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Dunes of Deception

v2.0.0

by AutumnCustomDifficulty:

4
Spirit of Ivory
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

  • Bounty Hunter
    Jinxed with Philosopher

    You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]

  • Chef

    You start knowing how many pairs of evil players there are.

  • Clockmaker

    You start knowing how many steps from the Demon to its nearest Minion.

  • 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.

  • Lycanthrope

    Each night*, choose a living player: if good, they die, but they are the only player that can die tonight.

  • Magician
    Jinxed with Marionette

    The Demon thinks you are a Minion. Minions think you are a Demon.

  • Mayor

    If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.

  • Philosopher

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

  • Pixie

    You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.

  • Preacher

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

  • Sage

    If the Demon kills you, you learn that it is 1 of 2 players.

  • Snake Charmer

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

Outsider

  • Drunk

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

  • Goon

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

  • 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.

Minion

  • Boomdandy

    If you are executed, all but 3 players die. 1 minute later, the player with the most players pointing at them dies.

  • Marionette
    Jinxed with Lil' Monsta

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

  • Mezepheles

    You start knowing a secret word. The 1st good player to say this word becomes evil that night.

  • Cerenovus

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

Demon

  • Lil' Monsta
    Jinxed with Magician

    Each night, Minions choose who babysits Lil' Monsta's token & "is the Demon". A player dies each night*. [+1 Minion]

  • 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.

  • Pukka

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

  • Vigormortis

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

Traveller

  • Gunslinger

    Each day, after the 1st vote has been tallied, you may choose a player that voted: they die.

  • Harlot

    Each night*, choose a living player: if they agree, you learn their character, but you both might die.

  • Scapegoat

    If a player of your alignment is executed, you might be executed instead.

  • Bishop

    Only the Storyteller can nominate. At least 1 opposite player must be nominated each day.

Fabled & Loric

  • Spirit of Ivory

    There can't be more than 1 extra evil player.

  • 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
    Magician
  6. 6
    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.

  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
    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.

  9. 9
    Lil' Monsta

    Wake all Minions together, allow them to vote by pointing at who they want to babysit Lil' Monsta.

  10. 10
    Lleech

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

  11. 11
    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.

  12. 12
    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.

  13. 13
    Mezepheles

    Show the Mezepheles their secret word.

  14. 14
    Pukka

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

  15. 15
    Pixie

    Show the Pixie 1 in-play Townsfolk character token.

  16. 16
    Chef

    Show the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.

  17. 17
    Clockmaker

    Show the hand signal for the number (1, 2, 3, etc.) of places from Demon to closest Minion.

  18. 18
    Bounty Hunter

    Point to 1 evil player. Wake the townsfolk who is evil and show them the 'You are' card and the thumbs down evil sign.

  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
    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.

  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
    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.

  6. 6
    Mezepheles

    Wake the 1st good player that said the Mezepheles' secret word and show them the 'You are' card and the thumbs down evil signal.

  7. 7
    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.

  8. 8
    Lycanthrope

    The Lycanthrope points to a living player: if good, they die and no one else can die tonight.

  9. 9
    Pukka

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

  10. 10
    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.

  11. 11
    Lleech

    The Lleech points to a player. That player dies.

  12. 12
    Lil' Monsta

    Wake all Minions together, allow them to vote by pointing at who they want to babysit Lil' Monsta. Choose a player, that player dies.

  13. 13
    Sage

    If the Sage was killed by a Demon: Point to two players, one of which is that Demon.

  14. 14
    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.

  15. 15
    Bounty Hunter

    If the known evil player has died, point to another evil player.

  16. 16
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Spirit of Ivory, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Lil' Monsta
    Jinxed with Magician
    Lil' Monsta & Magician

    If the Magician is alive, the Storyteller chooses which Minion babysits Lil' Monsta.

  • Jinxed with Bounty Hunter
    Jinxed with Philosopher
    Bounty Hunter & Philosopher

    If the Philosopher gains the Bounty Hunter ability, a Townsfolk might turn evil.

  • Jinxed with Magician
    Jinxed with Marionette
    Magician & Marionette

    If the Magician is alive, the Demon doesn't know which neighbor is the Marionette.

  • Jinxed with Marionette
    Jinxed with Lil' Monsta
    Marionette & Lil' Monsta

    If there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.