Friend or Foe
v1.0.0by SummerMCustomDifficulty:
"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
ChefYou start knowing how many pairs of evil players there are.
ClockmakerYou start knowing how many steps from the Demon to its nearest Minion.
KnightYou start knowing 2 players that are not the Demon.
PixieYou start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
Bounty Hunter
You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
Cult LeaderEach night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins.
AtheistThe Storyteller can break the game rules & if executed, good wins, even if you are dead. [No evil characters]
GamblerEach night*, choose a player & guess their character: if you guess wrong, you die.
Poppy GrowerMinions & Demons do not know each other. If you die, they learn who each other are that night.
SailorEach night, choose an alive player: either you or they are drunk until dusk. You can't die.
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Magician


The Demon thinks you are a Minion. Minions think you are a Demon.
Outsider
RecluseYou might register as evil & as a Minion or Demon, even if dead.
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
GoonEach night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
PoliticianIf you were the player most responsible for your team losing, you change alignment & win, even if dead.
Minion
Marionette

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

You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
Widow
On your 1st night, look at the Grimoire and choose a player: they are poisoned. 1 good player knows a Widow is in play.
HarpyEach night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Demon
Fang GuEach night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
ImpEach night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Legion

Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]
Lil' Monsta

Each night, Minions choose who babysits Lil' Monsta's token & "is the Demon". A player dies each night*. [+1 Minion]
Fabled & Loric
DjinnUse the Djinn's special rule. All players know what it is.
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
PhilosopherThe 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
Poppy GrowerDo not inform the Demon/Minions who each other are
- 6
Magician - 7
LunaticIf 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.
- 8
SailorThe Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 9
MarionetteSelect 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.
- 10
Lil' MonstaWake all Minions together, allow them to vote by pointing at who they want to babysit Lil' Monsta.
- 11
WidowShow the Grimoire to the Widow for as long as they need. The Widow points to a player. That player is poisoned. Wake a good player. Show the 'These characters are in play' card, then the Widow character token.
- 12
Snake CharmerThe 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.
- 13
PixieShow the Pixie 1 in-play Townsfolk character token.
- 14
ChefShow the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.
- 15
ClockmakerShow the hand signal for the number (1, 2, 3, etc.) of places from Demon to closest Minion.
- 16
Bounty HunterPoint to 1 evil player. Wake the townsfolk who is evil and show them the 'You are' card and the thumbs down evil sign.
- 17
Cult LeaderIf the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.
- 18DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
PhilosopherIf 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
Poppy GrowerIf the Poppy Grower has died, show the Minions/Demon who each other are.
- 4
SailorThe previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 5
GamblerThe Gambler points to a player, and a character on their sheet. If incorrect, the Gambler dies.
- 6
Snake CharmerThe 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.
- 7
LunaticAllow 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.
- 8
LegionChoose a player, that player dies.
- 9
ImpThe Imp points to a player. That player dies. If the Imp chose themselves: Replace the character of 1 alive minion with a spare Imp token. Show the 'You are' card, then the Imp token.
- 10
Fang GuThe Fang Gu points to a player. That player dies. Or, if that player was an Outsider and there are no other Fang Gu in play: The Fang Gu dies instead of the chosen player. The chosen player is now an evil Fang Gu. Wake the new Fang Gu. Show the 'You are' card, then the Fang Gu token. Show the 'You are' card, then the thumb-down 'evil' hand sign.
- 11
Lil' MonstaWake all Minions together, allow them to vote by pointing at who they want to babysit Lil' Monsta. Choose a player, that player dies.
- 12
Bounty HunterIf the known evil player has died, point to another evil player.
- 13
Cult LeaderIf the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.
- 14DDawn
Wait for a few seconds. End the Night Phase.
Knight, Summoner, Harpy, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Legion & SummonerIf Legion is summoned, all evil players become Legion.

Marionette & SummonerIf there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.

Lil' Monsta & MagicianIf the Magician is alive, the Storyteller chooses which Minion babysits Lil' Monsta.

Bounty Hunter & PhilosopherIf the Philosopher gains the Bounty Hunter ability, a Townsfolk might turn evil.

Summoner & ClockmakerThe Summoner registers as the Demon to the Clockmaker.

Lil' Monsta & Poppy GrowerIf Lil' Monsta & the Poppy Grower are alive, Minions wake one by one, until one of them chooses to take the Lil' Monsta token.

Widow & Poppy GrowerIf the Poppy Grower has their ability, the Widow does not see the Grimoire.

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

Legion & PoliticianThe Politician might register as evil to Legion.

Magician & WidowWhen the Widow sees the Grimoire, the Demon and Magician's character tokens are removed.

Magician & MarionetteIf the Magician is alive, the Demon doesn't know which neighbor is the Marionette.

Marionette & Lil' MonstaIf there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.

Magician & LegionIf the Magician is in play, during the Demon info step, Legion wake in separate groups. Each group learns which players are good, but does not learn the Magician.