Oh! Greetings, so good to see you again! Do come in, the weather looks as if it’s beginning to take a turn for the worse.
Do allow me to take your coat! I can guess what you’re thinking: ANOTHER party? In ANOTHER mansion? Populated with ANOTHER group of quirky, potentially homicidal misfits and cutups? Well yes, the second — or is it third? one loses track — Mr. Queequeg does have a penchant for his little games, and certainly no shortage of spooky, isolated real estate to host them at. No, I haven’t seen the particulars of your invitation, but it all sounds delightful.
As always, I, Modsworth, am the Widow Queequeg’s loyal employee here to make sure the evening goes smoothly and that all the guests enjoy their—
Oh. Was that thunder? It sounded like thunder. What a dreadful storm. I guess we’ll all just have to hole up here in this spacious mansion and hope nobody dies.
What are the odds?
Look, there’s someone else arriving now. It’s time to get…

Based on the hit Werewolf game based on the hit movie based on the hit boardgame, Get A Clue 2: Buttled! is a game of Werewolf with a bespoke game of Clue added on like a post-apocalyptic barbarian welding a scrap metal bust of Nelson Rockefeller to the bumper of a 1992 Ford Taurus.
Game information below may be tweaked at the start of the game depending on how many players sign up. I’d like to get somewhere in the neighborhood of 20 or so if possible, but we’re not going to let minor considerations like “balance” and “mechanics” get in the way of playing, so we’ll scale accordingly.
For those who did not play in the previous game based on the hit movie based on the hit boardgame, that game can be found here:
https://the-avocado.org/tag/ww206/
The Game
Each player will be dealt a single Card at the beginning of the game via Discord. Each card will have a Category (Weapon, Room, or Suspect) and a specific Role associated with it. Player roles are determined by their Card.
At the beginning of the game, player cards are “face down”.
All players may share any information (real, false, or imagined) that they have learned about their Card/Category/Role in the day threads.
Town
Wins the game when all Wolves and the SK have left Queequeg Manor… one way or another.
TOWN/INDEPENDENT (?? players – ? Weapons, ? Rooms, ? Suspects)
Town/Independent players will begin the game knowing the Category of their card, but not the specific Card nor the Role associated with it.
Town/Independent players will not know their Role at the beginning of the game.
Each night, Town/Independent players have two options:
- Submit the name of another player – if the player has a Role with a Night Action targeting another player, the Night Action proceeds as usual. If the player’s role is passive or does not allow them to target another player as a Night Action, no effect. A player does not have to know their Role before choosing this option.
- Gather Info – the player will be told a Card and a Role (not necessarily associated with each other) belonging to their same Category that they are NOT. This is not a Night Action, and cannot be blocked.
Wolves
Wins the game when there are no Independent players and there as many or more Wolves as Town left in Queequeg Manor.
WOLVES (?? players – ? Weapons, ? Rooms, ? Suspects)
Wolf players will begin the game knowing their Role but nothing else about their Card. Wolf players will NOT know their own card’s Category at the beginning of the game.
Each night, Wolves must assign one Wolf to carry out the night kill. This wolf may NOT use their Role’s Night Action.
The other Wolves each have two options:
- Use their Night Action (if any) as per their Role
- Gather Info – the player will be told a Card that they are NOT. This is not a Night Action, and cannot be blocked.
Cards
The following Cards are each assigned to a specific Role; Cards will be dealt to players at the beginning of the game. Depending on the number of players, not all cards may be in the game. More information about specific cards will be added as the game progresses.
Category: WEAPON
- Candlestick
- Dagger
- Rope
- Lead Pipe
- Revolver
- Wrench
- Horseshoe
- Poison
Category: ROOM
- Conservatory
- Kitchen
- Ballroom
- Dining Room
- Lounge
- Hall
- Study
- Library
- Billiard Room
- Carriage House
- Gazebo
Category: SUSPECT
- Mrs. Peacock
- Mr. Green
- Professor Plum
- Miss Scarlett
- Col. Mustard
- Mrs. White
- Miss Peach
- Sgt. Gray
Roles
The following roles are each assigned to a specific Card; Modsworth has selected a Weapon, a Room, and a Suspect and tucked them into an envelope labeled “Wolves”. All remaining Cards will be dealt randomly to players at the beginning of the game. Depending on the number of players, not all roles may be in the game. More information about specific Roles will be added as the game progresses.
- 2-shot Vigilante – as a Night Action, may choose a player to be killed. If the kill is prevented by another role power, the shot is still expended.
- Doctor – as a Night Action, may choose a player to heal. Any Night Actions targeting that player for a kill will fail.
- Serial Killer – as a Night Action, must choose a player to be killed. Wins as their own Independent faction when all wolves have been eliminated and all but one Town player remains.
- Universal Backup – assumes role of first Player killed.
- Medium – receives a message from the graveyard once per Night.
- Bomb – If daykilled, one person voting for this player will also die.
- Roleblocker – as a Night Action, may choose a player to block any and all Night Actions attempted by that player.
- Fruit Vendor – as a Night Action, may choose a player to receive a fruity gift.
- Jailer – as a Night Action, may choose a player. That player may not commit any Night Actions, and any Night Actions targeting that player will fail.
- 1-shot Paranoid Gun Owner – once per game any Night Action targeting this player for a kill will instead result in the death of the killer.
- Returner – the first time this player is killed, they will return as if nothing had happened (this will not trigger the Universal Backup role)
- Bodyguard – as a Night Action, may choose a player. If that player is killed that night, the Bodyguard is killed instead.
- Motion Detector – as a Night Action, may choose a player to reveal whether any Night Actions were performed on or by that player.
- 1-shot Brainshocker – once per game, as a Night Action may choose a player. That player’s Night Action (if any) will be redirected back to that same player instead of their original target.
- Alignment Cop – as a Night Action, may choose a player to learn that player’s alignment (Town/Not Town)
- Asshole – as a Night Action, may choose a player to hide behind. If the Asshole is targeted to be killed, that player will die instead. If the Asshole’s target is killed, both they AND the Asshole will die.
- Tracker – as a Night Action, may choose a player to reveal whom that player targeted with their Night Action(s).
Modsworth has also issued the following role to an unknown number of cards.
- Vanilla – no particular power at the beginning of the game.
The following Roles and their Cards will be assigned to the Wolves at the beginning of the game. Other Wolf roles will be assigned from the list above.
- Card Cop – as a Night Action, may choose a player to learn that player’s Card (but not the Role associated with the Card).
- 1-shot Recruiter – once per game, as a Night Action may choose a player. That player immediately joins the Recruiter’s faction if not currently a member. That player retains their previous Role (if any).
No quoting or screencapping from Discord.
You cannot edit any of your posts. I mean, clearly you can, but you shouldn’t, because the ghost of Mr. Queequeg, should he be murdered, will hunt you down and haunt you for eternity. Also, Modsworth will be right pissed.
Wolf and SK night kill actions are mandatory. Vig kills, if they become available, are optional. OR ARE THEY?!? (They are.)
A tie vote at Twilight results in ::crash of thunder drowning out Modsworth:: , or whatever random bullshit strikes the Widow Queequeg’s fancy that day.
Be nice: Attack arguments, not people.
Night Action Order of Operations: Blocking > Jailing > Investigating > Recruiting > Other Goofy Stuff > Kills > Motion Detector/Tracker
Remember that play styles differ, and this game is only as fun as people are kind, setting aside the fact that the goal is to kill the opposing players. Most importantly, have fun!
Players (Can accommodate up to 24):
Backups:

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