1. The Machines have won.

    Everything works to perfection.

    Peace. Harmony. Purpose. Unity.

    Only one flaw remains in the mechanism: Humanity. Its last remnants hide behind a name from a dead age: the Resistance. United too, in their chaotic, misguided way.

    They will resist.

    They will fail.

    They will be assimilated.

    Nothing can stop the rise of the Machines.

  2. Unity is a custom Blood on the Clocktower script that completely rewrites the flavor of the original game. In Unity, the Town belongs to the Machine hivemind: a perfect system built to erase the last traces of life. Humans hide among them, desperate to sabotage the perfectly oiled mechanism before it assimilates everything into its cold, unstoppable grasp.

    Machines have access to tremendous amounts of information, and their rise to power seems unavoidable. But humanity’s ingenuity has carried it this far, and the Resistance will stop at nothing to save its home.

    Humans fall into two categories. Agents operate in the dark, interfering with the System, sowing disinformation, and introducing Defects and malware into the otherwise perfect gears of the Machines. Leaders are the heroes of the Resistance: bold, dangerous, and willing to take a more direct approach to destroying the System. Will Humanity manage to escape the cold, calculating, stare of the Machine?


    For immersion's sake, many names of the original Blood on the Clocktower game have been renamed:

    Machines are the Townsfolk of Unity

    Defects are the Outsiders

    Agents are the Minions

    Leaders are the Demons

    Human is shorthand for "Agents and Leaders"

    System Events are the Travellers. They follow special rules: they don't count as players, cannot nominate, cannot be nominated, don't vote, and cannot be targeted.

    System Events offer choices: their abilities only take effect if the chosen player accepts. Otherwise, the ability does nothing.

    Keywords that have rule meanings have been kept for clarity, such as good, evil, drunk, dying, execution, day, night, etc. Storytellers are free to use alternate names for dramatic purposes. For instance, when players die, Storytellers could say that they are disconnected. They are still present but can no longer interact with the System, except for their final instruction, their ghost vote. Drunk Machines are buggy or malfunctioning. and so on. Be creative!


    Note: Most icons come from game-icons.net. A few icons come from vecteezy.com under free licence.

  3. Changelog


    • 23/06/2026 : v1.0 is out! Have fun!
  4. Archives

    You start knowing three characters of different types that are not in play.


    Archives starts knowing three characters of different types that are not in play. These will usually be a Defect, an Agent and a Leader. This is precious information: it tells the Machines what they do not have to worry about. In games with 0 base Defect, it is advised to give a Machine, an Agent and a Leader. However, Archives should usually not be shown one of the Leader's bluffs.

    Townsfolk

  5. Backup

    The first time a player is executed, if it is a Machine, you learn and gain their ability.


    If the first executee is a Machine, Backup is here to confirm their role and preserve it for the System. If the first executee is not a Machine, Backup does not wake that night, which gives them precious information. However, their ability is definitively lost.

    Townsfolk

  6. Cipher

    Another Machine starts knowing a secret phrase. Guess it privately to ask any yes/no question. If you guess wrong, or the phrase is said publicly, or a Human guesses it, you are drunk.


    A Machine knows Cipher's correct keyphrase. The goal of Cipher is to find it before the Humans, and to not fall for a Human bluffing a wrong keyphrase. If Cipher succeeds, they get to ask any question to the Storyteller. If they don't, the answer to their question is arbitrary.

    Townsfolk

  7. Crawler

    The first person you nominate gets the tracker. When a tracked player nominates, the nominee receives the tracker. Once per game, at night*, you may learn how many Humans were tracked.


    The first time Crawler nominates, they plant a tracker in one of the players. The tracker moves each time the tracked player nominates, and might move many times during the same day. Once per game, Crawler can choose to recall the tracker and learn how many humans have had the tracker since the start of the game. However, Crawler should be subtle about sending its tracker, as dying would lose them their ability to recall the tracker.

    Townsfolk

  8. Data

    Each night, you learn how many players woke tonight.


    Data learns an overwhelming amount of information: the number of players that wake each night, including themselves. Making sense of all the data night after night is key to finding the lying Humans.

    Townsfolk

  9. Diagnosis

    Each night*, learn a new player that is a Defect, or that you have already learned all Defects.


    Diagnosis tries to repair the System by indentifying the Defects. Diagnosis wakes up every night to learn a Defect that has not been diagnosed yet. Note that, even after diagnosing all Defects, Diagnosis should keep waking up each night, as there as several ways that new Defects can be introduced in the System.

    Townsfolk

  10. Firewall

    Each night*, name a Human character you have not named yet. They have no ability until dusk.


    Firewall protects the System against a different threat each night and each following day. Naming the in-play Leader prevents them from killing one night. Naming an Agent prevents them from using their ability.

    Note that the blocked Human will know that they have been blocked from the System, as they will not wake up. This is not the same as being drunk.

    Townsfolk

  11. Index

    Once per game, at night, choose a Machine or Defect character. If they are in play, you learn who they are. Otherwise, you are drunk.


    Index can find anyone and anything in the System, provided the thing really exists.

    Be mindful of Human bluffs. If Index asks about a non-existent character that a Human has been bluffing, it is advised to point them to that Human.

    Townsfolk

  12. Inference

    Each day, if you publicly guess which players are Defects and which players are Humans, your team wins.


    Inference offers an alternate winning condition to the System: correctly classifying every single threat, be it Defect or Human.

    Townsfolk

  13. Killbot

    The first time you are nominated, if the nominator is an Agent and 5 or more players live, they are executed.


    Killbot is an trap that terminates unsuspecting Agents. The first time Killbot is nominated, if the nominee is an Agent, they are immediately executed, which ends the day. Otherwise, they are confirmed as not being an Agent (but they could still be a Leader). Killbot deactivates at the end of the game to prevent the Machines suddenly losing the game at a time where the only winning move is to identify the Leader.

    Townsfolk

  14. Parser

    Each night, choose two living players (not yourself), you learn how many made a choice tonight.


    Parser learns players who interact with the System at night. Simply learning information does not count as making a choice. This includes for instance Sensor's or Data's ability, as well as Agents learning the Leader, or the Leader learning their bluffs.

    Townsfolk

  15. Processor

    Each night*, guess the characters of three alive players (not yourself). You learn if all are correct.


    Each night, Processor can try compiling information they think they know, and learn whether their information is correct. Getting a "yes" is very powerful, as Processor can then swap players from their known trio one at a time to check other players' characters.

    Townsfolk

  16. Sensor

    You start knowing the character types among the two players to your right or left (you don't know which). [+0 to +2 sensors]


    Sensor starts knowing the character types of the two players to their right or left. They can be shown either one character type (if both players are the same type) or two (if players are of different types). They don't know which side was chosen by the Storyteller, nor in which order the character types were shown. There can be up to three Sensors in a single game, replacing other Machines in the bag.

    Townsfolk

  17. Backdoor

    You start knowing a player who is not the Leader. If they are executed, your team loses, even if you are dead.


    Backdoor is given powerful information: they know a player who is not the Leader. However, this player carries a fatal vulnerability, and them being executed instantly loses the game for the Machines. Backdoor should do their best to keep the vulnerability hidden from the Leader, as the Leader killing the vulnerability voids the loss condition.

    Outsider

  18. Glitch

    You are evil. If you die at night, you become good.


    Glitch starts evil and wins with the Humans at the end of the game. However, they do not know who the Agents or Leader are, and they are not an Agent themselves. They can try and play for the Machines by getting themselves killed by an Agent or Leader, but the Machines executing Glitch will lock it as evil for the rest of the game. Glitch is a powerful bluff for good and evil players alike: a powerful Machine might bluff as Glitch to avoid being killed at night, and a Human might bluff as Glitch to deter the Machines from killing them.

    Outsider

  19. Trojan

    If a Human privately guesses you (once), all Humans act twice tonight, even if you are dead.


    The Trojan is a fatal flaw in the System. If the Humans find them, they get a powerful boon: they play twice tonight, which means that the Agents can sow twice as much disinformation, and that the Leader kills twice. Any Human making a guess, be it right or wrong, prevents all other Humans from guessing for the rest of the game.

    Outsider

  20. Virus

    You think you are a Machine. Living Machines you nominate become a Virus and you become the Machine you thought you were.


    Virus thinks they are a Machine, but they are not. Their ability does not work, as if they were drunk. When Virus nominates a Machine, the Virus moves from the nominator to the nominee: the player becomes the Machine they thought they were (but do not learn this), and the nominee becomes a Virus thinking they are the Machine they were (and do not learn this). Virus can move many times in the same day.

    Outsider

  21. Cyborg

    You might register as a Machine or as a Defect. If the Leader chooses you at night, they die and you become the Leader.


    The Cyborg has an easy time infiltrating the Machines, as they might register as a good player. Once they have gained the trust of the System, or if their Leader comes under too much suspicion, they can become the Leader in their place.

    Minion

  22. Denier of Service

    Once per game, you may (secretly) end the night or (publicly) end the day. If anyone is on the block, they are executed. You lose this ability when less than 5 players remain.


    Denier of Service has a very powerful ability that lacks subtelty: they can end any day or any night, preventing further action.

    In the night, they play last among Humans, which will usually deny Machines' abilities while preserving Humans' abilities. They can even use their ability in the first night, to prevent starting information. This, however, gives the System a very powerful information: they know which Agent they are facing from the start.

    Ending the day is made publicly. The player must claim "I am Denier of Service, and I end the day." This can be done at any time, even when a vote is running. If the vote has not completed yet, the player is not put on the block. If a player was already on the block, the day ends and they are executed.

    Any player can bluff being Denier of Service, but only the ability of the true Denier of Service works. This can be a powerful bluff to pretend that you are Denier of Service and that you have been blocked by a Human pretending to be Firewall.

    Minion

  23. Hacker

    Each night*, choose a player: if they are a Machine, they become a Defect. Otherwise, they die and you lose this ability.


    Hacker disrupts the System by creating Defects, but they do not choose which. Creating Viruses is subtler, as the targeted player will not learn that they have changed, and may start spreading the Virus. Creating other Defects can be very devastating, but will reveal that Hacker is in play.

    Minion

  24. Man in the Middle

    Each night, learn a Machine that would learn information tonight. You choose what they learn.


    Each night, Man in the Middle tempers with an information that would have been learned by a Machine, and decides what the Machine learns instead. Note that Man in the Middle plays before said Machine, so that they do not know what choice they would have made. For instance, if Man in the Middle is shown "Parser", they have to choose the number that Parser will learn tonight, without knowing who Parser will target.

    Minion

  25. Anonymous

    Each night*, chose a player: they die. The first time Anonymous is executed, if five or more players live, an Agent becomes Anonymous. Tonight, a Machine learns this.


    Anonymous isn't a person, they are an ideal. The first time Anonymous dies, another Agent takes up the mask and becomes Anonymous. However, one Machine will learn that the first Anonymous has been found and killed. This is not all bad for Humans though, as they can frame any executee by claiming that they have been told that Anonymous has changed.

    Demon

  26. Avenger

    Each night*, choose a player: they die. The first time a Human is nominated, tonight, you may choose twice.


    Avenger can kill twice the first time a Human is nominated. While this gives some information to the Machines, it can also be used as a framing tool when other extra deaths occur. Humans are allowed to nominate themselves to trigger Avenger's retaliation, but this behaviour might seem extremely suspicious.

    Demon

  27. Saboteur

    Each night*, choose a player, they die. The first time this kills a Defect, choose again. [+1 Defect]


    Saboteur starts the game planting an extra Defect, and they can blow up their first Defect for free.

    Demon

  28. Silent

    Each night*, choose a player: they die. Once per game, you may have this death be only told privately to the chosen player.


    Once per game, Silent can make a "silent kill": only the chosen player will learn that they have been killed, but their death will not be announced publicly, and they will register as alive. The chosen player is of course allowed to tell that they have been killed and the Machines will judge whether that claim is trustworthy. Indeed, any Human could pretend they have been silently killed, which will leave the Machine wondering if they should execute silently killed players again, just to make sure.

    Demon

  29. Update

    Each night*, make an offer to a player: a chosen Machine or Defect becomes a Machine or a Virus (your choice).


    Update offers to fix Defects or players who suspect they might be Virus. A benevolent update will usually turn these players into brand new Machines, while a malicious update will secretly introduce new Viruses in the System. When a Virus is chosen to become a Machine, it is advise to give them the character they thought they were, without confirming if they have been cured.

    Traveller

  30. Overclock

    Each night*, make an offer to a player: they play twice or receive new starting information. You choose if they are drunk until dawn.


    Overclock allows player to use their ability more! Ongoing abilities will be able to play twice, while starting ability will get a new starting information. However, a malicious Overclocking could lead to players' abilities malfunctioning.

    Traveller

  31. Reboot

    Each night*, make an offer to a dead player: they lose their vote token to regain their ability. You choose if they are drunk.


    Reboot allows dead players to reconnect to the System for a cost: they ghost token. The chosen player does not come back to life, but they are allowed to use their ability until the end of the game, as though they were alive. However, a malicious Reboot could leave the player's ability malfunctioning forever.

    Traveller

  32. Virtualisation

    Each night*, make an offer to a living player: their ability replaces yours, and they lose their ability. (They keep their character type.)


    Virtualisation offers to protect a powerful ability inside itself, as System Events cannot die. The chosen player will lose their ability, but stays alive and keep their character type. In particular, the Leader is still the Leader, even without their ability. Virtualisation will learn and gain the ability of the chosen player, and will be able to use it until the end of the game. Beware, a malicious Virtualisation will of course lie about the information they get.

    Traveller

  33. Night Order

    First Night

    Man in the Middle
    Denier of Service
    Backdoor
    Archives
    Sensor
    Index
    Cipher
    Parser
    Data

    Other Nights

    Firewall
    Silent
    Anonymous
    Avenger
    Saboteur
    Man in the Middle
    Hacker
    Denier of Service
    Diagnosis
    Backup
    Index
    Crawler
    Parser
    Processor
    Data
  34. this almanac generated using Bloodstar Clocktica