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Take a Seat

v1.0.0

by AlexCustomDifficulty:

5

"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.

  • Noble

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

  • Shugenja

    You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.

  • Pixie

    You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.

  • Empath

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

  • Sailor

    Each night, choose an alive player: either you or they are drunk until dusk. You can't die.

  • Dreamer

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

  • Town Crier

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

  • Cult Leader

    Each night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins.

  • Seamstress

    Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.

  • Farmer

    If you die at night, an alive good player becomes a Farmer.

  • Tea Lady

    If both your alive neighbours are good, they can't die.

  • Virgin

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

  • Acrobat

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

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.

  • Barber

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

Minion

  • Devil's Advocate

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

  • Spy

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

  • Marionette

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

  • Baron

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

Demon

  • No Dashii

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

  • Legion

    Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]

  • Lord of Typhon

    Each night*, choose a player: they die. [Evil characters are in a line. You are in the middle. +1 Minion. -? to +? Outsiders]

  • 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.

Traveller

  • Matron

    Each day, you may choose up to 3 sets of 2 players to swap seats. Players may not leave their seats to talk in private.

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
    Sailor

    The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.

  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
    Lleech

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

  7. 7
    Devil's Advocate

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

  8. 8
    Pixie

    Show the Pixie 1 in-play Townsfolk character token.

  9. 9
    Chef

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

  10. 10
    Empath

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

  11. 11
    Dreamer

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

  12. 12
    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.

  13. 13
    Noble

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

  14. 14
    Cult Leader

    If the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.

  15. 15
    Spy

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

  16. 16
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Sailor

    The previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.

  3. 3
    Devil's Advocate

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

  4. 4
    Legion

    Choose a player, that player dies.

  5. 5
    No Dashii

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

  6. 6
    Lleech

    The Lleech points to a player. That player dies.

  7. 7
    Acrobat

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

  8. 8
    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.

  9. 9
    Farmer

    If 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.

  10. 10
    Empath

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

  11. 11
    Dreamer

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

  12. 12
    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).

  13. 13
    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.

  14. 14
    Cult Leader

    If the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.

  15. 15
    Spy

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

  16. 16
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Shugenja, Lord of Typhon don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.