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99 Bottles

v1.0.0

by Alan TaylorCustomDifficulty:

7
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

  • Bounty Hunter

    You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]

  • Sailor

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

  • Mathematician
    Jinxed with Lunatic
    Jinxed with Marionette

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

  • Innkeeper

    Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.

  • Gambler

    Each night*, choose a player & guess their character: if you guess wrong, you die.

  • Acrobat

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

  • Savant

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

  • Courtier

    Once per game, at night, choose a character: they are drunk for 3 nights & 3 days.

  • Artist

    Once per game, during the day, privately ask the Storyteller any yes/no question.

  • Minstrel

    When a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.

  • Magician
    Jinxed with Wraith
    Jinxed with Spy
    Jinxed with Marionette

    The Demon thinks you are a Minion. Minions think you are a Demon.

  • Poppy Grower

    Minions & Demons do not know each other. If you die, they learn who each other are that night.

  • Pacifist

    Executed good players might not die.

Outsider

  • Goon

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

  • Lunatic

    You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.

  • Recluse

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

  • Sweetheart

    When you die, 1 player is drunk from now on.

  • Saint

    If you die by execution, your team loses.

Minion

  • Poisoner

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

  • Spy
    Jinxed with Poppy Grower

    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]

  • Wraith

    You may choose to open your eyes at night. You wake when other evil players do.

  • Evil Twin

    You & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.

Demon

  • Pukka

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

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
    Poppy Grower

    Do not inform the Demon/Minions who each other are

  5. 5
    Magician
  6. 6
    Lunatic

    If 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.

  7. 7
    Sailor

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

  8. 8
    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.

  9. 9
    Poisoner

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

  10. 10
    Courtier

    The Courtier either shows a 'no' head signal, or points to a character on the sheet. If the Courtier used their ability: If that character is in play, that player is drunk.

  11. 11
    Evil Twin

    Wake the Evil Twin and their twin. Confirm that they have acknowledged each other. Point to the Evil Twin. Show their Evil Twin token to the twin player. Point to the twin. Show their character token to the Evil Twin player.

  12. 12
    Pukka

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

  13. 13
    Bounty Hunter

    Point to 1 evil player. Wake the townsfolk who is evil and show them the 'You are' card and the thumbs down evil sign.

  14. 14
    Spy

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

  15. 15
    Mathematician

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

  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
    Poppy Grower

    If the Poppy Grower has died, show the Minions/Demon who each other are.

  3. 3
    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.

  4. 4
    Poisoner

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

  5. 5
    Courtier

    Reduce the remaining number of days the marked player is poisoned. If the Courtier has not yet used their ability: The Courtier either shows a 'no' head signal, or points to a character on the sheet. If the Courtier used their ability: If that character is in play, that player is drunk.

  6. 6
    Innkeeper

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

  7. 7
    Gambler

    The Gambler points to a player, and a character on their sheet. If incorrect, the Gambler dies.

  8. 8
    Lunatic

    Allow 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.

  9. 9
    Pukka

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

  10. 10
    Acrobat

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

  11. 11
    Sweetheart

    Choose a player that is drunk.

  12. 12
    Bounty Hunter

    If the known evil player has died, point to another evil player.

  13. 13
    Spy

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

  14. 14
    Mathematician

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

  15. 15
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

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

Jinxes
  • Jinxed with Magician
    Jinxed with Wraith
    Magician & Wraith

    After each execution, the living Magician may publicly guess a living player as the Wraith. If correct, the Demon must choose the Wraith tonight.

  • Jinxed with Magician
    Jinxed with Spy
    Magician & Spy

    When the Spy sees the Grimoire, the Demon and Magician's character tokens are removed.

  • Jinxed with Mathematician
    Jinxed with Lunatic
    Mathematician & Lunatic

    The Mathematician learns if the Lunatic attacks a different player than the real Demon attacked.

  • Jinxed with Spy
    Jinxed with Poppy Grower
    Spy & Poppy Grower

    If the Poppy Grower has their ability, the Spy does not see the Grimoire.

  • Jinxed with Mathematician
    Jinxed with Marionette
    Mathematician & Marionette

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

  • Jinxed with Magician
    Jinxed with Marionette
    Magician & Marionette

    If the Magician is alive, the Demon doesn't know which neighbor is the Marionette.