Blood on the Clocktower Strategy
The unofficial strategy guide and reference. Instantly find abilities, rules, and bluffs for Trouble Brewing, Bad Moon Rising, and Sects & Violets.
Townsfolk39
A Townsfolk who can ask the Storyteller one yes/no question during the day. They are extremely flexible and can solve specific mechanical puzzles or narrow down the Demon candidates.
The Chambermaid acts as a lie detector for game mechanics by learning how many of two selected players woke up to use their ability that night. By cross-referencing a player's claimed character with their actual waking pattern, they can catch evil players in a lie or confirm powerful townsfolk.
A Townsfolk who learns the number of evil pairs sitting immediately next to each other on the first night. While this information seems subtle initially, it becomes mathematically powerful as other players' alignments are confirmed.
A Townsfolk who learns the distance between the Demon and their closest Minion on the first night. By identifying one evil player, they can triangulate the location of the Demon.
A powerful Townsfolk who can disable a specific character type for three nights and days, potentially halting the Demon's kills completely. They must deduce which characters are actually in play to use their single-use ability effectively.
A powerful information gatherer who investigates a player each night to learn one good and one evil character token, one of which is true. By comparing these tokens against player claims, they can validate trust or expose lies.
A Townsfolk who detects the number of evil players among their living neighbors. By executing neighbors, the Empath can extend their reach and verify the alignment of the wider circle.
A Townsfolk who selects a player each night to prevent the Demon from waking and attacking. If they successfully pick the Demon, the Demon learns the Exorcist's identity.
The Flowergirl is a powerful information gatherer who learns each night whether the Demon voted during the day. By analyzing voting patterns and manipulating who votes for executions, they can rapidly narrow down the list of potential Demon candidates.
A resilient Townsfolk who survives the first time they would die, whether by execution or night attack. They operate best by bluffing powerful roles to waste the Demon's attacks.
The Fortune Teller investigates pairs of players each night to detect the presence of a Demon, though they must contend with a 'Red Herring' good player who gives a false positive. Their strength lies in clearing players by receiving 'no' results, gradually narrowing down the Demon's location through process of elimination.
The Gambler is a high-risk information character who confirms player roles by betting their own life on the accuracy of a guess. While they provide concrete data by surviving, their death can be easily confused with Demon kills or other night deaths.
The Gossip is an information role that trades lives for knowledge by making public statements that cause a death if true. They are powerful at solving the game state but must manage the risk of thinning the town's numbers too quickly.
The Grandmother starts the game knowing the true identity of a specific good player, creating an instant bond of trust. However, their life is linked to that player; if the Demon kills the Grandchild, the Grandmother dies too.
A powerful protector who stops death for two players each night at the cost of intoxicating one of them. While they can stall the evil team significantly, they must be careful not to disable key information roles.
A Townsfolk who learns on the first night that one of two specific players is a specific Minion. They help the good team narrow down evil threats and deduce the mechanical makeup of the game.
A bold information gatherer who encourages public claims on the first day to verify them en masse at night. They learn a count of correct guesses, which can confirm a trust circle or detect global information tampering.
A first-night Townsfolk who narrows down the identity of a specific Outsider to a pair of players, or confirms that none exist. This ability verifies the game setup (checking for Barons) and helps confirm the alignment of the involved players.
A Townsfolk who acts as a logic check for the game, learning a number each night representing how many abilities malfunctioned. They are essential for identifying sources of poisoning like the No Dashii or identifying a Vortox game.
The Mayor is a Townsfolk who provides an alternate win condition for the good team if they survive to the end and no one is executed. They possess a passive defensive ability that can redirect night attacks to other players.
The Minstrel is a passive Townsfolk who halts the game's magical mechanics for a full day and night if the town successfully executes a Minion. This drunkenness stops the Demon from killing, providing powerful confirmation that a Minion was removed.
The Monk is a protective character who selects a player each night to save them from the Demon's attack. They are vital for keeping information roles alive but cannot shield themselves.
The Oracle is an information role that tracks the number of dead evil players, acting as a barometer for the game's state. They are excellent at confirming the alignment of the graveyard and detecting Demons that falsify information or preserve dead Minions.
A passive Townsfolk who gives the Storyteller the option to save executed good players from death. This introduces uncertainty regarding whether a survival was a divine intervention or a Minion's protection.
The Philosopher is a versatile Townsfolk who can transform into any good character once per game, gaining their ability but making any existing player of that character drunk. They allow the good team to adapt to the setup, doubling up on powerful abilities or silencing suspected false information.
The Professor is a Townsfolk who can bring a dead player back to life once per game, provided the target is a Townsfolk. This ability not only restores a player and their ability but serves as hard confirmation of their character type.
The Ravenkeeper is a deterrent character who gains the truth about a player's role only if killed at night. They typically bluff as high-threat Townsfolk to bait the Demon into activating their ability.
The Sage is a Townsfolk who gains extremely powerful information—identifying the Demon as one of two players—but only if the Demon kills them. They must bait the Demon into attacking them while avoiding execution or death by other means.
A hardy Townsfolk who can disable another player's ability or their own, gaining immunity to death while sober. They serve as a durable tank and a potential source of deduction based on who the Storyteller allows to become drunk.
A Townsfolk who visits the Storyteller daily to receive one true statement and one false statement. Through logic and deduction, they separate fact from fiction to solve the game state.
The Seamstress is a Townsfolk who wakes once per game to determine if two chosen players belong to the same team. This ability is pivotal for building chains of trust or isolating the Evil Twin pair.
A high-stakes Townsfolk who can win the game instantly by publicly selecting and killing the Demon during the day. Even if the shot fails, it provides the town with confirmed information that the target is not the Demon.
The Snake Charmer is a high-risk Townsfolk who tests players nightly to see if they are the Demon, effectively confirming non-Demon players if no swap occurs. If they choose the Demon, they swap roles and alignments, becoming the new Evil Demon while crippling the old one.
A resilient Townsfolk who cannot be killed by the Demon, serving as a shield for the good team. Their primary goal is to bait the Demon into attacking them, thereby wasting a kill and buying the town more time.
The Tea Lady protects her alive neighbors from all forms of death, provided both are good. This allows the town to mechanically confirm alignment by attempting to execute the Tea Lady's neighbors.
A Townsfolk who learns nightly if any Minion nominated during the previous day. By controlling who nominates, they can hunt Minions or clear large groups of players.
A Townsfolk who confirms the true identity of executed players, acting as a truth-checker for the town. They rely on the group executing players to function and grow stronger the longer they survive to build a confirmed chain of good players.
The Virgin allows for hard confirmation of two players' alignments by sacrificing a Townsfolk nominator to an immediate execution. This creates a powerful 'trust core' for the good team but consumes the day's execution and a player's life.
The Washerwoman learns on the first night that one of two specific players is a particular Townsfolk. This powerful information allows them to confirm a good player early on, building a foundation of trust for the good team.
Outsider12
An Outsider whose death triggers a powerful ability allowing the Demon to swap two players' characters. This often moves the Demon to a new player or revives dangerous Minion abilities, invalidating gathered information.
An Outsider who binds their vote to a different player each night, losing the autonomy to vote unless their chosen 'Master' also votes. This restriction forces them to identify trustworthy players to ensure their vote counts for the good team.
An Outsider who believes they are a specific Townsfolk character but has no ability and receives unreliable information. The Storyteller simulates the false character's actions, waking the Drunk when that character would normally act.
An Outsider who changes alignment and makes players drunk when targeted, acting as a chaotic variable that disrupts information. They essentially become a member of whichever team interacts with them first each night.
An Outsider who risks losing the game immediately upon death if they select an evil player. However, if they successfully choose a good player, that player becomes undeniably confirmed, providing a powerful anchor for the good team.
An Outsider who believes they are the Demon and wakes to attack, though their attacks have no effect. The real Demon sees the Lunatic's choices and can choose to mimic them or disregard them.
The Moonchild is an Outsider who acts as a posthumous executioner, killing a Good player if they select one upon their own death. While detrimental to the Good team's survival count, the ability can be weaponized to confirm the alignment of the chosen player.
An Outsider who must actively lie to the town about their identity to avoid immediate execution by the Storyteller. Their death ends the day immediately, potentially denying the town the chance to nominate and execute a demon.
An Outsider who passively registers as evil, Minion, or Demon to other abilities, creating false positives for the good team. They effectively act as a source of misinformation that the good team must filter out to solve the game.
The Saint is an Outsider who instantly loses the game for their team if they are executed. They must convince the good team of their identity to avoid the block, or try to get killed by the Demon at night to prove their alignment.
The Sweetheart is an Outsider who acts as a deterrent to death; if they die, the Storyteller chooses one player to become drunk for the rest of the game. They should generally try to survive to prevent misinformation from plaguing the town.
An Outsider completely at the mercy of the Storyteller, who can kill them whenever it best balances the game or creates confusion. While their death is a hindrance, the timing can provide clues or even confirm their alignment if it happens during the day.
Minion12
The Assassin is a Minion with a single, unstoppable kill that bypasses all protection. They excel at removing hard-to-kill targets or manipulating the night's death count to hide which Demon is in play.
A Minion that passively increases the number of Outsiders in the game during setup, handicapping the good team immediately. Because their ability creates a permanent change before the first day, they are free to bluff recklessly and sacrifice themselves to protect the Demon.
The Cerenovus is a Minion who causes chaos by forcing players to bluff as specific good characters under threat of execution. This ability suppresses information and can cause the town to waste executions on good players or even corpses.
A Minion that prevents death by execution for one player each day, capable of frustrating the good team's primary method of killing the Demon. They are particularly dangerous in the late game, where they can force a stalemate or evil win by protecting the Demon on the final day.
A Minion that creates a stalemate where the Good team cannot win while both twins are alive. They mirror a good player, and if that good player is executed, the Evil team wins immediately.
The Godfather is a Minion that manipulates the game setup by adding or removing an Outsider and knowing exactly who they are. They punish the town for killing Outsiders by gaining an extra kill at night when one dies during the day.
A Minion that acts as a safety net, extending the game for one day if the Demon is executed. If the good team executes a player on this extra day, they lose the game.
A chaotic Minion who wakes each night to transform one player into a different character that is not currently in play. They can neutralize threats, create new Demons, or manufacture Outsiders, causing arbitrary deaths when a Demon is made.
A Minion that acts every night to disable abilities and feed false information, effectively gaslighting the good team. They are essential for protecting the Demon from threats like the Slayer and breaking the chain of information that solves the game.
The Scarlet Woman is a Minion that acts as a fail-safe for the evil team, becoming the Demon if the original Demon dies while five or more players are alive. This allows the original Demon to play recklessly or sacrifice themselves without losing the game.
A Minion who sees the entire setup of the game each night, allowing them to feed perfect information to the Demon. They can also register as a good player to abilities, allowing them to fool information gatherers and infiltrate the town.
The Witch is a Minion that suppresses the Good team's ability to nominate by cursing a player each night, killing them instantly if they nominate the next day. This creates fear around the nomination process and allows the Evil team to snipe key targets or fake confirmation of their own alignment.
Demon9
A Demon that can possess an Outsider to save themselves, turning the Outsider into the new evil Demon while the original dies. This adds an extra Outsider to the game setup.
A deceptive Demon that kills a player each night but can choose to kill themselves to pass their ability to a Minion. This unique mechanic allows the evil team to reset suspicion and keeps the good team guessing about the Demon's true identity.
The No Dashii is a Demon that passively poisons their nearest Townsfolk neighbors, skipping over Minions and Outsiders. They must carefully manage their kills to prevent the good team from using the pattern of false information to triangulate their location.
A Demon that can choose to kill no one at night to 'charge up' and kill three players the following night. This burst potential allows them to end games abruptly or mimic other demon types by manipulating kill counts.
A Demon that acts on the first night to poison a victim, killing them the following night after befuddling their information. They effectively counter survival roles but kill slowly, often requiring Minion assistance to mask their identity.
A brutal Demon that kills two players each night, creating a fast-paced game with a high body count. One of its victims may be brought back to life by the Storyteller, a unique trait that confirms the Demon type but allows for complex bluffing plays.
A Demon that strengthens its team by killing its own Minions, allowing them to retain their abilities from beyond the grave. This death also poisons a neighboring Townsfolk, creating dead zones of misinformation.
The Vortox is a Demon that inverts all Townsfolk information and forces the town to execute a player every day to avoid losing. While intimidating, once discovered, the Good team can reverse their information to solve the game.
A stealthy Demon that survives their first death, masquerading as a corpse while continuing to attack if the town is passive. They punish the good team for failing to execute successfully by killing at night only when no one died during the day.
Travelers & Fabled15
A Traveller who enters the game and permanently gains the ability of a Townsfolk or Minion based on their alignment. They act as an extra member of that team, potentially duplicating abilities or adding powerful extra Minion powers to the game.
A Traveller with a passive ability that allows the Storyteller to either clarify a player's information or double their effectiveness each night. The Barista has no direct control, but their presence amplifies the game's chaos and information economy.
A Traveller who relies on dead players donating their final vote to function, learning the donor's alignment in exchange. They serve as a powerful method of confirming dead players and can amass significant voting power if trusted by the graveyard.
The Bishop is a Traveller that removes player agency by forcing the Storyteller to make all nominations. This creates an information puzzle, as the Storyteller must nominate at least one player of the opposing alignment to the Bishop each day.
A Traveller who can temporarily restore the ability of a dead player for one night and day. They can swing the game by reviving critical information roles for the town or dangerous Minion abilities for the evil team.
The Bureaucrat is a Traveller who grants a chosen player three votes instead of one for the following day. This ability allows for massive swings in execution math, making them a powerful asset or a dangerous liability depending on their alignment.
A Traveller that allows the town to execute a second player each day via a special nomination. This accelerates the game significantly, helping Good resolve conflicts or helping Evil deplete the town's numbers.
The Deviant is a Traveller who gains immunity from exile by entertaining the group or satisfying a social criteria set by the Storyteller. This allows them to remain a persistent voting presence throughout the game, serving as a powerful ally to whichever team they belong to.
A Traveler who adds an extra death mechanic during the day by shooting a voter on the first nomination. This power can bypass execution restrictions but requires the town's trust to remain in play.
A Traveller who risks death to gain character information by asking players to agree to a night visit. If the player agrees, the Harlot learns their role, but the Storyteller may decide to kill both players.
A Traveller who can unilaterally decide the outcome of a nomination once per game. They can override the town's vote to ensure an execution happens or fails.
A Traveller that restricts movement, forcing players to remain in their seats and preventing private conversations with anyone other than immediate neighbors. They can permanently swap the seating positions of players, heavily influencing neighbor-dependent abilities and vote order.
A Traveller who serves as an extra life for their team by dying in place of an ally during an execution. This sacrifice confirms that the Scapegoat and the saved player share an alignment.
A Traveller that selects a player each night to invert their vote value for the following day. This negative vote subtracts from the tally rather than adding to it, allowing for strategic saves or vote suppression.
A Traveller that transfers voting rights exclusively to the dead and removes the majority requirement for execution. This shifts the game's political power from the living to the deceased, who can vote freely without tokens.
Instant Lookup
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Bluffing Support
Caught as a Minion? Each character page suggests 4 safe bluffs to claim, helping you hide your identity in high-pressure moments.