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Maths

v1.0.0

by BreadCustomDifficulty:

3
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

  • Investigator

    You start knowing that 1 of 2 players is a particular Minion.

  • Sailor

    Each night, choose an alive player: either you or they are drunk until dusk. You can't die.

  • Preacher

    Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.

  • Snake Charmer

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

  • Empath

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

  • Fortune Teller

    Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.

  • Dreamer

    Each night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.

  • Chambermaid

    Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.

  • Mathematician
    Jinxed with Chambermaid
    Jinxed with Lunatic

    Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.

  • Monk

    Each night*, choose a player (not yourself): they are safe from the Demon tonight.

  • Philosopher

    Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.

  • Fool

    The first time you die, you don't.

  • Cannibal

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

Outsider

  • Goon

    Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.

  • 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.

  • Recluse

    You might register as evil & as a Minion or Demon, even if dead.

  • Lunatic

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

Minion

  • Poisoner

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

  • Cerenovus

    Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.

  • Pit-Hag
    Jinxed with Goon

    Each night*, choose a player & a character they become (if not-in-play). If a Demon is made, deaths tonight are arbitrary.

  • Baron

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

Demon

  • Pukka

    Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.

  • Lleech

    Each night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if & only if they die.

  • No Dashii

    Each night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned.

  • Vigormortis

    Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. [-1 Outsider]

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
    Philosopher

    The Philosopher either shows a 'no' head signal, or points to a good character on their sheet. If they chose a character: Swap the out-of-play character token with the Philosopher token and add the 'Is the Philosopher' reminder. If the character is in play, place the drunk marker by that player.

  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
    Sailor

    The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.

  7. 7
    Preacher

    The Preacher chooses a player. If a Minion is chosen, wake the Minion and show the 'This character selected you' card and then the Preacher token.

  8. 8
    Lleech

    The Lleech points to a player. Place the Poisoned reminder token.

  9. 9
    Poisoner

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

  10. 10
    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.

  11. 11
    Cerenovus

    The Cerenovus points to a player, then to a character on their sheet. Wake that player. Show the 'This character selected you' card, then the Cerenovus token. Show the selected character token. If the player is not mad about being that character tomorrow, they can be executed.

  12. 12
    Pukka

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

  13. 13
    Investigator

    Show the character token of a Minion in play. Point to two players, one of which is that character.

  14. 14
    Empath

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

  15. 15
    Fortune Teller

    The Fortune Teller points to two players. Give the head signal (nod yes, shake no) for whether one of those players is the Demon.

  16. 16
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  17. 17
    Chambermaid

    The Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.

  18. 18
    Mathematician

    Show the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.

  19. 19
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Philosopher

    If the Philosopher has not used their ability: the Philosopher either shows a 'no' head signal, or points to a good character on their sheet. If they chose a character: Swap the out-of-play character token with the Philosopher token and add the 'Is the Philosopher' reminder. If the character is in play, place the drunk marker by that player.

  3. 3
    Sailor

    The previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.

  4. 4
    Preacher

    The Preacher chooses a player. If a Minion is chosen, wake the Minion and show the 'This character selected you' card and then the Preacher token.

  5. 5
    Poisoner

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

  6. 6
    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.

  7. 7
    Monk

    The previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.

  8. 8
    Cerenovus

    The Cerenovus points to a player, then to a character on their sheet. Wake that player. Show the 'This character selected you' card, then the Cerenovus token. Show the selected character token. If the player is not mad about being that character tomorrow, they can be executed.

  9. 9
    Pit-Hag

    The Pit-Hag points to a player and a character on the sheet. If this character is not in play, wake that player and show them the 'You are' card and the relevant character token. If the character is in play, nothing happens.

  10. 10
    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.

  11. 11
    Pukka

    The Pukka points to a player. That player is poisoned. The previously poisoned player dies.

  12. 12
    No Dashii

    The No Dashii points to a player. That player dies.

  13. 13
    Vigormortis

    The Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.

  14. 14
    Lleech

    The Lleech points to a player. That player dies.

  15. 15
    Empath

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

  16. 16
    Fortune Teller

    The Fortune Teller points to two players. Show the head signal (nod 'yes', shake 'no') for whether one of those players is the Demon.

  17. 17
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  18. 18
    Chambermaid

    The Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.

  19. 19
    Mathematician

    Show the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.

  20. 20
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Djinn doesn't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Mathematician
    Jinxed with Chambermaid
    Mathematician & Chambermaid

    The Chambermaid can detect if the Mathematician will wake tonight.

  • Jinxed with Pit-Hag
    Jinxed with Goon
    Pit-Hag & Goon

    If the Pit-Hag turns an evil player into the Goon, they can't turn good due to their own ability.

  • Jinxed with Mathematician
    Jinxed with Lunatic
    Mathematician & Lunatic

    The Mathematician learns if the Lunatic attacks a different player than the real Demon attacked.