A Few Of Our Favorite Things (2023)
v1.0.0by elzbth & the BOTC CommunityCustomDifficulty:
"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
PixieYou start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
EmpathEach night, you learn how many of your 2 alive neighbours are evil.
High PriestessEach night, learn which player the Storyteller believes you should talk to most.
DreamerEach night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
GossipEach day, you may make a public statement. Tonight, if it was true, a player dies.
SavantEach day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
AmnesiacYou do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
AlchemistYou have a not-in-play Minion ability.
Poppy GrowerMinions & Demons do not know each other. If you die, they learn who each other are that night.
VirginThe 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
AtheistThe Storyteller can break the game rules & if executed, good wins, even if you are dead. [No evil characters]
Outsider
GoonEach night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
MutantIf you are "mad" about being an Outsider, you might be executed.
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Minion
PoisonerEach night, choose a player: they are poisoned tonight and tomorrow day.
CerenovusEach night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.
Pit-Hag
Each night*, choose a player & a character they become (if not-in-play). If a Demon is made, deaths tonight are arbitrary.
MezephelesYou start knowing a secret word. The 1st good player to say this word becomes evil that night.
Demon
Lil' Monsta
Each night, Minions choose who babysits Lil' Monsta's token & "is the Demon". A player dies each night*. [+1 Minion]
ImpEach night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Al-HadikhiaEach night*, choose 3 players (all players learn who): each silently chooses to live or die, but if all live, all die.
Fang GuEach night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
Traveller
ApprenticeOn your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil).
BaristaEach night, until dusk, 1) a player becomes sober, healthy and gets true info, or 2) their ability works twice. They learn which.
GangsterOnce per day, you may choose to kill an alive neighbour, if your other alive neighbour agrees.
GunslingerEach day, after the 1st vote has been tallied, you may choose a player that voted: they die.
Fabled & Loric
Hell's LibrarianSomething bad might happen to whoever talks when the Storyteller has asked for silence.
SentinelThere might be 1 extra or 1 fewer Outsider in play.
Storm CatcherName a good character. If in play, they can only die by execution, but evil players learn which player it is.
DjinnUse the Djinn's special rule. All players know what it is.
Night order
First night
- 1DDusk
Start the Night Phase.
- 2MMinion 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.
- 3DDemon 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
PhilosopherThe 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
AlchemistShow the Alchemist a not-in-play Minion token
- 6
Poppy GrowerDo not inform the Demon/Minions who each other are
- 7
LunaticIf 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.
- 8
Lil' MonstaWake all Minions together, allow them to vote by pointing at who they want to babysit Lil' Monsta.
- 9
PoisonerThe Poisoner points to a player. That player is poisoned.
- 10
Snake CharmerThe 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
CerenovusThe 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
MezephelesShow the Mezepheles their secret word.
- 13
PixieShow the Pixie 1 in-play Townsfolk character token.
- 14
AmnesiacDecide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 15
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 16
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 17DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
PhilosopherIf 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
Poppy GrowerIf the Poppy Grower has died, show the Minions/Demon who each other are.
- 4
PoisonerThe previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.
- 5
Snake CharmerThe 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.
- 6
CerenovusThe 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.
- 7
Pit-HagThe 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.
- 8
MezephelesWake the 1st good player that said the Mezepheles' secret word and show them the 'You are' card and the thumbs down evil signal.
- 9
LunaticAllow 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.
- 10
ImpThe 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.
- 11
Fang GuThe Fang Gu points to a player. That player dies. Or, if that player was an Outsider and there are no other Fang Gu in play: The Fang Gu dies instead of the chosen player. The chosen player is now an evil Fang Gu. Wake the new Fang Gu. Show the 'You are' card, then the Fang Gu token. Show the 'You are' card, then the thumb-down 'evil' hand sign.
- 12
Al-HadikhiaThe Al-Hadikhia chooses 3 players. Announce the first player, wake them to nod yes to live or shake head no to die, kill or resurrect accordingly, then put to sleep and announce the next player. If all 3 are alive after this, all 3 die.
- 13
Lil' MonstaWake all Minions together, allow them to vote by pointing at who they want to babysit Lil' Monsta. Choose a player, that player dies.
- 14
GossipIf the Gossip’s public statement was true: Choose a player not protected from dying tonight. That player dies.
- 15
AmnesiacIf the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 16
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 17
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 18DDawn
Wait for a few seconds. End the Night Phase.
High Priestess, Hell's Librarian, Sentinel, Storm Catcher, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

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

Lil' Monsta & Poppy GrowerIf Lil' Monsta & the Poppy Grower are alive, Minions wake one by one, until one of them chooses to take the Lil' Monsta token.