Compare and Contrast: Werewolf & Blood on the Clocktower

As an avid fan of social deduction games, Werewolf and Blood on the Clocktower were two of my favorite games that we played this semester. They’re both similar in some respects, but although some might consider Blood on the Clocktower to be a better version of Werewolf, I think that they both have their strengths and weaknesses. To start off with, they’re both hidden role social deduction games, that both have a day/night cycle, that both have different roles assigned to each player, and that both have a “good” and “evil” team. However, the main differences come from how Blood on the Clocktower’s Storyteller has an active role in keeping things “interesting”, how Blood on the Clocktower has everyone have a role that does something (as opposed to Werewolf’s villagers that don’t have abilities) and there isn’t a hard elimination; dead players in Blood on the Clocktower can still participate and influence the outcome of the game. 

While these elements for Blood on the Clocktower do make it more fun and engaging for the average player, since unlike in Werewolf there aren’t periods where you don’t have an ability and can’t do anything or are just dead and can’t do anything but spectate, I think the additional roles and the role of the Storyteller take away from the pure social deduction aspect. Both games focus a lot on deception and trying to find out people’s real roles, but Werewolf is very pure about this – people are who they claim they are, and there aren’t any neutral or muddy roles to confuse things. Blood on the Clocktower, however, has roles like the Poisoner or the Drunk where they might not even be aware that they’re not who they think they are, and while this element of obfuscation does make games more interesting, it does also put a hard cap on how much social role deduction one can do.

I also think that while the roles being able to interact past death and vote is really fun, it does also make it harder for certain victory conditions to be met because you can’t just eliminate someone who you suspect has problematic information. It causes the game to have less of a hard player elimination than Werewolf, which all comes down to the main difference between the two games: complexity. Werewolf (and Mafia and its derivatives) are really easy to play, and really just require some basic understanding and a bunch of people. Blood on the Clocktower has much more advanced and in-depth mechanics, and thus is more difficult to work through, and also does lean on the Storyteller being good at their jobs. I think they both cater to different audiences in the same niche, and while I think Blood on the Clocktower is the better game because you can do more with its more advanced roles and deeper mechanics, sometimes you do just want to play a quick fun game without having to set a bunch of things up for it.