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Mind Games

v1.2.0

by McLovinCustomDifficulty:

2
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

  • Investigator

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

  • Clockmaker

    You start knowing how many steps from the Demon to its nearest Minion.

  • Bounty Hunter

    You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]

  • Pixie

    You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.

  • General

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

  • Preacher

    Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.

  • Dreamer

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

  • Village Idiot

    Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]

  • Snake Charmer

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

  • Cult Leader

    Each night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins.

  • Town Crier

    Each night*, you learn if a Minion nominated today.

  • Amnesiac

    You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.

  • Poppy Grower

    Minions & Demons do not know each other. If you die, they learn who each other are that night.

Outsider

  • Recluse

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

  • Heretic

    Whoever wins, loses & whoever loses, wins, even if you are dead.

  • Politician

    If you were the player most responsible for your team losing, you change alignment & win, even if dead.

  • Lunatic

    You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.

Minion

  • Harpy

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

  • Cerenovus

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

  • Mezepheles

    You start knowing a secret word. The 1st good player to say this word becomes evil that night.

  • 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.

  • Marionette
    Jinxed with Lil' Monsta

    You think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]

Demon

  • Lil' Monsta
    Jinxed with Poppy Grower

    Each night, Minions choose who babysits Lil' Monsta's token & "is the Demon". A player dies each night*. [+1 Minion]

  • Vigormortis

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

  • Fang Gu

    Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]

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
    Poppy Grower

    Do not inform the Demon/Minions who each other are

  5. 5
    Lunatic

    If 7 or more players: Show the Lunatic a number of arbitrary 'Minions', players equal to the number of Minions in play. Show 3 character tokens of arbitrary good characters. If the token received by the Lunatic is a Demon that would wake tonight: Allow the Lunatic to do the Demon actions. Place their 'attack' markers. Wake the Demon. Show the Demon’s real character token. Show them the Lunatic player. If the Lunatic attacked players: Show the real demon each marked player. Remove any Lunatic 'attack' markers.

  6. 6
    Marionette

    Select 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.

  7. 7
    Preacher

    The Preacher chooses a player. If a Minion is chosen, wake the Minion and show the 'This character selected you' card and then the Preacher token.

  8. 8
    Lil' Monsta

    Wake all Minions together, allow them to vote by pointing at who they want to babysit Lil' Monsta.

  9. 9
    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.

  10. 10
    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.

  11. 11
    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.

  12. 12
    Mezepheles

    Show the Mezepheles their secret word.

  13. 13
    Pixie

    Show the Pixie 1 in-play Townsfolk character token.

  14. 14
    Amnesiac

    Decide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.

  15. 15
    Investigator

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

  16. 16
    Clockmaker

    Show the hand signal for the number (1, 2, 3, etc.) of places from Demon to closest Minion.

  17. 17
    Dreamer

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

  18. 18
    Bounty Hunter

    Point to 1 evil player. Wake the townsfolk who is evil and show them the 'You are' card and the thumbs down evil sign.

  19. 19
    Cult Leader

    If the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.

  20. 20
    General

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

  21. 21
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Poppy Grower

    If the Poppy Grower has died, show the Minions/Demon who each other are.

  3. 3
    Preacher

    The Preacher chooses a player. If a Minion is chosen, wake the Minion and show the 'This character selected you' card and then the Preacher token.

  4. 4
    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.

  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
    Mezepheles

    Wake the 1st good player that said the Mezepheles' secret word and show them the 'You are' card and the thumbs down evil signal.

  7. 7
    Lunatic

    Allow the Lunatic to do the actions of the Demon. Place their 'attack' markers. If the Lunatic selected players: Wake the Demon. Show the 'attack' marker, then point to each marked player. Remove any Lunatic 'attack' markers.

  8. 8
    Fang Gu

    The Fang Gu points to a player. That player dies. Or, if that player was an Outsider and there are no other Fang Gu in play: The Fang Gu dies instead of the chosen player. The chosen player is now an evil Fang Gu. Wake the new Fang Gu. Show the 'You are' card, then the Fang Gu token. Show the 'You are' card, then the thumb-down 'evil' hand sign.

  9. 9
    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.

  10. 10
    Lil' Monsta

    Wake all Minions together, allow them to vote by pointing at who they want to babysit Lil' Monsta. Choose a player, that player dies.

  11. 11
    Amnesiac

    If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.

  12. 12
    Dreamer

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

  13. 13
    Town Crier

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

  14. 14
    Bounty Hunter

    If the known evil player has died, point to another evil player.

  15. 15
    Cult Leader

    If the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.

  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
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

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

Jinxes
  • Jinxed with Lil' Monsta
    Jinxed with Poppy Grower
    Lil' Monsta & Poppy Grower

    If Lil' Monsta & the Poppy Grower are alive, Minions wake one by one, until one of them chooses to take the Lil' Monsta token.

  • Jinxed with Marionette
    Jinxed with Lil' Monsta
    Marionette & Lil' Monsta

    If there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.