RuleSage cited table rulings
← Blood on the Clocktower

You asked

When does the game end?

Answered counted as answered

Asked with: Blood on the Clocktowerbg-240980-en-1e

The game ends when one team wins [1]. Specific conditions for ending the game include: * **Good Team Wins:** * The Demon dies [2][3][1]. (Note: All Demons must die for good to win, as some editions allow multiple Demons) [1]. * If both teams would win at the same time (e.g., the Demon dies but only two players are left), the good team wins [1]. * **Evil Team Wins:** * There are only two players left alive, not including Travellers [2][3]. * All remaining players are evil, meaning good players cannot nominate the Demon [4]. * **Other Endings:** * The Storyteller can end the game early when victory is certain for one team [4]. * A player told to be mad by the Cerenovus can end the game by being executed [5].

[1] RULEBOOK Blood on the Clocktower — Rulebook · p.18 · ENDING THE GAME · DOES THE GAME ALWAYS END WHEN THE
[2] RULEBOOK Blood on the Clocktower — Rulebook · p.45 · GLOSSARY
[3] RULEBOOK Blood on the Clocktower — Rulebook · p.44 · GLOSSARY
[4] RULEBOOK Blood on the Clocktower — Rulebook · p.30 · FABLED CHARACTERS
[5] RULEBOOK Blood on the Clocktower — Rulebook · p.33 · MAKING THINGS FUN
🔧 debug — where this ruling came from
outcome
ANSWERED — Answered
corpus profile
live
answerer pin (deploy-frozen, attribution only)
gemma4:26b think:false 5571076f3d70
timings
search 228 ms · ask 13353 ms · total 13592 ms
single-flight (PR-5)
queued 0 ms · generation 13592 ms
retrieval refs (raw)
[{"page": 18, "score": 0.048652, "snippet": "O NCE THE FIRST NIGHT PHASE IS OVER, go to the day phase, then the night phase again. (Remember to flip the night sheet over to the OTHER NIGHTS side and rearrange the night tokens accordingly at the end of your first day phase.) Repeat this until one team wins and the game ends. In Ravenswood Bluff", "headingPath": "ENDING THE GAME · DOES THE GAME ALWAYS END WHEN THE", "sharpsignalDocId": 159}, {"page": 30, "score": 0.047875, "snippet": "Y OU CAN END THE GAME WHEN VICTORY IS CERTAIN for one team. If all remaining players are evil, then good cannot nominate the Demon, so you can declare that evil wins. Almost every time when there are four players left alive, and the good players execute a non-Demon player, you can end the game there", "headingPath": "FABLED CHARACTERS", "sharpsignalDocId": 159}, {"page": 19, "score": 0.046676, "snippet": "BLOOD ON THE CLOCKTOWER R U N N I N G T H E G A M E", "headingPath": "DOES THE GAME ALWAYS END WHEN THE", "sharpsignalDocId": 159}, {"page": 33, "score": 0.046176, "snippet": "Games of CLOCKTOWER are at their most exciting when there are just three or four players alive and a right or wrong execution can mean victory or defeat. Games that end at this point tend to have more tension, more drama, and a bigger cheer for the victorious team. So… how do you help the game get t", "headingPath": "MAKING THINGS FUN", "sharpsignalDocId": 159}, {"page": 21, "score": 0.045956, "snippet": "W ELCOME TO THE NITTY-GRITTY ...and beyond. You don't need to read further until you've run a game or two or until you run into a thorny rules question. If you have read the previous chapters in this rulebook and the TROUBLE BREWING character almanac but would like a little practice before running y", "headingPath": "DOES THE GAME ALWAYS END WHEN THE", "sharpsignalDocId": 159}, {"page": 17, "score": 0.042964, "snippet": "Give a last call for nominations once you feel there have been enough nominations and votes for today. Or if no players have made nominations today, give them this last reminder in case they weren't paying attention. Step into the circle and say, 'Last call for nominations! Three… two… one…' to give", "headingPath": "NOMINATIONS AND VOTING · EXECUTION AND DEATH · WHEN A PLAYER DIES, IS THEIR IDENTITY REVEALED?", "sharpsignalDocId": 159}, {"page": 16, "score": 0.029851, "snippet": "Declare the result. The vote succeeds if: The nominated player got more votes than any other nominated player today, and The number of votes equals or exceeds half the number of alive players. It is the middle of the game. Six players are alive, and four players are dead. Doug gets three votes, so t", "headingPath": "NOMINATIONS AND VOTING", "sharpsignalDocId": 159}, {"page": 16, "score": 0.029412, "snippet": "C ALL FOR NOMINATIONS when you feel it is appropriate. Doing so after five to ten minutes of chit-chat is usually about right, but some groups may want to talk for longer or shorter. Make sure everyone is back in their seats at this point. Say 'I now call for nominations,' or something similar. A pl", "headingPath": "NOMINATIONS AND VOTING", "sharpsignalDocId": 159}]
citations (raw)
[{"page": 18, "quote": null, "headingPath": "ENDING THE GAME · DOES THE GAME ALWAYS END WHEN THE", "sharpsignalDocId": 159}, {"page": 45, "quote": null, "headingPath": "GLOSSARY", "sharpsignalDocId": 159}, {"page": 44, "quote": null, "headingPath": "GLOSSARY", "sharpsignalDocId": 159}, {"page": 30, "quote": null, "headingPath": "FABLED CHARACTERS", "sharpsignalDocId": 159}, {"page": 33, "quote": null, "headingPath": "MAKING THINGS FUN", "sharpsignalDocId": 159}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 159 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 159 boosted
answered-before recall
this ruling was answered, so past rulings were not offered
similarity threshold in force: 0.55 (rulesage.answered-before.similarity-threshold; the exact-question tier is not gated by it)
debug row retained until
Nov 4, 2026 17:58

score = the fused retrieval score (reciprocal-rank fusion over the search arms) — NOT a cosine similarity. This ruling ran the THREE-ARM fuse (full-text + vector + the doc-priority boost arm, which carried the base rulebook and/or the errata corrections this query matched), whose arithmetic ceiling is 0.04918 — all three arms ranking the same chunk #1 (ceiling = arms/(k+1) at k=60). The measured healthy band 0.016–0.033 was measured on TWO-arm asks and does not bound this one: its high end is the two-arm ceiling, and a third arm has room above it. A chunk only one arm ranked highly lands near 0.016 (that one arm's #1 vote), so 0.03 here is an excellent hit, not a 3% match.

per-arm ranks (the rank each search arm gave a chunk): NOT DISCLOSED by the gateway. Fusion happens gateway-side and only the FUSED score crosses the wire, so rulesage cannot show them without a gateway change. The rank column below is the FUSED rank (position in the returned list), which is real.

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

fused rankdocumentheadingpage fused RRF scoresnippet chars
#1 RULEBOOK Blood on the Clocktower — Rulebook (corpus doc 159) ENDING THE GAME · DOES THE GAME ALWAYS END WHEN THE p.18 0.048652 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#2 RULEBOOK Blood on the Clocktower — Rulebook (corpus doc 159) FABLED CHARACTERS p.30 0.047875 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#3 RULEBOOK Blood on the Clocktower — Rulebook (corpus doc 159) DOES THE GAME ALWAYS END WHEN THE p.19 0.046676 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 51
#4 RULEBOOK Blood on the Clocktower — Rulebook (corpus doc 159) MAKING THINGS FUN p.33 0.046176 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#5 RULEBOOK Blood on the Clocktower — Rulebook (corpus doc 159) DOES THE GAME ALWAYS END WHEN THE p.21 0.045956 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#6 RULEBOOK Blood on the Clocktower — Rulebook (corpus doc 159) NOMINATIONS AND VOTING · EXECUTION AND DEATH · WHEN A PLAYER DIES, IS THEIR IDENTITY REVEALED? p.17 0.042964 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#7 RULEBOOK Blood on the Clocktower — Rulebook (corpus doc 159) NOMINATIONS AND VOTING p.16 0.029851 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#8 RULEBOOK Blood on the Clocktower — Rulebook (corpus doc 159) NOMINATIONS AND VOTING p.16 0.029412 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

#documentheadingpagequote chars
[1] RULEBOOK Blood on the Clocktower — Rulebook (corpus doc 159) ENDING THE GAME · DOES THE GAME ALWAYS END WHEN THE p.18 no quote on the wire
[2] RULEBOOK Blood on the Clocktower — Rulebook (corpus doc 159) GLOSSARY p.45 no quote on the wire
[3] RULEBOOK Blood on the Clocktower — Rulebook (corpus doc 159) GLOSSARY p.44 no quote on the wire
[4] RULEBOOK Blood on the Clocktower — Rulebook (corpus doc 159) FABLED CHARACTERS p.30 no quote on the wire
[5] RULEBOOK Blood on the Clocktower — Rulebook (corpus doc 159) MAKING THINGS FUN p.33 no quote on the wire
timing split
retrieval 228 ms · first delta 12167 ms · total 13592 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 0 ms · retrieval 228 ms · ask 13353 ms · gateway work 13592 ms · total 13592 ms
tokens in (the prompt the answerer read)
3577
tokens out (what the answerer generated)
205
tok/sec
147.3 tok/sec — 205 output tokens in 1.392 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 2s ago)
stream path
streamed — the gateway pushed at least one accumulated draft
watchdog
first-token watchdog: 30s per arming window (rulesage.table.first-token-watchdog-seconds), re-armed once by the passages frame — so the worst case before a reader falls back to polling is 60s. Whether it actually fired is a BROWSER-side decision that never reaches the server, so it is not recorded here. The stream path above is the server's half of that story: whether a delta was emitted at all.
num_ctx · think posture
both are the CHILD's settings, not rulesage's, and no ask reply carries them — an answer never states which context window or think posture produced it. The live-seat line above reads them from the running child instead, where the gateway can answer for itself; it describes the child NOW, not this ask.
outcome
ANSWERED — Answered
abstain rationale (n/a — this ruling answered)
answered — no abstain rationale applies
decision
NOT_SETUP_SHAPED — no setup-shape pattern matched this question

this game registers NO errata cards (edition 81), so "no registered errata card matched" above could never have matched one

Errata scope: the gate above matched this ruling's own edition only. When an ask also reads an expansion, that expansion's own registered errata cards stay outside the match — a stated phase-1 limitation, not a failed lookup.