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The Doctor Will See You Now

v4.0.0

by KaiCustomDifficulty:

2
Spirit of Ivory
Toymaker
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

  • Chef

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

  • Empath

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

  • Balloonist

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

  • Cult Leader

    Each night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins.

  • Lycanthrope

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

  • Engineer

    Once per game, at night, choose which Minions or which Demon is in play.

  • Poppy Grower

    Minions & Demons do not know each other. If you die, they learn who each other are that night.

  • Undertaker

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

  • Sailor

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

  • Fisherman

    Once per game, during the day, visit the Storyteller for some advice to help you win.

  • Cannibal

    You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.

  • Gambler

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

  • 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.

Outsider

  • Goon

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

  • Plague Doctor

    When you die, the Storyteller gains a Minion ability.

  • Hatter

    If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.

  • Golem

    You may only nominate once per game. When you do, if the nominee is not the Demon, they die.

Minion

  • Cerenovus

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

  • Pit-Hag
    Jinxed with Goon
    Jinxed with Cult Leader

    Each night*, choose a player & a character they become (if not-in-play). If a Demon is made, deaths tonight are arbitrary.

  • Assassin

    Once per game, at night*, choose a player: they die, even if for some reason they could not.

  • Vizier

    All players know you are the Vizier. You cannot die during the day. If good voted, you may choose to execute immediately.

Demon

  • No Dashii

    Each night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned.

  • Imp

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

  • Vigormortis

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

  • Fang Gu

    Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]

Traveller

  • Bishop

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

  • Bone Collector

    Once per game, at night, choose a dead player: they regain their ability until dusk.

  • Bureaucrat

    Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow.

  • Judge

    Once per game, if another player nominated, you may choose to force the current execution to pass or fail.

  • Thief

    Each night, choose a player (not yourself): their vote counts negatively tomorrow.

Fabled & Loric

  • Spirit of Ivory

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

  • Toymaker

    The Demon may choose not to attack & must do this at least once per game. Evil players get normal starting info.

  • 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
    Poppy Grower

    Do not inform the Demon/Minions who each other are

  5. 5
    Sailor

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

  6. 6
    Engineer

    The Engineer shows a 'no' head signal, or points to a Demon or points to the relevant number of Minions. If the Engineer chose characters, replace the Demon or Minions with the choices, then wake the relevant players and show them the You are card and the relevant character tokens.

  7. 7
    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.

  8. 8
    Chef

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

  9. 9
    Empath

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

  10. 10
    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.

  11. 11
    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.

  12. 12
    Cult Leader

    If the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.

  13. 13
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Poppy Grower

    If the Poppy Grower has died, show the Minions/Demon who each other are.

  3. 3
    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.

  4. 4
    Engineer

    The Engineer shows a 'no' head signal, or points to a Demon or points to the relevant number of Minions. If the Engineer chose characters, replace the Demon or Minions with the choices, then wake the relevant players and show them the 'You are' card and the relevant character tokens.

  5. 5
    Gambler

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

  6. 6
    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.

  7. 7
    Pit-Hag

    The 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. 8
    Lycanthrope

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

  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
    Fang Gu

    The 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.

  11. 11
    No Dashii

    The No Dashii points to a player. That player dies.

  12. 12
    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.

  13. 13
    Assassin

    If the Assassin has not yet used their ability: The Assassin either shows the 'no' head signal, or points to a player. That player dies.

  14. 14
    Empath

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

  15. 15
    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.

  16. 16
    Undertaker

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

  17. 17
    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.

  18. 18
    Cult Leader

    If the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.

  19. 19
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

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

Jinxes
  • Jinxed with Pit-Hag
    Jinxed with Goon
    Pit-Hag & Goon

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

  • Jinxed with Pit-Hag
    Jinxed with Cult Leader
    Pit-Hag & Cult Leader

    If the Pit-Hag turns an evil player into the Cult Leader, they can't turn good due to their own ability.