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Mirror Mirror

v2.0.0

by MonikaCustomDifficulty:

4
Djinn
Sentinel

"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

  • Pixie

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

  • 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]

  • King

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

  • Sailor

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

  • Snake Charmer

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

  • Monk

    Each night*, choose a player (not yourself): they are safe from the Demon tonight.

  • Philosopher

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

  • Huntsman

    Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]

  • Virgin

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

  • Tea Lady

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

  • Farmer

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

  • Choirboy

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

  • Cannibal

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

Outsider

  • Barber

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

  • Damsel

    All Minions know you are in play. If a Minion publicly guesses you (once), 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.

  • Lunatic

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

Minion

  • Devil's Advocate

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

  • Cerenovus

    Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.

  • Spy
    Jinxed with Damsel

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

  • 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.

  • Marionette
    Jinxed with Huntsman

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

Demon

  • 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.

  • No Dashii

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

  • Vigormortis

    Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. [-1 Outsider]

Fabled & Loric

  • Djinn

    Use the Djinn's special rule. All players know what it is.

  • Sentinel

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

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
    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.

  6. 6
    King

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

  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
    Lleech

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

  10. 10
    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.

  11. 11
    Devil's Advocate

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

  12. 12
    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.

  13. 13
    Cerenovus

    The Cerenovus points to a player, then to a character on their sheet. Wake that player. Show the 'This character selected you' card, then the Cerenovus token. Show the selected character token. If the player is not mad about being that character tomorrow, they can be executed.

  14. 14
    Pixie

    Show the Pixie 1 in-play Townsfolk character token.

  15. 15
    Huntsman

    The Huntsman shakes their head 'no' or points to a player. If they point to the Damsel, wake that player, show the 'You are' card and a not-in-play character token.

  16. 16
    Damsel

    Wake all the Minions, show them the 'This character selected you' card and the Damsel token.

  17. 17
    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.

  18. 18
    Spy

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

  19. 19
    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
    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
    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.

  5. 5
    Monk

    The previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.

  6. 6
    Devil's Advocate

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

  7. 7
    Cerenovus

    The Cerenovus points to a player, then to a character on their sheet. Wake that player. Show the 'This character selected you' card, then the Cerenovus token. Show the selected character token. If the player is not mad about being that character tomorrow, they can be executed.

  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
    No Dashii

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

  10. 10
    Vigormortis

    The Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.

  11. 11
    Lleech

    The Lleech points to a player. That player dies.

  12. 12
    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.

  13. 13
    Choirboy

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

  14. 14
    Huntsman

    The Huntsman shakes their head 'no' or points to a player. If they point to the Damsel, wake that player, show the 'You are' card and a not-in-play character token.

  15. 15
    Damsel

    If selected by the Huntsman, wake the Damsel, show 'You are' card and a not-in-play Townsfolk token.

  16. 16
    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.

  17. 17
    King

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

  18. 18
    Bounty Hunter

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

  19. 19
    Spy

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

  20. 20
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Djinn, Sentinel 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.

  • Jinxed with Marionette
    Jinxed with Huntsman
    Marionette & Huntsman

    If the Marionette thinks that they are the Huntsman, the Damsel was added during setup.

  • Jinxed with Spy
    Jinxed with Damsel
    Spy & Damsel

    If the Spy is (or has been) in play, the Damsel is poisoned.