Two Towns and a Boomdandy (combined)
v1.0.0by EkinCustomDifficulty:
"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
KnightYou start knowing 2 players that are not the Demon.
GrandmotherYou start knowing a good player & their character. If the Demon kills them, you die too.
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.
OracleEach night*, you learn how many dead players are evil.
GamblerEach night*, choose a player & guess their character: if you guess wrong, you die.
LycanthropeEach night*, choose a living player: if good, they die, but they are the only player that can die tonight.
GossipEach day, you may make a public statement. Tonight, if it was true, a player dies.
SageIf the Demon kills you, you learn that it is 1 of 2 players.
VirginThe 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
Magician

The Demon thinks you are a Minion. Minions think you are a Demon.
PacifistExecuted good players might not die.
StewardYou start knowing 1 good player.
NobleYou start knowing 3 players, 1 and only 1 of which is evil.
ClockmakerYou start knowing how many steps from the Demon to its nearest Minion.
BalloonistEach night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]
Village IdiotEach night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Fortune TellerEach night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
Town CrierEach night*, you learn if a Minion nominated today.
SeamstressOnce per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
ArtistOnce per game, during the day, privately ask the Storyteller any yes/no question.
FishermanOnce 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.
AmnesiacYou do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
MayorIf only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
Outsider
ButlerEach night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.
TinkerYou might die at any time.
Recluse
You might register as evil & as a Minion or Demon, even if dead.
BarberIf you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
PoliticianIf you were the player most responsible for your team losing, you change alignment & win, even if dead.
SnitchMinions start knowing 3 not-in-play characters.
Puzzlemaster1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.
Minion
MezephelesYou start knowing a secret word. The 1st good player to say this word becomes evil that night.
GodfatherYou start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die.
Devil's AdvocateEach night, choose a living player (different to last night): if executed tomorrow, they don't die.
Evil TwinYou & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.
BoomdandyIf you are executed, all but 3 players die. 1 minute later, the player with the most players pointing at them dies.
WidowOn your 1st night, look at the Grimoire and choose a player: they are poisoned. 1 good player knows a Widow is in play.
XaanOn night X, all Townsfolk are poisoned until dusk. [X Outsiders]
Marionette
You think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]
GoblinIf you publicly claim to be the Goblin when nominated & are executed that day, your team wins.
Demon
ZombuulEach night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead.
Leviathan


If more than 1 good player is executed, you win. All players know you are in play. After day 5, evil wins.
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
Magician - 5
SnitchAfter 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
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.
- 7
SailorThe Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 8
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.
- 9
WidowShow 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
GodfatherShow each of the Outsider tokens in play.
- 11
Devil's AdvocateThe Devil’s Advocate points to a living player. That player survives execution tomorrow.
- 12
Evil TwinWake the Evil Twin and their twin. Confirm that they have acknowledged each other. Point to the Evil Twin. Show their Evil Twin token to the twin player. Point to the twin. Show their character token to the Evil Twin player.
- 13
MezephelesShow the Mezepheles their secret word.
- 14
AmnesiacDecide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 15
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 16
Fortune TellerThe Fortune Teller points to two players. Give the head signal (nod yes, shake no) for whether one of those players is the Demon.
- 17
ButlerThe Butler points to a player. Mark that player as 'Master'.
- 18
GrandmotherShow the marked character token. Point to the marked player.
- 19
ClockmakerShow the hand signal for the number (1, 2, 3, etc.) of places from Demon to closest Minion.
- 20
SeamstressThe 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.
- 21
NoblePoint to 3 players including one evil player, in no particular order.
- 22
BalloonistChoose a character type. Point to a player whose character is of that type. Place the Balloonist's Seen reminder next to that character.
- 23
ChambermaidThe Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.
- 24
LeviathanPlace the Leviathan 'Day 1' marker. Announce 'The Leviathan is in play; this is Day 1.'
- 25DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
SailorThe previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 3
GamblerThe Gambler points to a player, and a character on their sheet. If incorrect, the Gambler dies.
- 4
Devil's AdvocateThe Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.
- 5
MezephelesWake the 1st good player that said the Mezepheles' secret word and show them the 'You are' card and the thumbs down evil signal.
- 6
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.
- 7
LycanthropeThe Lycanthrope points to a living player: if good, they die and no one else can die tonight.
- 8
ZombuulIf no-one died during the day: The Zombuul points to a player. That player dies.
- 9
GodfatherIf an Outsider died today: The Godfather points to a player. That player dies.
- 10
GossipIf the Gossip’s public statement was true: Choose a player not protected from dying tonight. That player dies.
- 11
BarberIf the Barber died today: Wake the Demon. Show the 'This character selected you' card, then Barber token. The Demon either shows a 'no' head signal, or points to 2 players. If they chose players: Swap the character tokens. Wake each player. Show 'You are', then their new character token.
- 12
SageIf the Sage was killed by a Demon: Point to two players, one of which is that Demon.
- 13
AmnesiacIf the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 14
TinkerThe Tinker might die.
- 15
GrandmotherIf the Grandmother’s grandchild was killed by the Demon tonight: The Grandmother dies.
- 16
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 17
Fortune TellerThe Fortune Teller points to two players. Show the head signal (nod 'yes', shake 'no') for whether one of those players is the Demon.
- 18
Town CrierNod 'yes' or shake head 'no' for whether a Minion nominated today. Place the 'Minion not nominated' marker (remove 'Minion nominated', if any).
- 19
OracleShow the hand signal for the number (0, 1, 2, etc.) of dead evil players.
- 20
SeamstressIf 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.
- 21
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.
- 22
ButlerThe Butler points to a player. Mark that player as 'Master'.
- 23
ChambermaidThe Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.
- 24
LeviathanChange the Leviathan Day reminder for the next day.
- 25DDawn
Wait for a few seconds. End the Night Phase.
Knight, Steward, Village Idiot, Xaan, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Leviathan & MayorIf the Leviathan and the Mayor are alive on day 5 & no execution occurs, good wins.

Cannibal & ButlerIf the Cannibal gains the Butler ability, the Cannibal learns this.

Leviathan & GrandmotherIf the Leviathan is in play and the Grandchild dies by execution, evil wins.

Leviathan & SageEach night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Sage uses their ability but does not die.

Recluse & SageThe Recluse might register as the Demon to the Sage.

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

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

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