Two Towns and a Boomdandy Rules

Two Towns and a Boomdandy logo featuring two images of town silhouettes and a cartoon bomb in between.

This is a special, homebrew, experimental Blood on the Clocktower Game Mode that borrows elements from another great social deduction game, Two Rooms and a Boom. Two regular Blood on the Clocktower towns will be constructed, managed by at least two Storytellers, using the following scripts and special rules (subject to minor changes):

Special rule: Boomdandy and Mayor are guaranteed to be in play.

Special rule: Each day, anyone can be nominated (once) to be the town representative. If they receive the most votes for representative during their nomination, they hold the role. If anyone else gets more votes, they become the representative. At the end of the day, whoever is the representative is responsible for intra-town transfer. At the end of days 1,2,3,4,5: 3,2,2,1,1 players will be transferred to the other town by the current representative.

Transferred players’ abilities work as normal across towns despite not appearing on the other town’s script. Alive/dead status remains the same across towns after transfers – dead players cannot be transferred across towns but they can become town representatives. Used up OPG abilities are not refreshed after transfer.

Special rule: Good wins if they win both towns.

Special rule: Evil wins if they win both towns.

Special rule (Tie-breaker): If good wins one town, and evil wins the other, at the end of 5 days, check if Boomdandy & Mayor are in the same town. If so, evil wins. Otherwise, good wins.

Special rule: If the game on one town ends before the other, if the winner is not obvious, evaluate the above tie-breaker immediately.

Special rule: Mayor/Leviathan jinx is modified to say “Mayor’s team wins” instead of “good wins”.

Special rule: If one town gets overrun by evil (therefore the other town is all good players), a good player in the evil town learns this.

Two Towns and a Boomdandy also borrows elements and script ideas from “A House Divided” act of Legacy Clocktower Game Mode by Tyler Nafe and James Capelli. The author of this document (Ekin) is grateful for the contributions of Tyler and James to the legacy of Blood on the Clocktower history, lore and game modes.

Scripts:

Two Towns and a Boomdandy 1 v1.0.0

Two Towns and a Boomdandy 2 v1.0.0

(Script Logo courtesy of Tom R.)

Script image for Two Towns and a Boomdandy with Zombuul.
Script image for Two Towns and a Boomdandy with Leviathan.

FAQ

Do the evil teams across towns know each other?

No, they only know their original team.

Do the town numbers have to be equal?

No, try to keep them as close as possible, but generally speaking, they can be one-off if you have an odd number of players. If one town is supposed to have one minion and the other town is supposed to have two, make sure that the Zombuul town has two minions, because one of them is guaranteed to be the Boomdandy, and it helps evil if there’s some ambiguity on the minion information on the Zombuul side. The Leviathan side is more flexible with minions and therefore can handle a one minion game better.

Can the towns shout across to the other town to share info?

No, this defeats the point of people traveling across towns, the players will have to coordinate and share information with the players who are going away, keep the communication between towns to the players going in between.

Does the game end if one of the demons is dead?

No, the good team has to kill both demons to win the game, do not announce that the game is over if one of the demons dies. Keep the game going up to 5 days (unless the game ends due to something else, like the Goblin or the Boomdandy) and if a Demon is still alive, evaluate the tie-breaker.

Does the game end in one of the towns if the Demon in that town travels away to the other town?

No, as long as both Demons are alive, the game will continue, even if the Demon has traveled away to the other town. Imagine that the “kill the Demon(s) to win the game” condition is valid globally across both towns, instead of individually on each town. Forcing the Demons to lose if they travel away from their home town is no fun for the Demons, so we apply this rule instead.

Do we stop the Leviathan announcements on one town if they travel away to the other town, or if they are dead?

No, you actually don’t have to do Leviathan day announcements at all after day 1, since both towns know there is a Leviathan in play, because it’s the only Demon on one of the scripts. The towns can ask for the day number and you can tell them, but that doesn’t necessarily mean Leviathan is in one town over the other or is currently alive. Again, confirming Leviathan is mechanically in one town or is dead is not fun for the Leviathan, so we go with this version of “Leviathan day announcements”.

Does the game keep going after 5 days if the Leviathan is dead but the Zombuul is still alive?

Don’t keep the game going past 5 days, it’s been designed specifically as a 5 day experience, dragging it on for too long will make your players grumpy. After 5 days, if the Leviathan is dead, but the Zombuul is alive, the most likely outcome is that the good team has won one game and the evil team has won the other, therefore, apply the Tie-breaker rule.

Does the Leviathan traveling away to the other town mean they have two good executions there now/if they executed more than two good players there the good team will lose immediately?

No, keep the Leviathan win condition of two good executions to the original Leviathan town, even if the Leviathan travels away. This will keep things much simpler and smoother, the other way is quite hard to track. This means the Leviathan town has 2 good executions (3 executions total if they execute a good and an evil player) and the Zombuul town has 5 executions (5 days) total.

Do the small tokens travel away with the big tokens?

Generally speaking, yes, put down the small tokens when they are relevant and move them with the players as they move across towns. This means, for example:

1- The Godfather that sees an execution of an Outsider who then travels to the other town will get a kill in the other town. The reverse is not true – the Godfather won’t get a kill in the town that they travel into, even if that town did execute an Outsider the prior day, they need to see the execution of the Outsider on their town to be able to kill.

2- The Gossip will get a kill in the new town that they travel into, even if their Gossip was relevant to their old town. The dead token goes on the grim in the original town and then kills in the new town by traveling with them.

3- Tokens attached to other players through some ability will stay with those players instead of the players with the relevant ability: i.e. Fortune Teller Red Herring will stay on the original player even if the Fortune Teller travels away to the other town, Lycanthrope Faux Paw will stay on the original player even if the Lycanthrope travels away to the other town, Widow poisoned player will stay poisoned even if the Widow travels away to the other town, Puzzle-drunk player will stay the same even if the Puzzlemaster travels away to the other town (they therefore only need to guess from players in their original town), the Marionette will stay as the Marionette even if their Demon travels away.

What happens if the Boomdandy is executed on day 1?

At the end of the countdown, make sure that the good team has a way to win: This means killing the Twins (if they exist) and the Zombuul once and leaving two alive players and the once-dead Zombuul – the town will have to point to a dead player to kill the Zombuul a second time. If they successfully do that, the good team will win via the tie-breaker: the Boomdandy and the Mayor start in different towns. If they can’t kill the dead Zombuul, both demons will be alive, and the evil team will win.

Does the Widow see both grims?

No, they only see their starting grim, and they don’t see the other grim when they travel away to the other town. It will be past their first night when they travel away anyways.

When and where does the Xaan night happen?

Xaan night is determined based on the number of outsiders in Xaan’s original town at setup and happens on that night, wherever Xaan currently is!

Why is the Mayor/Leviathan jinx modified?

Because there is a Mezepheles on one of the scripts and they can turn the Mayor evil. The Mayor not being able to win one of the towns with their ability because they have been Mez-turned is not fun for the Mayor, hence the jinx was modified.

What happens if the Barber is dead and there are no/two Demons?

If there are no Demons in the town that the Barber has died, no swap will happen. If there are two Demons, pick one arbitrarily to make the Barber swap. Optionally, for funsies, if one Demon declines the Barber swap, you can ask the other Demon.

Can the Artist ask a question about both towns?

Yes, the Artist is only limited by their creativity!