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Commander

Each night*, a player might die. Good wins if just 1 evil player lives. Minions get 3 bluffs. [You are not a player. +2 Minions]

The Commander watches from afar as Minions flood the town.

  • The Commander adds two extra Minions during setup, but since the Commander is not a player, no player is a Demon.
  • During the first night, Minions all get the same 3 bluffs. If Minions are created later, they also get these same three bluffs.
  • The Commander is not a player, so they cannot be drunk or poisoned.
  • The Commander being alive is sufficient for there being a living Demon for the goo win condition.
  • The Commander can die (but usually won't). If this happens, the Storyteller does not declare it.
  • If at any point only 1 evil player is alive, good wins.

While setting up the game, remove the Commander and a Townsfolk token and add two Minion tokens.

During the first night, wake each Minion. Show the THESE CHARACTERS ARE NOT IN PLAY info token, then 3 not-in-play good characters. Put each Minion to sleep.

Each night except the first night, a player might die—mark them with the DEAD reminder.

If there is only 1 alive evil player, declare that good wins.

The Storyteller must choose who to kill carefully. Since on the final day, there will almost always be exactly 2 evil players and 1 good player alive, the one player left alive should be someone that some players don't trust.
There are nine players. Since the Commander is in play, there are 3 Minions, 2 Outsiders, and 4 Townsfolk. None of these players are the Commander.
The Commander, Harpy, Witch, and Fearmonger are in play. The Witch and Harpy are executed. Good wins, because only 1 evil player lives.
Commander

"All warfare is based on deception."

Information

Type:
Demon
Creator:
Mathguy ⬢
Appears in:
Set of Elements
Tags:
Death, Extra Evil, Nonconformist, Setup, Single-Kill, Win/Loss Condition

Fan-made content for Blood on the Clocktower · Not affiliated with The Pandemonium Institute