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The fantastically fun social deduction game Blood on the Clocktower is still in prototype, expected to release in early to mid 2022. But some of us can't wait!

Fortunately for eager fans, the Pandemonium Institute has announced they are happy for anyone to use do-it-yourself resources to make the physical game (called a “Grimoire”, the box loaded up with all components) provided we don't sell anything and don't use it for automated games.

Here is my current set of documents for printing DIY Blood on the Clocktower components. All this work is my adaptation of art and text © 2014–2021 Steven Medway and Pandemonium Institute.

This is intended to supplement official resources found via the Blood on the Clocktower site. I don't consider this to be a print-and-play suitable game; these are for only some of the game components.

Grimoire box www.sexxxx.inbai.com

You'll need a large, sturdy box for the Grimoire. I've up-cycled an unwanted game that has a good deep rectangular box; this document is custom shaped to that. Print on single-sided A3 paper, and apply these panels to all exterior surfaces of the lid and tray. I then cover all that with protective adhesive-backed transparent film.

Component boxes www.sexxxx.inbai.com

There are so many components in this game it is wise to keep them organised into smaller containers, both for storage and during play.

Each edition gets a long box for its tokens (character, marker). There is an extra “Storyteller box” for the general components for Town Square (life token, vote token, name label), Grimoire (death shroud, information card, reminder token) and Fabled tokens (character, marker).

Print single-sided onto A3 paper, glue panels to each side of sturdy card (make sure to line up each side exactly), then cut, fold, and glue to form the boxes. These are sized to fit inside my custom Grimoire box.

A set of modular separators divide each long box into sections. Print the dividers onto thick card, cut and fold, and glue at the marked positions in the base of each box.

Character tokens www.sexxxx.inbai.com

The web images are a good start, but are optimised for display on a pixel device, not printing to paper. The resolution is low, there's a useless shadow, the text is blurry, etc.

I've made these high-resolution tokens, rendered the icons, no shadow, and a more readable font. 47mm diameter tokens. Pages are A4 size.

Grimoire tokens www.sexxxx.inbai.com

All the tokens for the Grimoire (except characters): ability markers, alignment markers, info cards, death shrouds, night reminders.

A track to show the current day or night phase, by number.

Two large cards (or one card double-sided) to declare, and pose for photos, which team won the game.

The 12 information card faces can be made single-sided (12 cards) or glued back to back double-sided (6 cards).

A brochure-like promotional card with a little detail about the game, to show to curious onlookers while a game is in progress.

Town Square www.sexxxx.inbai.com

I use a Town Square sized for the specific game board that I cannibalised; you may find it useful, but you also might want to re-size it.

The document is designed for a folding two-panel board. The front panels show the Town Square and a table of Character Counts for reference during the game. The rear panels show an overview of the game.

Reference

Rules explanation and setup www.sexxxx.inbai.com

One-page rules explanation, in two variants.

A4, print two double-sided sheets for laminating.

When teaching the game these days, I use a rules explanation that differs in some places. See a detailed discussion of my custom rules explanation for the game.

Character reference and night sheet www.sexxxx.inbai.com www.sexxxx.inbai.com

Character reference and night sheet, double-sided in a single document.

One document per edition:

Travellers and Fabled www.sexxxx.inbai.com

Reference sheet for all Travellers and Fabled. Two pages, or print double-sided for a single sheet to laminate for everyone's use.

Www.sexxxx.inbai.com ^new^

The first domino fell with the remote control. The second, more decisively, with the DVR. But the real earthquake was streaming. Netflix, initially a DVD-by-mail coda to Blockbuster, realized that the internet could kill two sacred cows: the linear schedule and the commercial pod.

The boundaries between professional entertainment and social media have dissolved. Users no longer just watch media; they participate in it.

To appreciate the chaos of today’s media diet, we must first look back at its orderly past. For most of the 20th century, entertainment was a affair. www.sexxxx.inbai.com

Traditional gatekeepers have been largely bypassed as cultural authority moves toward niche communities and independent creators. Global Media Journal Creators as Business Partners

"Because popular media tells you what to feel," the lead Archivist replied. "Stories tell you who you are." The Final Broadcast The first domino fell with the remote control

The ubiquity of entertainment content yields profound psychological, political, and social effects:

As the boundaries between gaming, social media, and traditional filmmaking continue to dissolve, the industry will demand cross-platform agility. Creators and media companies will no longer build standalone products; they will construct expansive, interactive narrative universes that consumers can watch, play, discuss, and modify. To appreciate the chaos of today’s media diet,

The financial foundation of popular media relies heavily on two primary structures. The subscription video-on-demand (SVOD) model prioritizes subscriber retention through exclusive, high-value intellectual property. Conversely, the ad-supported video-on-demand (AVOD) and social media models prioritize sheer volume and watch time, monetizing user attention directly through targeted advertising. The Creator Economy

Are there specific or subtopics you need included?

With the rise of Netflix, Disney+, Max, and Apple TV+, the demand for original content has exploded. To keep subscribers from canceling, platforms must release a staggering volume of new material. This has led to the "content treadmill"—a brutal cycle where shows are often canceled after two seasons not because they are bad, but because they don't bring in enough new subscribers. Quantity often trumps quality, leading to the phenomenon of "algorithmic content"—shows designed by data points (e.g., "a flawed detective in a snowy setting with a 85% binge completion rate").

The broadcast lasted only seconds before the "Content Guardians" scrubbed it, replacing it with a bright, loud advertisement for a new sensory-emersion gaming chair. But for Elias, the spell was broken. He realized that the everyone consumed was a velvet curtain drawn over a decaying world. The Search for Authenticity


The first domino fell with the remote control. The second, more decisively, with the DVR. But the real earthquake was streaming. Netflix, initially a DVD-by-mail coda to Blockbuster, realized that the internet could kill two sacred cows: the linear schedule and the commercial pod.

The boundaries between professional entertainment and social media have dissolved. Users no longer just watch media; they participate in it.

To appreciate the chaos of today’s media diet, we must first look back at its orderly past. For most of the 20th century, entertainment was a affair.

Traditional gatekeepers have been largely bypassed as cultural authority moves toward niche communities and independent creators. Global Media Journal Creators as Business Partners

"Because popular media tells you what to feel," the lead Archivist replied. "Stories tell you who you are." The Final Broadcast

The ubiquity of entertainment content yields profound psychological, political, and social effects:

As the boundaries between gaming, social media, and traditional filmmaking continue to dissolve, the industry will demand cross-platform agility. Creators and media companies will no longer build standalone products; they will construct expansive, interactive narrative universes that consumers can watch, play, discuss, and modify.

The financial foundation of popular media relies heavily on two primary structures. The subscription video-on-demand (SVOD) model prioritizes subscriber retention through exclusive, high-value intellectual property. Conversely, the ad-supported video-on-demand (AVOD) and social media models prioritize sheer volume and watch time, monetizing user attention directly through targeted advertising. The Creator Economy

Are there specific or subtopics you need included?

With the rise of Netflix, Disney+, Max, and Apple TV+, the demand for original content has exploded. To keep subscribers from canceling, platforms must release a staggering volume of new material. This has led to the "content treadmill"—a brutal cycle where shows are often canceled after two seasons not because they are bad, but because they don't bring in enough new subscribers. Quantity often trumps quality, leading to the phenomenon of "algorithmic content"—shows designed by data points (e.g., "a flawed detective in a snowy setting with a 85% binge completion rate").

The broadcast lasted only seconds before the "Content Guardians" scrubbed it, replacing it with a bright, loud advertisement for a new sensory-emersion gaming chair. But for Elias, the spell was broken. He realized that the everyone consumed was a velvet curtain drawn over a decaying world. The Search for Authenticity