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Stein's Scenario 1.1

v1.0.0

by SteinCustomDifficulty:

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

  • Clockmaker

    You start knowing how many steps from the Demon to its nearest Minion.

  • Grandmother

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

  • Investigator

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

  • Empath

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

  • Sailor

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

  • Gambler

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

  • Monk

    Each night*, choose a player (not yourself): they are safe from the Demon tonight.

  • Alchemist
    Jinxed with Marionette

    You have a not-in-play Minion ability.

  • Amnesiac

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

  • Cannibal

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

  • Virgin

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

Outsider

  • Drunk

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

  • Goon

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

  • Lunatic

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

  • Snitch

    Minions start knowing 3 not-in-play characters.

Minion

  • Psychopath

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

  • Poisoner

    Each night, choose a player: they are poisoned tonight and tomorrow day.

  • Mezepheles

    You start knowing a secret word. The 1st good player to say this word becomes evil that night.

  • Marionette
    Jinxed with Lil' Monsta

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

  • Devil's Advocate

    Each night, choose a living player (different to last night): if executed tomorrow, they don't die.

Demon

  • Imp

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

  • Lleech

    Each night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if & only if they die.

  • Lil' Monsta
    Jinxed with Psychopath

    Each night, Minions choose who babysits Lil' Monsta's token & "is the Demon". A player dies each night*. [+1 Minion]

  • No Dashii

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

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
    Alchemist

    Show the Alchemist a not-in-play Minion token

  5. 5
    Snitch

    After Minion info wake each Minion and show them three not-in-play character tokens. These may be the same or different to each other and the ones shown to the Demon.

  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
    Sailor

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

  8. 8
    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.

  9. 9
    Lil' Monsta

    Wake all Minions together, allow them to vote by pointing at who they want to babysit Lil' Monsta.

  10. 10
    Lleech

    The Lleech points to a player. Place the Poisoned reminder token.

  11. 11
    Poisoner

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

  12. 12
    Devil's Advocate

    The Devil’s Advocate points to a living player. That player survives execution tomorrow.

  13. 13
    Mezepheles

    Show the Mezepheles their secret word.

  14. 14
    Amnesiac

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

  15. 15
    Investigator

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

  16. 16
    Empath

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

  17. 17
    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.

  18. 18
    Grandmother

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

  19. 19
    Clockmaker

    Show the hand signal for the number (1, 2, 3, etc.) of places from Demon to closest Minion.

  20. 20
    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
    Gambler

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

  5. 5
    Monk

    The previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.

  6. 6
    Devil's Advocate

    The Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.

  7. 7
    Mezepheles

    Wake the 1st good player that said the Mezepheles' secret word and show them the 'You are' card and the thumbs down evil signal.

  8. 8
    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.

  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
    No Dashii

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

  11. 11
    Lleech

    The Lleech points to a player. That player dies.

  12. 12
    Lil' Monsta

    Wake all Minions together, allow them to vote by pointing at who they want to babysit Lil' Monsta. Choose a player, that player dies.

  13. 13
    Amnesiac

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

  14. 14
    Grandmother

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

  15. 15
    Empath

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

  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
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Djinn doesn't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Lil' Monsta
    Jinxed with Psychopath
    Lil' Monsta & Psychopath

    If the Psychopath is babysitting Lil' Monsta, they die when executed.

  • Jinxed with Alchemist
    Jinxed with Marionette
    Alchemist & Marionette

    An Alchemist-Marionette has no Marionette ability & the Marionette is in play.

  • Jinxed with Marionette
    Jinxed with Lil' Monsta
    Marionette & Lil' Monsta

    If there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.