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Lleech (Demon, Experimental)
"Tasty, tasty, tasty, tasty, tasty, tasty, tasty, tasty brai- I mean pie! Yes. Tasty pie. That’s what I meant to say."
Each night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if (& only if) they die.
The Lleech lives if their host lives, and dies if their host dies.
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it costs 0 dollars to not make comments like these on people's posts
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might do an sr blood on the clocktower au solely because all the demons in that game are so cool... i love you shabaloth i love you lleech i love you pukka i love you al-hadikihia i love you kazali
#kaif lleech but idk who he'd host. lleech is such a fun role to play#feel like kaif would LOVE that role unironically
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here, have some shitty botc doodles
![Tumblr media](https://64.media.tumblr.com/50688ced922e4af957f745b2b9d5a1aa/767bb6c34473d396-15/s540x810/9f5a37485b6821614b5804bb80eda5038a44bb71.jpg)
![Tumblr media](https://64.media.tumblr.com/afef3332cb43c9a443be9f1841c13499/767bb6c34473d396-44/s540x810/8830f598652b327ca018ef2bb2485bc206fc9904.jpg)
![Tumblr media](https://64.media.tumblr.com/1ff9b549fd3079ccab3a69704a4ee8c7/767bb6c34473d396-a0/s540x810/2345e4f3673cddc632dda74c540c8c11ce6f7293.jpg)
![Tumblr media](https://64.media.tumblr.com/25761f170959e0fdcde1f93eaa2d406b/767bb6c34473d396-8a/s540x810/45495d5056f2579dbaf6e06f525d6a04f040ad97.jpg)
![Tumblr media](https://64.media.tumblr.com/d0babb27164aae19ed394af3cb125e8b/767bb6c34473d396-f6/s540x810/c99d7b3ce80bbee12dc0b1364b805d5804576e4e.jpg)
#art#no rolls barred#nrb#nrb plays botc#botc#blood on the clocktower#they are the mastermind#the imp#the lleech#the gossip#the damsel#the huntsman#the grandmother
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Script-A-Day #19: Miss Register by Axolator
When every Minion is silent, you have to take every Goblin claim and Marionetting seriously!
Featured characters: Mathematician, Recluse, Goblin
Complexity: Intermediate-Advanced. Recommended for social solvers who can tell Minion from Demon from Politician from Magician from Lleech host.
Jinxes:
Lunatic/Mathematician: The Mathematician learns if the Lunatic attacks a different player(s) than the real Demon attacked.
NOTE: It’s a little unclear how to run Mathematician when the Lunatic didn’t wake up on a night the Demon did, and vice versa. Some STs (like myself) will ping the Mathematician only if the Lunatic actually attacked someone (since that’s the malfunctioning ability in question), while others will ping the Mathematician on any discrepancy in the kill selections. Make a decision, and tell your players how you’ll run this jinx before playing.
Spy/Magician: When the Spy sees the Grimoire, the Demon and Magician's character tokens are removed.
You should also remove the Marionette’s [Is the Marionette] reminder token, so it’s not immediately obvious who the Demon is.
Database link (find the PDF and JSON for running it there!)
Writeup under the cut!
Miss Register is a script written by yours truly focusing on social dynamics, with most mechanical misinfo coming from the titular misregistration of the Recluse and Spy. By design, the Demon cannot move, and characters like the Knight get a lot of value out of that! Combined with the confirmation-building power of characters like the Washerwoman, Shugenja, Juggler, and Virgin, the evil team might find themselves cornered if they don’t play to the strengths of the silent Minions. With an Outsider line that really doesn’t want to out, even the Baron can be silent amongst the other Minions, making every Goblin claim and Marionetting a scarily viable threat.
When Storytelling Miss Register, keep in mind what kinds of information town will have available. While it can be fun to be in a scenario where the Goblin and Demon are indistinguishable except through social reads, it can also be frustrating to be there without any way of figuring it out. These kinds of scenarios can happen when the Lleech hosts an Outsider or a character like the Soldier - especially in smaller games, be careful with bag-building.
Some notes:
Yeah, yeah, I've talked about High Priestess to death on this blog, but seriously, it's important! The High Priestess loves being sent to evil players on this script especially: it can be vital for them to figure out whether a player is a Goblin or a Demon off social reads, so send the High Priestess to players who need the HP to talk to them, both evil and good, so the HP can read them socially.
Hey, it's our friend the Mathematician! As usual, a math "ping" is a +1 to their number:
If a player gets false information due to misregistration or droison, it pings the Math.
If the Marionette is placed next to the Recluse instead of the Demon (a ruling which this script was designed to accomodate), it pings the Math on the first night.
The Drunk or Marionette getting false information from their abilty never pings the Math (even if they happen to be droisoned by another souce).
Okay, but seriously consider the implications of the Lunatic/Math jinx. Personally, I rule that a Lunatic (Po) charging is them not choosing anyone, so doesn't ping the Math even if the Demon selects another player that night, but will always ping the night after the charge if the real Demon can't also attack all 3 players.
Oh yeah, same thing I talked about on Lunar Eclipse: It’s somewhat debated whether or not to ping the Mathematician if the Spy/Magician jinx causes the Spy to malfunction. Think about what your players would find fun, and tell them beforehand. Personally, I don’t ping the Math for this interaction.
The Undertaker seeing a Marionette can be incredibly powerful for the good team on this script, so balance around it: consider making the Demon a Lleech (who doesn't particularly mind being outed) or a Pukka, and consider putting a Recluse in the bag and having them misregister as the Marionette when they're executed. Maybe even misregister the Recluse as the Demon and put the Marionette next to them, so the UT digging them up doesn't sink evil's ship!
Don't use the Spy and Recluse to mess with an Alsaahir's guesses. Just don't. It's not fun for the good team after the Alsaahir solves the game to not get a win off it because the ST wanted the game to go on.
Strongly consider using the following Bootlegger rule on the Virgin/Lleech interaction: “The Lleech’s host does not register as a Townsfolk to the Virgin.” This prevents the game from instantly ending when the Virgin executes the host.
That's about it from me! Yeah, I probably should cover how to run Politician in its own blog post at some point, but that can happen, uh, later. See you tomorrow for a script that I didn't write!
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Happy Mew Yard!!!!
staring off my year drunk and drugged up jusdt a little cockaunn!!!
this hear I ehope to find peopel to emotionalu lleech off of liem an emotional vampire!!! maybe them ill love myself!!! becoming a real vanpiri would also be pretty cool
#askallianything#tkdb oc#tokyo debunker oc roleplay#tokyo debunker roleplay#tkdb#tkdb oc roleplay#tokyo debunker#tdb
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Blood on the Clocktower playing friends, what's the worst you've ever done it?
Today as Psychopath I killed my Lleech's poison target and immediately brought the game down.
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no home characters as botc demons aka posts that are for basically no one in the world besides me and oomf squad
Haejoon: Imp
Eunyung: Lleech
Juwan: Lil monsta
Marie: Yaggababble
Hara: No dashii
Minju: Lord of typhon
#haejoon is the classic also the whole starpassing deal reminds me of his ghost shit#eunyung I fear I cannot explain without being mean to her#juwan is basically already babysitting demons (eunyung and haejoon)#marie does her damage thru her words! Journalist!#hara was hard to decide but it just felt right.. poisoning her beloved oomfs#Minju is the Ruler of her Oomf Squad#I wanted to give someone vortox bc i heart vortox but it just didn’t work out smh
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Hear me out gang WoF Blood on the Clocktower AU where
-Moon’s the Fortune Teller
-Turtle is her red herring
-Darkstalker is a vortox or lleech
-Vulture the Lunatic with Onyx the Politician as his “minion”
-Turtle is the Alchemist with the ability of the Merzepheles (first evil player other than the demon to say the word turns good, that being Anemone the Ogre who randomly chose Darkstalker as her teammate)
-PERIL AS THE RECLUSE
-maybe Whiteout was the Savant in a previous game? (I know Artist fits her better in the name but by golly Savant feels right for her)
I’m gonna keep adding more to this over time probably
#this isn’t supposed to be a particular script I’m just putting stuff together#I’ll figure out more of this later but for now this is what I’ve got#wof#wof au#blood on the clocktower#wings of fire#wings of fire au
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Some thoughts I had while a friend and I were brainstorming Amnesiac abilities for use on a specific script (I won't name which script because the game we are prepping hasn't happened)
We ended up discussing what made abilities suitable for a script, and eventually just started tossing out Amne abilities and eventually I made this whole screed.
Amnesiac Ability
general Amnesiac Ability design guidelines
• Amensiac is a townsfolk so their abilities should be beneficial for the good team, and if they cause death, drunkenness, or other harmful effects, they should be "confirmation" abilities similar to Virgin or Sailor.
• Abilities should be proportionally difficult to guess with their potential impact - low impact abilities should be easier to guess than higher impact abilities.
• Passive abilities one may not control should be a little more obvious than active abilities, and thus more guessable. Passive abilities might be considered less fun my many players, so a little added power helps there, too. Knowing, eventually, that you're a key role and your ability is impactful is fun.
• Once per Game abilities should be powerful, as with the Slayer, as guessability will be difficult.
Abilities that end the game, as with Slayer, should be used with caution or be harder to guess, but aren't necessarily bad abilities. The risk of them "going off" and ending the game before the riddle of the ability is solved is high, however, and that is less fun, so be careful when using these.
• Not every Amne ability idea is suitable for every game and I understand this. These are ideas that i think might work on appropriate scripts, not a list to just roll a d20 and pick at random. A ST should know which abilities complement the script they are running and mesh well. an Amnesiac who interacts with madness where no other madness exists not only confirms pretty quickly but is super guessable, but if lots if players are claiming madness, it is slightly harder to be guess and doesn't confirm the Amnesiac player as quickly. Further, Some abilities are fine in many games, but just shouldn't be chosen in some Grimoires (example: there's one below that kills the Amnesiac's neighbor when the Amne would die. Its not a good idea to give that ability to an Amne that neighbors the demon, but fine in most other cases, with Townsfolk, minion, or outsider neighbors. It might even be ok in a Lleech game, or Zombuul. The point is, think about the impact of the ability on your specific Grim before settling on an ability)
• Where a ST has a choice, like choosing a word or choosing which player dies, etc. I assume any ST comfortable using an Amnesiac is clever enough to choose interesting words (such as "toothbrush", "dolphin", or "inferno" and not "of", "claimed", or "nominate") or that they are experienced enough to make fun and sensible decisions (not letting the Amne kill the demon because they chose the demon in the "choose two players, one of them dies" on night one, for example)
• Note also that an Amne ability "works" even if they don't know what that ability is, they just may not understand what they did. Once Per Game abilities should be considered carefully for the group and script before being chosen.
all of that said, these are abilities I have seen used, or read online, or brainstormed with friends. These are presented with the idea that they might inspire your ideas, or give you an idea if you are stumped. Some sound a little like variants on Travelers, or riffs on a different role, and they might be. Even in a game of Oops All Amnesiacs you probably shouldn't just use this list for everyone.
Information Gathering
These are abilities potentially suitable for scripts where drunkenness and poisoning are common or information is otherwise rare or unreliable. These abilities are slightly stronger than most information townsfolk, because guessing the ability is crucial to understanding what you learned.
• You start knowing a word. Once per game at night, You learn the alignment of the first player other than you to say it in town square.
• On the first night, a player is made your Target. Each night choose a player. If you chose your target, you learn their role.
• On the first night, a player is made your Target. Each night choose a player. If you chose your target, they learn your role.
• Each night choose a player. you learn how many of their neighbours are good.
• Each night choose a player. you learn a role that they are not.
• Each night choose a character, you learn whether that character is in play.
Protection
These are abilities potentially suitable for scripts where there are many sources of death or poisoning/drunkenness. These abilities are powerful by their nature, and the passive ones are even better. These might be tricky to guess, as a balance. They still function, though, even if the Amne doesnt know what they do, so be careful when you're using one of these. if the script doesnt offer much protection, these would confirm the Amnesiac (although hard confirmation isn't always bad, it does need to be considered whether you want that potential)
• If there are 5 or more players alive and you would die, you don't.
• Each night, choose a player. If the evil team chooses that player at night for any reason, the evil player(s) becomes drunk until dusk. You learn that the player was targeted.
• Good players only die when executed if you voted for the execution. Good players not killed this way die when you die.
• Each Night Choose a player, any effect that targets that player or their role targets you instead. (note this doesn't impact information abilities, as those are not effects. a Dreamer doesn't learn you if they atrgeted your choice, but a poisoner poisons you instead)
• On the first night, choose a player. The first time they would die, you die instead.
• Your neighbors cannot be drunk or poisoned by any means and they learn true information. (recluse, spy does not misregister etc.)
• Each night choose a player different from the last night. A minion, if chosen, does not wake to use their ability.
• Each night* choose two players, one of whom might die. If one of them died, the demon doesn't kill tonight unless they chose you.
vote/nomination and death manipulation
These are abilities potentially suitable for games with fearmongers, witches, viziers, or even goblins, boomdandies, virgins, or any other vote-nomination interaction already. Spicy abilities, use carefully.
• Each night choose a player. Until dusk, if they are good their vote counts as two. If they are evil, their vote does not count.
• Good players only die when executed if you voted for the execution. Good players not killed this way die when you die.(probably don't use this if there's an undertaker or cannibal)
• Good players only die when executed if you voted for the execution. Good players not killed this way die the following night, regardless of whether there were other executions.
• Once per game, at night* ,choose a dead player. They resurrect immediately and may use a not in play townsfolk ability, but are executed and die at dusk.
• If you would be executed, you survive and an alive neighbor is executed instead.(yes if the demon is the only alive neighbor, this ends the game. pretty powerful and could be hard to guess if the other neighbor was unable to be used as "evidence". Don't choose this ability if the demon is the Amne neighbor, it might be unsatisfying for both teams)
• Each night choose a player, one of their neighbors may die tonight. If they do, they are the only player that can die tonight.
Madness
These are abilities most likely suitable for games where madness is an important mechanic
• A minion is mad that they are a minion.
• On the first night, choose a character. Each Night, the first player to target you with an ability becomes mad that they are that character
• Each night, chose a player. If they are good, they are mad that they are good. If they are evil they are mad that they are evil.
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Blood on the Clocktower is a hell of a social deduction game. With most games like Werewolf and Town of Salem, your job is to figure out who is lying if you are good or lie if you are evil. With BotC, both the good players and the evil players are lying all over the place. Outsider roles like the Mutant and Damsel literally have to lie to help good not lose. And it’s not just players lying. Sometimes the person running the game just lies.
In most social deduction games you can just trust whatever information you get, and the ability to give false information is often specific and predictable. Meanwhile in BotC, you can be the Oracle and get told that there are 2 evil players to convince you it is a Vigor Mortis game, meanwhile it’s actually a Lleech game and you are the poisoned host. The storyteller has so much room to help spread lies and manipulate, its crazy.
Like, imagine you were playing Town of Salem as mafia, and you get told you have two Godfathers and 1 of them is secretly a good player and you have to figure out which. That would be completely insane, but in BotC that’s just the Magician.
Wacky ass game, would recommend.
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For a super long time, I’ve been thinking about a multiple-chapter fics of the Hermits being invited to this games how where they play a social deduction game in front of a large audience, and the audience gets to bet on who will win, but all money goes to charity. Most realistically, the game to be played is Werewolves of Miller’s Hollow. (It will be, if I end up actually ever writing this)
The past few days, though, I’ve asked myself ‘What if they played Blood on the Clocktower instead?’ And you know what? The thought is delightful (Not all of the following need to - or can - happen in the same game):
Doc, spending his time watching every single game led by this storyteller (Which would be a self-insert of me), and psychoanalyzing her. Thought patterns, which scenarios she thinks of first, favorite character combos to put in the game, levels of cruelty, etc. And yet, no matter how much he thinks he’s got it, it all crumbles down when he sees the Atheist token, but still wakes up in the night to learn that the Cerenovus has made him mad he’s the Savant. Is he drunk, or is the Storyteller just fucking with him? Regardless, he now has to pull information out of his ass, pronto!
Scar as Mezepheles not actually understanding what’s going on, but still somehow turning some super powerful character evil, like the Heretic or the Snake Charmer, because how do you not go along with his nonsense?
Cub, being super quiet, but when anyone asks him what his role is, he just publically says he’s the Demon. Is he the Sailor, the Lleech, or just sat next to a Tea Lady? Either way, he doesn’t die.
Etho, as a Poisoner, poisoning the Vortox because Town is so sure this is a Vortox game that they’re convinced all information they get that night is undoubtely false. They don’t question Etho’s claim of Monk who just prevented a kill.
Politician Pearl who gets approached by the Lunatic, and flawlessly convinces them that she’s their Minion, even though she knows that Grian is the real Demon because no one can read him like she can.
Keralis being framed as objectively evil by all information, but claiming Huntsman(like a Minion!), but being so flirty that everyone is genuinelly shocked when he actually guesses the corret Damsel as a Minion.
There’s so many scenarios in my head that I think would all be hilarious, entertaining or plainly chaotic, these are just the tip of the icebearg.
#hermitcraft#docm77#gtwscar#hc cubfan#etho#pearlescentmoon#keralis#I feel like the amount of hermitfans that know BOTC is so small that I may be the only one actually
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Behind the Curtain #7: Balance
I've put an enormous amount of thought and time into the balancing of Clocktower. That isn't to say that it has been done perfectly, but huge amounts of the unseen work has been in this area, across all parts of the game.
Townsfolk Balance
There are currently 108 Townsfolk written, with more on the way. Ideally, Townsfolk should be balanced compared to other Townsfolk. They are not. Some of them get information that is better than others, or have powers that affect the game more than others. However, these differences are qualitative, not quantitative, so they are highly situation dependent. Where some games will have one character say "You get X" while another character says "You get 2X," Clocktower's abilities cannot be compared mathematically. Some Townsfolk are slightly better than others. There are only a few that are better than others in ALL circumstances though - the Artist, for example, gets better information than any other Townsfolk in the game, because they can duplicate most other Townsfolks' abilities for no penalty. Such characters are very rare, though. Consider the Chef vs the Clockmaker. In a one-minion game, the Clockmaker is better. In a two-minion game, the Chef is usually better. Characters are not balanced - they vary in power level - but no Townsfolk (apart from that pesky Artist) are flat-out better than other Townsfolk.
Outsider Balance
Outsiders don't really need to balance against other Outsiders, although that is a secondary consideration. Outsiders need to balance against the changed situation that an additional good player in the game creates. An Outsider that is added to the game creates an extra good vote, an extra player that the evil team needs to kill in order to win, and each Outsider comes with a hidden bonus - trustworthiness. If there is meant to be just one Outsider in a game, and that Outsider comes out publicly, the good team gets a huge bonus. So, an Outsider's ability needs to balance these three factors. Most Outsiders do this roughly, but it is hard to judge balance. Whilst a Butler has an effect on every game that they are in (they make voting for evil players harder), the Saint only has an effect on the game one time in ten. Generally speaking, I've found that Outsiders' abilities fall just short of balancing their benefit to the good team, but it's close.
Minion Balance
Everything said about Townsfolk applies to Minions. Minions don't need to balance Townsfolk - Minions need to be balanced compared to other Minions. Some of them do wildly different things to others, so it is hugely context-dependent. One important thing to know about Minion power though is that unlike Townsfolk, Minions learning information is incredibly weak compared to Minions having power. The good team's strength is information, while the evil team's strength is the ability to make that information misleading, or to get the game to the final day quicker. A Minion that learns EVERYTHING (the Spy) isn't quite as powerful as a Minion that makes one lie seem believable (the Poisoner). Comparing Minion power is difficult.
Demon Balance
Some Demons need to roughly be balanced compared to other Demons, but others don't. The usual template I use for Demon balance is "One kill per night, plus a little bonus." For example, the Imp kills once per night, but can swap themselves with a Minion. The Pukka kills once per night, but also poisons. The Vortox kills once per night, but also makes information false. This formula roughly works to create balanced games, and balance between Demons. Some Demons have a reverse formula: "One kill per night, plus something fantastic, plus something awful." For example, the Lil' Monsta kills once per night, plus brings in an extra minion ability & can swap who the Demon is (fantastic), but the Storyteller chooses who dies & no evil players get bluffs (awful). The Lleech kills once per night, and poisons a player & cannot die (fantastic), BUT dies when their host dies. Whilst the exact strength of these abilities can not be precisely determined, the formula roughly works.
Similarly, Demons that kill more than once per night also have a downside to balance them. The Shabaloth kills twice, but regurgitates. The Po, on the other hand, kills three times, but needs to have a night off to do so first (bringing their kill count to 1.5 per night... which conforms to the formula).
Traveller Balance
Travellers have been very tricky to balance. Since Travellers can be good or evil, the strength of their ability isn't the issue. The issue is - can a good team nullify that ability if they think the Traveller is evil? Can the evil team nullify that ability if a good Traveller is wrecking them? The rule that Travellers can be Exiled was designed specifically to balance Travellers. A good team that believes that an evil Traveller is using their ability unfairly can freely remove that power from the game. An evil team that is really suffering due to a good Traveller can get the Demon to kill them at night. It's not perfect, but it means that while Travellers can influence a game, they can't break the game. Travellers are not balanced compared to other Travellers. They are balanced with the in-built ability to remove them should they become unbalanced. Travellers ARE unbalanced... but either team can choose to rebalance them.
Fabled Balance
Fabled have been very difficult to balance. Each Fabled doesn't need to be balanced compared to other Fabled, they need to be balanced with themself. The addition of a Fabled character should not give either good or evil an advantage. Some Fabled do this by giving an advantage to both teams in different ways. Some Fabled do this by correcting a real-world imbalance. It is precisely for this reason that I recommend that Fabled ONLY ever be added to games when they are needed. Adding Fabled to games 'just for fun' will unbalance the game.
For example, adding a Sentinel to Trouble Brewing makes things more difficult for the good team. Not fair. Adding a Sentinel to a custom script with a known Outsider count will correct that game’s natural imbalance in favour of good, and bring it back to neutral.
The Revolutionary gives a HUGE bonus to the good team. Knowing for sure that two players are the same alignment is great. However, the Revolutionary is meant to be used for players with disabilities, young players, etc., who will often be less of a strategic powerhouse. So the character has a mechanical correction that helps rectify a social balance issue. The "register falsely once per game" also assists in bringing balance via the Storyteller. Fabled correct an imbalance, and should only be used to do so.
Good Character vs Evil Character Balance
This question will be a common one - Is the Empath more powerful than the Spy? Is the Virgin more powerful than the Poisoner? Generally speaking, the answer is "no". Evil characters are more powerful than good characters, because there are more good characters than evil characters, and evil can lose the game every day, whereas good can only lose on the final day. The balance between good and evil characters is completely wack. As it should be. The Washerwoman learns one character. The Spy learns all characters. But there are two evil characters and seven good characters, so it needs to balance out.
Good Team vs Evil Team
This is the big question: Is the good team balanced with the evil team? Given equal skill level, does each team have an equally likely chance of winning? This can only really be determined by statistics. Whilst it can happen that a salty player who just lost will blame the game, the stats tell a different story. Close to 600 recorded games of Trouble Brewing have given a ~1% margin for the win/loss rate between teams. Trouble Brewing is incredibly balanced. Across fewer recorded games, Bad Moon Rising had a slightly higher win rate for evil, and Sects & Violets had a slightly higher win rate for good - about 52% or 53% for the team ahead. However - since those stats were recorded, I beefed up the evil team in Sects & Violets by making the Vigormortis (or threat of the Vigormortis) much more powerful. Our Sects & Violets stats since then have balanced out a little more. BMR tends to be 50/50 for veterans, as new players don't quite understand good player strategy in this edition for at least their first few games.
During the first 3 or 4 years of running Trouble Brewing, I put an enormous amount of time and effort and attention into watching games, and seeing which team won, and why. The reason that I am always so focused (and stressed) when running games is not that the game itself is difficult to run, but instead because what I am mentally doing is watching the players and figuring out how to make the game more balanced from a design perspective. If a particular play seems extreme, I tinker with a character. If a player comments "this character is useless," I pay attention and redesign the character (if I agree with the criticism). For at least 18 months, the good vs evil win rate was about 70/30. Sometimes 80/20. I put a huge amount of work into strengthening the evil team, and rebalancing the good team, so that things were more fair. We got there, but it took literal years to do.
Setup Balance
A common complaint is that particular setups of an edition are easier than others. Whilst this is true, I've not found them to be unfair to the point where I can make one team win. For example, having a setup where the Drunk and the Poisoner are both in play is certainly a more difficult challenge for the good team than one where the Spy and Butler are in play. I used to think that the setup choices that the Storyteller made could really unbalance the game, but I've been proved wrong by experience. There have been many times where I've run four or five Trouble Brewing games in a row for new players, and good has won the lot, and I've tried my absolute best to engineer an evil win... and just haven't been able to. Or vice versa. Sure, the Storyteller could deliberately wreck a game of S&V by telling the Savant "Evin is the Demon" and "one plus one equals three" for five days in a row... but somehow it still doesn't decide that game. And if it does, equating "I can deliberately wreck the game" with "I can accidentally unbalance the game" is being unfair towards the Storyteller.
Veteran vs Beginner
I think Clocktower is a little too balanced in this area, but only slightly. The ideal is to have a game that is ‘easy to learn, hard to master’. Clocktower gets that mostly right. Whilst a team of evil veterans will usually trounce a team of good beginners, and a team of good veterans will usually trounce a team of evil beginners, it might not be ideal all the time. In chess, for example, the better player (by significant margin), will ALWAYS win. In Clocktower, that isn't the case. It is usually the case, but not always.
Runaway Leader Issues
Many games have a runaway leader issue that creates an imbalance between the player who is winning and the players who aren't. This is typical of a lot of Euros. Basically, the player in the lead has access to more resources/tools/currency/etc. so therefore has more of an opportunity to increase their lead. Clocktower would have a runaway leader issue without dead votes. If dead votes didn’t exist, good players dying would mean that there are more evil votes, which inevitably leads to more goodies dying, and vice versa. Clocktower balances this out by having the dead players vote. Not only does it increase fun and participation, but it also balances the winning team with the losing team. Sure, it can get to the point where only evil players are alive - and if that happens, evil has played so brilliantly that they deserve the early win.
Strategy Balancing
Some games have dominant strategies. Whenever a particular type of play is discovered, it can provably be (either using logic, or by habit) the best strategy. This means that anyone not using that strategy is either ignorant or deliberately misleading the group. At every point, if a dominant strategy was found for any particular character, with either team, I rewrote the character.
I can't prove that Clocktower has no dominant strategies. But what I can do is say in response "yes, but this other strategy works better if the situation is slightly different." For example, in response to hearing "Our group always kills the top four characters immediately," I can, and have, responded with "That will result in guaranteeing that more evil players are alive on the final day, so you are gaining information but losing voting power... and veteran players gain the benefit of knowing what to bluff as." In a game in Melbourne where the first thing the group said was "OK, all top-four characters please come out," I was the Demon and only 'revealed' that I was the Investigator on the final day, because "I know that one of the three alive players is a Minion, which is fantastic. If I'd said that on day one, I would have been killed. Not revealing I was top four until now has won us the game." The evil team won that game, on the basis of finding an exploit against what this group believed was a dominant strategy.
Randomness Balancing
Some games can be won or lost on the roll of a die. These suffer from a feeling of helplessness amongst the players. Some games have no luck element involved at all. These games suffer from analysis paralysis, players always losing to those more experienced, and games being similar over time. The best games, in my opinion, have an element of both.
In Clocktower, it is possible for the good team to win by chance. They execute a player for fun, and lo and behold, it was the Demon and good wins. In order to figure out whether this would play a significant role in the balance of the game (nobody likes to lose by chance), I constructed some probability trees based on the likelihood of the Demon being killed for the various player numbers. I'm no expert, but I know how basic mathematical probability calculations work, and spent roughly 20 hours figuring this out. Assuming that:
One execution occurs each day
The good players choose one player to kill at random
The Demon kills once per night
There are no dead votes
...the likelihood of good winning simply by chance was about 45% to 55%, depending on player count. This may sound high, but it is pretty much exactly what is needed. What this means is that if the good team plays atrociously (ignoring their information, not using their abilities, executing randomly, etc.) and the evil team plays atrociously (not using their abilities, killing randomly, etc.) then both teams have a roughly equal chance of winning. In order to change this to a 70%, 80%, or 90% chance of winning, one team just needs to play better than the other. As a good player, Clocktower is NOT a game about using your abilities to find out for certain who the Demon is, then using social bullying to convince others to listen to you. Clocktower is a game about smart use of your abilities (or the abilities of others) to change that 50% likelihood of winning into an 80% likelihood of winning. If both good and evil play poorly, the odds are 50/50. If good plays well and evil plays poorly, good wins the vast majority of the time. If evil plays well and good plays poorly, evil wins the vast majority of the time. If both good and evil play well, it is back to 50/50. This is as it should be.
Deliberately Unfair Design Philosophy
My philosophy with Clocktower design has been to create a deliberately unfair situation. To use an extreme asymmetrical qualitative approach, as opposed to a quantitative approach.
Most games are symmetrical, or at least approximate symmetry by using quantitative or mathematical power levels of their components. For example, if team A gets a +1 to their stat, then team B gets a +1 to their stat, or if player A gets three +2s to their stat, then player B gets a +6 to theirs later on. In more modern editions of Dungeons & Dragons, the wizard class was converted to a class that has more and more imaginative ways to "do X damage over Y rounds" so that they are not overpowered by the fighter that also does "X damage over Y rounds", albeit by different methods. This is fine, if that is the kind of game that you want. It has the benefit of being able to easily balance. Is the Cleric too weak? Make their healing spells heal 8 points instead of 6. Is the Thief overpowered? Make their chance of hiding in shadows 85% instead of 90%. Then test. Easy peasy.
Qualitative differences are much, much harder to quantify (by definition). They are context dependent, and player dependent. For example, in the older versions of D&D, that wizard isn't doing "X damage every Y rounds" like the fighter, they are running and hiding as soon as combat starts. However, their "sleep" spell that was cast out of combat allowed the whole party to sneak past the guards completely. The strength of the wizard vs the strength of the fighter depends almost entirely on what the player does, when, and in what context. Even after all those factors are known, it is still difficult to judge.
My approach with Clocktower was to move completely away from the "+1, -1" design philosophy, and instead create characters that were wildly, qualitatively different. Even completely unfair. Instead of creating a character and thinking "Oh wow. THAT is unfair, better not," I let the character stay as is, and created MORE unfair characters on the opposing team. For example, the Empath is unfair. Knowing that both your neighbors are good is very unfair. Knowing both your neighbors are evil is INCREDIBLY unfair! So... I created the Poisoner. Holy heck, the Poisoner is unfair. Making someone's information false, without them knowing? Every night? That is crazy-unfair. The Saint is unfair. You lose the game if nobody trusts you. Ouch, that's unfair. The Librarian is unfair... you know who the Saint is, so you know not to execute them, and they trust you in return. The Fortune Teller is unfair. Knowing which player is the Demon is everything you need to know to win (particularly if the red herring is dead). So, the Imp is unfair by changing players as soon as the Fortune Teller is onto them.
The design philosophy of Clocktower was not to create a fair game, in the sense that the abilities of one team could be weighed against the abilities of the other. The design philosophy was to create a game where every player has an ability that is very powerful, even to the point of unfairness, but that the opposing team also has abilities approaching the overpowered. This way, maximum agency is given to the players. The abilities don't win the game. The players don't win the game. The players win the game by using their abilities well. As you can imagine, this approach means that balancing things is incredibly difficult, takes a long time, and can only be achieved by a personal judgement on what is balanced and what isn't, because it cannot be judged by mathematical analysis.
What this does mean, though, is that due to player skill or blind luck, it sometimes seems that a game can be won or lost due to a character ability. It is usually not a single character or player that won, but a hidden web of interaction that resulted in a single player taking the lead. For example, whilst a Demon player may complain that they lost due to the Slayer "being overpowered" because they won the game on day two and the Demon did "nothing wrong," what that player is missing is that the Slayer talked to the Washerwoman and Librarian to learn who not to target, got protection from the Monk, bluffed as the Ravenkeeper, and convinced the Poisoner to poison the Fortune Teller and not the Slayer. The Slayer worked for their victory, and won fairly, even though it seems like the character, and therefore the game, is unbalanced.
Entry Power
Most characters have an 'entry level' power that is medium. This means that if the player does nothing, they still gain some benefit from the ability. For example, an Empath that takes no initiative still learns valuable information. A Virgin that says nothing can still contribute to the team by accidentally getting nominated. Most characters have this 'surface level' power that is useful, but not game-breaking. When talking about issues of balance, this is particularly relevant for beginner players. For example, the Undertaker may seem underpowered to new players because the Demon always kills them early. The Ravenkeeper may seem underpowered because it is "just luck" if the Ravenkeeper gets killed by the Demon or not. In this sense, both the Undertaker and Ravenkeeper are underpowered in terms of their "entry level" power. The Fortune Teller has high entry level power. Even a new player can get game-winning information by dumb luck. So, the criticism that these characters are unbalanced is true - the Fortune Teller is more powerful at the entry level than the Undertaker or Ravenkeeper. Games that have one over the other will be unbalanced in certain situations.
Clocktower has been criticised for characters being unbalanced. What this is usually referring to is their entry power. A new player sees the Spy ability and freaks out. Then they become the Spy, and realise how difficult it actually is to play. Someone else loses to the Mastermind and cries foul. Then they become the Mastermind and really struggle to get their power to work. An experienced player who always blurts out that they are the Ravenkeeper on day one, and chooses dead players when they do get killed by the Demon, will look at the Fortune Teller or Mayor and talk about "balance issues." When they become the Fortune Teller and lose their minds trying to figure out the red herring, or become the Mayor and see how difficult it is to convince two evil players not to vote, it becomes a different story.
Ceiling Power
Each character has a different 'ceiling power'. This term represents how powerful a character can possibly be when in the hands of a veteran who is really in exploit-mode. Ceiling power is higher than entry power. The question is "how much?" Some characters have a low entry power, but a very high ceiling power. For example, the Artist has a low entry power because most players will use the Artist to ask "Am I the Artist?" or "Is this player evil?". The standard use of the character is under-powered. However, a veteran can use the Artist to ask "Is the Demon Dave, Jim, Sally, Achmed, or Joan?" after the Demon has been confirmed to be a Fang Gu. This information (whether a yes or no) will win the game for good. An Undertaker can bluff as the Soldier for 7 days straight, then come out with all their information on the final day. Both the Undertaker and Artist have a low entry level power, but a high ceiling power.
Conversely, some characters have a high entry power, but a ceiling power that is more or less the same. For example, a Clockmaker gets fantastic information, but there aren't a whole lot of ways that the player can abuse that information to wreck the evil team. Sure, they can choose whether to reveal their info or sit on it, but either way will not have a massive difference between them. Or the Poppy Grower - they really screw the evil team early on. Sure, the Poppy Grower can extend this by staying alive as long as possible, but the damage done won't be catastrophically different than dying on the second or third night.
Ceiling power isn't necessarily about passive vs active abilities, although there is some crossover. For example, the Goblin is quite a passive ability. The entry power is quite low - in the hands of a new player, or in a player that doesn't want to put in the effort, it is quite low. It could even help the good team by letting them know who the Minion is. But in the hands of a skilled veteran, the game is won by a single player. This character has a devastating ceiling power.
Clocktower has been criticised for being unbalanced due to characters having ‘exploits’. While I disagree that there are exploits (if there are, they become jinxes for the Djinn to fix), there is a certain level of unbalance between what different characters are capable of doing. Different players can make a character do wildly different things, and this can seem to be unbalanced. If it actually is unbalanced, it becomes a jinx. More often than not though, what people are witnessing is a cunning player using their ability to the full, while the opposing team does nothing to counter it. In such situations, what a player has done has required them to use their intelligence to unbalance the game in their favour. This is perfectly fine. This is just another term for 'winning'.
You can consider Outsiders to have a ‘floor power’ instead - a level of awful unfairness that represents their maximum unhelpfulness. The Butler has a small amount of entry level unhelpfulness, but a floor level that isn't much lower. The Saint has no entry level unhelpfulness at all, but an extreme floor level.
Random Power Fluctuation
This is much more tricky. Some characters have a level of power that changes radically based on the setup, on what the Storyteller tells the player, or other pieces of luck. I think that this is a valid criticism, although I'm mostly happy with the way things work in the official editions.
For example, the Marionette is extremely powerful in a setup where the player's information is unfalsifiable. If the Marionette thinks that they are the Noble, and reveals that 1 of 3 players are evil. In this case, the Marionette is spreading false information with conviction, and the Demon can bring them on-side at any point. The Marionette here has a medium-to-high power ceiling. However, if the Marionette thinks that they are the Washerwoman, then the Marionette is either useless, or actively hurting their own team by hinting that they are the Marionette. So, the Marionette character has a low entry power, a high ceiling power, and a highly random power fluctuation. If the right script is built around the Marionette, it's balanced. If the Marionette is put into the wrong edition, it is extremely unbalanced.
The Chef would be the opposite. The Chef has a medium entry power - no matter what happens, the Chef is useful, but not crucial. No matter what edition you build, the Chef will be more or less balanced.
In official editions (so far Trouble Brewing, Bad Moon Rising, and Sects & Violets), you do occasionally get a setup that seems unbalanced. The classic example is the Empath sitting next to two evil players. I agree that this seems unbalanced. The good news is that (for the official editions), when these situations occur, either the team that you think has no chance of winning wins, or they at least put up a ruddy good fight. It is extremely rare to see a character's power ceiling (or floor, if considering Outsiders) fluctuate so wildly that the game is won or lost due to the ability itself, and not due to the player's skill in reacting to that situation.
It can happen in official editions, but it's rare. When Storytellers create their own scripts though, this is more of an issue. In this situation, balance is a question that needs to be answered. Put a Diplomat and a Poisoner together? Ouch. Put a Minstrel and Legion together? Evil will be working for their meal. However, certain character combinations being unbalanced, whilst an issue, tends to create fun games. Clocktower is designed so that players are never in a no-win situation. There is never a time where you have to sit there and wait out the clock because you know you've already lost. I hate that in other games, so Clocktower was designed so that never happens. If a particular character combination or Grimoire setup does unbalance a custom-made game, experience has shown that it is those games that are the most fun and most memorable. Yes, balance is an issue in custom games as some character combinations create huge power fluctuations. I wish it wasn't. The good news is that the process of figuring it out is usually a fun one and if it ever gets to the level of an actual exploit, it gets jinxed.
Custom Games
The bigger issue with balance in custom games is Storytellers not using the Sentinel, the Spirit Of Ivory, the Fibbin, or Duchess when they need to. A game with a known Outsider count and no Sentinel is crushing for the evil team. A game with three extra evil players and no Spirit Of Ivory is crushing for the good team. Games with no Fibbin and no possibility for drunkenness or poisoning can feel very unfair to the evil players - and it is. A game with no information and no Duchess can feel unfair to the good team... which it isn't, but it certainly feels that way.
Storyteller Meddling
A lot has been said about the Storyteller’s power to unbalance a game. I think the only way that the Storyteller can unbalance a game is if they make a doozy of a mistake, or deliberately try to wreck a game.
If the ST shows the Mayor to the Washerwoman, then the Ravenkeeper learns the Mayor is the Mayor, and the Empath tells the group that the Mayor is good, and the Fortune Teller tells the group that the Mayor is not the Demon, and when the Demon attacks the Mayor on the final night, the Storyteller kills the Poisoner... yep. That is pretty unbalanced. A malicious storyteller can wreck a game, and that is no fun for anyone.
Or if the Storyteller tells the Savant information that can confirm the Demon, like saying "Jeremy is the Demon. Sarah is the Mutant," then Jill claims to be the Mutant and is executed, that is really unbalanced. That's a rookie Storyteller mistake, and it does happen.
What I've seen though, is that if the Storyteller is generally helping the evil team bluff, and just trying to run a good game, things are balanced. When they get unbalanced, it's because one team is playing very well. This is exactly as it should be.
Public Opinion vs Actual Importance
I take it as a compliment when the public narrative is that a particular character or rule is unbalanced. This means that the character initially appears very powerful, but clever play means that it can be combated. Or that a character appears very underpowered, but clever play means that the character is actually quite powerful. What this means is that the appearance of a character does not match their real strength. Their real strength lies in the cunning of the player. This, to me, speaks to good game design, because it means that beginners trust the character abilities to win the game for them, while the veterans are challenged to come up with more subtle strategies.
A good example of this is the Spy. I'm not fussed by all the hoo-haa about the Spy being "unbalanced" because they see the Grimoire. The initial reactions to the Spy are universal bewilderment and shock - the subtext being that it is an unbalanced character and that I am a silly designer for creating it. However, knowing everything isn't that helpful for an evil player, so I actually gave the Spy another ability to make up for their weak "know everything" ability - to register as good. The argument that the Spy is unbalanced can simply be countered with the stats. The Spy's individual win-rate of below 50% gives it one of the lower win rates of the four Trouble Brewing minions. And Trouble Brewing has a 50/50 win rate.
When you look deeper into the game mechanics, and what are the crucial factors in what determines a victory or a loss, surface criticisms lose their weight. Yep, the Spy SEEMS unbalanced, but can you use that information to win the game? Sure, the Saint SEEMS unbalanced, but will it actually lose the game that often?
Different characters have qualitatively different abilities, different entry level power, different ceiling power, and rely heavily on player skill and context. The worst way to determine whether a character is unbalanced or not is to listen to the complaints of a salty player who just lost a game in which that character played a crucial role in their defeat. The best way to determine whether a character is unbalanced or not is to be the Storyteller in games with that character, and watch the struggles, victories, and shifting power & influence that character has in a real sense. A lot of criticism about a character being "broken" or "unbalanced" comes from people who have not yet played the game, people who have played once or twice and are reading up on expansion roles without context, or from players who just lost a game.
Legitimate criticism of unbalance is sometimes on the mark, of course. If someone points out an exploit, I'll close it via a rewrite or a jinx. If someone points out a difference in balance or power, they may be correct, but it should also be seen in light of the above points.
Balance vs Fun
Balance has been a huge consideration for me as a designer. However, it is not number one. Fun is more important. Accessibility is more important. Sometimes, some characters slip through the balance cracks because they are so fantastically fun. Sometimes balance is just a matter of opinion, as the players themselves determine what is and isn't fair.
For example, the original Savant was only allowed to vote once per game. It was more balanced, but not as fun and certainly not as accessible. The original Fortune Teller had no red herring. The rules of Clocktower have been refined many times over several years of development. Some characters have had over 20 versions. The purpose of each refinement is to create more fun, to encourage engagement and creativity, and to have balance more as the watchword rather than the goal. Balance will necessarily be ‘about right’ and can never be ‘perfectly right’ without sacrificing fun, engagement, and creativity.
Steven Medway
The Pandemonium Institute
#BloodOnTheClocktower#ThePandemoniumInstitute#PandemoniumInstitute#GameDesign#SocialDeduction#Gaming#Games#TabletopGames#TTGames#Bluffing#BOTC#behindthecurtain
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Sure. Go right ahead. I’ll still win, because I know who the Poisoner is. Or who the No Dashii is. Or who the Lleech is. You’re dooming yourself and setting me up for a win. I gladly accept death!
I’m a minion and I think that you are the Damsel.
Nope. I’m the Slayer. And I think you’re the Demon so I’m going to shoot you.
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Script-A-Day #14: Separation of Church and State by Aero
It's the local Mayor versus those evil Reds!
Featured characters: Mayor, Engineer, Legion
Fabled characters: Sentinel, Storm Catcher (favoring the Mayor)
Jinxes:
Scarlet Woman/Plague Doctor: If the Plague Doctor dies, a living Minion gains the Scarlet Woman ability in addition to their own ability, and learns this.
Legion/Engineer: Legion and the Engineer can not both be in play at the start of the game. If the Engineer creates Legion, most players (including all evil players) become evil Legion.
Complexity: Advanced-Expert (leaning Expert). Recommended for Storytellers ready and willing to stoke the flames of Legion paranoia, and for players excited to buddy up with the Mayor claim or plot to coup them.
BotC website link (find the PDF and JSON for running it there!)
The database has an outdated version of the script with no Sentinel, and a Godfather over the Mezepheles, hence the link to the BotC website instead, where it's the script of the "month".
Writeup under the cut!
Just a quick note, since is the first Storm Catcher script I've covered here: The Storm Catcher is a Fabled character whose ability text reads "Name a good character. If in play, they can only die by execution, but evil players learn which player it is." It's a good way to center a script around a character — in this case, the Mayor, which is stormcaught — and all but guarantee that there will be a claim of it, whether from the real one or an evil bluffing it (since it's a free bluff if evil doesn't see one).
Separation of Church and State is a very fun (if kinda-janky) script centered around the stormcaught Mayor. Good starts with a win condition in their pocket, but only if they trust the Mayor claim, their alignment, and whether or not they're sober by the final three (if there even is a final three!). None of that's helped by the rampant Legion paranoia on this script, which can result in a couple misguided good players to inadvertently start working with the evil team to their own doom.
The Mayor is strong, but evil has a number of ways to sabotage their ability: the Mayor might be poisoned by the Lleech, Vigormortis, or Widow, and even if they're sober they could be Mezepheles-turned. Barring that, evil can just muster votes onto them and get them executed. However, good players can confirm the Mayor, too: the Grandmother, Dreamer, Juggler, and Ravenkeeper can all confirm the Mayor's character, the Knight and Town Crier can confirm they're not a Demon or Minion, and the Gossip can confirm more than that if they publicly claim. (And, of course, all of these methods of "confirmation" are Legion-bluffable, too! *wink*)
Take extreme care when building a bag. This is not an easy script to run, and many of these characters are volatile and game-warping. The Amnesiac, Engineer, Gossip, and Pacifist stand out as characters that can turn games on their heads if not handled with care - make sure you have a plan for how you intend to use them before players even draw their tokens.
Some notes:
It's the end of Mathematician week! It was fun while it lasted, I guess. As usual, a "ping" is +1 to the Math's number:
If a player's ability works abnormally due to external droison (e.g. a Lleech-hosted Gossip not killing or a Widow-poisoned Knight learning the Demon), it pings the Math.
By virtue of being stormcaught, the Mayor can't bounce here, but if a player's ability would kill the Mayor but gets blocked by the Storm Catcher, it pings the Math.
If you're ruling that the Assassin can kill through the SC's protection, them doing so doesn't ping the Math, since the Storm Catcher isn't a player.
Important note: rules-as-written, Legion also misregisters as a Minion to the Mathematician, so it can't track abnormalities caused by the misreg (to characters like the Dreamer, Town Crier, Gossip, Ravenkeeper, or Juggler, to name a few). I'd strongly considering houseruling that the Mathematician tracks these abnormalities - it's more fun to give the Math a 3 and watch them panic!
Be aware that Evil can really only consistently bluff Gossip in a Legion game. Each Legion can kill 0-1 players at night, so they can do it, but otherwise it's just the Tinker, Assassin, and Harpy (kinda) that can generate extra kills at night. Strongly consider selfkilling the Gossip (or Legion bluffing Gossip) after they get 1-2 kills, so they don't confirm themselves. (That being said, do what's fun - if town's sipping Legionade and firmly believes the Gossip is Legion, and it's not a Legion game, keep them around and watch them squirm!)
Don't close Legion worlds too early! Pushing Legion worlds and weaponizing Legion paranoia is a key way for evil to get the executions they want - here are some quick tips to do that.
Show only Minions to the Dreamer if you can help it. Maybe show them a Legion token if you wanna freak them out.
Give a poisoned Mathematician non-zeroes if ruling that they pick up on Legion misreg, to simulate them being good in a game where Legion are misregistering to the Town Crier or Dreamer every night.
Make the Amnesiac ability something Legion would be able to bluff - if you don't, it can serve as meta-confirmation it's not a Legion game.
Only Harpy-kill players at night! That's the only way Legion can bluff that ability as being in-play, so don't confirm it's not Legion by killing players during the day.
The Engineer can upend the game, so make sure you have a plan for it. It's got a powerful ability to eliminate Demon types or Minion types, but let's be honest, you know a player who will turn the game Legion if they get the opportunity (in their defense: it's really funny). Make sure you've planned out who stays good and who turns Legion, so that the remaining good team members can figure the change out and adapt.) As for the Engineer themselves, almost always turn them into Legion, or else they're just a good player who knows Legion is in play, which is incredibly powerful.
Use the Pacifist more sparingly on this script. With Lleech as the only other execution survival, Pacifist has a penchant for confirming itself - if it saves two different players or has a previous save die, it's confirmed itself and everyone it previously saved. Ideally, save one player once, then let them die if town doubletaps them.
Without many reasons for good players to survive and only the Assassin able to self-kill, the Moonchild is quite potent for the good team. When putting it in the bag, consider treating it as a Townsfolk when balancing — it's an interesting one to have in a Legion game!
Can the Assassin kill the Stormcaught Mayor? Rules-as-written, you can rule either way - both the Assassin and SC are equally definitive. This script supports either ruling - personally, I rule that the Storm Catcher blocks the Assassin kill, because I think it's more interesting. Whatever the case - let your players know which ruling you're using before the game.
Unless I'm forgetting something, this is the first Lleech script on this blog, so a note on that. The Lleech's immortality is powerful, and it poisoning the host is a downside of the ability. While it might keep the game going to final day if you give the host sober info the whole game, that's not particularly fun or fair for either team. Don't obviously signal to the host that they're droisoned, but don't make it totally sober: maybe make them think they're in a Legion game?
I'll repeat the sentiment I noted at the start: this is not an easy script to run. That being said, if you can wrangle the janky aspects and run characters that require your discretion well, this script can be an incredible experience. See you tomorrow!
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“So, Uh, What Else is New?“ - A General and Completely Fun BOTC News Update
Okay, so it's been a while since we gave you some broad news, so let's do a big catch-up and hit you with some updates from a bunch of different areas that involve no hospitalisations! Yaaaay! (Amy is doing fine, by the way, and is still on the mend. Thank you all for all your messages, good thoughts, and support. It really does make a great difference.)
Blood on the Clocktower continues to shine at conventions and events. Some super awesome Storytellers across the U.S., and one in the U.K., continue to run games of Clocktower for people wanting to play:
January saw Storytellers Ted and Brittany with Clocktower at OrcaCon in Seattle WA and PAX South in San Antonio TX.
In February, it's already been played by Young MENSA North in the U.K. with Ben as Storyteller; had an enormous non-stop long weekend at DeceptaCon in Atlanta GA with Ted, Brittany, and David; and made an appearance at Strategicon in Los Angeles CA with Megan as Storyteller (fun fact - Megan was in that first ever game of Clocktower, way back in 2014).
This weekend it's at Hoop & Stick Con at Columbus OH's Ravenwood Castle, with Ted, David, and Silvana as Storytellers. Ravenswood Bluff goes to Ravenwood Castle. Whoa. And the photos we’re getting from Ted and David are already incredible. (I’ll put a few in at the end of this post.)
March will see BOTC at Emerald City Comic Con in Seattle WA with Brittany as Storyteller; at Con Con in Sydney with most of the Sydney crew there (this city's very first social deduction gaming convention); at CT Gamer Con in Uncasville CT with the indomitable and ceaselessly excellent Ted, and with Eden heading over from Sydney to join him; and then Eden will stick around for freakin' PAX East in Boston MA and a tonne of Boston Storytellers. (Just quickly – Boston has been playing A LOT of Clocktower this past year, so PAX East is going to be massive.)
I’ll put a few photos up at the end of the post, and please follow our Instagram @Bloodontheclocktower if you want to see some of the highlights when these events are on.
Shut Up & Sit Down received their review copy! (And seem to be enjoying it too!) Steven, Brittany, and Meg had such a great time at SHUX Show 2018 that we are 100% planning to be there again in October 2019 (it may be the first thing to get me out of Australia this year), so we're thrilled that they get to be having fun with it in the meantime.
We have a rulebook editor! Joshua Yearsley, who worked on the rulebooks for the asymmetric forest-fight instant-hit Root, is working hard with Steven Medway (designer of BOTC) to get these rulebooks up to snuff and as bulletproof as possible in time for the Kickstarter.
Brisbane and Melbourne have their very own grimoires! After spending so much time travelling in the U.S. last year, it's great to finally get pre-release copies to some other Australian cities. If you're in these cities and want to play, you can join the Facebook groups here:
Melbourne BOTC on Facebook
Brisbane BOTC on Facebook
Melbourne already ran two sessions last weekend and Brisbane is going to get started up soon.
The wiki is on its way. When I first drafted this section I was like “Yeah this bit of the wiki is done,” and then realised that we haven't gone into the wiki in much detail before. So: We've got a wiki! Clocktower is a big, crazy, fun game and we want to get a bunch of the tips, tricks, philosophies, and stories down in one place for anyone who wants to get advice on a particular role or aspect, or just dive deeper overall. This is a fun project that Steven and Amy have been working on behind the scenes for a long time and the first big piece of it is now in place.
A sample from the wiki (and yes I chose the Undertaker because the Undertaker is boss).
The 'Characters' section of the Blood on the Clocktower wiki is finished for all roles in the base editions, being Trouble Brewing, Sects & Violets, and Bad Moon Rising. With the character sections finished, you'll be able to look up any role and get some insights on the next level of strategic options when playing as, bluffing as, or fighting against that character.
One thing in particular that I love about it is that for many pieces of advice it gives, there's often a counter-point showing the strategic merits of the exact opposite option. For example, the section on the Investigator goes into the merits of both revealing your info straight away or keeping it secret for a few days. How you do it is really up to you and there’s no wrong answer. It shows the flexibility of the game, and that there's never just one way to play or one way to win. The wiki, in whatever form it's up to, will be out in time for the Kickstarter.
The advanced roles are taking over the world. Storytellers in Boston, Los Angeles, and Derby (U.K.) are starting to get some of the 'advanced' roles that we've been play-testing in Sydney for quite a while now, so that they can have a crack at them too. Some of them may find their way into the Kickstarter as stretch goals, so we're getting them into more and more games now to see how they do. So far, they've proved a massive hit.
Among them are:
The Lycanthrope – a Townsfolk who means well but has the unfortunate habit of turning rather wolflike at night and tearing people apart. But here’s the catch: they’ll only kill a player they choose if they're on the Good Team too. Sorry, friend! (But for real, werewolves aren't inherently bad. For every Fenrir Greyback out there causing havoc, there's a Remus Lupin trying their best.)
The Lleech – a Demon that cannot be executed, but who has infected and poisoned an unsuspecting member of the town. You defeat the Lleech by killing the one they are leeching off. This one was an instant hit when it first came into play in Sydney, and leads to an amusingly high number of players campaigning for their own executions. “Kill me, I'm pretty sure I'm poisoned – if we kill me, we'll win.”
The General – a Townsfolk that gains one of the greatest insights of all: An insight into the Storyteller's mind. Each night, the Storyteller tells the General who The Storyteller thinks is winning. So if you've just executed that Undertaker because of bad info, prepare to get a big thumbs down from that Storyteller, mwahahahaha. But, maybe you've just killed that pesky minion: Prepare for a big thumbs up and a toothy grin from that Storyteller. (Unless, of course, you’re a Drunk General...)
Legion – A demon where most players are the demon – but players are only executed when a Good player votes. The Legion must work together to make it look like a regular game where everything is normal, whilst working to turn the few unsuspecting Good players against each other. We are Legion.
The Poppy Grower – Can I just say how much I love the Poppy Grower? I friggin' love the Poppy Grower. When the Poppy Grower is around, Evil players don't learn who each other are at the start of the game (presumably because they be gettin' hiiiiiigh). They'll find out if the Poppy Grower dies, but until then it's just chaos – beautiful, beautiful chaos.
Finally, we've been flexing our Kickstarter account and backing some projects. Here are some fun ones:
Black 3.0. The Blackest Black. So, when we started a Kickstarter account to eventually run our campaign through, I said to the team “Okay we've got this Kickstarter account, let's take it for a spin. We can back cool games we find, friends' projects, or anything that'll be good times for the Salisbury Festival of Board Games,” and then last week Steven was like “Hey check this thing out, it's THE BLACKEST BLACK.” It's not a game but I asked “Hey if we back this will you use it?” and then there was some very serious nodding from all around the table. We backed it that night. Prepare for total darkness, motherfuckers.
Parks. Not only is this a fun-looking game with gorgeous art, it's basically the board-game version of the real lives of 'Driving Curiosity', friends of Blood on the Clocktower. They're a couple of great science nerds who spent 2018 driving around North America and going to as many national parks as possible (literally the premise of the game 'Parks') and have a book coming out early in 2020. It'll be the guide to science for the National Parks, as told through the story of two friends having a rad road trip. I think you can still back 'Parks' through the pledge manager, and you can follow the journey of Driving Curiosity, from parks to book, through their Instagram @DrivingCuriosity.
City of the Big Shoulders. When I was living in Ohio last year and trucking Blood on the Clocktower to as many conventions as possible, I ended up making friends with Emily Dearring, who runs Central Ohio Social Deception. Then she surprised the heck out of us by coming out of left field with this project that she’s creative art director on - this heavy Euro-style game about the industrial and commercial history of Chicago, called 'City of the Big Shoulders'. I’m looking forward to getting stuck into this when it arrives and showing it off at the Salisbury Festival of Board Games. Again, the campaign has finished but you can still grab it through the pledge manager.
And before we go, here are just a couple of the coolest photos from the past few months.
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An imposing figure at PAX South.
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Literally this guy was the Slayer in this game at PAX South, and then after this photo was taken he immediately went on to slay the demon and win the game.
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Guess who executed the Saint on the very first day of this game at DeceptaCon. These guys!
![Tumblr media](https://64.media.tumblr.com/7b831069adfe91501116c018ea7f21c9/tumblr_inline_pnbv7bcjCi1uvozaj_540.jpg)
A 5am game at DeceptaCon ends in victory for the Good Team.
And of course I can’t resist posting a disproportionate share of these great photos from Ravenwood Castle that Ted and David have been taking:
![Tumblr media](https://64.media.tumblr.com/1ed7f56061a0d654833ddc73957518b8/tumblr_inline_pnbv8sXIeK1uvozaj_540.jpg)
![Tumblr media](https://64.media.tumblr.com/87ec62d64d4353a4a7e70647e0fd0949/tumblr_inline_pnbv8zX5131uvozaj_540.jpg)
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Every photo from this place is straight fire.
That’s it from us for now. Our next post will delve into a few more details for our plans for the Kickstarter. Hope you’re having a good 2019 and are playing some tops games.
Sincerely,
Evin Donohoe The Pandemonium Institute
#BloodOnTheClocktower#SocialDeduction#ShutUpAndSitDown#PAX#tabletopgaming#ttgames#gaming#SocialDeception#parks#CityoftheBigShoulders#Black3.0#HoopandStickCon#DeceptaCon#OrcaCon#Strategicon#YoungMensaNorth#EmeraldCityComicCon#CTGamerCon#ConCon#RavenwoodCastle#PAXSouth#PAXEast
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