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Eine Kleine Nachtmusik

v1.0.0

by AlejoFBlackCustomDifficulty:

4
Sentinel
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
    Jinxed with Philosopher

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

  • 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.

  • King

    Each night, if the dead outnumber the living, you learn 1 alive character. The Demon knows who you are.

  • 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.

  • Oracle

    Each night*, you learn how many dead players are evil.

  • Undertaker

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

  • Savant

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

  • Slayer

    Once per game, during the day, publicly choose a player: if they are the Demon, they die.

  • Philosopher

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

  • Choirboy

    If the Demon kills the King, you learn which player is the Demon. [+ the King]

  • Virgin

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

  • Poppy Grower

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

Outsider

  • Snitch

    Minions start knowing 3 not-in-play characters.

  • Sweetheart

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

  • Klutz

    When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.

  • Puzzlemaster

    1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.

  • Drunk

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

Minion

  • Fearmonger

    Each night, choose a player. If you nominate & execute them, their team loses. All players know if you choose a new player.

  • Poisoner

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

  • Goblin

    If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.

  • Organ Grinder

    All players keep their eyes closed when voting and the vote tally is secret. Each night, choose if you are drunk until dusk.

  • Baron

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

Demon

  • Al-Hadikhia

    Each night*, choose 3 players (all players learn who): each silently chooses to live or die, but if all live, all die.

Fabled & Loric

  • Sentinel

    There might be 1 extra or 1 fewer Outsider in play.

  • 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
    Poppy Grower

    Do not inform the Demon/Minions who each other are

  6. 6
    Snitch

    After Minion info wake each Minion and show them three not-in-play character tokens. These may be the same or different to each other and the ones shown to the Demon.

  7. 7
    King

    Wake the Demon, show them the 'This character selected you' card, show the King token and point to the King player.

  8. 8
    Poisoner

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

  9. 9
    Fearmonger

    The Fearmonger points to a player. Place the Fear token next to that player and announce that a new player has been selected with the Fearmonger ability.

  10. 10
    Pixie

    Show the Pixie 1 in-play Townsfolk character token.

  11. 11
    Empath

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

  12. 12
    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.

  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
    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
    Poppy Grower

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

  4. 4
    Poisoner

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

  5. 5
    Fearmonger

    The Fearmonger points to a player. If different from the previous night, place the Fear token next to that player and announce that a new player has been selected with the Fearmonger ability.

  6. 6
    Al-Hadikhia

    The Al-Hadikhia chooses 3 players. Announce the first player, wake them to nod yes to live or shake head no to die, kill or resurrect accordingly, then put to sleep and announce the next player. If all 3 are alive after this, all 3 die.

  7. 7
    Sweetheart

    Choose a player that is drunk.

  8. 8
    Choirboy

    If the King was killed by the Demon, wake the Choirboy and point to the Demon player.

  9. 9
    Empath

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

  10. 10
    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.

  11. 11
    Undertaker

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

  12. 12
    Oracle

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

  13. 13
    King

    If there are more dead than living, show the King a character token of a living player.

  14. 14
    Bounty Hunter

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

  15. 15
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

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

Jinxes
  • Jinxed with Bounty Hunter
    Jinxed with Philosopher
    Bounty Hunter & Philosopher

    If the Philosopher gains the Bounty Hunter ability, a Townsfolk might turn evil.