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Flesh and Reptiles

v1.0.0

by WORLCustomDifficulty:

5
Djinn

"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

  • Chef

    You start knowing how many pairs of evil players there are.

  • Investigator

    You start knowing that 1 of 2 players is a particular Minion.

  • Washerwoman

    You start knowing that 1 of 2 players is a particular Townsfolk.

  • Librarian

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

  • Empath

    Each night, you learn how many of your 2 alive neighbours are evil.

  • Fortune Teller

    Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.

  • Undertaker

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

  • Innkeeper

    Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.

  • Nightwatchman

    Once per game, at night, choose a player: they learn who you are.

  • Slayer

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

  • Soldier

    You are safe from the Demon.

  • Sage

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

  • Mayor

    If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.

Outsider

  • Butler

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

  • Drunk

    You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.

  • Recluse
    Jinxed with Sage

    You might register as evil & as a Minion or Demon, even if dead.

  • Saint

    If you die by execution, your team loses.

Minion

  • Poisoner

    Each night, choose a player: they are poisoned tonight and tomorrow day.

  • Spy

    Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.

  • Evil Twin

    You & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.

  • Baron

    There are extra Outsiders in play. [+2 Outsiders]

Demon

  • Vigormortis

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

  • Leviathan
    Jinxed with Soldier
    Jinxed with Mayor
    Jinxed with Innkeeper
    Jinxed with Sage

    If more than 1 good player is executed, you win. All players know you are in play. After day 5, evil wins.

Fabled & Loric

  • Djinn

    Use the Djinn's special rule. All players know what it is.

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
    Poisoner

    The Poisoner points to a player. That player is poisoned.

  5. 5
    Evil Twin

    Wake 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.

  6. 6
    Washerwoman

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

  7. 7
    Librarian

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

  8. 8
    Investigator

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

  9. 9
    Chef

    Show the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.

  10. 10
    Empath

    Show the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.

  11. 11
    Fortune Teller

    The Fortune Teller points to two players. Give the head signal (nod yes, shake no) for whether one of those players is the Demon.

  12. 12
    Butler

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

  13. 13
    Nightwatchman

    The Nightwatchman may point to a player. Wake that player, show the 'This character selected you' card and the Nightwatchman token, then point to the Nightwatchman player.

  14. 14
    Spy

    Show the Grimoire to the Spy for as long as they need.

  15. 15
    Leviathan

    Place the Leviathan 'Day 1' marker. Announce 'The Leviathan is in play; this is Day 1.'

  16. 16
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Poisoner

    The previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.

  3. 3
    Innkeeper

    The previously protected and drunk players lose those markers. The Innkeeper points to two players. Those players are protected. One is drunk.

  4. 4
    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.

  5. 5
    Sage

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

  6. 6
    Empath

    Show the finger signal (0, 1, 2) for the number of evil neighbours.

  7. 7
    Fortune Teller

    The Fortune Teller points to two players. Show the head signal (nod 'yes', shake 'no') for whether one of those players is the Demon.

  8. 8
    Undertaker

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

  9. 9
    Nightwatchman

    The Nightwatchman may point to a player. Wake that player, show the 'This character selected you' card and the Nightwatchman token, then point to the Nightwatchman player.

  10. 10
    Butler

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

  11. 11
    Spy

    Show the Grimoire to the Spy for as long as they need.

  12. 12
    Leviathan

    Change the Leviathan Day reminder for the next day.

  13. 13
    D
    Dawn

    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
  • Jinxed with Leviathan
    Jinxed with Soldier
    Leviathan & Soldier

    If the Leviathan nominates and executes the Soldier, good wins.

  • Jinxed with Leviathan
    Jinxed with Mayor
    Leviathan & Mayor

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

  • Jinxed with Leviathan
    Jinxed with Innkeeper
    Leviathan & Innkeeper

    If the Leviathan nominates and executes an Innkeeper-protected player, good wins.

  • Jinxed with Leviathan
    Jinxed with Sage
    Leviathan & Sage

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

  • Jinxed with Recluse
    Jinxed with Sage
    Recluse & Sage

    The Recluse might register as the Demon to the Sage.