1 of 67

Teensyville Appreciation Panel

Clocktower Con 2024�McLean, VA, USA

Saturday, April 13, 2024

2 of 67

Presenters

  • atreys (he/him)
    • Five of Swords Discord
  • Becca (she/her)
    • Five of Swords Discord
  • cb (they/them)
    • Connecticut Blood on the Clocktower
  • Stephen Dewey (he/they)
  • LivFreeOrPie / Bill Pzedpelski (he/him)
    • Capital Clocktower / Teensyville Enthusiast & Script Writer
    • https://linktr.ee/livfreeorpie

3 of 67

Presentation Outline

  • 01 - What is a Teensyville?
  • 02 - Why do we appreciate Teensyville?
  • 03 - How can I run a Teensyville?
  • 04 - TPI-Endorsed Teensyville scripts
  • 05 - Teensyville Fabled Toolkit
  • 06 - Writing your own Teensyville scripts
  • 07 - Our Favorite Teensyville Scripts
  • 08 - Where to Find Teensyville Scripts
  • 09 - Acknowledgements
  • 10 - Download & Share Featured Teensyville Scripts and a Copy of this Slide Deck

4 of 67

What is a Teensyville?

01

5 of 67

What is a “Teensyville?”

Teensyville is a Blood on the Clocktower script composed specifically for 5-6 players, plus the Storyteller. It’s perfect for those with a smaller gaming group, or who prefer playing at more intimate player counts, or who want to start playing before the whole group arrives for larger games.

Teensyville scripts typically have: 6 Townsfolk, 2 Outsiders, 2 Minions, and 1 or 2 Demons. The format allows new script writers to get a handle on all the different potential character interactions in the game before trying their hand at a larger script, and allows experienced script writers to create a focused experience around a particular idea.”*

In a Teensyville game, the evil team does not start knowing each other and the Demon does not receive bluffs.

*BOTC base Almanac, page 36

6 of 67

Why do we appreciate Teensyville?

02

Propaganda begins now.

7 of 67

Why do we appreciate Teensyville?

  • Storytellers that are prepared to run Blood on the Clocktower in Teensyville can deliver an exceptional Blood on the Clocktower experience in the event of a low event turnout

  • Storytellers can share their love and breadth of the game with small groups

  • Storytellers have expanded options to split up a 16-20 player group instead of running a large game of 15 players + 5 travelers

  • Many games can fit into a short amount of time together

  • Higher chance for players to draw and play evil

  • Players drawing evil will learn how to think on their feet with no safety net

  • Players can try unorthodox and experimental moves with minimal time penalty on loss

  • Tailored Teensyville scripts feature character interactions that are rare on larger scripts

  • Opportunities for wacky and experimental games

8 of 67

How do I run Teensyville?

03

Knowing is half the battle.

9 of 67

How do I run a Teensyville?

  • Print out 8 copies of the Teensyville script and 1 night order sheet, fold them in half, clip them, and put them in your bag.
    • 6 scripts for the players
    • 1 script for the Storyteller
    • 1 script as a spare, or to hand off to a bystander

  • If your script has special rules or uses Fabled, rehearse their explanation or add them to your printed scripts
    • For example, the Baron in No Greater Joy v2 only adds +1 outsider, and not +2.
    • It’s helpful to add Fabled to scripts so players can read them privately

  • Keep the timing of the days brisk. Good can solve games with excessive time. As a guideline: It’s recommended that No Greater Joy last 15-20 minutes total.

  • Always permit and accommodate private conversations. There is no rule precluding private conversations in a Teensyville.

10 of 67

How do I run a Teensyville?

  • Retrieve all tokens and their reminders. Use the leaves at the top of the top of the role tokens to make sure you have all required reminders.

  • You can fit all 11-12 role tokens and their reminders tokens into the bottom half of a single side of the Grimoire.

  • Place your 6 player tokens in an arc in the upper half of a single grimoire page

  • Place your night order sheet into the other half of the Grimoire

  • If you are playing around a table in a confined space, have players extend their fists onto the table to wake them up without walking around the table. Consider using a pointing rod to tap players’ fists.

11 of 67

How do I run a Teensyville?

12 of 67

TPI-Endorsed Teensyville Scripts

04

A great place to start.

13 of 67

#1 - Just Run Trouble Brewing

  • No additional script preparation needed, because it’s already included in your Grimoire.

  • Most players will already be familiar with this script.

  • Recommended House Rule: The Baron only adds +1 Outsider in Teensyville.
    • 1/2/1/1 and 1/3/1/1 give very little information to the good team and are very difficult boards for the good team to overcome.

  • Consider running your Teensyville with the Toymaker Fabled for a longer and deeper game.

14 of 67

#2a - No Greater Joy v1

  • A simple "next step" for new players who have played Trouble Brewing. This script is designed for fast, fun, loud, and easy to understand games. If you want a twenty minute game, or a series of twenty minute games, then No Greater Joy should be just the ticket.

  • If your group has played Trouble Brewing, the majority of the characters will already be familiar, but there are a few extras from other editions. The players should understand the majority of what is happening, without needing to learn anything radically new.

  • TPI-ENDORSED RULE FOR BALANCE: In this script, when playing with 6 players, the Baron only ever adds 1 Outsider (to a maximum of 2).

15 of 67

#2a - No Greater Joy v1

16 of 67

#2b - No Greater Joy v2

  • (SEE THE LINKED “RESOURCES” FOLDER - NOT CURRENTLY UPLOADED TO TPI OR THE BOTC SCRIPTS WEBSITE)

  • This script was featured at the Edinburgh Fringe Fest in a show produced by TPI & Treehouse productions.

  • There are two key swaps: Clockmaker and Chambermaid are replaced with the Chef and the Oracle.

  • TPI ENDORSED RULE: The Baron adds only 1 outsider in a 5-player game. (This is a departure from NGJ v1.)

  • This may be a little easier to grasp for newer players, it’s easier to bluff Chef and Oracle than Chambermaid.

17 of 67

18 of 67

#2b - No Greater Joy v2

19 of 67

#3 - Laissez Un Faire

  • This script will create long, interesting games with a lot of deception and wild, unusual plays. The game will last a long time for a Teensyille game (as long, or even longer than a normal seven or nine player game) and that will give the players lots of time to put their information together, or decide on the perfect bluff.

20 of 67

#3 - Laissez Un Faire

21 of 67

#4 - Late Night Drive By

  • If you're after a slow burning puzzle, keep walking - this script is here for a good time, not a long time.

22 of 67

#4 - Late Night Drive By

23 of 67

#5 - A Lleech of Distrust

  • When the Lleech is the only demon, you have to shift your focus from demon hunting to poison hunting. But are you really poisoned, or are you just the Drunk? Could you even be the Marionette, or are you just being manipulated by your neighbors? Only the Devil's Advocate can be truly certain of their character and alignment, meaning most players can't even trust themselves.

24 of 67

#5 - A Lleech of Distrust

25 of 67

#6 - Comrade Demon

  • BOOTLEGGER RULE: In this script, the Revolutionary works like so: On the first night, before any characters act or receive information, publicly pair 2 players up with the Revolutionary. This can be 2 evil players, 2 good players, or a good player & the Spy.

  • EDITOR’S NOTE: Be advised that The Revolutionary Fabled as written is intended to provide an accessibility tool to mitigate a communication or experience barrier for a player by pairing them with a trusted partner and intentionally putting both players on the same team to wake together and act together. This Teensyville script creatively re-implements Revolunary Fabled’s mechanics in a script that permits misregistration of opposite alignment Revolutionary pairs and makes the pair a public clue for the players.

26 of 67

#6 - Comrade Demon

27 of 67

Teensyville Fabled Toolkit

05

Handbook for the Recently Deceased Storyteller.

28 of 67

Key Fabled: Toymaker

"The Demon may choose not to attack & must do this at least once per game. �Evil players get normal starting info."

  • With the Toymaker in play, the Demon learns three not-in-play characters at the start of the game, and the Minion(s) and Demon learn who each other are. Once per game, the Demon must voluntarily choose to attack nobody.

  • If the Demon is about to wake to attack a player and this would end the game, and the Demon has not yet chosen to attack nobody, then the Storyteller does not wake the Demon—they are forced to attack nobody tonight.

29 of 67

Key Fabled: Toymaker

"The Demon may choose not to attack & must do this at least once per game. �Evil players get normal starting info."

  • Storyteller Tips:
    • The Demon will always have the choice to kill or not if woken. The Demon may play aggressively and let the Storyteller deploy the safety net for the town. The Demon may also pass multiple times.
    • A demon kill stopped by protection/poison/drunkenness or sunk into a dead player does not count as a Toymaker “pass.”
    • The Storyteller may want to wake and communicate “This Player Chose You > Toymaker” to the Demon to communicate a forced Toymaker stop and prevent a Demon from waking up with a puzzled look on their face.

30 of 67

Key Fabled: Sentinel

"There might be 1 extra or 1 fewer Outsider in play."

  • Sentinel will cover for a lack of Outsider adjustment on the script.

  • Without any Outsider adjustment in a Teensyville script, 5 player games will always be 3/0/1/1.

  • Sentinel usage requires careful Storyteller consideration for balancing.
    • Having an extra outsider in the game gives evil the “Baron advantage.”
    • Having no outsiders in the game gives the good team a significant information/powers advantage and the evil team a minor bluffing advantage if they check in to bluffing as an Outsider

31 of 67

Key Fabled: Djinn & Bootlegger

  • Use the Djinn disclose official script tool jinxes

  • Use the Bootlegger to codify necessary rule tweaksfor a Teensyville Script.

  • Explain the rules clearly before the game begins. If playing in person, consider printing the rules onto the script so players can read them in secret.

“Use the Djinn's special rule. All players know what it is.”

“This script has homebrew characters or rules”

32 of 67

Key Fabled: Dutchess/Fibbin/Fiddler

  • Use the Duchess if your script has too little information or too much misinformation.

  • Add the Fibbin if your script has too much information or no possibility of misinformation.

  • If your script has a Toymaker and non-Demon roles that cause deaths, then the game may end before the Demon has satisfied the Toymaker win condition and given the town their extra day to execute. In this case, consider using the Fiddler to give the town the final opportunity to decide the game.

"Each day, 3 players may choose to visit you. At night*, each visitor learns how many visitors are evil, but 1 gets false info."

"Once per game, 1 good player might get incorrect information."

"Once per game, the Demon secretly chooses an opposing player: all players choose which of these 2 players win."

33 of 67

Teensyville Script Writing

06

“...but you don’t have to take my word for it!”

34 of 67

Teensyville Script Inspiration

  • “Wouldn’t it be cool if…” this happened in a game.

  • Build around a favorite character.

  • Build around a newly announced character.

  • Build around a particular set of character interactions.

  • Build around a theme or meme and fully embrace it.

  • Break Blood on the Clocktower or Teensyville norms if it will lead to a script that yields fun games.

  • If the script creates an experience that encourages players to keep playing BOTC, then it accomplishes the goal that all Storytellers should aspire to.

35 of 67

Use Toymaker or Not?

  • "The Demon may choose not to attack & must do this at least once per game. Evil players get normal starting info."

  • Toymaker gives an extra opportunity for the town to execute the Demon in exchange for the evil team receiving standard starting information.

  • In a standard Teensyville, evil typically needs to survive 2 execution opportunities to win:
    • Teensyville w/ 1-Kill Demon and no protection, standard progression:
      • 6 execute > 4 pass > 3 execute
      • 6 pass > 5 execute > 3 execute
      • 5 execute > 3 execute
      • 5 pass > 4 pass > 3 execute

  • Any protection in the script (or unforced error by evil) gives good an extra chance to execute.

  • At 6 players with Toymaker, evil typically needs to survive 3 execution opportunities.

  • At 5 players with Toymaker, evil still needs to survive at least 2 execution opportunities, and the town gets an extra opportunity for night information.

  • The Toymaker “safety net” flips the script for the town passing or executing on a day with 4 alive.

  • Toymaker scripts should have roles with ongoing abilities. If all roles are spent early or conditional, then the town will likely sleep and wake with no new information on the day the Toymaker pass happens.

36 of 67

Extra Effort: Mechanics

  • Alternate win conditions
    • Encouraged! Consider balance.
  • Poison/Drunkenness
    • May affect the Demon, evil players, or alternate win conditions.
  • Any protection
    • The penalty for evil on a missed kill is harsher in Teensyville
  • Roles that tip the evil team off to each other
    • This subverts a core feature of Teensyville scripts, think carefully about how a good team could overcome this.
  • “Free bluff for evil team” roles
    • Without Toymaker, free bluffs can slightly benefit the evil team. With Toymaker, the Storyteller has fewer good team Demon bluff options and the evil team may be able deduce all good team roles in play, you may consider a 7th Townsfolk

37 of 67

Extra Effort: Mechanics

  • Any extra death sources
    • May hasten or end the game instantly
    • Evil may hurt its own team
    • Toymaker games with extra deaths may require a Fiddler to decide the game
  • Any multi-kill Demons
    • Consider adding protection or “trap” roles that punish the Demon
  • Any good-to-evil conversion roles
    • 3 known evil players with votes on the final day can out themselves and create a win at 5 and an almost certain lock for evil at 6.

38 of 67

Extra Effort: Specific Roles

  • Travelers
    • Unless the script is specifically designed to accommodate Travellers, it’s not recommended to arbitrarily add Travellers to a Teensyville game.
    • "Consider adding a Traveller only if seven or more players are alive.” *Source: Base BOTC Almanac
  • No Dashii
    • The script tool recommends against using No Dashii for Teensyville.
    • The No Dashii will poison 2 of 3 Townsfolk every game and all Townsfolk in the game if there are 2 outsiders in play. Consider roles very carefully.
  • Amnesiac
    • Keep the ability simple enough to figure out with one, two, or zero guesses
  • Alchemist
    • Consider adding a 3rd Minion to mitigate free good team information.
  • Balloonist
    • Consider carefully, 4-day Teensyvilles are very rare. Pairs well with Leviathan.

39 of 67

Extra Effort: Specific Roles

  • Courtier
    • Consider adding a 2nd demon.
    • If there is one Demon on the script, consider adding the Doomsayer or another way to keep the game moving
  • King
    • Consider the atreys’ “King in Teensyville” Bootlegger rule: King learns an in-play role every day
  • Magician
    • Toymaker required
    • Interferes with an evil benefit from Toymaker
    • BOTC rules require that the bluffs be good roles. However, with a limited selection of characters in Teensyville, giving 1 Minion as bluff in a Tensyville game with a Magician gives the Demon a chance to catch a lying Magician.
  • Poppy Grower
    • Toymaker required
    • Poppy Grower blocks an evil benefit from Toymaker, but the Demon gets their Bluffs and the Minion gets one free bluff if PG is open

40 of 67

Extra Effort: Specific Roles

  • Lil Monsta
    • No rules guidance for Teensyville applications where evil is expected not to know each other.
    • Rules as written means the Minions will wake and know each other.
    • Bootlegger: Consider waking minions up one-by-one, like Lil Monsta + Poppy Grower.
    • Carefully think about interactions and consider disclosing hypothetical interactions to players in advance of the game before using this Demon.

*Meme Lil Monsta token credit:� Instagram: roseanna.is.the.artist

41 of 67

Extra Effort: Specific Roles

  • Hatter
    • No rules guidance for Teensyville applications where evil is expected not to know each other. Documentation recommends waking the entire evil team for the tea party. The evil team learning each other can be a legitimate Outsider penalty. Evil team may also be woken up individually. Recommend adding a 2nd demon.
  • Kazali
    • Demon will know Minion, Minion will not know Demon. Consider using a single Minion and an extra outsider. Evil will likely know each other on Day 1. No Sentinel needed!
  • Summoner
    • Minion will know Demon, Demon will not know Minion. Most Teensyville games last only three days. Consider a Bootlegger rule to shorten the days. Evil will likely know each other by the end of the game. Built in Toymaker!

42 of 67

Extra Effort: Specific Roles

  • Yagababble
    • Official guidance from TPI for standard sized games recommends “Avoiding Final 4” for known Yagababble games for balance reasons. This is due to player tendencies to rush the day and sleep at 4 with a single kill Demon.
    • No specific rules guidance for Teensyville games at this time.
    • Teensyville Games are typically quicker and more accommodating for unusual and unbalanced game experiences in the service of player fun, so this recommendation can be safely bent for Teensyville scripts.
  • Village Idiot
    • Having more than one Village Idiot in the game effectively replaces a Townsfolk with a Drunk, giving evil a free “Baron advantage.”
  • Pukka + Toymaker
    • The Demon stop timing is a difficult call, it usually must happen if the town sleeps at 4 alive.

43 of 67

Teensyville Script Self-Checks

  • GOLDEN RULE: Your goal is to create a fun and engaging game. Just because you can do something doesn’t mean you should.
  • Test your script with random setups. Would you be able to have fun or make an impactful decision from any seat in the circle?
  • Rules Exceptions: Will there be any special exceptions in the rules? If so, how will the players be informed (e.g. Baron only adding +1 Outsider in No Greater Joy.)
  • Solvability: Is there space for disinformation due to poison or drunkenness? (If not, add Fibbin)
  • Outsider adjustment: Can the exact Outsiders in play be solved easily? Can the outsider count be modified at all? (If not, add Sentinel)
  • Good Team information: Does the good team get information? (If not, add Duchess)
  • Toymaker + Extra Deaths: Can the game end without a Toymaker stop? (If so, add Fiddler)
  • Good Team: Carefully consider the mix of “you start knowing / repeating information / one-time use / conditional trigger roles.”
  • Good Team: Ensure that some roles are incentivized to resist execution.
  • Evil Team: Assuming no bluffs, what information can they learn and how can they react?
  • Evil Team: Can a stressed and low-information evil come up with a bluff and sell it convincingly?
  • Toymaker: Can the town learn or do anything at night on the skipped day?

44 of 67

Our Favotire Teensyville Scripts

07

What it says on the tin.

45 of 67

cb - Yes, Your Immenence

46 of 67

cb - Ikebana!

47 of 67

atreys - Witness Protection

BOOTLEGGER RULE: King on Teensyville - Each night, you learn 1 alive character. The Demon knows who you are.�https://botc-scripts.azurewebsites.net/script/1574/1.0.0

48 of 67

atreys - Finding Religion

49 of 67

atreys - Which Script is This Anyway?

TANDEM: The storyteller runs one of the scripts, but the players do not initially know which is being run. �Some good players might know, but could just be evil players pretending to be a discriminating role.

Philosopher special ruling: The Philosopher may choose a character from either script, �but drunks themselves if they choose a character not on the script being played.�

https://botc-scripts.azurewebsites.net/script/2579/1.0.0 & https://botc-scripts.azurewebsites.net/script/2580/1.0.0

50 of 67

Stephen Dewey - High Noon (Easy Version)

51 of 67

Stephen Dewey - High Noon (Hard Version)

52 of 67

Stephen Dewey - Mirror Mirror

  • Full script designed to to be played with Teensyville player counts.

  • Custom Fabled: Mirror Bearer
    • Players have two seats, and two roles. Players may not change seats during the role selection, or the nominations phase. Players with an evil seat win with the evil tea.

53 of 67

Stephen Dewey - Oops All Amnesiacs

54 of 67

Stephen Dewey - Oh No Jo

55 of 67

LivFreeOrPie - This is Jeopardy! �(+ Tournament of Champions)

56 of 67

LivFreeOrPie - Beauty and the Beasts

57 of 67

LivFreeOrPie - Demonic Tutor v3

58 of 67

LivFreeOrPie - Any Idiot May Juggle

59 of 67

LivFreeOrPie - Good Luck, Sir

60 of 67

Where to Find More Teensyville Scripts

08

Would you like to know more?

61 of 67

Other Well Reguarded Teensyville Scripts

62 of 67

Links to Find Teensyville Scripts

  • The Pandemonium Institute

  • Ravenswood Bluff Fan Website

  • BOTC Scripts Database

63 of 67

Acknowledgements

09

Thank you very much!

64 of 67

Thank You

  • atreys (he/him)
    • Five of Swords Discord
  • Becca (she/her)
    • Five of Swords Discord
  • cb (they/them)
    • Connecticut Blood on the Clocktower
  • Stephen Dewey (he/they)
  • LivFreeOrPie / Bill Pzedpelski (he/him)
    • Capital Clocktower / Teensyville Enthusiast & Script Writer
    • https://linktr.ee/livfreeorpie

65 of 67

Thank You

  • The Pandemonium Institute & Steven Medway
    • For making a great experience framework
  • Five of Swords Discord
    • For promotion of Teensyville
  • Clocktower Con / Final Three, LLC
    • Tricia w/ CC2024 Special Events for enabling this panel
  • Our Presentation Auditors
    • Alex Fletcher; David Gray; & Omer Poirier
  • SlidesGo

66 of 67

Download & Share Featured Teensyville Scripts and a Copy of this Slide Deck

10

Spread the word.

67 of 67

Resources from this Presentation