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Go Ask Jeeves

v1.0.0

by BeesCustomDifficulty:

2
Djinn
Storm Catcher

"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.

  • Investigator

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

  • Preacher

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

  • Chambermaid

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

  • Dreamer

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

  • Mathematician
    Jinxed with Drunk
    Jinxed with Chambermaid

    Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.

  • 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.

  • Savant

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

  • Amnesiac

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

  • 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.

  • Sage

    If the Demon kills you, you learn that it is 1 of 2 players.

Outsider

  • Butler

    Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.

  • Goon

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

  • Recluse
    Jinxed with Sage

    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

  • Poisoner

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

  • Devil's Advocate

    Each night, choose a living player (different to last night): if executed tomorrow, they don't die.

  • Cerenovus

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

  • Baron

    There are extra Outsiders in play. [+2 Outsiders]

  • Scarlet Woman

    If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count)

Demon

  • Pukka

    Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.

  • No Dashii

    Each night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned.

  • Vigormortis

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

Traveller

  • Scapegoat

    If a player of your alignment is executed, you might be executed instead.

  • Butcher

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

  • Bishop

    Only the Storyteller can nominate. At least 1 opposite player must be nominated each day.

  • Judge

    Once per game, if another player nominated, you may choose to force the current execution to pass or fail.

  • Bone Collector

    Once per game, at night, choose a dead player: they regain their ability until dusk.

Fabled & Loric

  • Djinn

    Use the Djinn's special rule. All players know what it is.

  • Storm Catcher

    Name a good character. If in play, they can only die by execution, but evil players learn which player 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
    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
    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.

  6. 6
    Poisoner

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

  7. 7
    Devil's Advocate

    The Devil’s Advocate points to a living player. That player survives execution tomorrow.

  8. 8
    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.

  9. 9
    Pukka

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

  10. 10
    Amnesiac

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

  11. 11
    Investigator

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

  12. 12
    Chef

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

  13. 13
    Butler

    The Butler points to a player. Mark that player as 'Master'.

  14. 14
    Dreamer

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

  15. 15
    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.

  16. 16
    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.

  17. 17
    Mathematician

    Show the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.

  18. 18
    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
    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
    Poisoner

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

  5. 5
    Innkeeper

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

  6. 6
    Devil's Advocate

    The Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.

  7. 7
    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.

  8. 8
    Scarlet Woman

    If the Scarlet Woman became the Demon today: Show the 'You are' card, then the demon token.

  9. 9
    Pukka

    The Pukka points to a player. That player is poisoned. The previously poisoned player dies.

  10. 10
    No Dashii

    The No Dashii points to a player. That player dies.

  11. 11
    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.

  12. 12
    Sage

    If the Sage was killed by a Demon: Point to two players, one of which is that Demon.

  13. 13
    Amnesiac

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

  14. 14
    Dreamer

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

  15. 15
    Oracle

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

  16. 16
    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.

  17. 17
    Butler

    The Butler points to a player. Mark that player as 'Master'.

  18. 18
    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.

  19. 19
    Mathematician

    Show the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.

  20. 20
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

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

Jinxes
  • Jinxed with Mathematician
    Jinxed with Drunk
    Mathematician & Drunk

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

  • Jinxed with Mathematician
    Jinxed with Chambermaid
    Mathematician & Chambermaid

    The Chambermaid can detect if the Mathematician will wake tonight.

  • Jinxed with Recluse
    Jinxed with Sage
    Recluse & Sage

    The Recluse might register as the Demon to the Sage.