A Town Called Grimm
Narrator Tracker
Setup
Day 0 ยท Night 0
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Night 0
Night Phase Tracker
Reset
Begin Night
0 / 19
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1
Start Night
2
The Drunk distracts a player
3
The Sentinel watches a player
4
The Guard imprisons a player
5
The Good King protects a player
6
The Evil King protects a player
7
The Physician treats a player
8
The Blacksmith equips a player
9
Cult or Plague Court wakes
10
The Witch acts
11
The Vampire acts
12
The Beast acts
13
The Hunter chooses whether to hunt
14
The Inquisitor investigates
15
The Oracle compares alignments
16
The Chronicler records a player
17
Apply ongoing effects (poison, infection, curse timers)
18
Resolve deaths
19
Update game log