Travelling Circus
v1.0.0by AlexisCustomDifficulty:
Bootlegger rules
- There is a traveller ability in play, all players know which.
"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
ChefYou start knowing how many pairs of evil players there are.
GrandmotherYou start knowing a good player & their character. If the Demon kills them, you die too.
EmpathEach night, you learn how many of your 2 alive neighbours are evil.
DreamerEach night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
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.
OracleEach night*, you learn how many dead players are evil.
MonkEach night*, choose a player (not yourself): they are safe from the Demon tonight.
AcrobatEach night*, if either good living neighbour is drunk or poisoned, you die.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
JugglerOn your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
RavenkeeperIf you die at night, you are woken to choose a player: you learn their character.
MagicianThe Demon thinks you are a Minion. Minions think you are a Demon.
PacifistExecuted good players might not die.
Outsider
GoonEach night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
TinkerYou might die at any time.
HatterIf you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.
MutantIf you are "mad" about being an Outsider, you might be executed.
Minion
GodfatherYou start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die.
Devil's AdvocateEach night, choose a living player (different to last night): if executed tomorrow, they don't die.
CerenovusEach night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.
Scarlet WomanIf there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count)
Demon
YaggababbleYou start knowing a secret phrase. For each time you said it publicly today, a player might die.
No DashiiEach night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned.
ImpEach night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
VortoxEach night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Traveller
BaristaEach night, until dusk, 1) a player becomes sober, healthy and gets true info, or 2) their ability works twice. They learn which.
MatronEach day, you may choose up to 3 sets of 2 players to swap seats. Players may not leave their seats to talk in private.
GangsterOnce per day, you may choose to kill an alive neighbour, if your other alive neighbour agrees.
DeviantIf you were funny today, you cannot die by exile.
BishopOnly the Storyteller can nominate. At least 1 opposite player must be nominated each day.
Fabled & Loric
BootleggerThis script has homebrew characters or rules.
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
PhilosopherThe 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
Magician - 6
GodfatherShow each of the Outsider tokens in play.
- 7
Devil's AdvocateThe Devil’s Advocate points to a living player. That player survives execution tomorrow.
- 8
CerenovusThe 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.
- 9
ChefShow the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.
- 10
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 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
GrandmotherShow the marked character token. Point to the marked player.
- 13
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 14DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
PhilosopherIf 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
MonkThe previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.
- 4
Devil's AdvocateThe Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.
- 5
CerenovusThe 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
Scarlet WomanIf the Scarlet Woman became the Demon today: Show the 'You are' card, then the demon token.
- 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
No DashiiThe No Dashii points to a player. That player dies.
- 9
VortoxThe Vortox points to a player. That player dies.
- 10
GodfatherIf an Outsider died today: The Godfather points to a player. That player dies.
- 11
AcrobatIf a good living neighbour is drunk or poisoned, the Acrobat player dies.
- 12
TinkerThe Tinker might die.
- 13
GrandmotherIf the Grandmother’s grandchild was killed by the Demon tonight: The Grandmother dies.
- 14
RavenkeeperIf the Ravenkeeper died tonight: The Ravenkeeper points to a player. Show that player’s character token.
- 15
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 16
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.
- 17
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 18
OracleShow the hand signal for the number (0, 1, 2, etc.) of dead evil players.
- 19
JugglerIf today was the Juggler’s first day: Show the hand signal for the number (0, 1, 2, etc.) of 'Correct' markers. Remove markers.
- 20DDawn
Wait for a few seconds. End the Night Phase.
Hatter, Yaggababble, Bootlegger, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.