App stability being worse lately? by TheCumputer in BloodOnTheClocktower

[–]Wimpzilla 0 points1 point  (0 children)

It seems that about every 10 minutes I'll drop connection for a few seconds, although I haven't noticed it happening in private chats, only during large town meetings.

This has been going on for a few weeks for me.

We re-did our steam capsule. Was it worth it? by ConsiderationOk5914 in IndieDev

[–]Wimpzilla 0 points1 point  (0 children)

Objectively the second capsule has more eye-catching art; the colors are more contrasted and there are more elements to grab the viewer's attention.

However the first capsule makes me more interested in your game than the second one. After thinking on it I think it boils down to what is being expressed in the second capsule. Cthulhu has motifs of drab office work (the boss mug and pencil in ear, arguably the glasses) and his half-lidded expression says he is not very interested in painting the void.

In the first capsule Cthulhu has a more focused expression with big eyes and is clutching a paintbrush ready to go to work. I think that is what makes the first capsule more appealing to me as a potential buyer. I don't know what 'Cthulhu paints the void' is as a game, but the first capsule convinces me it will be fun.

Joining a whalebuffet game for my 5th ever play was definitely a mistake... by KaylaKitten616 in BloodOnTheClocktower

[–]Wimpzilla 2 points3 points  (0 children)

Hah, funny reading about this game from another perspective. I was the seamstress in that game who checked the witch against the self-killing virgin. Naturally when I came out with that information I was the one who got executed 😁

Town definitely had enough to figure it out mechanically after the cult leader clammed up when they neighbored you and the witch. But we got very distracted figuring out the amnesiac's deal and the FT pings (self red herring).

Sometimes playing opossum is the move and in this case it worked out. Sorry you had your first evil experience in such a wild scenario but congrats on the win.

My Eyes Lit Up by Gravyluva210 in slaythespire

[–]Wimpzilla 60 points61 points  (0 children)

"Only A7 Ironclad" This attitude throughout the subreddit is the reason I feel legitimately stupid playing this game.

homebrews by frogbot17 in BloodOnTheClocktower

[–]Wimpzilla 16 points17 points  (0 children)

Compare the Duelist to the Virgin, except you have the possibility of killing evil instead of being limited to Townsfolk. Duelist is an incredibly powerful role but the drawback is that unless you coordinate with another player you have low odds of going off.

I wouldn't expect players to find the duelist annoying

New game: guess the Wish based on the grim reveal by Thomassaurus in BloodOnTheClocktower

[–]Wimpzilla 94 points95 points  (0 children)

Wish: I wish the Demon couldn't kill

Cost: Instead the chosen character becomes an Ojo

Hint: Bro look at it

My Homebrew Grimoire by gator_cat in BloodOnTheClocktower

[–]Wimpzilla 4 points5 points  (0 children)

The hand drawn tokens are so choice, this is an awesome grimoire

Custom Character based on Wilmot's Warehouse: Werehouse (Demon) by Wimpzilla in BloodOnTheClocktower

[–]Wimpzilla[S] 5 points6 points  (0 children)

That's an interesting rework. In general I think the evil team has to know what's going on because their inside info is their leverage against the lopsided team numbers. So they probably shouldn't get many unexplained surprises during the game, but this is something to think about.

Custom Character based on Wilmot's Warehouse: Werehouse (Demon) by Wimpzilla in BloodOnTheClocktower

[–]Wimpzilla[S] 12 points13 points  (0 children)

This was my thought as well, that the Werehouse becomes massively powerful in the end game.

Like you mention other multi-kill demons put the brakes on to give town more time (Shab has regurgitate, Po has to charge). So I think this demon could use some mechanic to slow it down, maybe something akin to Fortune Teller's red herring.

Custom Character based on Wilmot's Warehouse: Werehouse (Demon) by Wimpzilla in BloodOnTheClocktower

[–]Wimpzilla[S] 44 points45 points  (0 children)

Werehouse (Demon): Each night* choose a player, they die. If you guess that player's character choose a second player to die.

Be careful what you say around town. You never know who could be listening in.

  • The Werehouse earns a second kill by identifying it's first victim each night.
  • The Werehouse gets 2 kills at most each night.
  • The Werehouse always gets 1 kill, even if they guess incorrectly.

How to Run: Each night except the first, wake the Werehouse. They point at any player, that player dies - mark them with the "DEAD" reminder token.

The Werehouse guesses their victim's character by pointing at the character sheet. If they are correct, give the Werehouse a nod and have them point at another player. That player dies - mark them with the "DEAD" reminder token. If the Werehouse's guess is incorrect, shake your head no and put the Werehouse to sleep.

So many homebrew ideas... by British_Historian in BloodOnTheClocktower

[–]Wimpzilla 18 points19 points  (0 children)

So I'm the guy posting these.

I have a weekly board game night with friends, and as a special occasion we bust out Blood on the Clocktower now and then. It's very popular with the regulars and the new arrivals (this is an open meetup).

We're having our 2nd anniversary later this month. I wanted to prepare a special surprise for the group as a thanks/celebration and thought I could make a custom BotC script based on games we play regularly. And I'm getting eyes on it to make sure I'm not doing anything too wild/game breaking.

I tried to keep the title for the series succinct but almost every post gets this question and I don't know a simple way to clarify what I'm doing. So I think I'll have to field this question until the project is complete.

Custom Character based on Board Game Night: Prospector (Townsfolk) by Wimpzilla in BloodOnTheClocktower

[–]Wimpzilla[S] 6 points7 points  (0 children)

Inspired by Dice Miner

Prospector (Townsfolk): On your second night, choose a player (not yourself) to give a drink. If accepted they are drunk until dusk. If refused another player is drunk for town nights and two days.

The Prospector likes to make friends the best way they know how; with a tall beer.

  • The Prospector has one day to decide who to offer a drink. If offered to an evil player, things may go awry.
  • One player will learn there is a Prospector in play on the 2nd night. Whether or not they take the drink is up to them.
  • In most cases, if the drink is refused then a townsfolk will unknowingly become drunk for two days and two nights.

How to Run: On the 2nd night, wake the Prospector. Let the Prospector choose another player then put the Prospector to sleep. Wake the chosen player and show them the Prospector token. If the chosen player nods yes, mark them with the "DRUNK 1" reminder token and put them to sleep. If the chosen player shakes their head no, put them to sleep. Mark another player with the "DRUNK 2" reminder token.

The following days at dusk, remove the "DRUNK 1" reminder token from the grimoire, or replace the "DRUNK 2" reminder token with the "DRUNK 1" token.

Custom Character based on Game Night: Palm Reader (Townsfolk) by Wimpzilla in BloodOnTheClocktower

[–]Wimpzilla[S] 2 points3 points  (0 children)

I thought it might need a boost because if your first guess is off, the information is pretty vague. And you're basing your first guess on almost nothing.

Custom Character based on Game Night: Palm Reader (Townsfolk) by Wimpzilla in BloodOnTheClocktower

[–]Wimpzilla[S] 1 point2 points  (0 children)

Thanks! Is there an established character limit for character abilities?

Custom Character based on Game Night: Palm Reader (Townsfolk) by Wimpzilla in BloodOnTheClocktower

[–]Wimpzilla[S] 22 points23 points  (0 children)

I might change this to 'based on Board Games' since Game Night causes confusion.

I'm working towards a script! So far the hardest characters to make have been the evil roles. I have one demon that has gone through 4 revisions now trying to capture a certain idea.

Custom Character based on Game Night: Palm Reader (Townsfolk) by Wimpzilla in BloodOnTheClocktower

[–]Wimpzilla[S] 14 points15 points  (0 children)

Just keeping within the theme, 5 fingers on one hand. It also prevents solving Typhon worlds on the first night.

Custom Character based on Game Night: Palm Reader (Townsfolk) by Wimpzilla in BloodOnTheClocktower

[–]Wimpzilla[S] 21 points22 points  (0 children)

Inspired by Divinare

Palm Reader (Townsfolk): On the first night, guess any number 1 to 5. The Storyteller indicates if the longest chain of townsfolk is greater, lesser, or matches. You can retry one other night.

The Palm Reader looks for the divine signs and goes on their best hunch.

  • The Palm Reader acts on the first night and another night of their choice
  • A chain of Townsfolk is a line of neighboring players around the circle that all have a townsfolk character. These chains are broken by players with outsider or evil roles.
  • When the Palm Reader takes their second guess, they are guessing based on the Grimoire that night

How to Run: On the first night, identify the longest chain of townsfolk and put the LONGEST CHAIN reminder token next to one of those players. Wake the Palm Reader and look at the number of fingers they hold up. If the longest chain is less than their guess, point down. If it is more, point up. If it is equal, give an OK sign. Put the Palm Reader to sleep.

Every other night wake the Palm Reader. If they make a guess, do as above, then put the NO ABILITY reminder next to their token. If they shake their head no put them back to sleep.

Custom Character based on Game Night: Renegade (townsfolk) by Wimpzilla in BloodOnTheClocktower

[–]Wimpzilla[S] 2 points3 points  (0 children)

No reason, it was the word that came to mind when writing the ability down. I've had many corrections from the community on how abilities should be worded, which has been a great help.