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Hooked, Sucked & Devoured

v0.2.0

by DanielkCustomDifficulty:

1
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

  • Noble

    You start knowing 3 players, 1 and only 1 of which is evil.

  • Grandmother

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

  • 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.

  • Flowergirl

    Each night*, you learn if a Demon voted today.

  • Oracle

    Each night*, you learn how many dead players are evil.

  • Innkeeper

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

  • Acrobat

    Each night*, if either good living neighbour is drunk or poisoned, you die.

  • Gossip

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

  • Professor

    Once per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected.

  • Fisherman

    Once per game, during the day, visit the Storyteller for some advice to help you win.

  • Cannibal

    You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.

  • Amnesiac

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

Outsider

  • Ogre

    On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.

  • Tinker

    You might die at any time.

  • Saint

    If you die by execution, your team loses.

  • Hatter

    If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.

Minion

  • Godfather

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

  • Spy
    Jinxed with Ogre

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

  • Harpy

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

  • Boffin
    Jinxed with Village Idiot
    Jinxed with Ogre

    The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.

Demon

  • Lleech

    Each night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if & only if they die.

  • Shabaloth

    Each night*, choose 2 players: they die. A dead player you chose last night might be regurgitated.

  • Imp

    Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.

  • Vigormortis

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

    The Lleech points to a player. Place the Poisoned reminder token.

  5. 5
    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.

  6. 6
    Godfather

    Show each of the Outsider tokens in play.

  7. 7
    Amnesiac

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

  8. 8
    Grandmother

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

  9. 9
    Noble

    Point to 3 players including one evil player, in no particular order.

  10. 10
    Spy

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

  11. 11
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Innkeeper

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

  3. 3
    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.

  4. 4
    Imp

    The 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.

  5. 5
    Shabaloth

    One player that the Shabaloth chose the previous night might be resurrected. The Shabaloth points to two players. Those players die.

  6. 6
    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.

  7. 7
    Lleech

    The Lleech points to a player. That player dies.

  8. 8
    Godfather

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

  9. 9
    Gossip

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

  10. 10
    Acrobat

    If a good living neighbour is drunk or poisoned, the Acrobat player dies.

  11. 11
    Professor

    If the Professor has not used their ability: The Professor either shakes their head no, or points to a player. If that player is a Townsfolk, they are now alive.

  12. 12
    Amnesiac

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

  13. 13
    Tinker

    The Tinker might die.

  14. 14
    Grandmother

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

  15. 15
    Flowergirl

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

  16. 16
    Oracle

    Show the hand signal for the number (0, 1, 2, etc.) of dead evil players.

  17. 17
    Spy

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

  18. 18
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

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

Jinxes
  • Jinxed with Boffin
    Jinxed with Village Idiot
    Boffin & Village Idiot

    If there is a spare token, the Boffin can give the Demon the Village Idiot ability.

  • Jinxed with Spy
    Jinxed with Ogre
    Spy & Ogre

    The Spy registers as evil to the Ogre.

  • Jinxed with Boffin
    Jinxed with Ogre
    Boffin & Ogre

    The Demon cannot have the Ogre ability.