Tinker, Sailor, Solider, Spy
v1.0.0by Will GriffCustomDifficulty:
"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
NobleYou start knowing 3 players, 1 and only 1 of which is evil.
ChefYou start knowing how many pairs of evil players there are.
ClockmakerYou start knowing how many steps from the Demon to its nearest Minion.
EmpathEach night, you learn how many of your 2 alive neighbours are evil.
SailorEach night, choose an alive player: either you or they are drunk until dusk. You can't die.
ChambermaidEach night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
BalloonistEach night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
UndertakerEach night*, you learn which character died by execution today.
AmnesiacYou do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
ArtistOnce per game, during the day, privately ask the Storyteller any yes/no question.
SoldierYou are safe from the Demon.
Poppy GrowerMinions & Demons do not know each other. If you die, they learn who each other are that night.
Outsider
TinkerYou might die at any time.
RecluseYou might register as evil & as a Minion or Demon, even if dead.
MutantIf you are "mad" about being an Outsider, you might be executed.
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Minion
Devil's AdvocateEach night, choose a living player (different to last night): if executed tomorrow, they don't die.
Spy
Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
MezephelesYou start knowing a secret word. The 1st good player to say this word becomes evil that night.
Marionette
You think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]
Demon
LleechEach night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if & only if they die.
PoEach night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.
VigormortisEach night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. [-1 Outsider]
Fang GuEach night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
Fabled & Loric
DjinnUse the Djinn's special rule. All players know what it is.
Night order
First night
- 1DDusk
Start the Night Phase.
- 2MMinion 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.
- 3DDemon 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
Poppy GrowerDo not inform the Demon/Minions who each other are
- 5
LunaticIf 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
SailorThe Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 7
MarionetteSelect 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.
- 8
LleechThe Lleech points to a player. Place the Poisoned reminder token.
- 9
Snake CharmerThe 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.
- 10
Devil's AdvocateThe Devil’s Advocate points to a living player. That player survives execution tomorrow.
- 11
MezephelesShow the Mezepheles their secret word.
- 12
AmnesiacDecide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 13
ChefShow the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.
- 14
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 15
ClockmakerShow the hand signal for the number (1, 2, 3, etc.) of places from Demon to closest Minion.
- 16
NoblePoint to 3 players including one evil player, in no particular order.
- 17
BalloonistChoose a character type. Point to a player whose character is of that type. Place the Balloonist's Seen reminder next to that character.
- 18
SpyShow the Grimoire to the Spy for as long as they need.
- 19
ChambermaidThe Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.
- 20DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
Poppy GrowerIf the Poppy Grower has died, show the Minions/Demon who each other are.
- 3
SailorThe previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 4
Snake CharmerThe 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.
- 5
Devil's AdvocateThe Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.
- 6
MezephelesWake the 1st good player that said the Mezepheles' secret word and show them the 'You are' card and the thumbs down evil signal.
- 7
LunaticAllow 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.
- 8
PoIf the Po chose no-one the previous night: The Po points to three players. Otherwise: The Po either shows the 'no' head signal , or points to a player. Chosen players die
- 9
Fang GuThe 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.
- 10
VigormortisThe Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.
- 11
LleechThe Lleech points to a player. That player dies.
- 12
AmnesiacIf the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 13
TinkerThe Tinker might die.
- 14
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 15
UndertakerIf a player was executed today: Show that player’s character token.
- 16
BalloonistChoose 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.
- 17
SpyShow the Grimoire to the Spy for as long as they need.
- 18
ChambermaidThe Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.
- 19DDawn
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

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

Spy & Poppy GrowerIf the Poppy Grower has their ability, the Spy does not see the Grimoire.