BOTChub
← All scripts

Al-Had or Athiest?

v1.4.0

by ShadeCustomDifficulty:

4
Fibbin
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

  • Empath

    Each night, you learn how many of your 2 alive neighbours are evil.

  • Dreamer

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

  • King

    Each night, if the dead outnumber the living, you learn 1 alive character. The Demon knows who you are.

  • Mathematician
    Jinxed with Drunk
    Jinxed with Lunatic

    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.

  • Flowergirl

    Each night*, you learn if a Demon voted today.

  • Undertaker

    Each night*, you learn which character died by execution today.

  • Savant

    Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.

  • Amnesiac

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

  • Philosopher

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

  • Magician
    Jinxed with Widow

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

  • Choirboy

    If the Demon kills the King, you learn which player is the Demon. [+ the King]

  • Atheist

    The Storyteller can break the game rules & if executed, good wins, even if you are dead. [No evil characters]

Outsider

  • Sweetheart

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

  • Plague Doctor
    Jinxed with Boomdandy

    When you die, the Storyteller gains a Minion ability.

  • 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.

  • Lunatic

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

Minion

  • Widow

    On your 1st night, look at the Grimoire and choose a player: they are poisoned. 1 good player knows a Widow is in play.

  • 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.

  • Boomdandy

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

  • Xaan

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

Demon

  • Al-Hadikhia

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

Fabled & Loric

  • Fibbin

    Once per game, 1 good player might get incorrect information.

  • 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
    King

    Wake the Demon, show them the 'This character selected you' card, show the King token and point to the King player.

  8. 8
    Poisoner

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

  9. 9
    Widow

    Show the Grimoire to the Widow for as long as they need. The Widow points to a player. That player is poisoned. Wake a good player. Show the 'These characters are in play' card, then the Widow character token.

  10. 10
    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.

  11. 11
    Amnesiac

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

  12. 12
    Empath

    Show the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.

  13. 13
    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.

  14. 14
    Dreamer

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

  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.

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
    Poisoner

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

  7. 7
    Sweetheart

    Choose a player that is drunk.

  8. 8
    Choirboy

    If the King was killed by the Demon, wake the Choirboy and point to the Demon player.

  9. 9
    Amnesiac

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

  10. 10
    Empath

    Show the finger signal (0, 1, 2) for the number of evil neighbours.

  11. 11
    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.

  12. 12
    Undertaker

    If a player was executed today: Show that player’s character token.

  13. 13
    Dreamer

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

  14. 14
    Flowergirl

    Nod 'yes' or shake head 'no' for whether the Demon voted today. Place the 'Demon not voted' marker (remove 'Demon voted', if any).

  15. 15
    King

    If there are more dead than living, show the King a character token of a living player.

  16. 16
    Mathematician

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

  17. 17
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Plague Doctor, Hatter, Xaan, Fibbin, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Mathematician
    Jinxed with Drunk
    Mathematician & Drunk

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

  • Jinxed with Mathematician
    Jinxed with Lunatic
    Mathematician & Lunatic

    The Mathematician learns if the Lunatic attacks a different player than the real Demon attacked.

  • Jinxed with Magician
    Jinxed with Widow
    Magician & Widow

    When the Widow sees the Grimoire, the Demon and Magician's character tokens are removed.

  • Jinxed with Plague Doctor
    Jinxed with Boomdandy
    Plague Doctor & Boomdandy

    If the Storyteller would gain the Boomdandy ability, a player becomes the Boomdandy.