Death Row
v1.1.0by LuCustomDifficulty:
"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
KnightYou start knowing 2 players that are not the Demon.
PixieYou start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
SailorEach night, choose an alive player: either you or they are drunk until dusk. You can't die.
GeneralEach night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Village IdiotEach night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
BalloonistEach night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]
Mathematician


Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.
InnkeeperEach night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
ExorcistEach night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.
PacifistExecuted good players might not die.
Poppy GrowerMinions & Demons do not know each other. If you die, they learn who each other are that night.
BansheeIf the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.
Outsider
RecluseYou might register as evil & as a Minion or Demon, even if dead.
MutantIf you are "mad" about being an Outsider, you might be executed.
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
PoliticianIf you were the player most responsible for your team losing, you change alignment & win, even if dead.
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Minion
PoisonerEach night, choose a player: they are poisoned tonight and tomorrow day.
Devil's AdvocateEach night, choose a living player (different to last night): if executed tomorrow, they don't die.
Spy
Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
BaronThere are extra Outsiders in play. [+2 Outsiders]
Marionette
You think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]
Demon
LleechEach night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if & only if they die.
Fang GuEach night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
ImpEach night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Fabled & Loric
GardenerThe Storyteller assigns all players' characters.
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
LunaticIf 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
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
LleechThe Lleech points to a player. Place the Poisoned reminder token.
- 9
PoisonerThe Poisoner points to a player. That player is poisoned.
- 10
Devil's AdvocateThe Devil’s Advocate points to a living player. That player survives execution tomorrow.
- 11
PixieShow the Pixie 1 in-play Townsfolk character token.
- 12
BalloonistChoose a character type. Point to a player whose character is of that type. Place the Balloonist's Seen reminder next to that character.
- 13
SpyShow the Grimoire to the Spy for as long as they need.
- 14
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 15
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 16DDawn
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
InnkeeperThe previously protected and drunk players lose those markers. The Innkeeper points to two players. Those players are protected. One is drunk.
- 6
Devil's AdvocateThe Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.
- 7
LunaticAllow 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
ExorcistThe Exorcist points to a player, different from the previous night. If that player is the Demon: Wake the Demon. Show the Exorcist token. Point to the Exorcist. The Demon does not act tonight.
- 9
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.
- 10
Fang GuThe 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.
- 11
LleechThe Lleech points to a player. That player dies.
- 12
BalloonistChoose a character type that does not yet have a Seen reminder next to a character of that type. Point to a player whose character is of that type, if there are any. Place the Balloonist's Seen reminder next to that character.
- 13
SpyShow the Grimoire to the Spy for as long as they need.
- 14
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 15
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 16DDawn
Wait for a few seconds. End the Night Phase.
Knight, Village Idiot, Banshee, Gardener, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Mathematician & DrunkThe Mathematician learns if the Drunk's ability yielded false info or failed to work properly.

Mathematician & LunaticThe Mathematician learns if the Lunatic attacks a different player than the real Demon attacked.

Marionette & BalloonistIf the Marionette thinks that they are the Balloonist, an Outsider might have been added.

Spy & Poppy GrowerIf the Poppy Grower has their ability, the Spy does not see the Grimoire.

Mathematician & MarionetteThe Mathematician learns if the Marionette's ability yielded false info or failed to work properly.