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A Sane Script

v1.0.0

by Tech.CustomDifficulty:

4
Djinn
Hell's Librarian

"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

  • General

    Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.

  • Savant

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

  • Undertaker

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

  • Poppy Grower

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

  • Philosopher

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

  • Mathematician
    Jinxed with Drunk

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

  • Magician

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

  • Engineer

    Once per game, at night, choose which Minions or which Demon is in play.

  • Exorcist

    Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.

  • Dreamer

    Each night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.

  • Cult Leader

    Each night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins.

  • Alchemist
    Jinxed with Summoner
    Jinxed with Mastermind

    You have a not-in-play Minion ability.

  • Innkeeper

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

Outsider

  • Drunk

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

  • Plague Doctor

    When you die, the Storyteller gains a Minion ability.

  • Politician

    If you were the player most responsible for your team losing, you change alignment & win, even if dead.

  • 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.

Minion

  • Mastermind

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

  • Summoner
    Jinxed with Engineer
    Jinxed with Poppy Grower

    You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]

  • Wizard

    Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.

  • Xaan

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

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.

  • Leviathan
    Jinxed with Exorcist
    Jinxed with Innkeeper

    If more than 1 good player is executed, you win. All players know you are in play. After day 5, evil wins.

  • Riot
    Jinxed with Exorcist
    Jinxed with Innkeeper

    Nominees die, but may nominate again immediately (on day 3, they must). After day 3, evil wins. [All Minions are Riot]

Fabled & Loric

  • Djinn

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

  • Hell's Librarian

    Something bad might happen to whoever talks when the Storyteller has asked for silence.

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
    Alchemist

    Show the Alchemist a not-in-play Minion token

  6. 6
    Poppy Grower

    Do not inform the Demon/Minions who each other are

  7. 7
    Magician
  8. 8
    Engineer

    The Engineer shows a 'no' head signal, or points to a Demon or points to the relevant number of Minions. If the Engineer chose characters, replace the Demon or Minions with the choices, then wake the relevant players and show them the You are card and the relevant character tokens.

  9. 9
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  10. 10
    Cult Leader

    If the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.

  11. 11
    General

    Show the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.

  12. 12
    Mathematician

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

  13. 13
    Leviathan

    Place the Leviathan 'Day 1' marker. Announce 'The Leviathan is in play; this is Day 1.'

  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
    Engineer

    The Engineer shows a 'no' head signal, or points to a Demon or points to the relevant number of Minions. If the Engineer chose characters, replace the Demon or Minions with the choices, then wake the relevant players and show them the 'You are' card and the relevant character tokens.

  5. 5
    Innkeeper

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

  6. 6
    Exorcist

    The Exorcist points to a player, different from the previous night. If that player is the Demon: Wake the Demon. Show the Exorcist token. Point to the Exorcist. The Demon does not act 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
    Undertaker

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

  9. 9
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  10. 10
    Cult Leader

    If the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.

  11. 11
    General

    Show the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.

  12. 12
    Mathematician

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

  13. 13
    Leviathan

    Change the Leviathan Day reminder for the next day.

  14. 14
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Plague Doctor, Summoner, Wizard, Xaan, Djinn, Hell's Librarian don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Alchemist
    Jinxed with Summoner
    Alchemist & Summoner

    The Alchemist-Summoner does not get bluffs, and chooses which Demon but not which player. If they die before this happens, evil wins. [No Demon]

  • Jinxed with Mathematician
    Jinxed with Drunk
    Mathematician & Drunk

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

  • Jinxed with Riot
    Jinxed with Exorcist
    Riot & Exorcist

    If Riot nominates and executes the Exorcist-chosen player, good wins.

  • Jinxed with Leviathan
    Jinxed with Exorcist
    Leviathan & Exorcist

    If the Leviathan nominates and executes the Exorcist-chosen player, good wins.

  • Jinxed with Riot
    Jinxed with Innkeeper
    Riot & Innkeeper

    If Riot nominates and executes an Innkeeper-protected player, good wins.

  • Jinxed with Leviathan
    Jinxed with Innkeeper
    Leviathan & Innkeeper

    If the Leviathan nominates and executes an Innkeeper-protected player, good wins.

  • 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.

  • Jinxed with Alchemist
    Jinxed with Mastermind
    Alchemist & Mastermind

    An Alchemist-Mastermind has no Mastermind ability & the Mastermind is not-in-play.

  • Jinxed with Summoner
    Jinxed with Engineer
    Summoner & Engineer

    If the living Summoner is removed from play, the Storyteller has the Summoner ability.

  • Jinxed with Summoner
    Jinxed with Poppy Grower
    Summoner & Poppy Grower

    If the Poppy Grower is alive on the 3rd night, the Summoner chooses which Demon but not which player.