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Pull the Trigger

v1.0.1

by zyzzyvivificationCustomDifficulty:

10
Djinn

"Open Script Tool" pre-loads this script's characters directly on script.bloodontheclocktower.com, the same way it works from other script libraries.

Characters

Townsfolk

  • Steward

    You start knowing 1 good player.

  • Shugenja

    You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.

  • Empath

    Each night, you learn how many of your 2 alive neighbours are evil.

  • Village Idiot

    Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]

  • Snake Charmer

    Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.

  • King

    Each night, if the dead outnumber the living, you learn 1 alive character. The Demon knows who you are.

  • Huntsman

    Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]

  • Fisherman

    Once per game, during the day, visit the Storyteller for some advice to help you win.

  • Juggler

    On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.

  • Cannibal
    Jinxed with Juggler

    You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.

  • Amnesiac

    You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.

  • Virgin

    The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.

  • Poppy Grower

    Minions & Demons do not know each other. If you die, they learn who each other are that night.

Outsider

  • Lunatic

    You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.

  • Mutant

    If you are "mad" about being an Outsider, you might be executed.

  • Damsel

    All Minions know you are in play. If a Minion publicly guesses you (once), your team loses.

  • Puzzlemaster

    1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.

Minion

  • Poisoner

    Each night, choose a player: they are poisoned tonight and tomorrow day.

  • Marionette
    Jinxed with Huntsman

    You think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]

  • Evil Twin

    You & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.

  • Baron

    There are extra Outsiders in play. [+2 Outsiders]

Demon

  • Leviathan
    Jinxed with King

    If more than 1 good player is executed, you win. All players know you are in play. After day 5, evil wins.

Fabled & Loric

  • Djinn

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

Night order

First night

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    M
    Minion Info

    If there are 7 or more players, wake all Minions: Show the THIS IS THE DEMON token. Point to the Demon. Show THESE ARE YOUR MINIONS token. Point to the other Minions.

  3. 3
    D
    Demon Info

    If there are 7 or more players, wake the Demon. Show the Demon token. Show all Minions. Show the THESE CHARACTERS ARE NOT IN PLAY token. Show 3 not-in-play good character tokens.

  4. 4
    Poppy Grower

    Do not inform the Demon/Minions who each other are

  5. 5
    Lunatic

    If 7 or more players: Show the Lunatic a number of arbitrary 'Minions', players equal to the number of Minions in play. Show 3 character tokens of arbitrary good characters. If the token received by the Lunatic is a Demon that would wake tonight: Allow the Lunatic to do the Demon actions. Place their 'attack' markers. Wake the Demon. Show the Demon’s real character token. Show them the Lunatic player. If the Lunatic attacked players: Show the real demon each marked player. Remove any Lunatic 'attack' markers.

  6. 6
    King

    Wake the Demon, show them the 'This character selected you' card, show the King token and point to the King player.

  7. 7
    Marionette

    Select one of the good players next to the Demon and place the Is the Marionette reminder token. Wake the Demon and show them the Marionette.

  8. 8
    Poisoner

    The Poisoner points to a player. That player is poisoned.

  9. 9
    Snake Charmer

    The Snake Charmer points to a player. If that player is the Demon: swap the Demon and Snake Charmer character and alignments. Wake each player to inform them of their new role and alignment. The new Snake Charmer is poisoned.

  10. 10
    Evil Twin

    Wake the Evil Twin and their twin. Confirm that they have acknowledged each other. Point to the Evil Twin. Show their Evil Twin token to the twin player. Point to the twin. Show their character token to the Evil Twin player.

  11. 11
    Huntsman

    The Huntsman shakes their head 'no' or points to a player. If they point to the Damsel, wake that player, show the 'You are' card and a not-in-play character token.

  12. 12
    Damsel

    Wake all the Minions, show them the 'This character selected you' card and the Damsel token.

  13. 13
    Amnesiac

    Decide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.

  14. 14
    Empath

    Show the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.

  15. 15
    Leviathan

    Place the Leviathan 'Day 1' marker. Announce 'The Leviathan is in play; this is Day 1.'

  16. 16
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Poppy Grower

    If the Poppy Grower has died, show the Minions/Demon who each other are.

  3. 3
    Poisoner

    The previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.

  4. 4
    Snake Charmer

    The Snake Charmer points to a player. If that player is the Demon: swap the Demon and Snake Charmer character and alignments. Wake each player to inform them of their new role and alignment. The new Snake Charmer is poisoned.

  5. 5
    Lunatic

    Allow the Lunatic to do the actions of the Demon. Place their 'attack' markers. If the Lunatic selected players: Wake the Demon. Show the 'attack' marker, then point to each marked player. Remove any Lunatic 'attack' markers.

  6. 6
    Huntsman

    The Huntsman shakes their head 'no' or points to a player. If they point to the Damsel, wake that player, show the 'You are' card and a not-in-play character token.

  7. 7
    Damsel

    If selected by the Huntsman, wake the Damsel, show 'You are' card and a not-in-play Townsfolk token.

  8. 8
    Amnesiac

    If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.

  9. 9
    Empath

    Show the finger signal (0, 1, 2) for the number of evil neighbours.

  10. 10
    Juggler

    If today was the Juggler’s first day: Show the hand signal for the number (0, 1, 2, etc.) of 'Correct' markers. Remove markers.

  11. 11
    King

    If there are more dead than living, show the King a character token of a living player.

  12. 12
    Leviathan

    Change the Leviathan Day reminder for the next day.

  13. 13
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Steward, Shugenja, Village Idiot, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Cannibal
    Jinxed with Juggler
    Cannibal & Juggler

    If the Juggler guesses on their first day and dies by execution, tonight the living Cannibal learns how many guesses the Juggler got correct.

  • Jinxed with Leviathan
    Jinxed with King
    Leviathan & King

    If the Leviathan is in play, and at least 1 player is dead, the King learns an alive character each night.

  • Jinxed with Marionette
    Jinxed with Huntsman
    Marionette & Huntsman

    If the Marionette thinks that they are the Huntsman, the Damsel was added during setup.