Tag: two rooms and a boom

  • Final 3 Con 2026 – Part 2

    Final 3 Con 2026 – Part 2

    SATURDAY

    First scheduled Saturday game, Rot in Bloom with Andrew

    My good friend Andrew was running a few games this con, and what better way to start my Saturday by playing his Al-Hadikhia script. I immediately pull the Goon token and get up to shenanigans. I get approached by my friend Lindsey, who is claiming Dreamer, and has dreamed of me as Savant (my natural go-to bluff when one is on script), and I accept the confirmation and start going to the Storyteller regularly to bolster my bluff. It seems like I am in a double claim, but the Pixie is on script, so I reassure people to not worry about it too much. Big con boss, Emily herself, is in this game, and she’s claiming Oracle. We have a Princess claim day 1, and after a big discussion on who they should nominate, they pick Ryan, the Hatter, who gives us the go-ahead to just vote. We end up with no Al-Had announcement night 2, and the Princess is kind of confirmed. However, there is also an Exorcist claim, so even with an Oracle 0, the Princess ends up getting executed just in case they are an Al-Had that chose not to kill to confirm themselves. I am suspicious of the Savant claim and nominate them but it doesn’t go through. Al-Had chooses Emily the Oracle, the Exorcist, and the unspent Philosopher, and because Emily made a deal with the Exorcist to choosing death if she was selected, she dies and so does the Philosopher. I end up getting executed for the double claim and come out as the good Goon who never got turned. My friends Tyler and Duke are claiming Empath & Chambermaid, and the Empath who had a 0 on the Chambermaid & Princess now has a 1 on the Dreamer confirming me, so I am suspicious of both. Chambermaid has an impossible information on me from night 1, which clashes with the Dreamer because only one of them can be drunk from my ability. The Exorcist ends up choosing the Dreamer and we end up with a night of no deaths. We get the Dreamer executed and win the game! Turns out, she was the Spy who became the Al-Had, picking it up from the original Al-Had who was claiming Savant, who is now the Poisoner after the Hatter swap. Very glad Emily had made that deal and let the Exorcist live.

    Second scheduled game, as ST, Two Towns and a Boomdandy

    This was a joint event that I co-hosted with Julian/cb, who is famous for hosting the regular “Two Rooms and a Boom” sessions at F3C every year. This year they were kind enough to help me out with this hybrid mode as well. If you didn’t know, Two Towns is a homebrew version of Clocktower that combines mechanics from 2R1B to create two towns that simultaneously play together, and can move players between towns at the end of each day. There are more details in the link above, but the short of it is that the Boomdandy and the Mayor are guaranteed to be in play and their co-existence kind of play a tie-breaker role if one town is won by good, and the other by evil.

    There’s been lots of interesting stuff on this session, but to summarize, we ended up with a session that went to the wire on day 5 with an evil win at the end. Leviathan was killed on one town, and Zombuul was tapped once on the other. The Leviathan town ended up killing the Goblin who claimed, which resulted in an evil victory there. However, the Zombuul town killed the Zombuul, which resulted in a good victory. The Leviathan town ends up sending the Mayor over, thinking the other town would send the Boomdandy, but accidentally re-uniting them with the Boomdandy instead, which results in an evil win on the tie-breaker.

    Some highlights include:

    • Zombuul killing the Xaan that was sent over from the other town (evil teams don’t know each other across towns), which had blocked the Gambler from dying before the Zombuul acted, stopping the Xaan poisoning in the middle of the night, giving the Oracle correct information that one dead player was evil (the Xaan).
    • Politician bluffing Amnesiac with a Marco-Polo-like ability that we backed with randomly calling “cold, warm, hot” as they walked around. Politician turned and won with evil due to causing a lot of chaos and confusion and lifting a vote from Zombuul, preventing an early end to the game.
    • Sage as a Lycanthrope’s Faux Paw registering as evil to the Oracle, giving an Oracle 3 at the end.
    • Julian bringing in two crochet ducks, one red and one blue, to determine the leader of each town (they are voted, and decide who gets sent over at the end of each day).

    This was a lot of fun, and I am hoping we’ll be able to host it again next year!

    Grim Picture for Two Towns and a Boomdandy
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  • Two Towns and a Boomdandy Rules

    Two Towns and a Boomdandy Rules

    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.)

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