Script Item
v1.0.0by gnome_friendCustomDifficulty:
"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
StewardYou start knowing 1 good player.
InvestigatorYou start knowing that 1 of 2 players is a particular Minion.
EmpathEach night, you learn how many of your 2 alive neighbours are evil.
High PriestessEach night, learn which player the Storyteller believes you should talk to most.
SailorEach night, choose an alive player: either you or they are drunk until dusk. You can't die.
DreamerEach night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
UndertakerEach night*, you learn which character died by execution today.
NightwatchmanOnce per game, at night, choose a player: they learn who you are.
CourtierOnce per game, at night, choose a character: they are drunk for 3 nights & 3 days.
SlayerOnce per game, during the day, publicly choose a player: if they are the Demon, they die.
FarmerIf you die at night, an alive good player becomes a Farmer.
SageIf the Demon kills you, you learn that it is 1 of 2 players.
FoolThe first time you die, you don't.
Outsider
ButlerEach night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.
GolemYou may only nominate once per game. When you do, if the nominee is not the Demon, they die.
SweetheartWhen you die, 1 player is drunk from now on.
SaintIf you die by execution, your team loses.
Minion
MezephelesYou start knowing a secret word. The 1st good player to say this word becomes evil that night.
PoisonerEach night, choose a player: they are poisoned tonight and tomorrow day.
Devil's AdvocateEach night, choose a living player (different to last night): if executed tomorrow, they don't die.
GoblinIf you publicly claim to be the Goblin when nominated & are executed that day, your team wins.
Demon
KazaliEach night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]
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
SailorThe Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 5
PoisonerThe Poisoner points to a player. That player is poisoned.
- 6
CourtierThe 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.
- 7
Devil's AdvocateThe Devil’s Advocate points to a living player. That player survives execution tomorrow.
- 8
MezephelesShow the Mezepheles their secret word.
- 9
InvestigatorShow the character token of a Minion in play. Point to two players, one of which is that character.
- 10
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 11
ButlerThe Butler points to a player. Mark that player as 'Master'.
- 12
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 13
NightwatchmanThe Nightwatchman may point to a player. Wake that player, show the 'This character selected you' card and the Nightwatchman token, then point to the Nightwatchman player.
- 14DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
SailorThe previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 3
PoisonerThe previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.
- 4
CourtierReduce 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.
- 5
Devil's AdvocateThe Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.
- 6
MezephelesWake the 1st good player that said the Mezepheles' secret word and show them the 'You are' card and the thumbs down evil signal.
- 7
SweetheartChoose a player that is drunk.
- 8
SageIf the Sage was killed by a Demon: Point to two players, one of which is that Demon.
- 9
FarmerIf 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
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 11
UndertakerIf a player was executed today: Show that player’s character token.
- 12
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 13
NightwatchmanThe Nightwatchman may point to a player. Wake that player, show the 'This character selected you' card and the Nightwatchman token, then point to the Nightwatchman player.
- 14
ButlerThe Butler points to a player. Mark that player as 'Master'.
- 15DDawn
Wait for a few seconds. End the Night Phase.
Steward, High Priestess, Kazali don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.