and Jams day 2.

    Examples

    Sugar Plum Fairy selects Santa Claus and Mrs. Claus then asks the Storyteller "Do both these players have the same alignment?" to which the ST answers "Yes". On day 2 the Sugar Plum Fairy picks Mrs. Claus and Grinch and asks "Are both these players on the same team?" and is asked to choose a different question as it was functionally the same as day 1. The Sugar Plum Fairy changes their question to "Are both these players Good?" to which the ST replies "No".

    Later in the same game Sugar Plum Fairy picks Santa Claus and Mrs. Claus and is asked to pick a different pair as that pairing was picked before.

    In a different game the Sugar Plum Fairy chooses one dead and one alive player and asks "Are either of these players the Demon?". The Storyteller rejects that question (unless in a Zombuul game) as a dead player cannot be a demon so the question is only applying to a single player.

    Sugar Plum Fairy chooses two players and asks if either of them are sat next to the Demon. Storyteller rejects this question as it is information about different players than the two selected.

    How to Run

    At any time during the day, the Sugar Plum Fairy can approach the Storyteller privately. They select two players and ask a yes/no question about them both. The response will be a "Yes", "No", or "I don"t know".

    Sugar Plum Fairy can not ask the same question, just worded differently. See examples for more details.

    You have a powerful ability providing you can say sober and healthy. While your information is powerful it may be better to stay hidden in the game and then come out later once you've been able to gather information or after you've died.

    Attribution

    Created by Nashable

    Townsfolk

  12. Wassailer

    Each day, other players who publicly greet you (once) are sober and healthy until dawn. If more than half of the living players declare, half of those declared are drunk instead and the last player to declare cannot die until dawn.


    "It's pronounced Was"sail"er"

    Each day, other players who publicly greet you (once) are sober and healthy until dawn. If more than half of the living players declare, half of those declared are drunk instead and the last player to declare cannot die until dawn.

    The format players should use is Own Name greets Player Name; Greeting!

    Players can use other types of greetings as long as they are friendly. Check with your Storyteller what would be considered a valid greeting.

    Only greetings to the actual Wassailer count towards the flip from Sober/Healthy to Drunk/Safe. Someone greeting the wrong player does not have any effect. You may only greet one Wassailer each day.

    Once the total number of players (dead or alive) greeting the Wassailer is greater than half of the living players then instead of being Sober/Healthy, half of the players who have greeted the Wassailer are now drunk instead and nobody is Sober/Healthy. The last/latest player to greet the Wassailer is now Safe and can not die.

    For clarity, players can either be Sober/Healthy OR Drunk/Safe. With the total number of greetings flipping between the two types of statuses.

    To resolve any calculations of half, round up.

    Players who greet the Wassailer and receiving either the Sober/Healthy status or Drunk status should be considered targeted by the Wassailer's ability.

    The effects of the Wassailer are instantaneous. That means players can become drunk during the day and safe from death right before an execution.

    Execution takes place at dusk so once the day has ended, greetings no longer count until the following day.

    Dead players can declare, and receive the status from the Wassailer but dead players do no count towards the flip from Sober/Healthy to Drunk/Safe.

    Like with other roles such as Flowergirl and Town Crier, it is the responsibility of the players to keep track of who has greeted/declared the Wassailer.

    If you greet yourself as the Wassailer there is no ability effect (but hey you do you).

    Examples

    Scrooge greets the Wassailer at the start of the day. Later the same day Scrooge tries to greet another player as the Wassailer but that does not count as Scrooge had already greeted a player that day already.

    Imp is about to be executed and greets the Wassailer right before the end of the day. They survive execution but are unable to Star Pass in the night because the Wassailer's ability prevents their death.

    Christmas Angel, Nutcracker, Rudolph all greet the Wassailer during the day with 6 living players and are all sober/healthy until dawn. Scrooge greets the Wassailer, taking the total over half; Christmas Angela and Rudolph are now drunk, Nutcracker loses their Sober/Health status and Scrooge can not die until dawn.

    How to Run

    Starting at dawn, add a Greetings! token next to any player that specifically greets the Wassailer first. If they have greeted another player already that day their greeting does not count.

    If a lot of players are speaking at once, keep placing reminder tokens. If the total number of reminder tokens is now more than half of the living players. Place the Safe reminder token on the last person to successfully greet the Wassailer and then add a Drunk token to at least half of the players (rounded up) who greeted (should be roughly about a quarter of the living players).

    If players continue to wish the Wassailer Happy Holidays then move the Safe token and continue to add Drunk reminder tokens.

    If the number of players greeting the Wassailer stays under half then add Sober/Healthy tokens to all players that greeted instead of any Drunk tokens.

    Some fun greetings to use in your game are "Happy Holidays", "Hail!", "Merry Christmas", "Here We Come a-Wassailing", "Happy New Year". Feel free to work with your storyteller on fun greetings for your own groups but make sure all players know what greetings are valid.

    If you are an evil player on the block you may want to play open evil rather than being executed by greeting the Wassailer and becoming safe so you can't be executed. Though timing will be critical as other players could jump in and pull the safety from you. Once you are playing open evil you'll always want to declare to give the good team fewer people who can declare each day.

    Playing as the Wassailer, you may not want to be too public with your character as evil players could target you either for the greeting or by poisoning you during the night.

    Similar to the Juggler or Gossip, you may want to work with other good players to obfuscate who the real Wassailer player is from evil.

    Attribution

    Created by Nashable, Kid Chill and Melon

    Townsfolk

  13. Christmas Angel

    Once per game, at night, choose an alive player (not yourself). Protect that player from the evil team for the rest of the game. If they or you die, you both die.


    "Glimmering softly in the winter's night, the Christmas Angel descends with a serene grace, bestowing protection and peace upon those who walk in the spirit of the season."

    Once per game, at night, choose an alive player (not yourself). Protect that player from the evil team for the rest of the game. If they or you die, you both die.

    Christmas Angel ensures that no evil player ability can target or affect the protected player. The Demon can not kill the protected player.

    The Christmas Angel can be targeted as normal by the evil team.

    If the Christmas Angel is Poisoned or Drunk then their protection is no longer in effect, and both of them do not die. Assuming their protected player is still alive, both parts of the ability resume when the Christmas Angel becomes sober and healthy again.

    The Christmas Angel does not protect against the evil team nominating and executing someone.

    Examples

    Christmas Angel chooses Santa Claus on the first night. The next night the Grinch tries to target Santa Claus but is protected by the Christmas Angel. The following day, town executes the Christmas Angel and both them and Santa Claus die as a result.

    Jack Frost chooses the Christmas Angel on the first night and selects their Demon. Christmas Angel wakes up and chooses Mrs. Claus. During the first day Mrs. Claus is executed but Christmas Angel does not die as their ability was redirected to the Demon.

    Christmas Angel is poisoned during the game. The same night the Demon attacks and kills their protected player. As the Christmas Angel was poisoned the protection did not work but also they did not die as well. As the ability has to have an alive player to work, the Christmas Angel no longer has their ability for the rest of the game.

    The Assassin targets the protected player, because of the Assassin's ability the protected player dies, which also kills the Christmas Angel.

    How to Run

    Wake the Christmas Angel and ask them if they wish to use their ability. If yes, then have them choose a player. Mark that player with a Protected Reminder token. Send the Christmas Angel back to sleep.

    You don't need to make your choice on the first night and it may be safer to wait until the second night due to the changes in night order but then you lose an entire night of protection.

    Ideally you want to find a powerful ongoing townsfolk role such as Santa Claus or Rudolph. Scrooge may be another possible candidate as keeping them alive until the Ghosts can visit them gives you a chance to switch someone from evil to good.

    Attribution

    Designed by Nashable, Art by Aidan Roberts.

    Townsfolk

  14. Ghost Past

    Once per game, at night, choose a player (not yourself). They revert to the character, state, and alignment they had at the start of the previous night. If Scrooge dies you learn who they are.


    "In the silent echoes of yesteryears, this spectral guide whispers of old joys and sorrows, illuminating forgotten memories in the candle's glow."

    Once per game, choose a player (not yourself). They revert to the character, state, and alignment they had at the start of the previous night. If Scrooge dies you learn who they are.

    This ability can create duplicates of characters and double instances of the same ability (e.g. two players are Cerenovus mad the same day). If this ability creates two living demons then deaths tonight are arbitrary.

    If Ghost Past is drunk or poisoned when they use their ability then nothing happens and their ability is used. If they are drunk or poisoned when it is their turn to wake up and learn that Scrooge has died they do not.

    If they have used their ability and Scrooge dies, assuming they are sober and healthy Ghost Past will still wake up and learn who Scrooge is.

    The chosen player is not informed they have been brought back to life until dawn but will be informed immediately if their character or alignment has been changed or if they are mad after reverting to the state of the night before.

    The Storyteller will try to the best of their ability to revert/remember all states of a player from the previous night but should only be expected to get character token, alive/dead and alignment correct.

    Examples

    Scrooge is killed by Grinch at night. Ghost Past is informed. Ghost Past uses their ability to revert Scrooge. This brings them back to life, also as Ghost Past is the only Visitor in play this triggers Scrooge's ability afterwards.

    How to Run

    Wake the Ghost Past and ask if them if they wish to use their ability. If so, have them choose a player, mark that player with the REVERT reminder token and send them back to sleep. Mark Ghost Past with the NO ABILITY token. On the grimoire revert the character token, alignment, and state of the player with the REVERT reminder token to what they were at the start of the previous night. Remove the REVERT reminder token.

    If a Scrooge is in play and they die, wake Ghost Past, show them THIS CHARACTER SELECTED YOU, and the Scrooge character token. Then point to the Scrooge player.

    If you're unsure what to do, try and hold on to your ability until either you discover who Scrooge is or a useful powerful good character has been killed and you can use your ability to resurrect them.

    Even though you are in play, there may not be a Scrooge so don't hold on to your ability for too long otherwise you may never get to use it.

    Be careful about using your ability when a Mistletoe, Barber, or Pit Hag is in play. It could end up creating duplicated roles.

    Remember that when you revert someone's state, that also means any reminder tokens and abilities affecting them they had previously still affects them (Jack Frost, Santa, Poisoning, Ability Spent.) Ex: If they died due to Holly, they'll still have the Holly death reminder on them so they'll die again. Be mindful of who you pick and when!

    As a Storyteller, until they use their ability, not a bad idea as a Storyteller to take a picture of the grim at the start of every night.

    Attribution

    Created by Nashable

    Townsfolk

  15. Gingerbread Man

    At night when chosen by an evil player (once), wake and pick an alive player for their ability to affect.


    "Do you know the muffin man?"

    At night when chosen by an evil player (once), wake and pick an alive player for their ability to affect.

    The first time the Gingerbread Man is chosen by an evil player the Gingerbread Man can choose the target for the ability. Gingerbread Man does not know the character or the ability that has selected them. They can choose themselves. They cannot choose a dead player.

    An evil player selecting Gingerbread Man in the day does not trigger the Gingerbread Man's ability

    For the purposes of other abilities of the players selected by the Gingerbread Man, Gingerbread Man is only changing the original player choice and does not change the source of the effect. See examples for more details.

    Examples

    Imp chooses Gingerbread Man, who is then woken up and chooses the Imp. Imp is then killed, triggering the Imp's passing ability. Mechanically this would be the same as if the Imp had chosen themselves.

    Jack Frost chooses Gingerbread Man, who is then woken up and chooses Frosty. Due to Frosty's ability they die and Jack Frost is made drunk.

    During the day the Psychopath chooses to kill the Gingerbread Man. As this is not at night, the Gingerbread Man's ability does not trigger and they die.

    Mistletoe chooses Gingerbread Man and Secret Santa. Gingerbread Man chooses Miser. Miser becomes the evil Secret Santa and the original Secret Santa becomes the poisoned good Miser. The next day the good Miser takes a lucky guess on who Secret Santa is and wins the game for the good team.

    Krampus chooses Gingerbread Man who wakes up and happens to choose the Grinch's target that night. The Grinch becomes hexxed. The next day the Grinch says the secret word and dies, resulting in a good team win.

    How to Run

    First time an evil player chooses the Gingerbread Man at night, wake the Gingerbread Man and ask them to pick a player. Mark them with the No Ability reminder token and mark the chosen player with Redirected. Now continue the effect of the evil player's ability using the redirected player instead.

    Ideally you are trying to work with the Christmas Angel to negate the use of an evil ability once during the game or if you have suspicions on who is on the evil team you could direct an evil ability their way and set up some game winning plays.

    As the evil team, especially as the Demon, you need to be very careful of the Gingerbread Man as a kill could easily be directed back at you or one of your minions. If you suspect a Gingerbread Man is in play then it may help to have one of your minions choose your targets before you do.

    Attribution

    Created by Nashable

    Townsfolk

  16. The Nutcracker

    When you learn of a player dying you may immediately publicly declare yourself (once) as The Nutcracker. If they are good you die and they are resurrected. Your ability does not work on one good player.


    "Ehrlich gesagt, wer wirft einen Pantoffel?"

    The Nutcracker can only declare for a player once during the game and must do so immediately once The Nutcracker learns of the death. If multiple players die at the same time The Nutcracker chooses which one they wish to resurrect.

    If they are drunk or poisoned when they declare there is no effect and they lose their ability. They also lose their ability if they declare themselves after 3 seconds from the death being announced.

    The ability can not be used for a traveler being exiled.

    The resurrected player regains their ability, even a "once per game" ability they used already. If a starts knowing player is resurrected during the day, they will gain that information immediately at the start of the next night.

    If The Nutcracker is resurrected or swapped they get a new use of their ability.

    One good player is chosen at setup and the ability will not work specifically for that player.

    Examples

    Mrs. Claus is killed during the night. At dawn, The Nutcracker successfully resurrects Mrs. Claus. That night Mrs. Claus gets new info and Ghost Past resurrects The Nutcracker. They gain a new use of their ability.

    Broken Toy dies during the day. The Nutcracker declares but the Broken Toy registers as evil and is not resurrected.

    Imp star passes in the night. The Nutcracker declares at dawn. Nothing happens as the Imp is evil.

    Christmas Angel and Santa Claus die during the night. At dawn, The Nutcracker declares for Santa Claus but Santa Claus is The Nutcracker's Red Herring so the ability does not work.

    Final 3 players and Frosty is executed, leaving The Nutcracker and the Imp. The game ends before The Nutcracker can use their ability. Evil wins.

    How to Run

    At set up mark a good player with the Red Herring token. The Nutcracker's ability does not trigger for that player. During the game when a player is announced as dead give The Nutcracker about 3 seconds to declare themselves as The Nutcracker. If multiple players die at the same time The Nutcracker chooses which one they wish to resurrect. Remove the death shroud for the resurrected player and place it on The Nutcracker.

    Try to get some claims from town without giving away your own character and use your ability as soon as you think a powerful good character has died. You will learn information from your ability, even if it fails as there is a chance you picked your Red Herring but it is more likely you will either resurrect a good player or find an evil player.

    Attribution

    Created by Nashable

    Townsfolk

  17. Broken Toy

    You think you are another Outsider. You may die at any time. You might register as evil & as a Minion or Demon, even if dead.


    "Beep-Booooooooop *bang*"

    You think you are another Outsider. You may die at any time. You might register as evil & as a Minion or Demon, even if dead.

    During setup, the Broken Toy's token does not go in the bag. Instead, an Outsider character token goes in the bag, and the player who draws that token is secretly the Broken Toy for the whole game. The Storyteller knows. The player does not.

    Whenever the Broken Toy's alignment is detected, the Storyteller chooses whether the Broken Toy registers as good or evil.

    Whenever the Broken Toy is targeted by an ability that affects specific Minions or Demons, the Storyteller chooses whether the Broken Toy registers as that specific Minion or Demon.

    The Broken Toy may register as either good or evil, or as an Outsider, Minion, or Demon, at different parts of the same night. The Storyteller chooses whatever is most interesting.

    A Broken Toy that registers as a particular Minion or Demon does not have this character's ability. For example, a Broken Toy that registers as a Poisoner does not wake at night and cannot poison a player.

    The Broken Toy does not receive the ability of the token they think they are. Whenever their ability of the token they received would affect the game in some way, it doesn't. However, the Storyteller pretends that the player is the Outsider they think they are. If that character would wake at night, the Broken Toy wakes to act as if they are that Outsider. If that Outsider would gain information, the Storyteller may give them false information instead"and the Storyteller is encouraged to do so.

    Whenever the Broken Toy's alignment is detected, the Storyteller chooses whether the Broken Toy registers as good or evil.

    The Storyteller may kill the Broken Toy at any time.

    The Broken Toy cannot die from their ability while protected from death, as normal.

    Examples

    Broken Toy think they are John McClane. During the day nobody is killed but the game continues as Broken Toy does not have John McClane's ability.

    Fortune Teller checks Broken Toy and the Washerwoman. Fortune Teller gets a no because they did not register as the Demon.

    At dawn both the Tinker and the Broken Toy are killed by their own abilities.

    How to Run

    At set up replace the Broken Toy token with a different Outsider token on the script. Mark the player intended to be the Broken Toy with the Is Broken Toy reminder token.

    Assuming you are not shown an outsider like Recluse, try to work with other players who have alignment/character detecting abilities to work out if they learn you are evil or a minion/demon. That would be a good way for you to get a clue that you may not be who you think you are. You cannot be told you are evil if you are shown the Scrooge as you do not have Scrooge's ability.

    The quicker but more perilous route would be to hard check your ability but if you are not the Broken Toy that could spell disaster for your team. You are still on the good team and want to win with good.

    Ideally hedging your bets you may want to play to the character you take from the bag but if you suspect you are the Broken Toy then getting killed may be easier for you in the long run.

    Attribution

    Created by Nashable

    Outsider

  18. John McClane

    A player must die each day otherwise your team loses. If you die due to execution an alive good player becomes John McClane in the night.


    "Happy trails, Hans!"

    A player must die each day otherwise your team loses. If you die due to execution an alive good player becomes John McClane in the night.

    A player dying for any reason, including a traveler being exiled, satisfies John McClane's ability and avoids John McClane's team from losing.

    Creating a new John McClane takes place right at the start of the night phase. Only players who are good can become John McClane this way.

    If this new John McClane also dies due to execution, another John McClane is created.

    John McClanes that die for other reasons, such as by Demon kill, Witch curse, Krampus word, do not create more John McClanes.

    John McClanes that have turned evil, such as from the Mezepheles" ability, can create more John McClanes. But Townsfolk and Outsiders that have turned evil cannot become a John McClane.

    John McClanes do not learn who each other are, but each player who becomes a John McClane learns that they are now a John McClane.

    When a player becomes a John McClane, they are no longer their old character, and do not have that ability. Any ongoing effects of their old ability immediately end.

    For clarity, day refers to the time period between dawn and dusk. It does not count deaths that took place at night, even if they are announced at dawn.

    Examples

    The Nutcracker uses their ability after dawn when they learned someone died in the night. The Nutcracker dies in their place. As The Nutcracker's death occurs during the day this counts as a death for John McClane's ability.

    There is both a good and an evil John McClane and no kills take place during the day. The good team wins, following the standard rules of good winning if both teams win/lose at the same time.

    The evil John McClane is executed, the Ghost Past is marked to become the new John McClane. The Butcher follows that execution with another nomination of Ghost Past and a second execution occurs. As the day has not ended Ghost Past is not yet the John McClane. Instead the Storyteller moves the reminder token to a new valid target (alive good) and they become a new John McClane in the night.

    How to Run

    During the day, mark the first player death as Died Today. If a day ends and there is no Died Today token, end with the game with John McClane's team as the losing team. If John McClane is executed mark an alive good player with the Welcome to the Party reminder token. The following night, wake the player marked Welcome to the Party and inform them they are now the John McClane. Replace their character with John McClane.

    Get others killed. Don't get executed. Die Hard at night.

    Attribution

    Created by Nashable

    Outsider

  19. Scrooge

    Starts knowing up-to three in-play good characters. Turns 1 evil player good if you are chosen by the players you started knowing. [1 good is evil]


    "You may be an undigested bit of beef, a blot of mustard, a crumb of cheese, a fragment of an underdone potato. There"s more of gravy than of grave about you, whatever you are!"

    Starts knowing up-to three in-play good characters. Turns 1 evil player good if you are chosen by the players you started knowing.

    At set up Scrooge can turn any good player evil, including themselves. That player is woken immediately at the start of the first night and informed they are evil.

    At setup three players that have abilities which choose (e.g. Ghost Past, Ghost Present, Ghost Future or Fortune Teller, Monk, Butler) as Scrooge's Past, Present and Future Visitors. Scrooge can never start knowing a character that does not choose a player.

    Later on the first night Scrooge learns which characters are their Visitors but not which player is that character. This information can be affected by drunkenness' or poison.

    If all three of the Visitors choose Scrooge in the game then an evil player becomes good. It is recommended this is a player who does not know who the Demon is and can be a dead evil player.

    Scrooge's Visitors do not need to visit Scrooge on the same night but over the course of the game.

    If Scrooge is poisoned on a night they are chosen by one of their Visitors, you still place the visited token. If that would trigger Scrooge's ability then there is no effect until the following night assuming Scrooge is sober and healthy.

    If Scrooge dies before all Visitors choose them then their ability no longer works and they can not turn an evil player good. The same if they die drunk or poisoned before their ability triggers.

    An evil player is created at set up and not impacted by first night drunkenness or poisoning. The character information Scrooge starts with can be impacted.

    Examples

    First night the Washerwoman is informed they are evil. Scrooge is picked by the Poisoner and learns that Butler and Ravenkeeper are their Visitors (when it is really Butler, Monk, Fortune Teller).

    Different game, Scrooge is woken and told they are evil. Scrooge is sober and healthy and learns Ghost Past, Ghost Present, Ghost Future are their three Visitors. All three Visitors manage to pick Scrooge and they become a good player.

    Scrooge is poisoned the night their third Visitors picks them, their ability does not trigger until their turn the following night when they sober and healthy again.

    How to Run

    At setup, decide if Scrooge will have 1-3 Visitors this game and place Past, Present, Future VISITOR reminder token next to those players. The players determined at setup must have abilities that can choose a player. The Storyteller may decide to have fewer than 3 visitors for Scrooge based on player count. Wake Scrooge and show them the character tokens in order of Past, Present, Future Visitors for Scrooge's starting information. They do not learn which players are these characters.

    At the start of the first night, wake any good player and show them the "You are" card and the thumbs down hand signal to let them know they are evil. Rotate their token 180 degrees in the grimoire, mark them with an evil reminder in clocktower.online or turn their token red in the official app to remind you they are evil. They do not learn anything else other than their new alignment, they do not know who the Minions or Demon are and they continue to register as a Townsfolk or Outsider to abilities, it"s just their alignment that has changed.

    Each time one of Scrooge's Visitors chooses Scrooge during the game, mark Scrooge with the corresponding VISITED reminder token. If all three of the Visitors choose Scrooge in the game then an evil player becomes good. It is recommended this is a player who does not know who the Demon is and can be a dead evil player.

    If one of Scrooge's Visitors becomes a character that can no longer choose players. Remove their VISITOR token, this may trigger Scrooge.

    If you start the game as a good player then you have some powerful knowledge of characters in play. Be careful that other good players might think you're secretly the Belsnickel. Try to quickly track down the characters you learned at the start and have them choose you at night to flip a player back from evil to good.

    If you start the game evil you should still track down your Visitors and then decide if you want to reveal to them later in the game and flip back. If you want to play all-in for evil then try to find someone on the evil team and feed them the information you have, ruin Christmas like the true Scrooge you are!

    As a Storyteller, it is advised to make Scrooge evil most of the time so it operates like an outsider. Scrooge sharing their info with the good team will make the character operate more like a townsfolk. Alternatively not making Scrooge evil may make them think they are really the Broken Toy and not trust their information.

    Attribution

    Created by Nashable

    Outsider

  20. Secret Santa

    Voting immediately starts, with no warning, when a nomination is made. If a Minion publicly guesses you (once), your team loses at dusk.


    "Is it secret? Is it safe?"

    Voting immediately starts, with no warning, when a nomination is made. If a Minion publicly guesses you (once), your team loses at dusk.

    Instead of any discussion after a nomination the Storyteller will immediately run the vote.

    If the Secret Santa is poisoned or drunk then nominations are handled normally. Also if they are guessed by a minion, evil does not win.

    Calling for an exile is not a nomination and is not effected by Secret Santa's ability.

    If a Minion guesses that you are the Secret Santa, and does so publicly (so that all players know that they are a Minion), evil wins.

    No matter how many Minions are in play, they only get one guess, total. If a Minion makes a guess and is wrong, future guesses by this Minion or by other Minions don"t count.

    If the Demon pretends to be a Minion making a guess, that doesn"t count as a guess. Minions may still make a guess and win.

    Minions may make a guess at any time.

    If the Secret Santa dies, they are no longer at risk of being guessed by a Minion, since the Secret Santa loses their ability when dead.

    Examples

    Marianna is the Secret Santa. She is bluffing as the Lycanthrope. The Witch guesses that Marianna is the Secret Santa. Evil wins.

    Doug is the Secret Santa. The Poisoner guesses that Julian is the Secret Santa. The game continues. The Goblin guesses that Doug is the Secret Santa. The game continues because the Poisoner has used up the one guess the Minions share.

    How to Run

    If Secret Santa is sober and healthy, when a nomination is made, not a call for exile, then just immediately start the voting.

    At any time during the game, if a Minion (dead or alive) publicly guesses which player is the Secret Santa and is incorrect, mark the Secret Santa with the GUESS USED reminder. Future guesses by Minion players have no effect.

    At any time during the game, if a Minion (dead or alive) publicly guesses which player is the Secret Santa and is correct, the game ends at dusk. Mark the Secret Santa with the LOSES AT DUSK reminder token. It does not matter if Secret Santa is alive or dead at dusk as the ability has already been triggered at the time of the guess. If the demon is not dead by the end of the day declare that the evil team wins.

    Don't tell anyone that you are the Secret Santa! Don't even hint that you might be! If an evil player believes that you are the Secret Santa, then correctly guesses that you are the Secret Santa, the evil team wins. The evil team will know you are in play when the first nomination is cast.

    Tell one or two trusted players that you are the Secret Santa, so that the group doesn't put too much pressure on you to reveal who you are. You'll want to make very sure that these one or two players are good before telling them though.

    Bluff as a Townsfolk, not an Outsider. All players know how many Outsiders are in play. Minions will tend to be more suspicious of players claiming to be Outsiders if the number of claimed Outsiders equals the numbers of Outsiders in play. For example, if there is only meant to be one Outsider in play, and they know that there is a Secret Santa, and there is one player claiming to be the Sweetheart, then the Sweetheart is probably the Secret Santa.

    Avoid bluffing at all if the town is also fairly silent about their characters. If most other players have not revealed who they are, being silent means that you'll look like just another Townsfolk.

    Minions will need to choose randomly to guess correctly, and that's probably far too risky for them.

    If you are a good character that isn't the Secret Santa, but the Secret Santa is on the script, be aware that is a great reason for good players to lie and act suspicious. The Secret Santa will be confirmed mechanically in play at the first nomination of the game, giving you a signal to treat other players with less suspicion, put less pressure on them to reveal who they are (even when they have been nominated), and generally cut the good team some slack.

    Attribution

    Created by Nashable

    Outsider

  21. Holly Wreath

    The first good player to nominate you dies in the night. If you die due to the Holly Wreath ability, your team loses.


    "It"s supposed to be jolly, with mistletoe and holly" and other things ending in olly."

    The first good player to nominate you dies in the night. If you die due to the Holly Wreath ability, your team loses.

    The first time a good player nominates the Holly Wreath that player will die in the night.

    Only good players die due to the Holly Wreath's ability. If an evil player nominates the Holly Wreath, nothing happens, and voting continues.

    The Holly Wreath's ability is powerful because if a good player nominates them and dies, then both players are almost certainly good.

    After being nominated for the first time, the Holly Wreath ability is used, even if the nominator did not die, and even if the Holly Wreath was poisoned or drunk.

    If the Holly Wreath is poisoned or drunk either when they are nominated or during the night, they do not kill.

    Examples

    Holly Wreath nominates the Virgin day 1 and nothing happens due to them being an outsider. In return the Virgin nominates Holly Wreath. That night the Virgin dies to the Holly Wreath's ability as they are good.

    The Recluse nominates the Holly Wreath on day 1, the Recluse registers as evil, so they do not trigger Holly Wreath's ability nor do they die in the night.

    The Ravenkeeper nominates Holly Wreath first. Ravenkeeper dies in the night, triggering their own ability.

    How to Run

    The first time a good player nominates Holly Wreath, place the NOMINATED reminder token on the Holly Wreath player. If the Holly Wreath is sober and health then mark the good player with the ABOUT TO DIE reminder token. During the night, remove the ABOUT TO DIE reminder token and if the Holly Wreath is sober and healthy kill the player you removed the reminder token from.

    You may want to be secretive about your role until you can be sure there is no Mistletoe in the game who could end up swapping you after you have killed someone.

    Try to work with players who have protection or can make you drunk/poisoned so your ability does not kill a good player

    Another take is to work with a player with a spent role to help confirm them as a good player or force the Demon to kill a minion to give their minion cover.

    Attribution

    Created by Nashable

    Outsider

  22. Miser

    First night choose if you are Heat or Snow then alternate each night. The first time you are executed as Heat and Snow other players may die instead of you.


    "I'm Mister Green Christmas, I'm Mister Sun. I'm Mister Heat Blister, I'm Mister Hundred and One. I'm Mr. White Christmas, I'm Mr. Snow. I'm Mr. Icicle, I'm Mr. Ten Below."

    First night choose if you are Heat or Snow then alternate each night. The first time you are executed as Heat and Snow other players may be executed instead of you.

    If you are executed as Heat then one or both of your alive neighbors may die instead. If you are executed as Snow a player of a different alignment to you may die instead. When exactly this happens is up to the Storyteller. This can only happen due to an execution, not death by other means such as a Demon or Slayer.

    Your ability will trigger one time when you have the Heat reminder token next to you, and one time when you have the Snow reminder token next to you. This effectively means you can survive two separate executions.

    Miser does not need to die to trigger their ability, just be executed. This means a Devil's Advocate or Scapegoat protecting a Miser would still trigger the Miser's ability.

    Examples

    Day 2 the Miser is heat, and is executed. This is the first time Miser is executed and both of their alive neighbors are die instead. The Miser survives. In the night Miser becomes Snow. Day 4 the Miser is now Heat again and is executed. As there was already a use of their Heat ability, nothing happens and they die.

    Day 1 the Miser is Snow and is executed. A good player would normally die due to the Miser's ability but the Scapegoat ability is triggered and they are executed instead. On Day 3 the Miser is executed a second time but as their Snow ability was triggered already they are executed normally.

    How to Run

    Wake Miser, have them make a choice of thumbs up for Heat, thumbs down for Snow. Add the chosen reminder token to the grimoire. Remove the HEAT or SNOW reminder token and replace with the other. If the Miser is executed and does not have the corresponding EXECUTED token then if they have HEAT one or both of their alive neighbors die instead. If they have SNOW then a player of the other alignment dies instead. Then place the corresponding EXECUTED token next to the Miser.

    Miser is a minion that can be played in a couple of different ways. You can try to stay hidden and trick town trigger your ability and maybe even trick them into triggering it a second time. Alternatively you could play open evil or bluff as a Miser as an open evil to prevent town from wanting to execute you.

    Attribution

    Created by Nashable

    Minion

  23. Krampus

    Each night, choose a player and an approved word. If that player says the word during the day they die. If just 3 players live, you lose this ability.


    "Fear not Santa, fear me!"

    Each night, choose a player and an approved word. If that player says the word during the day they die. If just 3 players live, you lose this ability.

    Krampus gives the Storyteller a secret word and selects a player. The Storyteller must approve the word and the word can not be a player name or listed on the official game glossary: https://wiki.bloodontheclocktower.com/Glossary

    If the selected player says this word, either publicly or privately, they die. The Storyteller must clearly hear this player say the word before they die.

    If Krampus was drunk or poisoned when the player spoke the secret word then nothing happens.

    Krampus' hex lasts only for one day, but the Krampus may hex the same player again and again each night.

    As soon as just three players are left alive, the Krampus' hex is immediately removed, and Krampus acts no more.

    Examples

    First night, Krampus chooses Rudolph and the word "Holidays". That day Rudolph says "Happy Holidays" to the Wassailer and immediately dies.

    On the second night Krampus chooses the Goon and the word "Santa". The Goon's ability is triggered and Krampus is drunk. The next day the Goon says "Santa" and nothing happens as Krampus is drunk.

    How to Run

    Wake Krampus and ask them to give you the secret word or have them choose from a pre-defined list of words. If you do not approve the word, have them choose a new word. Once you have the word, ask them to choose a player and place the Hex reminder token.

    The next day, if the Hexed player says the secret word they immediately die. Continue play as normal after the death.

    Try to mix up the types of words you are choosing. Sometimes use character names and other nights switch up to more topical themes of discussion.

    Avoid very common words, pronouns or player names as those will typically be rejected by the Storyteller for balance reasons.

    As a Storyteller take a few moments at the start of the game to explain what words may be on/off-limits to the group.

    Attribution

    Created by Nashable

    Minion

  24. Jack Frost

    Each night, choose an alive good player. If they have an ability to choose players, you make their choice for them that night secretly.


    "Snow day!"

    Each night, choose an alive good player. If they have an ability to choose players, you make their choice for them that night secretly.

    If Jack Frost selects a player that does choose players with their ability, they wake a second time just prior to the chosen player and make the choice for them.

    Jack Frost does not learn the ability or how often it can be used, only if they can choose players and the number of players they can choose.

    If someone makes a choice that does not involve players (e.g. characters), or does not choose at all, or if the chosen player died in the night, then Jack Frost does not wake the second time in the night.

    Once Per Game role abilities are not spent by Jack Frost, but if those abilities are used by the chosen player the same night then Jack Frost's choices will be used.

    If Jack Frost picks an evil player they are just sent to sleep.

    If Jack Frost is drunk or poisoned then they still wake and make their choice. The decision from the Storyteller to wake Jack Frost again and the information on number of choices is arbitrary and the chosen player is not affected.

    Examples

    Anthony the Jack Frost chooses Viv the Fortune Teller. Just prior to the Fortune Teller waking up, Anthony is then asked to choose two players, and he selects Lucy the Recluse and Donnie the Baron. When it is Viv's turn to wake they make their choices as normal and pick Pan the Slayer and Stu the Empath. Viv learns Yes due to Jack Frost's ability and the Recluse registering as the Demon.

    Anthony the Jack Frost chooses Melon the evil Santa Claus. Anthony is asked to make a new choice as Melon is an evil player.

    Anthony the Jack Frost chooses Sarah the Secret Santa, as Sarah does not make a choice Anthony does not wake a second time.

    Anthony the Jack Frost chooses Ryan the Dreamer. Ryan is killed in the night by the Demon so Anthony does not wake a second time.

    How to Run

    Wake Jack Frost, have them choose a player. Mark that player with the Frosted token. Send them to sleep.

    Just prior to waking the Frosted player, if the Frosted player can make a choice, wake Jack Frost and have them make that choice now and mark those choices using the Choice reminder token(s). Send them back to sleep.

    When the Frosted player wakes, provide their information or the effect of their action based on Choice reminder tokens rather than the player choice. The Frosted player should not learn they were chosen by Jack Frost.

    While your demon may be targeting high priority characters, you may want to sow chaos and misinformation by using your ability to best frame others. Especially if you can build trust with one or two key players and gain knowledge of who they may pick in the night.

    Attribution

    Created by Nashable

    Minion

  25. Mistletoe

    Each night*, Pick two alive players and swap their characters. One becomes poisoned until dusk. If you swap a player back to their first night character you die. [-1 Outsider]


    ""Mistletoe. I surmount all obstacles.""

    Each night*, Pick two alive players and swap their characters. One becomes poisoned until dusk. If you swap a player back to their first night character you die.

    At setup Mistletoe replaces an Outsider with a Townsfolk role.

    Players are woken up at night and told their new character. Mistletoe does not change the alignment of the player.

    If a swap is prevented for some reason then the poison effect can still apply, providing the Mistletoe is sober and healthy.

    If a player becomes a new character, they gain the new ability, even if it was a "you start knowing" ability or a "once per game" ability that the original character already used.

    If Mistletoe swaps a player back to the same role they drew from the bag then the swap happens as normal and then Mistletoe dies. The poison effect is removed due to Mistletoe dying in the night.

    The storyteller decides which of the two swapped players is poisoned.

    Examples

    Will the Mistletoe chooses Lee the Rudolph and Tarquin the Holly Wreath. Lee is now the Holly Wreath, Tarquin is now the Rudolph. Tarquin is now poisoned.

    Later in the same game, Will the Mistletoe chooses Lee the Holly Wreath and Tarquin the Rudolph, as a player is reverting back to their original role the swap still happens but the Mistletoe dies.

    In a different game Lucy the Mistletoe chooses Ben the Goon and and Alex the Slayer. The Goon makes Mistletoe drunk, so no swap or poison occurs.

    How to Run

    Each night, remove any Mistletoe poisoned reminder tokens from the Grimoire.

    Wake up Mistletoe and have them choose two players. Send to them to sleep. Mark the chosen players with the swap reminder tokens. Wake each swapped player individually, tell them their new character and send back to sleep. Swap their characters on the grimoire and place a poisoned token on one of the swap marked players. Remove both Swap reminder tokens.

    Online it may be helpful to add a custom reminder token for player's original roles when they are swapped. In person taking a photo of the starting Grimoire can help you keep track if a player has been reverted back to their original character.

    You are an agent of chaos, try to keep who you've switched each night. Try to avoid starts knowing characters as you may inadvertently provide additional info to the good team with a player getting a new instance of their information.

    Attribution

    Created by Nashable

    Minion

  26. Belsnickel

    You start knowing the entire Grimoire. Each night choose a player to join your team (up to minion count) and learn who you are or die. [No Minions]


    ""Cheer or Fear, Belsnickel is here.""

    You start knowing the entire Grimoire. Each night choose a player; they join your team (up to minion count) and learn who you are, or die.

    Replace all minions with good Townsfolk characters at set up.

    Belsnickel can either choose a player as Impish which will turn them evil or admirable which will kill a player. If the number of players selected as Impish is higher than base number of minions for the specific player count then the player is killed instead of their alignment changing.

    When a player becomes evil due to Belsnickel's ability they learn who is the Belsnickel.

    Belsnickel can kill on the first night and can always choose to kill (admirable) rather than turning a player to evil.

    When the Belsnickel turns a player evil, their role does not change, just their alignment.

    Examples

    Belsnickel is in an 8 player game (1 demon, 1 minion) and turns a player evil on night 1. On night 2, Belsnickel tries to make another player evil. As the number of players turned evil by Belsnickel is already the same as the minion count, the chosen player on night 2 dies instead.

    Belsnickel has already turned 1 player evil in a 10 player game (1 demon, 2 minion) and picks the already evil Scrooge to be Impish. As Scrooge is already evil and number of players turned evil by Belsnickel is below the minion count. No alignment change or death occurs in the night. The Belsnickel can still convert a player onto the evil team later.

    Later in the same game, Scrooge has now turned good due to their own ability. Belsnickel picks Scrooge who turns back onto the evil team.

    How to Run

    Replace all minions with good Townsfolk at set up. Wake Belsnickel up on the first night and show them the grimoire. After showing them the grimoire they choose a player, thumbs up is join the evil team and thumbs down to die. Send them to sleep.

    Following nights, have them wake up and choose a player, thumbs up is join the evil team and thumbs down to die. If there are fewer evil players due to Belsnickel's ability than the base count of minions then a player can be converted to evil otherwise regardless of what Belsnickel chooses the player dies. Use the evil reminder tokens to keep track of players who changed due to Belsnickel's ability.

    A player who is turned to evil by the Belsnickel's ability only is woken up and shown YOU ARE and thumbs down for evil. Then they are shown THIS CHARACTER SELECTED YOU, then the Belsnickel character token. Then point to the Belsnickel player.

    While you have some powerful information seeing the grimoire and can kill on the first night, this will be a total giveaway that a Belsnickel is in play. You may want to start building your evil team on the first night, sprinkle in some kills to mask which demon is in play and use opportunities later in the game to increase your evil team ranks.

    Attribution

    Created by Nashable

    Demon

  27. Grinch

    Each night choose a player, they are Grinched until dawn and die the following night. You cannot die at night. You are sober and healthy.


    "Saving you, is that what you think I was doing? Wrong-o. I merely noticed that you"re improperly packaged, my dear."

    Each night choose a player, they are Grinched until dawn and die the following night. You cannot die at night. You are sober and healthy.

    Grinched has three effects:

    1. A Grinched player registers as the Grinch and as evil.
    2. Any abilities specifically targeted at the Grinched player at night are secretly redirected at you.
    3. A Grinched player dies the following night.

    The Grinch can never die at night, except to an Assassin.

    If the Grinch would become drunk or poisoned, they do not.

    Examples

    Jim the Grinch chooses Jeffery the Gossip. Later that night, Viv the Gambler chooses to gamble Jeffery as the Gossip. As Viv's ability targets the Grinch now, she dies.

    Later in the same game, Jim the Grinch chooses a now dead Jeffery the Gossip. Nathan the Professor chooses Jeffery but as Nathan's ability would effect Jeffery it is intercepted by Jim. So does not resurrect Jeffery.

    Jim the Grinch chooses Ryan the Recluse, Sal the Slayer uses their ability on Ryan. Ryan registers as the demon and is killed. The ability does not effect Jim because it is happening during the day.

    Emma the Empath is sat next to Alex the Acrobat and Sal the Slayer. Jim the Grinch uses their ability on Sal, which results in Emma getting a 1 in the night.

    How to Run

    Wake the Grinch and ask them to choose a player. Any player with the grinched reminder token then dies and the reminder token removed. Place a Grinched reminder token next to the chosen player. Each time a good player's ability would interact with the Grinched player, that interaction is instead passed to the Grinch. The Grinch can not die at night. If the Grinch would become drunk or poisoned, they do not.

    Your ability works very well as a counter to Santa Claus. Try to locate and gain the trust of Santa Claus so you can anticipate their "Nice" choices for additional boons for the Evil team. Eventually Santa Claus might realize you've been stealing their gifts so you may not want to keep them alive beyond the early/mid-game.

    Attribution

    Created by Nashable

    Demon

  28. Yeti

    Each night*, choose a player, they die. If the dead player nominated that day, one of their townsfolk neighbors is poisoned tonight and tomorrow day. [+1 Outsider]


    "The footprints I leave are not just in the snow, but in the dreams of those who dare to believe"

    Each night*, choose a player, they die. If the dead player nominated that day, one of their townsfolk neighbors are poisoned tonight and tomorrow day.

    If the player chosen by the Yeti nominated during the day then one of their townsfolk neighbours are poisoned tonight and tomorrow day. The poisoning is somewhat like the No Dashii, with the closest clockwise or closest counterclockwise Townsfolk becoming poisoned even if they are dead. If the Yeti dies or otherwise loses their ability, then those players become healthy again. One Townsfolk per kill will always be poisoned this way, as neighboring Outsiders, Minions, or Travellers are skipped. The Storyteller chooses which of the two Townsfolk is poisoned.

    Examples

    Donal the Yeti chooses Stu the Chef. Stu dies in the night. As Stu had nominated someone during the day his neighbour Mina the Empath is poisoned tonight and tomorrow day.

    How to Run

    When putting character tokens into the bag, remove a Townsfolk and add an Outsider instead.

    Each night except the first, wake the Yeti. The Yeti points at any player. Put the Yeti to sleep. The chosen player dies"put the Yeti's DEAD reminder by the chosen player's character token in the Grimoire and put a shroud on it.

    If the player with the DEAD reminder token nominated today, then one of the Townsfolk neighboring the dead player becomes poisoned"mark them with the POISONED reminder. Each dusk, the poisoned player becomes healthy"remove their POISONED reminder.

    If the Yeti turns into a different character, or if a new player becomes the Yeti, the poisoned player become healthy immediately.

    If a Townsfolk poisoned by the Yeti becomes a non-Townsfolk character"move the Yeti"s POISONED reminders immediately to a new townsfolk neighbour if needed.

    Try to find out who is/has neighbored your kills each day. If they are Townsfolk characters support their now poisoned information as much as possible.

    If you suspect that either of your neighbors are Townsfolk, you may want to kill the neighbor on the other side in case you can benefit from poisoning them. Then kill your neighbour after that so the poison can travel past you and to the player on the other side.

    Attribution

    Created by Nashable

    Demon

  29. Carol Singer

    During the night get two or more players to publicly sing a song with you. At dawn, you may learn the character of one of the singers' alive neighbors.


    "Her singing always cheered him up. Life seemed so much brighter when she stopped."

    During the night get two or more players to publicly sing a song with you. At dawn, you may learn the character of one of the singers' alive neighbors.

    Storyteller must clearly hear you and two or more players singing during the night. Storyteller also gets to judge what is considered singing.

    If you are Sober and Healthy, just before everyone wakes up, you learn the character of one of your fellow singers alive neighbors. If Drunk or Poisoned you may learn false info or not be woken up instead.

    If there are multiple groups of singers in a night then the Carol Singer can learn about any of their alive neighbors.

    If there are multiple Carol Singers in play, then any Carol Singer can learn information as long as two or more players have a SANG reminder token.

    How to Run

    If the Carol Singer and two other players are publicly singing a song at the same time, mark the non-Carol Singer players with the SANG reminder token. At dawn, just before waking town you may wake the Carol Singer and show them the character token of one of the alive neighbors of a player with a SANG reminder token. Then remove all SANG reminder tokens.

    Attribution

    Created by Nashable

    Traveler

  30. J'Accuse...!

    When a nomination is made only the nominated may speak to defend themselves. Once they are done talking the vote is run. Players with their hands up outside of nominations will be given a chance to speak.


    How to Run

    Use the Callback reminder token so you don't forget to give someone a chance to speak after a nomination

    Attribution

    Learnt this from how Steven Medway Storytells games.

    Fabled

  31. Yippee-ki-yay

    If any good alive John McClane is mad that Die Hard is NOT a Christmas film they may be immediately executed.


    How to Run

    This is entirely a fun optional Fabled if your group starts an argument about if Die Hard is a Christmas movie.

    Attribution

    Created by Nashable

    Fabled

  32. Night Order

    First Night

    Jack Frost
    Christmas Angel
    Miser
    Krampus
    Grinch
    Santa Claus
    Holiday Elf
    Gingerbread Man
    Frosty
    Scrooge
    Mrs. Claus
    Belsnickel
    Carol Singer

    Other Nights

    John McClane
    Christmas Angel
    Mistletoe
    Jack Frost
    Miser
    Krampus
    Grinch
    Yeti
    Belsnickel
    Holly Wreath
    Gingerbread Man
    Ghost Past
    Santa Claus
    Holiday Elf
    Rudolph
    Frosty
    Ghost Present
    Ghost Future
    Scrooge
    Carol Singer
  33. this almanac generated using Bloodstar Clocktica
  34. Designed by Nashable, Hosted by Chill on the Clocktower