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Disastrous Insomnia

v1.0.0

by Amber<3CustomDifficulty:

3
Bootlegger
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

  • Grandmother

    You start knowing a good player & their character. If the Demon kills them, you die too.

  • General

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

  • Village Idiot

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

  • Mathematician
    Jinxed with Drunk

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

  • 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.

  • Innkeeper

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

  • Acrobat

    Each night*, if either good living neighbour is drunk or poisoned, you die.

  • Gossip

    Each day, you may make a public statement. Tonight, if it was true, a player dies.

  • Nightwatchman

    Once per game, at night, choose a player: they learn who you are.

  • Slayer

    Once per game, during the day, publicly choose a player: if they are the Demon, they die.

  • Soldier

    You are safe from the Demon.

  • Minstrel

    When a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.

  • Ravenkeeper

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

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.

  • Golem

    You may only nominate once per game. When you do, if the nominee is not the Demon, they die.

  • Zealot

    If there are 5 or more players alive, you must vote for every nomination.

Minion

  • Poisoner

    Each night, choose a player: they are poisoned tonight and tomorrow day.

  • Witch

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

  • Summoner
    Jinxed with Pukka

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

  • Mastermind

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

  • Baron

    There are extra Outsiders in play. [+2 Outsiders]

Demon

  • Yaggababble

    You start knowing a secret phrase. For each time you said it publicly today, a player might die.

  • Pukka

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

  • Po

    Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.

Fabled & Loric

  • Bootlegger

    This script has homebrew characters or rules.

  • 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
    Poisoner

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

  5. 5
    Witch

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

  6. 6
    Pukka

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

  7. 7
    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.

  8. 8
    Grandmother

    Show the marked character token. Point to the marked player.

  9. 9
    Nightwatchman

    The 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.

  10. 10
    General

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

  11. 11
    Mathematician

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

  12. 12
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Poisoner

    The previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.

  3. 3
    Innkeeper

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

  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
    Pukka

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

  6. 6
    Po

    If the Po chose no-one the previous night: The Po points to three players. Otherwise: The Po either shows the 'no' head signal , or points to a player. Chosen players die

  7. 7
    Gossip

    If the Gossip’s public statement was true: Choose a player not protected from dying tonight. That player dies.

  8. 8
    Acrobat

    If a good living neighbour is drunk or poisoned, the Acrobat player dies.

  9. 9
    Tinker

    The Tinker might die.

  10. 10
    Grandmother

    If the Grandmother’s grandchild was killed by the Demon tonight: The Grandmother dies.

  11. 11
    Ravenkeeper

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

  12. 12
    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.

  13. 13
    Nightwatchman

    The 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. 14
    General

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

  15. 15
    Mathematician

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

  16. 16
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

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

Jinxes
  • 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 Summoner
    Jinxed with Pukka
    Summoner & Pukka

    The Summoner may summon a Pukka on the 2nd night instead of the 3rd.