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Henchman

Each night* pick a player; you learn the alignment of one of their alive neighbours. (+0 to +2 Henchman. 1 of the extras is drunk)

The henchman can possibly see alignments.

  • The henchman picks a player during the night.
  • Story teller discretion decides which neighbour the ability detects.
  • Show the player evil or good depending on choice.

If you are running multiple Henchman, mark one of them with the 'DRUNK' token during setup.

Each night after the first, the henchman picks a player around the circle.

Check the grim and decide which neighbour the ability targets, making sure to pick an alive player.

Either indicate good or evil to the Henchman player, then put them to sleep.

If the henchman is drunk, the information may be true or false.

Henchman

"Geronimo!"

Information

Type:
Townsfolk
Creator:
Spectre ⛥
Tags:
Drunkenness, Information, Neighbor

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