A highly replayable social bluffing game for up to 20 players who delight in murder & mystery, creative strategies, and unique challenges. No two games are ever the same and no player is ever eliminated. In Blood on the Clocktower, death is not the end…
With ongoing editing from rulebook extraordinaire Joshua Yearsley, the Main Rulebook breaks the entire game down from the Storyteller's perspective, step-by-step, whilst the Character Almanacs give detailed information on how each role operates.
Whilst every effort has been made to make the rulebook as useful as possible, it is not yet at the very final print version. Minor re-wordings of character abilities and explanatory text may still be made.
The Blood on the Clocktower wiki contains:
- A broad strategy guide for players
- Advice for the Storyteller
- Comprehensive tips & tricks for all 99 roles in the collection, highlighting how every character plays differently and are all finely balanced to interact in a myriad of ways.
- Try a page at random and see what comes up.
As time goes on, we will populate the wiki with even more content. Future pages may include custom scripts, dramatic stories from real games, and articles going deeper on aspects of Blood on the Clocktower’s features and design.
Blood on the Clocktower expansions are already in the works, featuring new scripts, over 100 more roles, and mechanics to delight and confound for years to come. Some of these roles are ready right now to stalk the streets of Ravenswood Bluff and will form the centrepiece of our stretch goals.
We don't believe in Kickstarter exclusives involving gameplay. If a feature is good enough to share, it should be shared with everyone. But as a backer, you'll get advanced access to expansion roles months or years before everyone else.
Every Kickstarter copy will come with all unlocked stretch goals.
In April 2019, we took eight regular Blood on the Clocktower players from Sydney, Australia, and filmed three full games - one each of Trouble Brewing, Bad Moon Rising, and Sects & violets. These are the three scripts from the base collection.
You can follow along and see all the roles with the full Trouble Brewing character sheet.
You can follow along and see all the roles with the full Bad Moon Rising character sheet.
You can follow along and see all the roles with the full Sects & Violets character sheet.
Blood on the Clocktower contains a collection of three editions, each with their own strengths & features, and crafted to encourage different styles of play.
Mix and Match These Editions for Endless Variations
Each of the scripts in the Blood on the Clocktower collection has been carefully balanced over hundreds of play-tests across the world and provides a distinct social deduction experience.
But if you want to get creative, all 72 starting roles in this collection can be mixed and matched into custom scripts using the Script Tool.
Kickstarter Stretch Goal Roles
Pre-release expansion roles, unlocked through stretch goals, can also be mixed into your custom games through a special advanced Script Tool that will be made available to backers.
A big part of what makes Blood on the Clocktower different is the Grimoire itself. This is the game's box, which opens out to be the Storyteller's 'book' and where they track all the action with ease and clarity.
The base of the Grimoire is lined with felt. Every token used by the Storyteller is also lined with felt so that they 'stick' effortlessly inside the Grimoire with friction, allowing the Storyteller to move freely with it.
The Storyteller needs to have the Grimoire with them as they wake each player of a night phase, in order to update a player's in-game status or give them appropriate information. For example, if the Poisoner poisons someone then you must place the 'poisoned' token next to that player so you remember they’re poisoned when you come to them later in the night.
Every night phase is conducted in silence from the Storyteller. They tap players on the shoulder to 'wake' them and use established visual signals to communicate. By not calling out an instruction, this feature lets the Storyteller 'skip' characters that are not in the game and keeps the night phases shorter. It means that the Storyteller needs to be physically in the space with the Grimoire in order to give and receive these visual signals.
In the years developing Blood on the Clocktower we've found that felt-backed tokens are, by far, the simplest and most effective tool for a Storyteller to run the game. Whilst the look & feel of them are nicer than the ill-suited alternatives (such as magnets, stickers, or markers), these felt-lined components aren't an aesthetic flourish – they're a physical feature required to play.
They're also completely new! No other game has felt-backed components. To bring them to life, we've partnered with one of the most trusted names in games manufacturing, Panda GM, who are excited to be working with us on this innovative new production process.
For a great gallery of Grimoire photos, where you can see the felt in action and what the Storyteller tracks, check out this collection.
See the felt in motion in one of our full play-throughs, at Origins in June 2018:
All of the photographed Grimoire art & design on this page is in prototype – a temporary measure while we finalize some truly stunning original images for the game. As graphic design goes, it was a useful placeholder for the character sheets and tokens while Blood on the Clocktower was being demonstrated pre-release, but it's in for a serious upgrade.
The final tone of the Grimoire will remain true to what it is now - a big, beautiful, gothic book. Four artists are currently working on original images & logos to build the town of Ravenswood Bluff:
Whilst using Papyrus and Times New Roman are excellent fun when gently needling the world's more stylistically fastidious typesetters, these fonts won't have a place in the final design. Rest assured that they will be upgraded to typesets more pleasing to the eye and the spirit.
Blood on the Clocktower has been in constant development since first appearing at a Sydney board games festival in 2014. Enjoyed by thousands of players in thousands of play-tests & demonstrations at homes, cafes, parties, and at over 30 festivals & conventions across three continents in the past year, players have loved:
- Its replayability.
- Trying out the varied strategies distinctive to each role.
- Finding creative and effective ways to bluff even whilst on the Good Team.
- Embracing the nuances and joys of the Storyteller role.
- And being in the thick of the action until the very end of each game.
We will freight the game to fulfillment partners in the United States, Australia, UK/Europe, and Canada.
VAT is included in shipping costs for UK & EU backers, so you will not be liable for any further costs after backing the game.
We love playing together as a community, which means we also love to support Friendly Local Gaming Stores. If you're a brick & mortar retailer, we can offer:
- 4 or more copies of the game at 50% of MSRP.
- A free demonstration copy, for maximum in-store mayhem and chaos.
- Free shipping in Australia, the U.S., and Canada.
- Discounted shipping to all other locations.
Retail pledges will receive the Kickstarter version of the game with all unlocked stretch goals included. Distribution copies will include the base collections only.
Retail pledges must:
- Adhere to our MAP policy, and advertise the game for no less than $79 and no more than $95. (Due to Australian consumer law, the MAP policy will not apply in Australia.)
- Verify they are a brick & mortar store. (No online retailers or bulk-discount programs.)
- Acknowledge that fulfillment for the retail tier will be congruent with fulfillment for individual backers.
To get involved, please back at the retailer pledge tier then fill out the Blood on the Clocktower Retailer Pledge Form to verify your store and finalize full payment & delivery.
If you have any questions, please email firstname.lastname@example.org.
Blood on the Clocktower is brought to you by five passionate gamers living in Sydney, Australia – a city where we increasingly have to make our own fun and are getting quite good at it.
Blood on the Clocktower - Social Media
Blood on the Clocktower - Gaming
We've encountered loads of wonderful people and places in the years that we've been developing Blood on the Clocktower. In no particular order, here are just a few...
Australia - Michael Solomon, Sarah Collins, John Hanna, Julian Orbach, Angelus Morningstar, Games Paradise in Sydney, Queen of Spades in Melbourne, Josh Hunt, Frisky & Smerk, Harri Rodgers, Filip Lovely, Myeisha Maree, Claire Hardgrove, Abdallah Saffine, Misha, Denis Sazonov, Mikaela Ann, Dilara Ozkayalar, Josh Anderson, Keith Arnold, Julie & Melanie Spellmore, Belinda Kirkwood, Kaye Benetatos, Lara-Meredith Sargent, Keith Franks, The Australian Social Deduction Group, 'Young' Alex Thompson, Lachlan McCubbin, Lewis Worthington, Doug Williams, Kurt Walpole, Malcolm Ryan, Lucy Fenton, Marianna Carr, Eamonn O'Flaherty, Benjamin Clowes, Mia Lazzarini, Alex Hogue, The Grove, Harrison Woodhead, David Hidden, Kim Churchill, John Donohoe, Patricia Donohoe, Linda Hawkes, Sue Medway, and all our dear families.
UK & Europe - Ben Burns, Game Knight in Derby, Sarah Michelle, Gareth Cooper, Hannah Durose, FAQ Games in Edinburgh, Federico Dagostin, and Quinns, Kylie, and Matt.
USA & Canada - Ted Helm, Jon Gjengset, Sean Faeth, Knight Moves in Boston, David Stefano, Kelly Johnson, Avigail, Jennifer Edwards, Emily Dearring, Cheryl Harrison, Beers & Board Games Columbus, Aaron Brown, Tabletop Game Cafe in Columbus, Michael Pangilinan, Liz Chen, Julie Ahern at Greenbrier Games, Kim Breeze, Brittany Collier, Jason Green, Meghan Fitzpatrick, Doug Strong, William Auer, Jillian Schmett, Warp, Jared R. Delo, Matt Morgan and all of PAX, Bob Hewitt & Brooklyn Game Lab, 'Known Bootlegger' Shaun Klein, Kayla Jordan, Savannah Sweeney, Cindy Sarkany, Joe Wiggins at Panda GM, Heather Williams, David Grenet, Megan Captaine, Kirk McCune, Elly Zharoff, Meg Wray, Brianna Malcolmson, and Ajay Dhesikan.
...and our sincere gratitude to the thousands of people who've enjoyed themselves playing Blood on the Clocktower over the past four years. We can’t wait to continue this journey with you and hope to see you in a game again soon. :)
Risks and challenges
If you've made it this far then it means you're seriously considering backing Blood on the Clocktower. Thank you for taking the time to learn about us and this game.
Blood on the Clocktower was initially pushed to publication, in part, because people kept asking us when they could buy it and we didn't want to keep disappointing them by telling them they couldn't, on account of it being a homemade game we played amongst our friends and anyone who'd join us. It's been nearly five years since the first ever game, and roughly three years since popular demand led us to the decision to publish it. In that time, the game has continued to improve and our wealth of knowledge and experience about the process of production and fulfillment has improved along with it. Blood on the Clocktower has been to over 30 gaming conventions, big, small, and in-between, since October 2017. In that time, we have consulted with dozens of experts about the best ways to produce our game and the challenges we can expect to face.
Although we are first-time producers, we have partnered with established and trusted entities at the forefront of their fields to assist us in this process: Panda GM for manufacturing; CrowdOx for pledge management; OTX Logistics for freight; and although we have not yet officially partnered with fulfillment and shipping companies, we are in talks with Quartermaster Logistics for the U.S., Aetherworks for Australia & New Zealand, Spiral Galaxy for the UK & EU, and Starlit Citadel for Canada. We are also in talks with Asmodee North America about securing distribution for Blood on the Clocktower. We have kept the campaign to a single main reward tier, firstly to maintain parity amongst the BOTC community, and secondly because a single main tier allows for maximum ease and speed of fulfillment.
One potential challenge is that we are engaging in an entirely new manufacturing process: boxes lined with felt and punchboard tokens backed with felt. Panda GM has assured us that it will be possible to print games en masse in this manner and have provided us with stable production quotes for doing so. However, given that this is a new innovation, we have allowed nine months for fulfillment in case there are any minor kinks in the process. This is three extra months than a similar project without felt might expect to take. Although it was indeed tempting to prognosticate a date between October 2019 and December 2019, to attempt delivery in time for Christmas, we figure it's safer to give a healthy time buffer and confidently assure that you can start off 2020 with a bang.
Because of the long development period and the thousands of play-tests, this is a fully functional and vibrant game, already observed to have years of replayability. One risk, however, is that some people may opt to not back the game because of its higher price point relative to other social deduction games currently on the market. Early on in the production process, we realised that simply talking about the game (i.e. having a primary focus on online marketing) risked making it sound merely like “Werewolf but a bit better." The felt-backed nature of the components and the sheer number of them made print-and-play versions unfeasible for fans to have an experience anywhere near close to the best one possible, so we opted for a heavy strategy of public engagement – visiting as many conventions, bars, cafes, houses, and festivals as our resources allowed (and sometimes more) to let people experience the game first-hand and see that Blood on the Clocktower is a unique experience in its own right (and it didn't hurt that this method was by far the most fun option too). We have also been sending hand-crafted prototype copies to enthusiastic gaming groups committed to sharing Blood on the Clocktower with as many people as possible.
We are confident that we have been able to establish that Blood on the Clocktower is a top class game that is worth the price that its necessary components dictate, and that the game will fund in no small part on the basis of the enthusiasm of those who have experienced it directly and who have been able to share their positive experience with others.Learn about accountability on Kickstarter
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