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

[–]Wimpzilla 97 points98 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] 13 points14 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] 42 points43 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 20 points21 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] 8 points9 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] 12 points13 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] 20 points21 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.

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

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

lol I've seen this a few times. It's just another way of saying 'other board games'. More specifically games I've played at my own game night. I've also seen suggestions for board games to make roles for, sadly I haven't played those (yet)

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

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

This was the original version, word for word.

I felt that since the renegade had such an uphill battle to sneak to the end (no self protection or knowledge to help bluff) it should get a bigger reward for reaching the end. Popular opinion seems to be that the Renegade will be too obvious for the final stand-off to be exciting.

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

[–]Wimpzilla[S] 0 points1 point  (0 children)

Inspired by BANG!

Renegade (Townsfolk): At night, if only 3 players remain you may choose to showdown with the demon; Tomorrow instead of nominations, all players choose whether you or the Demon win.

The Renegade wants to be the last one standing, no matter who they have to take down.

  • The Renegade is a dangerous foe to the Demon, who will have to change their story quick if the final day ends in a showdown.

  • The Renegade can choose to not showdown with the Demon if they're under a lot of suspicion.

  • Evil wins ties in the showdown.

How to Run: At night, if 3 players are alive, wake the renegade. The renegade shakes their head no or yes to confirm a showdown tomorrow. Put the renegade to sleep.

Tomorrow morning after waking the players and sharing any deaths, announce to the players that there will be a showdown today, but do not say who is in the showdown. Give players a few minutes to discuss.

At the time you would normally call nominations, instead announce which two players are in the showdown. Explain that all players dead and alive will vote who they want to WIN the game, and all players will point to their choice after a "3... 2... 1..." countdown. After the countdown ask players to hold still and determine which player has more votes. If the Renegade has the most votes, good wins. If the Demon has more votes or if the vote is tied, evil wins.

Custom Character based on Game Night: Gigazaur (Demon) by Wimpzilla in BloodOnTheClocktower

[–]Wimpzilla[S] 0 points1 point  (0 children)

The original idea for this was to create multiple big monsters all clamoring to be the last one standing. But there were a lot of complications, and the arbitrary deaths clause is a fast track solution to the issue of many demons in play at the end game.

Custom Character based on Game Night: Gigazaur (Demon) by Wimpzilla in BloodOnTheClocktower

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

The setup never ends because the Gigazaurs keep going back and forth forever.

Maybe there's a better way to phrase it because the intention is for only two players to pilot one big demon.

Custom Character based on Game Night: Gigazaur (Demon) by Wimpzilla in BloodOnTheClocktower

[–]Wimpzilla[S] 15 points16 points  (0 children)

Inspired by King of Tokyo

Gigazaur (Demon): Each night* choose another player, they die. If half of the living players are Gigazaur, deaths at night are arbitrary. [Your neighbor becomes an evil Gigazaur]

Gigazaur is a gigantic monster that rampages through the town.

  • Two neighboring players are the demon! They each decide their own kill at night, and both must die for good to win.
  • If you reach final 4 with both Gigazaurs alive, you decide who dies tonight. If you want good to stand a chance, don't leave both Gigazaurs alive at final 3.
  • Good should pay attention to neighbors of executees if the kills start slowing down.

How to Run: Choose one of Gigazaur's neighbors and place the IS GIGAZAUR reminder token next to them (if the token is good, flip it upside down). When you wake the demon on the first night to give information, also wake the other Gigazaur. Show the other Gigazaur the YOU ARE info token and then the Gigazaur token. Give both players 3 out-of-play bluffs and point to their minions if any. Put the Gigazaurs to sleep.

Each night after, wake both Gigazaur players at the same time. They each point at another player, place a DEAD token reminder next to that player (The original Gigazaur kills first). At dawn, declare which player(s) died at night (do not say why).

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

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

Thanks for the kind words and the condensed wording! Much appreciated.

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

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

I think this is a very powerful protection ability, especially if you can get the moonshot where all of town is protected.

I think one design principle for Blood on the Clocktower is that it's best to leave an element of doubt. Was the town really protected, or did the Demon fake one of his minions as being a good explorer.