Whalebucket
v0.1.0by NoneCustomDifficulty:
"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
AcrobatEach night*, if either good living neighbour is drunk or poisoned, you die.
AlchemistYou have a not-in-play Minion ability.
AlsaahirEach day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.
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.
AtheistThe Storyteller can break the game rules & if executed, good wins, even if you are dead. [No evil characters]
BalloonistEach night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]
BansheeIf the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.
Bounty HunterYou start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
CannibalYou have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
ChambermaidEach night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
ChefYou start knowing how many pairs of evil players there are.
ChoirboyIf the Demon kills the King, you learn which player is the Demon. [+ the King]
ClockmakerYou start knowing how many steps from the Demon to its nearest Minion.
CourtierOnce per game, at night, choose a character: they are drunk for 3 nights & 3 days.
Cult LeaderEach night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins.
DreamerEach night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
EmpathEach night, you learn how many of your 2 alive neighbours are evil.
EngineerOnce per game, at night, choose which Minions or which Demon is in play.
ExorcistEach night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.
FarmerIf you die at night, an alive good player becomes a Farmer.
FishermanOnce per game, during the day, visit the Storyteller for some advice to help you win.
FlowergirlEach night*, you learn if a Demon voted today.
FoolThe first time you die, you don't.
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.
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
AlchemistShow the Alchemist a not-in-play Minion token
- 5
EngineerThe Engineer shows a 'no' head signal, or points to a Demon or points to the relevant number of Minions. If the Engineer chose characters, replace the Demon or Minions with the choices, then wake the relevant players and show them the You are card and the relevant character tokens.
- 6
CourtierThe Courtier either shows a 'no' head signal, or points to a character on the sheet. If the Courtier used their ability: If that character is in play, that player is drunk.
- 7
AmnesiacDecide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 8
ChefShow the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.
- 9
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 10
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.
- 11
ClockmakerShow the hand signal for the number (1, 2, 3, etc.) of places from Demon to closest Minion.
- 12
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 13
BalloonistChoose a character type. Point to a player whose character is of that type. Place the Balloonist's Seen reminder next to that character.
- 14
Bounty HunterPoint to 1 evil player. Wake the townsfolk who is evil and show them the 'You are' card and the thumbs down evil sign.
- 15
Cult LeaderIf the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.
- 16
ChambermaidThe Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.
- 17DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
EngineerThe Engineer shows a 'no' head signal, or points to a Demon or points to the relevant number of Minions. If the Engineer chose characters, replace the Demon or Minions with the choices, then wake the relevant players and show them the 'You are' card and the relevant character tokens.
- 3
CourtierReduce the remaining number of days the marked player is poisoned. If the Courtier has not yet used their ability: The Courtier either shows a 'no' head signal, or points to a character on the sheet. If the Courtier used their ability: If that character is in play, that player is drunk.
- 4
ExorcistThe Exorcist points to a player, different from the previous night. If that player is the Demon: Wake the Demon. Show the Exorcist token. Point to the Exorcist. The Demon does not act tonight.
- 5
AcrobatIf a good living neighbour is drunk or poisoned, the Acrobat player dies.
- 6
ChoirboyIf the King was killed by the Demon, wake the Choirboy and point to the Demon player.
- 7
AmnesiacIf the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 8
FarmerIf a Farmer died tonight, choose another good player and make them the Farmer. Wake this player, show them the 'You are' card and the Farmer character token.
- 9
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 10
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.
- 11
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 12
FlowergirlNod 'yes' or shake head 'no' for whether the Demon voted today. Place the 'Demon not voted' marker (remove 'Demon voted', if any).
- 13
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.
- 14
Bounty HunterIf the known evil player has died, point to another evil player.
- 15
Cult LeaderIf the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.
- 16
ChambermaidThe Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.
- 17DDawn
Wait for a few seconds. End the Night Phase.
Alsaahir, Banshee don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.