Swords and Daggers v1
v1.0.0by AliceDergCustomDifficulty:
"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.
ChefYou start knowing how many pairs of evil players there are.
SailorEach night, choose an alive player: either you or they are drunk until dusk. You can't die.
Village IdiotEach night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Fortune TellerEach night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
DreamerEach night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
Town CrierEach night*, you learn if a Minion nominated today.
InnkeeperEach night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
AcrobatEach night*, if either good living neighbour is drunk or poisoned, you die.
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.
Tea LadyIf both your alive neighbours are good, they can't die.
MagicianThe Demon thinks you are a Minion. Minions think you are a Demon.
Outsider
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
RecluseYou might register as evil & as a Minion or Demon, even if dead.
Plague DoctorWhen you die, the Storyteller gains a Minion ability.
ZealotIf there are 5 or more players alive, you must vote for every nomination.
Minion
PoisonerEach night, choose a player: they are poisoned tonight and tomorrow day.
HarpyEach night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
AssassinOnce per game, at night*, choose a player: they die, even if for some reason they could not.
WizardOnce per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.
Demon
YaggababbleYou start knowing a secret phrase. For each time you said it publicly today, a player might die.
OjoEach night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
VigormortisEach night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. [-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.
Fabled & Loric
SentinelThere might be 1 extra or 1 fewer Outsider in play.
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
Magician - 6
SailorThe Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 7
LleechThe Lleech points to a player. Place the Poisoned reminder token.
- 8
PoisonerThe Poisoner points to a player. That player is poisoned.
- 9
ChefShow the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.
- 10
Fortune TellerThe Fortune Teller points to two players. Give the head signal (nod yes, shake no) for whether one of those players is the Demon.
- 11
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 12DDawn
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
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
VigormortisThe Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.
- 7
LleechThe Lleech points to a player. That player dies.
- 8
AssassinIf the Assassin has not yet used their ability: The Assassin either shows the 'no' head signal, or points to a player. That player dies.
- 9
GossipIf the Gossip’s public statement was true: Choose a player not protected from dying tonight. That player dies.
- 10
AcrobatIf a good living neighbour is drunk or poisoned, the Acrobat player dies.
- 11
Fortune TellerThe Fortune Teller points to two players. Show the head signal (nod 'yes', shake 'no') for whether one of those players is the Demon.
- 12
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 13
Town CrierNod 'yes' or shake head 'no' for whether a Minion nominated today. Place the 'Minion not nominated' marker (remove 'Minion nominated', if any).
- 14DDawn
Wait for a few seconds. End the Night Phase.
Knight, Village Idiot, Plague Doctor, Zealot, Harpy, Wizard, Yaggababble, Ojo, Sentinel don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.