Hermit's dream
v1.0.0by 98CustomDifficulty:
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Characters
Townsfolk
NobleYou start knowing 3 players, 1 and only 1 of which is evil.
SailorEach night, choose an alive player: either you or they are drunk until dusk. You can't die.
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
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.
Cult LeaderEach night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins.
MonkEach night*, choose a player (not yourself): they are safe from the Demon tonight.
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.
SavantEach day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
ArtistOnce per game, during the day, privately ask the Storyteller any yes/no question.
AmnesiacYou do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Magician
The Demon thinks you are a Minion. Minions think you are a Demon.
Poppy GrowerMinions & Demons do not know each other. If you die, they learn who each other are that night.
Outsider
HermitYou have all Outsider abilities. [-0 or -1 Outsider]
GolemYou may only nominate once per game. When you do, if the nominee is not the Demon, they die.
PoliticianIf you were the player most responsible for your team losing, you change alignment & win, even if dead.
HereticWhoever wins, loses & whoever loses, wins, even if you are dead.
Minion
PoisonerEach night, choose a player: they are poisoned tonight and tomorrow day.
WizardOnce per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.
MarionetteYou think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]
Boffin


The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Demon
No DashiiEach night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned.
PoEach night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.
ZombuulEach night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead.
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
Magician - 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
PoisonerThe Poisoner points to a player. That player is poisoned.
- 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
AmnesiacDecide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 11
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.
- 12
NoblePoint to 3 players including one evil player, in no particular order.
- 13
Cult LeaderIf the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.
- 14DDawn
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
PoisonerThe previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.
- 5
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.
- 6
MonkThe previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.
- 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
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
- 10
No DashiiThe No Dashii points to a player. That player dies.
- 11
GossipIf the Gossip’s public statement was true: Choose a player not protected from dying tonight. That player dies.
- 12
AmnesiacIf the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 13
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.
- 14
Cult LeaderIf the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.
- 15DDawn
Wait for a few seconds. End the Night Phase.
Hermit, Wizard, Boffin, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Boffin & Cult LeaderIf the Demon has the Cult Leader ability, they can't turn good due to this ability.

Boffin & HereticThe Demon cannot have the Heretic ability.

Boffin & PoliticianThe Demon cannot have the Politician ability.

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