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A Night Out

v1.0.0

by C.L.DCustomDifficulty:

5
Hell's Librarian
Djinn
Bootlegger
Gardener

"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

  • Chef

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

  • Fool

    The first time you die, you don't.

  • Grandmother

    You start knowing a good player & their character. If the Demon kills them, you die too.

  • Acrobat

    Each night*, if either good living neighbour is drunk or poisoned, you die.

  • Artist

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

  • Courtier

    Once per game, at night, choose a character: they are drunk for 3 nights & 3 days.

  • Gossip

    Each day, you may make a public statement. Tonight, if it was true, a player dies.

  • Gambler

    Each night*, choose a player & guess their character: if you guess wrong, you die.

  • Sailor

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

  • Virgin

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

  • Dreamer

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

  • 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.

Outsider

  • Drunk

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

  • Klutz

    When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.

  • Mutant

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

  • Sweetheart

    When you die, 1 player is drunk from now on.

Minion

  • Psychopath

    Each day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo.

  • Scarlet Woman
    Jinxed with Al-Hadikhia

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

  • 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.

Demon

  • Yaggababble

    You start knowing a secret phrase. For each time you said it publicly today, a player might die.

  • Vigormortis

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

  • Al-Hadikhia

    Each night*, choose 3 players (all players learn who): each silently chooses to live or die, but if all live, all die.

  • Imp

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

Fabled & Loric

  • Hell's Librarian

    Something bad might happen to whoever talks when the Storyteller has asked for silence.

  • Djinn

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

  • Bootlegger

    This script has homebrew characters or rules.

  • Gardener

    The Storyteller assigns all players' characters.

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
    Sailor

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

  5. 5
    Poisoner

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

  6. 6
    Courtier

    The Courtier either shows a 'no' head signal, or points to a character on the sheet. If the Courtier used their ability: If that character is in play, that player is drunk.

  7. 7
    Witch

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

  8. 8
    Chef

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

  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
    Grandmother

    Show the marked character token. Point to the marked player.

  11. 11
    Dreamer

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

  12. 12
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    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.

  3. 3
    Poisoner

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

  4. 4
    Courtier

    Reduce the remaining number of days the marked player is poisoned. If the Courtier has not yet used their ability: The Courtier either shows a 'no' head signal, or points to a character on the sheet. If the Courtier used their ability: If that character is in play, that player is drunk.

  5. 5
    Innkeeper

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

  6. 6
    Gambler

    The Gambler points to a player, and a character on their sheet. If incorrect, the Gambler dies.

  7. 7
    Witch

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

  8. 8
    Scarlet Woman

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

  9. 9
    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.

  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
    Al-Hadikhia

    The 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.

  12. 12
    Gossip

    If the Gossip’s public statement was true: Choose a player not protected from dying tonight. That player dies.

  13. 13
    Acrobat

    If a good living neighbour is drunk or poisoned, the Acrobat player dies.

  14. 14
    Sweetheart

    Choose a player that is drunk.

  15. 15
    Grandmother

    If the Grandmother’s grandchild was killed by the Demon tonight: The Grandmother dies.

  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
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Yaggababble, Hell's Librarian, Djinn, Bootlegger, Gardener don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Scarlet Woman
    Jinxed with Al-Hadikhia
    Scarlet Woman & Al-Hadikhia

    If there would be two Demons, one of which was the Scarlet Woman, the Scarlet Woman becomes the Scarlet Woman again.