Season of PlagueA Blood on the Clocktower homebrew

Season of Plague

Night order

A reference for the Storyteller.

Characters act in the order shown. Select a name to open its almanac entry.

Before the first night

  • Doctor

    If the Doctor is in play, mark 1 good player SYMPTOMATIC.

  • Nameless

    If the Nameless is in play, they receive another character's token instead of their own and believe they are that character. Mark that player IS THE NAMELESS.

  • Spreader

    Remember the Spreader might register as poisoned, evil, and as a Minion or Demon, even if poisoned or dead.

First night

  1. Cousin

    Wake the Cousin. They choose another player. Mark that player SHELTERED.

  2. Lordling

    Wake the Lordling. If the Bride is in play, show them the Bride player. Then they choose a player other than the Bride. Mark the chosen player MARKED.

  3. Plague

    Wake the Plague. They choose a living player. If healthy, poison them; otherwise they die, then poison one living good neighbour. Whenever a player becomes poisoned, show the Plague that player's character. Remember all evil players register as poisoned while the Plague has this ability.

  4. Curate

    Wake the Curate. They choose another player. Mark that player as MAD TARGET.

  5. Bride's Mother

    Wake the Bride's Mother. Point to either the Groom or the Bride player, without revealing which character they are. Mark that player KNOWN.

  6. Chancellor

    Wake the Chancellor. Choose a Townsfolk player and a player of a different character type, then show both.

  7. Housekeeper

    Wake the Housekeeper. Show 3 characters, exactly 1 of which is in play.

  8. Nun

    Wake the Nun. Show an in-play character, then show how many of that character's neighbours are evil.

  9. Tailor

    Wake the Tailor. They choose a player. Mark them as LAST CHOICE.

  10. Cardinal

    Wake the Cardinal. Show how many living players are poisoned.

  11. Bride

    Wake the Bride. Show how many of their living neighbours are poisoned. At dawn, if the Groom is alive, make the Bride sober and healthy.

  12. Landsknecht

    At the end of the first night, make the Landsknecht and 1 of their 2 closest good neighbours poisoned. Wake the Plague and show them both players' characters.

Other nights

  1. Greybeard

    If another evil player dies while 5 or more players are alive, Greybeard might become their character. Resolve immediately. If Greybeard becomes a character whose night slot has not yet occurred, wake them at that character's normal slot.

  2. Nameless

    Any player still marked MENTIONED from today might die tonight. At dawn, remove all MENTIONED reminders.

  3. Curate

    If the Curate is marked TROUBLE TONIGHT, a good player might die tonight. If the Curate is dead, resolve this only if they were executed today. Then replace TROUBLE TONIGHT with NO ABILITY.

  4. Henchman

    Wake the Henchman. They choose a player different from last night. If that player is healthy, they do not wake tonight.

  5. Cousin

    Remove the previous SHELTERED reminder. Wake the Cousin. They choose another player. Mark that player SHELTERED.

  6. Boatman

    Wake the Boatman. If they use their ability, they choose another player. Swap their characters, then the chosen player dies. If they were evil before the swap, the Boatman becomes evil.

  7. Plague

    Wake the Plague. They choose a living player. If healthy, poison them; otherwise they die, then poison one living good neighbour. Whenever a player becomes poisoned, show the Plague that player's character. Remember all evil players register as poisoned while the Plague has this ability.

  8. Lordling

    If only 3 players live, the Lordling has lost this ability: do not wake them. Otherwise, wake the Lordling. They choose a player other than the Bride. Remove the previous MARKED reminder and mark the chosen player.

  9. Kite

    Wake the Kite. If they still have their ability, they may choose a player. If that player is healthy, they die and the Kite loses their ability. Mark Kite USED.

  10. Groom

    Wake the Groom. They choose a player. If they choose the living Bride for the first time, tell them they found the Bride, show 1 in-play Minion character, and mark the Groom USED.

  11. Friar

    Wake the Friar. If they use their ability, they choose a dead player. If good, wake that player and immediately resolve their ability as if alive, sober and healthy. First-night and starting-information abilities may resolve as though it were their first night; setup effects are not applied again. Mark Friar USED.

  12. Doctor

    Wake the Doctor. They choose a player different from last night. Show whether they are poisoned; if poisoned, make them sober and healthy.

  13. Pettifogger

    If Pettifogger fulfilled their Madness condition today for the first time, wake them and show the nominated player's alignment. Mark ability USED.

  14. Tailor

    Wake the Tailor. They choose a player. If they are an alive neighbour and were chosen last night, show their alignment. Update LAST CHOICE.

  15. Bride

    Wake the Bride. Show how many of their living neighbours are poisoned. At dawn, if the Groom is alive, make the Bride sober and healthy.

  16. Cardinal

    Wake the Cardinal. Show how many living players are poisoned.

  17. Bride's Mother

    If the Groom or the Bride died since the previous dawn, wake the Bride's Mother and show which one died.

  18. Corpse Bearer

    If 1 or more character abilities caused deaths today or tonight, wake the Corpse Bearer and show every character whose ability caused a death.