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Swimming in Lies

v1.0.0

by KevvoCustomDifficulty:

2
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

  • Knight

    You start knowing 2 players that are not the Demon.

  • Chef

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

  • Noble

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

  • Investigator

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

  • Shugenja

    You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.

  • Balloonist

    Each night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]

  • Chambermaid

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

  • Village Idiot

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

  • Snake Charmer

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

  • 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.

  • Seamstress

    Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.

  • Minstrel

    When a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.

  • Magician
    Jinxed with Marionette

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

Outsider

  • Ogre

    On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.

  • Lunatic

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

  • Drunk

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

  • Mutant

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

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.

  • Xaan

    On night X, all Townsfolk are poisoned until dusk. [X Outsiders]

  • Marionette
    Jinxed with Balloonist

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

Demon

  • Leviathan

    If more than 1 good player is executed, you win. All players know you are in play. After day 5, evil wins.

Traveller

  • Barista

    Each night, until dusk, 1) a player becomes sober, healthy and gets true info, or 2) their ability works twice. They learn which.

  • Matron

    Each day, you may choose up to 3 sets of 2 players to swap seats. Players may not leave their seats to talk in private.

  • Apprentice

    On your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil).

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
    Magician
  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
    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.

  7. 7
    Poisoner

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

  8. 8
    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.

  9. 9
    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.

  10. 10
    Investigator

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

  11. 11
    Chef

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

  12. 12
    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.

  13. 13
    Seamstress

    The Seamstress either shows a 'no' head signal, or points to two other players. If the Seamstress chose players , nod 'yes' or shake 'no' for whether they are of same alignment.

  14. 14
    Noble

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

  15. 15
    Balloonist

    Choose a character type. Point to a player whose character is of that type. Place the Balloonist's Seen reminder next to that character.

  16. 16
    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.

  17. 17
    Leviathan

    Place the Leviathan 'Day 1' marker. Announce 'The Leviathan is in play; this is Day 1.'

  18. 18
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Poisoner

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

  3. 3
    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.

  4. 4
    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.

  5. 5
    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.

  6. 6
    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.

  7. 7
    Seamstress

    If the Seamstress has not yet used their ability: the Seamstress either shows a 'no' head signal, or points to two other players. If the Seamstress chose players , nod 'yes' or shake 'no' for whether they are of same alignment.

  8. 8
    Balloonist

    Choose a character type that does not yet have a Seen reminder next to a character of that type. Point to a player whose character is of that type, if there are any. Place the Balloonist's Seen reminder next to that character.

  9. 9
    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.

  10. 10
    Leviathan

    Change the Leviathan Day reminder for the next day.

  11. 11
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Knight, Shugenja, Village Idiot, Ogre, Xaan, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Marionette
    Jinxed with Balloonist
    Marionette & Balloonist

    If the Marionette thinks that they are the Balloonist, an Outsider might have been added.

  • Jinxed with Magician
    Jinxed with Marionette
    Magician & Marionette

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