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Circumstantial Evidence

v1.0.1

by KC The RogueCustomDifficulty:

2
Big Wig
Spirit of Ivory
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.

  • Chef

    You start knowing how many pairs of evil players there are.

  • Village Idiot

    Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]

  • Snake Charmer

    Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.

  • 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.

  • Innkeeper

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

  • Lycanthrope

    Each night*, choose a living player: if good, they die, but they are the only player that can die tonight.

  • Fisherman

    Once per game, during the day, visit the Storyteller for some advice to help you win.

  • Cannibal

    You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.

  • Ravenkeeper

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

Outsider

  • Hermit

    You have all Outsider abilities. [-0 or -1 Outsider]

  • Drunk

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

  • Tinker

    You might die at any time.

  • 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

  • Mezepheles

    You start knowing a secret word. The 1st good player to say this word becomes evil that night.

  • Witch

    Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.

  • Xaan

    On night X, all Townsfolk are poisoned until dusk. [X Outsiders]

  • Wraith

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

  • Mastermind

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

Demon

  • Al-Hadikhia
    Jinxed with Mastermind

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

Fabled & Loric

  • Big Wig

    Each nominee chooses a player: until voting, only they may speak & they are mad the nominee is good or they might die.

  • Spirit of Ivory

    There can't be more than 1 extra evil player.

  • 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
    King

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

  5. 5
    Snake Charmer

    The Snake Charmer points to a player. If that player is the Demon: swap the Demon and Snake Charmer character and alignments. Wake each player to inform them of their new role and alignment. The new Snake Charmer is poisoned.

  6. 6
    Witch

    The Witch points to a player. If that player nominates tomorrow they die immediately.

  7. 7
    Mezepheles

    Show the Mezepheles their secret word.

  8. 8
    Chef

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

  9. 9
    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.

  10. 10
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Innkeeper

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

  3. 3
    Snake Charmer

    The Snake Charmer points to a player. If that player is the Demon: swap the Demon and Snake Charmer character and alignments. Wake each player to inform them of their new role and alignment. The new Snake Charmer is poisoned.

  4. 4
    Witch

    If there are 4 or more players alive: The Witch points to a player. If that player nominates tomorrow they die immediately.

  5. 5
    Mezepheles

    Wake the 1st good player that said the Mezepheles' secret word and show them the 'You are' card and the thumbs down evil signal.

  6. 6
    Lycanthrope

    The Lycanthrope points to a living player: if good, they die and no one else can die tonight.

  7. 7
    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.

  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
    Tinker

    The Tinker might die.

  10. 10
    Ravenkeeper

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

  11. 11
    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.

  12. 12
    Undertaker

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

  13. 13
    Oracle

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

  14. 14
    King

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

  15. 15
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Steward, Village Idiot, Hermit, Xaan, Wraith, Big Wig, Spirit of Ivory, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Al-Hadikhia
    Jinxed with Mastermind
    Al-Hadikhia & Mastermind

    If the Al-Hadikhia dies by execution, and the Mastermind is alive, the Al-Hadikhia chooses 3 good players tonight: if all 3 choose to live, evil wins. Otherwise, good wins.