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Kill early, kill often

v1.0.0

by AndreaBase ThreeDifficulty:

4

"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.

  • Washerwoman

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

  • Grandmother

    You start knowing a good player & their character. If the Demon kills them, you die too.

  • Empath

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

  • Chambermaid

    Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.

  • Gambler

    Each night*, choose a player & guess their character: if you guess wrong, you die.

  • Gossip

    Each day, you may make a public statement. Tonight, if it was true, a player dies.

  • Savant

    Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.

  • Artist

    Once per game, during the day, privately ask the Storyteller any yes/no question.

  • Slayer

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

  • Seamstress

    Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.

  • Philosopher

    Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.

  • Ravenkeeper

    If you die at night, you are woken to choose a player: you learn their character.

Outsider

  • Goon

    Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.

  • Tinker

    You might die at any time.

  • Recluse

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

  • Drunk

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

Minion

  • Godfather

    You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die.

  • Poisoner

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

  • Assassin

    Once per game, at night*, choose a player: they die, even if for some reason they could not.

  • Mastermind

    If the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.

Demon

  • Zombuul

    Each night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead.

Traveller

  • Apprentice

    On your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil).

  • Butcher

    Each day, after the 1st execution, you may nominate again.

  • Gunslinger

    Each day, after the 1st vote has been tallied, you may choose a player that voted: they die.

  • Harlot

    Each night*, choose a living player: if they agree, you learn their character, but you both might die.

  • Matron

    Each day, you may choose up to 3 sets of 2 players to swap seats. Players may not leave their seats to talk in private.

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
    Philosopher

    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.

  5. 5
    Poisoner

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

  6. 6
    Godfather

    Show each of the Outsider tokens in play.

  7. 7
    Washerwoman

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

  8. 8
    Chef

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

  9. 9
    Empath

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

  10. 10
    Grandmother

    Show the marked character token. Point to the marked player.

  11. 11
    Seamstress

    The Seamstress either shows a 'no' head signal, or points to two other players. If the Seamstress chose players , nod 'yes' or shake 'no' for whether they are of same alignment.

  12. 12
    Chambermaid

    The Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.

  13. 13
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Philosopher

    If 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. 3
    Poisoner

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

  4. 4
    Gambler

    The Gambler points to a player, and a character on their sheet. If incorrect, the Gambler dies.

  5. 5
    Zombuul

    If no-one died during the day: The Zombuul points to a player. That player dies.

  6. 6
    Assassin

    If the Assassin has not yet used their ability: The Assassin either shows the 'no' head signal, or points to a player. That player dies.

  7. 7
    Godfather

    If an Outsider died today: The Godfather points to a player. That player dies.

  8. 8
    Gossip

    If the Gossip’s public statement was true: Choose a player not protected from dying tonight. That player dies.

  9. 9
    Tinker

    The Tinker might die.

  10. 10
    Grandmother

    If the Grandmother’s grandchild was killed by the Demon tonight: The Grandmother dies.

  11. 11
    Ravenkeeper

    If the Ravenkeeper died tonight: The Ravenkeeper points to a player. Show that player’s character token.

  12. 12
    Empath

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

  13. 13
    Seamstress

    If the Seamstress has not yet used their ability: the Seamstress either shows a 'no' head signal, or points to two other players. If the Seamstress chose players , nod 'yes' or shake 'no' for whether they are of same alignment.

  14. 14
    Chambermaid

    The Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.

  15. 15
    D
    Dawn

    Wait for a few seconds. End the Night Phase.