Reefer Madness
v1.0.0by FredoCustomDifficulty:
"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.
DreamerEach night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
EmpathEach night, you learn how many of your 2 alive neighbours are evil.
InnkeeperEach night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
FlowergirlEach night*, you learn if a Demon voted today.
GossipEach day, you may make a public statement. Tonight, if it was true, a player dies.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
ProfessorOnce per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected.
ArtistOnce per game, during the day, privately ask the Storyteller any yes/no question.
FarmerIf you die at night, an alive good player becomes a Farmer.
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.
Tea LadyIf both your alive neighbours are good, they can't die.
Outsider
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
SnitchMinions start knowing 3 not-in-play characters.
TinkerYou might die at any time.
Minion
CerenovusEach night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.
GodfatherYou start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die.
MarionetteYou think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]
PoisonerEach night, choose a player: they are poisoned tonight and tomorrow day.
Demon
Fang GuEach night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
LleechEach night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if & only if they die.
ShabalothEach night*, choose 2 players: they die. A dead player you chose last night might be regurgitated.
VortoxEach night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
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
Poppy GrowerDo not inform the Demon/Minions who each other are
- 6
SnitchAfter Minion info wake each Minion and show them three not-in-play character tokens. These may be the same or different to each other and the ones shown to the Demon.
- 7
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.
- 8
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.
- 9
LleechThe Lleech points to a player. Place the Poisoned reminder token.
- 10
PoisonerThe Poisoner points to a player. That player is poisoned.
- 11
GodfatherShow each of the Outsider tokens in play.
- 12
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.
- 13
ChefShow the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.
- 14
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 15
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 16DDawn
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
Poppy GrowerIf the Poppy Grower has died, show the Minions/Demon who each other are.
- 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
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.
- 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
ShabalothOne player that the Shabaloth chose the previous night might be resurrected. The Shabaloth points to two players. Those players die.
- 9
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.
- 10
VortoxThe Vortox points to a player. That player dies.
- 11
LleechThe Lleech points to a player. That player dies.
- 12
GodfatherIf an Outsider died today: The Godfather points to a player. That player dies.
- 13
GossipIf the Gossip’s public statement was true: Choose a player not protected from dying tonight. That player dies.
- 14
ProfessorIf 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.
- 15
FarmerIf a Farmer died tonight, choose another good player and make them the Farmer. Wake this player, show them the 'You are' card and the Farmer character token.
- 16
TinkerThe Tinker might die.
- 17
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 18
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 19
FlowergirlNod 'yes' or shake head 'no' for whether the Demon voted today. Place the 'Demon not voted' marker (remove 'Demon voted', if any).
- 20DDawn
Wait for a few seconds. End the Night Phase.