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Izzy Wizzy

v1.0.0

by WanielCustomDifficulty:

4
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.

  • Noble

    You start knowing 3 players, 1 and only 1 of which is evil.

  • General

    Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.

  • Preacher

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

  • Village Idiot

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

  • Mathematician
    Jinxed with Drunk

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

  • 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.

  • Innkeeper

    Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.

  • Amnesiac

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

  • Nightwatchman

    Once per game, at night, choose a player: they learn who you are.

  • Artist

    Once per game, during the day, privately ask the Storyteller any yes/no question.

  • Slayer

    Once per game, during the day, publicly choose a player: if they are the Demon, they die.

  • Banshee

    If the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.

Outsider

  • Goon

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

  • Recluse

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

  • Drunk

    You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.

  • Hatter

    If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.

Minion

  • Godfather

    You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die.

  • Poisoner

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

  • Witch

    Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.

  • Scarlet Woman

    If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count)

Demon

  • Kazali

    Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]

  • No Dashii

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

  • Imp

    Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.

  • Vortox
    Jinxed with Banshee

    Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, 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
    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 Poisoner points to a player. That player is poisoned.

  6. 6
    Godfather

    Show each of the Outsider tokens in play.

  7. 7
    Witch

    The Witch points to a player. If that player nominates tomorrow they die immediately.

  8. 8
    Amnesiac

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

  9. 9
    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.

  10. 10
    Noble

    Point to 3 players including one evil player, in no particular order.

  11. 11
    Nightwatchman

    The Nightwatchman may point to a player. Wake that player, show the 'This character selected you' card and the Nightwatchman token, then point to the Nightwatchman player.

  12. 12
    General

    Show the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.

  13. 13
    Mathematician

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

  14. 14
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    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.

  3. 3
    Poisoner

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

  4. 4
    Innkeeper

    The previously protected and drunk players lose those markers. The Innkeeper points to two players. Those players are protected. One is drunk.

  5. 5
    Witch

    If there are 4 or more players alive: The Witch points to a player. If that player nominates tomorrow they die immediately.

  6. 6
    Scarlet Woman

    If the Scarlet Woman became the Demon today: Show the 'You are' card, then the demon token.

  7. 7
    Imp

    The Imp points to a player. That player dies. If the Imp chose themselves: Replace the character of 1 alive minion with a spare Imp token. Show the 'You are' card, then the Imp token.

  8. 8
    No Dashii

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

  9. 9
    Vortox

    The Vortox points to a player. That player dies.

  10. 10
    Godfather

    If an Outsider died today: The Godfather points to a player. That player dies.

  11. 11
    Amnesiac

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

  12. 12
    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.

  13. 13
    Nightwatchman

    The Nightwatchman may point to a player. Wake that player, show the 'This character selected you' card and the Nightwatchman token, then point to the Nightwatchman player.

  14. 14
    General

    Show the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.

  15. 15
    Mathematician

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

  16. 16
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

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

Jinxes
  • Jinxed with Vortox
    Jinxed with Banshee
    Vortox & Banshee

    If the Vortox kills the Banshee, all players learn that the Banshee has died.

  • Jinxed with Mathematician
    Jinxed with Drunk
    Mathematician & Drunk

    The Mathematician learns if the Drunk's ability yielded false info or failed to work properly.