Dairy
v1.0.0by "Milk"CustomDifficulty:
"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.
LibrarianYou start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
PixieYou start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
SailorEach night, choose an alive player: either you or they are drunk until dusk. You can't die.
GeneralEach night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
BalloonistEach night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]
OracleEach night*, you learn how many dead players are evil.
MonkEach night*, choose a player (not yourself): they are safe from the Demon tonight.
AmnesiacYou do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
FishermanOnce per game, during the day, visit the Storyteller for some advice to help you win.
PacifistExecuted good players might not die.
Magician
The Demon thinks you are a Minion. Minions think you are a Demon.
RavenkeeperIf you die at night, you are woken to choose a player: you learn their character.
Outsider
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.
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
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.
Minion
FearmongerEach night, choose a player. If you nominate & execute them, their team loses. All players know if you choose a new player.
MezephelesYou start knowing a secret word. The 1st good player to say this word becomes evil that night.
GoblinIf you publicly claim to be the Goblin when nominated & are executed that day, your team wins.
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.
ImpEach night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
VigormortisEach night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. [-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
Magician - 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
FearmongerThe Fearmonger points to a player. Place the Fear token next to that player and announce that a new player has been selected with the Fearmonger ability.
- 10
MezephelesShow the Mezepheles their secret word.
- 11
PixieShow the Pixie 1 in-play Townsfolk character token.
- 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
LibrarianShow the character token of an Outsider in play. Point to two players, one of which is that character.
- 14
NoblePoint to 3 players including one evil player, in no particular order.
- 15
BalloonistChoose a character type. Point to a player whose character is of that type. Place the Balloonist's Seen reminder next to that character.
- 16
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 17DDawn
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
MonkThe previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.
- 4
FearmongerThe Fearmonger points to a player. If different from the previous night, place the Fear token next to that player and announce that a new player has been selected with the Fearmonger ability.
- 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
ImpThe 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.
- 8
VigormortisThe Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.
- 9
LleechThe Lleech points to a player. That player dies.
- 10
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.
- 11
AmnesiacIf the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 12
RavenkeeperIf the Ravenkeeper died tonight: The Ravenkeeper points to a player. Show that player’s character token.
- 13
OracleShow the hand signal for the number (0, 1, 2, etc.) of dead evil players.
- 14
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.
- 15
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 16DDawn
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.

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