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.
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.
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.
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.
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.
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.
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, double-sided in a single document.
One document per edition:
Reference sheet for all Travellers and Fabled. Two pages, or print double-sided for a single sheet to laminate for everyone's use.
If you're referring to a specific work:
In paths involving characters like Setsuna Kiyoura or Kokoro Katsura, the scenes focus on mutual affection, emotional breakthroughs, and standard romantic resolution. High-Drama and Deceptive Paths
: Once an explicit sequence is successfully unlocked during a playthrough, it is permanently added to the main menu's "Omake" gallery. This allows players to rewatch the fully animated sequences directly without replaying the entire branching storyline. Shiny days h scenes
A defining feature of this title is the use of full animation instead of static sprites. This "Active Animation" system allows the story to play out like an interactive anime. Decisions made by the player don't just change the text; they change the entire sequence of animated events, leading to a high degree of immersion within the summer-themed setting.
Shiny Days is the enhanced remake of the notoriously buggy 2006 title Summer Days . This version came with higher-quality animations, new content, a brand new heroine (Inori Ashikaga), and—most importantly—fully uncensored, mosaic-free erotic scenes. The story is a spin-off of the legendary School Days as told from the viewpoint of Setsuna Kiyoura. It follows her summer break working at a seaside cafe called "Radish," where she hopes to get closer to her crush, Makoto Itou. If you're referring to a specific work: In
library(shiny)
The game employs a complex branching system where player decisions directly influence the story's trajectory. These choices determine which character arcs are explored and which specific endings are reached. A defining feature of this title is the
While there are over 40 endings in Shiny Days , certain specific "H-scenes" (erotic scenes) stand out due to their narrative impact or notoriety. Because the game is fully animated, these scenes are depicted with full cinematography, specific camera angles, and high-quality animation that standard static CG visual novels cannot match.
The game is so complex that even professional walkthroughs note missing content. The "Otaku Lair" walkthrough specifically mentions a late update to include a previously undiscovered proof of the depth of branching content in the Shiny Days route map.
If you're referring to a specific work:
In paths involving characters like Setsuna Kiyoura or Kokoro Katsura, the scenes focus on mutual affection, emotional breakthroughs, and standard romantic resolution. High-Drama and Deceptive Paths
: Once an explicit sequence is successfully unlocked during a playthrough, it is permanently added to the main menu's "Omake" gallery. This allows players to rewatch the fully animated sequences directly without replaying the entire branching storyline.
A defining feature of this title is the use of full animation instead of static sprites. This "Active Animation" system allows the story to play out like an interactive anime. Decisions made by the player don't just change the text; they change the entire sequence of animated events, leading to a high degree of immersion within the summer-themed setting.
Shiny Days is the enhanced remake of the notoriously buggy 2006 title Summer Days . This version came with higher-quality animations, new content, a brand new heroine (Inori Ashikaga), and—most importantly—fully uncensored, mosaic-free erotic scenes. The story is a spin-off of the legendary School Days as told from the viewpoint of Setsuna Kiyoura. It follows her summer break working at a seaside cafe called "Radish," where she hopes to get closer to her crush, Makoto Itou.
library(shiny)
The game employs a complex branching system where player decisions directly influence the story's trajectory. These choices determine which character arcs are explored and which specific endings are reached.
While there are over 40 endings in Shiny Days , certain specific "H-scenes" (erotic scenes) stand out due to their narrative impact or notoriety. Because the game is fully animated, these scenes are depicted with full cinematography, specific camera angles, and high-quality animation that standard static CG visual novels cannot match.
The game is so complex that even professional walkthroughs note missing content. The "Otaku Lair" walkthrough specifically mentions a late update to include a previously undiscovered proof of the depth of branching content in the Shiny Days route map.