Gremlin

Icon gremlin.png Information

Type Traveller
Designer GrayPockets
Example JSON

"No matter how much he cries, no matter how much he begs, never feed him after midnight."

Appears in elven_court_logo.png

Related Jinxes

Summary

"Once per game, during the day, publicly claim all players are mad about something, or they might die. If you die by exile, you do not die until dawn."

The Gremlin brings chaos to the town, which could help or hinder anyone who doesn't follow their lead.

  • The Gremlin's madness can be anything at all.
  • The Gremlin's ability does not end at dusk, and can continue the whole game.
  • The Gremlin avoids death until the end of the night, allowing them at least one day and night of madness.

If the Gremlin's madness is too hard to follow, breaks the game's rules, or provides one team with a huge advantage, you can choose not to kill.

How to Run

During the day, the Gremlin can declare that they wish to use their ability. If so, they describe what all players are mad about. Mark them with the EVERYONE IS MAD reminder token by the Gremlin token.

As long as the Gremlin is alive and has their ability, if any player is not mad about the Gremlin's chosen madness, you may kill that player.

If the Gremlin would die by exile, they remain alive. Mark them with the DIES AT DAWN reminder token by the Gremlin token. Immediately after dawn on the next day, the Gremlin dies.

Examples

The Gremlin is exiled right away, but doesn't die yet. They declare a madness, and it will be in effect until the Gremlin dies at the next dawn.

The Gremlin declares that everyone is mad that they are evil. Most players declare that they are evil, but when one player defends themselves when nominated, the Storyteller decides to kill them.

The Gremlin declares that everyone is mad that the Storyteller has left the room. The players would be unable to nominate or vote, and the day would never end. The Storyteller walks out of the room, and from the door tells the players that they won't kill anyone who ignores the madness. The game continues with no deaths.

Tips & Tricks (If you are good)

  • Build up good will by asking for town consensus before picking your madness. If you are careful, you will be able to use the ability to kill a few evil team members.
  • When the time is right, unleash something truly chaotic. After all, there are more good players to spare!
  • If you are exiled, it's time to declare a madness. You aren't going to get another day to do so.

Tips & Tricks (If you are evil)

  • Pretend to build consensus before picking your madness. If possible, pick madness that conflicts with other madnesses in play.
  • When the time is right, unleash something truly chaotic. After all, more players are good than evil!
  • If you are exiled, it's time to declare a madness. You aren't going to get another day to do so.

Disclaimer
This almanac is unofficial fan content for Blood on the Clocktower; it is not affiliated with or endorsed by The Pandemonium Institute Pty Ltd.
Blood on the Clocktower is Trademark™ of Steven Medway and The Pandemonium Institute Pty Ltd.
Copyright © 2025 GrayPockets. The Pandemonium Institute Pty Ltd may take copyright of any content of this almanac at any time.