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The Minion Monty Hall Paradox

v1.0.0

by LivFreeOrPie / Bill PzCustomDifficulty:

3
Bootlegger
Sentinel
Djinn

Bootlegger rules

  • The Vigormortis does not remove an Outsider from play. The Sentinel might modify the Outsider count.

"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

  • Village Idiot

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

  • Gambler

    Each night*, choose a player & guess their character: if you guess wrong, you die.

  • Alsaahir

    Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.

  • Seamstress

    Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.

  • Cannibal

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

  • Sage

    If the Demon kills you, you learn that it is 1 of 2 players.

Outsider

  • Lunatic

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

  • Snitch

    Minions start knowing 3 not-in-play characters.

Minion

  • Devil's Advocate

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

  • Vizier
    Jinxed with Alsaahir

    All players know you are the Vizier. You cannot die during the day. If good voted, you may choose to execute immediately.

Demon

  • Pukka

    Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.

  • Vigormortis

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

Fabled & Loric

  • Bootlegger

    This script has homebrew characters or rules.

  • 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
    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.

  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
    Devil's Advocate

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

  7. 7
    Pukka

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

  8. 8
    Seamstress

    The Seamstress either shows a 'no' head signal, or points to two other players. If the Seamstress chose players , nod 'yes' or shake 'no' for whether they are of same alignment.

  9. 9
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Gambler

    The Gambler points to a player, and a character on their sheet. If incorrect, the Gambler dies.

  3. 3
    Devil's Advocate

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

  4. 4
    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.

  5. 5
    Pukka

    The Pukka points to a player. That player is poisoned. The previously poisoned player dies.

  6. 6
    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.

  7. 7
    Sage

    If the Sage was killed by a Demon: Point to two players, one of which is that Demon.

  8. 8
    Seamstress

    If the Seamstress has not yet used their ability: the Seamstress either shows a 'no' head signal, or points to two other players. If the Seamstress chose players , nod 'yes' or shake 'no' for whether they are of same alignment.

  9. 9
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Village Idiot, Alsaahir, Vizier, Bootlegger, Sentinel, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Vizier
    Jinxed with Alsaahir
    Vizier & Alsaahir

    The Storyteller doesn't declare the Vizier is in play.