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New World Symphony

v1.0.0

by icyJuristictionCustomDifficulty:

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

  • Steward

    You start knowing 1 good player.

  • Noble

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

  • Clockmaker

    You start knowing how many steps from the Demon to its nearest Minion.

  • Empath

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

  • Fortune Teller

    Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.

  • Town Crier

    Each night*, you learn if a Minion nominated today.

  • Undertaker

    Each night*, you learn which character died by execution today.

  • Monk

    Each night*, choose a player (not yourself): they are safe from the Demon tonight.

  • Philosopher

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

  • Princess

    On your 1st day, if you nominated & executed a player, the Demon doesn't kill tonight.

  • Ravenkeeper

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

  • Mayor

    If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.

  • Virgin

    The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.

Outsider

  • Drunk

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

  • Recluse

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

  • Plague Doctor
    Jinxed with Marionette

    When you die, the Storyteller gains a Minion ability.

  • Barber

    If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.

Minion

  • Widow

    On your 1st night, look at the Grimoire and choose a player: they are poisoned. 1 good player knows a Widow is in play.

  • Marionette
    Jinxed with Summoner

    You think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]

  • Summoner
    Jinxed with Clockmaker

    You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]

  • Mastermind
    Jinxed with Vigormortis

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

Demon

  • Vigormortis

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

  • Fang Gu

    Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+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
    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
    Marionette

    Select 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.

  6. 6
    Widow

    Show the Grimoire to the Widow for as long as they need. The Widow points to a player. That player is poisoned. Wake a good player. Show the 'These characters are in play' card, then the Widow character token.

  7. 7
    Empath

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

  8. 8
    Fortune Teller

    The Fortune Teller points to two players. Give the head signal (nod yes, shake no) for whether one of those players is the Demon.

  9. 9
    Clockmaker

    Show the hand signal for the number (1, 2, 3, etc.) of places from Demon to closest Minion.

  10. 10
    Noble

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

  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
    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
    Monk

    The previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.

  4. 4
    Fang Gu

    The 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.

  5. 5
    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.

  6. 6
    Barber

    If the Barber died today: Wake the Demon. Show the 'This character selected you' card, then Barber token. The Demon either shows a 'no' head signal, or points to 2 players. If they chose players: Swap the character tokens. Wake each player. Show 'You are', then their new character token.

  7. 7
    Ravenkeeper

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

  8. 8
    Empath

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

  9. 9
    Fortune Teller

    The Fortune Teller points to two players. Show the head signal (nod 'yes', shake 'no') for whether one of those players is the Demon.

  10. 10
    Undertaker

    If a player was executed today: Show that player’s character token.

  11. 11
    Town Crier

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

  12. 12
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Steward, Princess, Plague Doctor, Summoner, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Marionette
    Jinxed with Summoner
    Marionette & Summoner

    If there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.

  • Jinxed with Mastermind
    Jinxed with Vigormortis
    Mastermind & Vigormortis

    A Mastermind that has their ability keeps it if the Vigormortis dies.

  • Jinxed with Summoner
    Jinxed with Clockmaker
    Summoner & Clockmaker

    The Summoner registers as the Demon to the Clockmaker.

  • Jinxed with Plague Doctor
    Jinxed with Marionette
    Plague Doctor & Marionette

    If the Storyteller would gain the Marionette ability, one of the Demon's good neighbors becomes the Marionette.