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Regal Riddles

v2.0.0

by AVCustomDifficulty:

2

"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

  • Librarian

    You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)

  • Dreamer

    Each night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.

  • Snake Charmer

    Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.

  • General

    Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.

  • Mathematician

    Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.

  • Flowergirl

    Each night*, you learn if a Demon voted today.

  • Undertaker

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

  • Savant

    Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.

  • Philosopher

    Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.

  • Artist

    Once per game, during the day, privately ask the Storyteller any yes/no question.

  • Slayer

    Once per game, during the day, publicly choose a player: if they are the Demon, they die.

  • Juggler

    On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.

  • Sage

    If the Demon kills you, you learn that it is 1 of 2 players.

Outsider

  • Butler

    Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.

  • Mutant

    If you are "mad" about being an Outsider, you might be executed.

  • Sweetheart

    When you die, 1 player is drunk from now on.

  • Klutz

    When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.

Minion

  • Witch

    Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.

  • Cerenovus

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

  • Harpy

    Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.

  • Vizier

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

Demon

  • Kazali

    Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]

  • Vigormortis

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

  • No Dashii

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

  • Vortox

    Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.

Traveller

  • Barista

    Each night, until dusk, 1) a player becomes sober, healthy and gets true info, or 2) their ability works twice. They learn which.

  • Harlot

    Each night*, choose a living player: if they agree, you learn their character, but you both might die.

  • Butcher

    Each day, after the 1st execution, you may nominate again.

  • Deviant

    If you were funny today, you cannot die by exile.

  • Bone Collector

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

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
    Philosopher

    The Philosopher either shows a 'no' head signal, or points to a good character on their sheet. If they chose a character: Swap the out-of-play character token with the Philosopher token and add the 'Is the Philosopher' reminder. If the character is in play, place the drunk marker by that player.

  5. 5
    Snake Charmer

    The 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.

  6. 6
    Witch

    The Witch points to a player. If that player nominates tomorrow they die immediately.

  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
    Librarian

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

  9. 9
    Butler

    The Butler points to a player. Mark that player as 'Master'.

  10. 10
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  11. 11
    General

    Show the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.

  12. 12
    Mathematician

    Show the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.

  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
    Philosopher

    If the Philosopher has not used their ability: the Philosopher either shows a 'no' head signal, or points to a good character on their sheet. If they chose a character: Swap the out-of-play character token with the Philosopher token and add the 'Is the Philosopher' reminder. If the character is in play, place the drunk marker by that player.

  3. 3
    Snake Charmer

    The 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.

  4. 4
    Witch

    If there are 4 or more players alive: The Witch points to a player. If that player nominates tomorrow they die immediately.

  5. 5
    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.

  6. 6
    No Dashii

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

  7. 7
    Vortox

    The Vortox points to a player. That player dies.

  8. 8
    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.

  9. 9
    Sweetheart

    Choose a player that is drunk.

  10. 10
    Sage

    If the Sage was killed by a Demon: Point to two players, one of which is that Demon.

  11. 11
    Undertaker

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

  12. 12
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  13. 13
    Flowergirl

    Nod 'yes' or shake head 'no' for whether the Demon voted today. Place the 'Demon not voted' marker (remove 'Demon voted', if any).

  14. 14
    Juggler

    If today was the Juggler’s first day: Show the hand signal for the number (0, 1, 2, etc.) of 'Correct' markers. Remove markers.

  15. 15
    Butler

    The Butler points to a player. Mark that player as 'Master'.

  16. 16
    General

    Show the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.

  17. 17
    Mathematician

    Show the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.

  18. 18
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Harpy, Vizier, Kazali don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.