KILLING GAME COUNTDOWN
Campaign ID & Version ID: 4071
Engine Version: 2
View Code (Read Only)
Community Datasets
Campaign Options
  • End Condition: Deathmatch
  • End Value:
  • Max Townsfolk: 13
  • Max Outsider: 4
  • Max Minion: 4
  • Max Demon: 4
  • Process Mode: Deterministic
  • Script Growth Speed: Instant
  • Script Truncate Speed: Instant
  • Custom Datasets:
  • Like Surprises: False
  • Eliminate Linked: 1
  • Show Evil Winning: 1
  • Show Graveyard: 1
  • Display Qr Code In App: 1
  • Custom Rule:
Campaign/Setup Notes


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Game: 1 Created , Submitted

5
(1)
Clocktracker Logo Clocktracker

Game 1 Notes

Storytold by Raven:

Aroha -- Flowergirl
ExampleNote -- Dreamer
Fan -- No Dashii -> Snake Charmer -> Cerenovus
HT -- Mathematician
Brooklyn -- Clockmaker
Bracelet -- Cerenovus -> Snake Charmer
Shimo -- Barber
Siren -- Snake Charmer -> No Dashii
Astridish -- Apprentice (Seamstress)

Night One:
Snake Charmer immediately swaps with Demon, poisoning the Clockmaker and Flowergirl. Dreamer chooses the Cerenovus, while the Cerenovus makes the Barber mad. Mathematician learns a 1 from the poisoned Clockmaker info.

Day One:
Swapped Snake Charmer outs the Minion and confirms their (non-poisoned) Townsfolk neighbors, Cerenovus was going to be executed but the Barber broke madness, causing their execution.

Night Two:
No Dashii kills Mathematician and Barber swaps the Minion and Snake Charmer, creating a new Snake Charmer: however, the evil Snake Charmer becomes poisoned by the No Dashii. Seamstress-Apprentice confirms the Minion and Snake Charmer are different alignments. The Cerenovus, before being swapped, makes the Snake Charmer (now the Cerenovus) mad they are the Snake Charmer, hiding the swap! Dreamer checks Clockmaker. Flowergirl learns a trivial 'no' after no one had the chance to vote.

Day Two:
Evil player (poisoned Snake Charmer) was executed, No Dashii under decent suspicion but there are multiple demon candidates. All Demon candidates but the No Dashii vote.

Night Three:
No Dashii kills the Dreamer, the good Cerenovus makes the No Dashii mad as a Demon bluff, the Flowergirl learns a 'yes' through poisoning.

Day Three:
Demon candidates discussed, the No Dashii suspected, but the dead Snake Charmer is re-executed while the good Apprentice is exiled.

Night Four:
No Dashii kills the good Cerenovus (starting Demon to Snake Charmer), Flowergirl learns a trivial 'yes' since all Demon candidates voted for the exile.

Day Four:
Final three between the poisoned Flowergirl, previously poisoned Clockmaker, and the No Dashii. The No Dashii bluffing Sage is executed, dies, and the game ends.

Summary:
Snake Charmer, No Dashii, and Cerenovus engaged in a furious swap, with only the Cerenovus escaping death by the skin of their death.
Flowergirl and Clockmaker were confused by their poison, but survived to the end and got the Demon executed regardless.
Barber was the campaign's first casualty, victim of the Cerenovus.

Setup Created , Submitted