Dusk
Wraith
Lord of Typhon
Kazali
Boffin
Philosopher
Alchemist
Poppy Grower
Yaggababble
Magician
Minion Info
Snitch
Lunatic
Summoner
Demon Info
Sailor
Preacher
Lil' Monsta
Lleech
Xaan
Poisoner
Minion
Widow
Courtier
Wizard
Snake Charmer
Organ Grinder
Devil's Advocate
Evil Twin
Witch
Cerenovus
Fearmonger
Harpy
Mezepheles
Pukka
Huntsman
Damsel
Amnesiac
Washerwoman
Librarian
Investigator
Chef
Empath
Fortune Teller
Grandmother
Clockmaker
Dreamer
Steward
Balloonist
Shugenja
Village Idiot
Bounty Hunter
Spy
Ogre
General
Chambermaid
Mathematician
Dawn
Leviathan
Vizier
KEN ON DA CLOCK II GAME 4 BY KEN
JINXES
The Chambermaid learns if the Mathematician wakes tonight or not, even though the Chambermaid wakes first.
The Mathematician learns if the Lunatic attacks a different player(s) than the real Demon attacked.
If the Juggler guesses on their first day and dies by execution, tonight the living Cannibal learns how many guesses the Juggler got correct.
If the Cannibal gains the Zealot ability, the Cannibal learns this.
If the Cannibal eats the Poppy Grower, then dies or loses the Poppy Grower ability, the Demon and Minions learn each other that night.
If a Pit-Hag creates a Damsel, the Storyteller chooses which player it is.
If the Pit-Hag turns an evil player into the Politician, they can't turn good due to their own ability.
If there is a spare token, the Pit-Hag can create an extra Village Idiot. If so, the drunk Village Idiot might change.
If the Pit-Hag turns an evil player into the Goon, they can't turn good due to their own ability.
If the Pit-Hag turns an evil player into the Ogre, they can't turn good due to their own ability.
The Cerenovus may choose to make a player mad that they are the Goblin.
If the Leviathan is in play, the Monk-protected-player is safe from all evil abilities.
If the Leviathan is in play, the Innkeeper-protected-players are safe from all evil abilities.
Each night*, the Leviathan chooses an alive player (different to previous nights): a chosen Ravenkeeper uses their ability but does not die.
Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Sage uses their ability but does not die.
Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Farmer uses their ability but does not die.
If the Leviathan is in play & no execution occurs on day 5, good wins.
If Leviathan is in play and the Grandchild dies by execution, evil wins.
If the Hatter dies on or after day 5, the Demon cannot choose Leviathan.
After day 5, the Pit-Hag cannot choose Leviathan.
If the Poppy Grower is in play, Minions don't wake together. They are woken one by one, until one of them chooses to take the Lil' Monsta token.
Each night, the Magician chooses a Minion: if that Minion & Lil' Monsta are alive, that Minion babysits Lil’ Monsta.
If there are 5 or more players alive and the player holding the Lil' Monsta token dies, the Scarlet Woman is given the Lil' Monsta token tonight.
The Vizier can die by execution if they are babysitting Lil' Monsta.
If a Demon chooses Lil' Monsta, they also choose a Minion to become and babysit Lil' Monsta tonight.
If the Preacher chooses Legion, Legion keeps their ability, but the Preacher might learn they are Legion.
If Legion died by execution today, Legion keeps their ability, but the Minstrel might learn they are Legion.
If the Hatter dies and Legion is in play, nothing happens. If the Hatter dies and an evil player chooses Legion, all current evil players become Legion.
The Zealot might register as evil to Legion's ability.
If the Fang Gu chooses an Outsider and dies, the Scarlet Woman does not become the Fang Gu.
If there are two living Al-Hadikhias, the Scarlet Woman Al-Hadikhia becomes the Scarlet Woman again.
If the Alchemist has the Spy ability, they do not see the Grimoire, and the real Spy cannot register falsely.
When the Spy sees the Grimoire, the Demon and Magician's character tokens are removed.
If the Poppy Grower is in play, the Spy does not see the Grimoire until the Poppy Grower dies.
If the Spy is (or has been) in play, the Damsel is poisoned.
The Spy registers as evil to the Ogre.
If the Alchemist has the Widow ability, they do not see the Grimoire.
When the Widow sees the Grimoire, the Demon and Magician's character tokens are removed.
If the Poppy Grower is in play, the Widow does not see the Grimoire until the Poppy Grower dies.
If the Widow is (or has been) in play, the Damsel is poisoned.
If the Summoner is in play, the Clockmaker does not receive their information until a Demon is created.
If there is an Alchemist-Summoner in play, the game starts with a Demon in play, as normal. If the Alchemist-Summoner chooses a player, they make that player a Demon but do not change their alignment.
If the Poppy Grower is alive when the Summoner acts, the Summoner chooses which Demon, but the Storyteller chooses which player.
The Summoner cannot create an in-play Demon. If the Summoner creates a not-in-play Demon, deaths tonight are arbitrary.
The Summoner cannot create an in-play Demon. If the Summoner creates a not-in-play Demon, deaths tonight are arbitrary.
If the Summoner is drunk on the 3rd night, the Summoner chooses which Demon, but the Storyteller chooses which player.
If the Summoner turns a dead player into the Zombuul, the Storyteller treats that player as a Zombuul that has died once.
The Summoner may choose a player to become the Pukka on the 2nd night.
If the Summoner creates Legion, most players (including all evil players) become evil Legion.
The Summoner cannot create an in-play Demon. If the Summoner creates a not-in-play Demon, deaths tonight are arbitrary.
If the Preacher chose the Summoner on or before the 3rd night, the Summoner chooses which Demon, but the Storyteller chooses which player.
If the Summoner creates a Lord of Typhon, the Lord of Typhon must neighbor a Minion. The other neighbor becomes a not-in-play evil Minion.
If the Mastermind is alive and the Lleech's host dies by execution, the Lleech lives but loses their ability.
If the Slayer slays the Lleech's host, the host dies.
The Kazali can choose that the Goon player is one of their evil Minions.
If the Kazali chooses the Damsel to become a Minion, and a Huntsman is in play, a good player becomes the Damsel.
The Mayor may choose to stop nominations. If they do so when only 1 Riot is alive, good wins. Otherwise, evil wins.
If Riot is in play, the Monk-protected player is safe from all evil abilities.
Each night*, Riot chooses an alive good player (different to previous nights): a chosen Farmer uses their ability but does not die.
If Riot is in play, the Innkeeper-protected player is safe from all evil abilities.
Each night*, Riot chooses an alive good player (different to previous nights): a chosen Sage uses their ability but does not die.
Each night*, Riot chooses an alive good player (different to previous nights): a chosen Ravenkeeper uses their ability but does not die.
If Riot is in play and the Grandchild dies during the day, the Grandmother dies too.
If the Investigator learns that the Vizier is in play, the existence of the Vizier is not announced by the Storyteller.
If the Vizier loses their ability, they learn this. If the Vizier is executed while they have their ability, their team wins.
If the Vizier loses their ability, they learn this. If the Vizier is executed while they have their ability, their team wins.
If the Vizier and Magician are both in play, the Demon does not learn the Minions.
The Vizier wakes with the Fearmonger, learns who they choose and cannot choose to immediately execute that player.
The Politician might register as evil to the Vizier.
If the Vizier is in play, the Alsaahir must also guess which Demon(s) are in play.
The Zealot might register as evil to the Vizier.
If the Al-Hadikhia dies by execution, and the Mastermind is alive, the Al-Hadikhia chooses 3 good players tonight: if all 3 choose to live, evil wins. Otherwise, good wins.
If the Demon has the Goon ability, they can’t turn good due to this ability.
The Demon cannot have the Ogre ability.
The Demon cannot have the Politician ability.
If the Demon would have the Drunk ability, the Boffin chooses a Townsfolk player to have this ability instead.
If the Alchemist has the Boffin ability, the Alchemist does not learn what ability the Demon has.
If there is a spare token, the Boffin can give the Demon the Village Idiot ability.
The Storyteller cannot gain the Evil Twin ability if the Plague Doctor dies.
If the Plague Doctor dies, a living Minion gains the Fearmonger ability in addition to their own ability, and learns this.
If the Plague Doctor dies, a living Minion gains the Goblin ability in addition to their own ability, and learns this.
If the Plague Doctor dies, a living Minion gains the Spy ability in addition to their own ability, and learns this.
If the Plague Doctor dies, a living Minion gains the Scarlet Woman ability in addition to their own ability, and learns this.
If the Plague Doctor is executed and the Storyteller would gain the Boomdandy ability, the Boomdandy ability triggers immediately.
If the Storyteller gains the Baron ability, up to two players become not-in-play Outsiders.
If the Plague Doctor dies, a living Minion gains the Wraith ability in addition to their own ability, and learns this.
The Baron might only add 1 Outsider, not 2.
A Pit-Hag cannot create a Heretic.
Only 1 jinxed character can be in play.
Only 1 jinxed character can be in play.
If the Lleech has poisoned the Heretic then the Lleech dies, the Heretic remains poisoned.
The Demon cannot have the Heretic ability.
If the Philosopher gains the Bounty Hunter ability, a Townsfolk might turn evil.
An evil Townsfolk is only created if the Bounty Hunter is still in play after the Kazali acts.
If the Alchemist has the Wraith ability, they do not, and a Wraith is in play. Each day, after the execution phase, the living Alchemist may publicly guess a living player as the Wraith: if correct, the Demon must choose the Wraith tonight.
Each day, after the execution phase, the living Magician may publicly guess a living player as the Wraith: if correct, the Demon must choose the Wraith tonight.
Each night*, the Demon chooses an alive good player (different to previous nights): a chosen Choirboy uses their ability but does not die.
Each night*, the Demon chooses an alive good player (different to previous nights): a chosen Choirboy uses their ability but does not die.
The Pukka can still kill the Choirboy with their ability but the information the Choirboy learns is sober and healthy.
If the game ends due to the Alsaahir's ability and no other characters were eliminated: retire the Alsaahir.
If the Storyteller is executed and the Atheist is in play: eliminate the Atheist, all other characters who died by execution this game are not eliminated.
If the King is not on the script and Choirboy is killed by the demon: Choirboy learns an alive good player. Choirboy is sober and healthy.
If the game ends due to the Mayor's ability and no other characters were eliminated: retire the Mayor.
If the game ends due to the Slayer's ability and no other characters were eliminated: retire the Slayer.
A Village Idiot must die to execution in three different games before it is eliminated.
If a character would be eliminated due to the Virgin's ability, retire the Virgin instead.
If Good wins and no other characters were eliminated: eliminate the first Good character listed on the script.
If the game ends due to the Damsel's ability and no other characters were eliminated: eliminate the Damsel.
If the good team wins with a Heretic in play: eliminate the Heretic.
If the game ends due to the Klutz's ability and no other characters were eliminated: eliminate the Klutz.
If the game ends due to the Saint's ability and no other characters were eliminated: eliminate the Saint.
If Good wins and no other characters were eliminated: eliminate the first Good character listed on the script.
If Evil wins and no other characters were eliminated: eliminate the first Evil character listed on the script.
If a script includes Hatter, Lil'Monsta, and Lord of Typhon together with four or fewer minions, add the Generic Minion to the script.
(Optional) All characters that die due to the Boomdandy's ability are eliminated.
If the game ends due to the Fearmonger's ability and no other characters were eliminated: retire the Fearmonger.
If the Goblin wins due to their ability, retire instead of eliminating the Goblin
If the Vizier is in play and the demon would be eliminated, the Vizier may be eliminated instead.
Characters who die due to the Riot's ability on day 3 are eliminated. If the last Riot dies on day 3: eliminate Riot.
If Legion is the last character to die due to execution in a game, and loses as a result: Legion is eliminated.
If the Lleech dies to their own ability: eliminate the Lleech but not the character they poisoned on their first night.
If the game ends due to the Vortox's ability and no other characters were eliminated: retire the Vortox.
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Flesh and Bone
Dusk
Wraith
Philosopher
Poppy Grower
Sailor
Preacher
Xaan
Poisoner
Courtier
Innkeeper
Wizard
Gambler
Acrobat
Snake Charmer
Monk
Organ Grinder
Devil's Advocate
Witch
Cerenovus
Pit-Hag
Fearmonger
Harpy
Mezepheles
Scarlet Woman
Summoner
Lunatic
Lycanthrope
Legion
Imp
Zombuul
Pukka
Po
Fang Gu
No Dashii
Vortox
Lord of Typhon
Vigormortis
Ojo
Al-Hadikhia
Lleech
Lil' Monsta
Yaggababble
Kazali
Assassin
Hatter
Barber
Sweetheart
Sage
Professor
Huntsman
Damsel
Amnesiac
Farmer
Townsfolk
Tinker
Moonchild
Grandmother
Ravenkeeper
Empath
Fortune Teller
Undertaker
Dreamer
Flowergirl
Oracle
Juggler
Balloonist
Village Idiot
Bounty Hunter
Spy
General
Chambermaid
Mathematician
Dawn
Leviathan