The Weekdays
v1.0.0by OopsieDaisyCustomDifficulty:
"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
PixieYou start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
ChambermaidEach night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Cult LeaderEach night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins.
DreamerEach night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
Fortune TellerEach night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
GamblerEach night*, choose a player & guess their character: if you guess wrong, you die.
ExorcistEach night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.
InnkeeperEach night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
ArtistOnce per game, during the day, privately ask the Storyteller any yes/no question.
EngineerOnce per game, at night, choose which Minions or which Demon is in play.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
JugglerOn your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
Outsider
ButlerEach night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.
KlutzWhen you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
MoonchildWhen you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.
MutantIf you are "mad" about being an Outsider, you might be executed.
Minion
Cerenovus
Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.
GoblinIf you publicly claim to be the Goblin when nominated & are executed that day, your team wins.
HarpyEach night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Pit-Hag
Each night*, choose a player & a character they become (if not-in-play). If a Demon is made, deaths tonight are arbitrary.
PoisonerEach night, choose a player: they are poisoned tonight and tomorrow day.
Demon
Al-HadikhiaEach night*, choose 3 players (all players learn who): each silently chooses to live or die, but if all live, all die.
Lil' MonstaEach night, Minions choose who babysits Lil' Monsta's token & "is the Demon". A player dies each night*. [+1 Minion]
PoEach night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.
Fabled & Loric
SentinelThere might be 1 extra or 1 fewer Outsider in play.
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
EngineerThe 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.
- 6
Lil' MonstaWake all Minions together, allow them to vote by pointing at who they want to babysit Lil' Monsta.
- 7
PoisonerThe Poisoner points to a player. That player is poisoned.
- 8
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.
- 9
CerenovusThe 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.
- 10
PixieShow the Pixie 1 in-play Townsfolk character token.
- 11
Fortune TellerThe Fortune Teller points to two players. Give the head signal (nod yes, shake no) for whether one of those players is the Demon.
- 12
ButlerThe Butler points to a player. Mark that player as 'Master'.
- 13
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 14
Cult LeaderIf the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.
- 15
ChambermaidThe Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.
- 16DDawn
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
EngineerThe 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.
- 4
PoisonerThe previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.
- 5
InnkeeperThe previously protected and drunk players lose those markers. The Innkeeper points to two players. Those players are protected. One is drunk.
- 6
GamblerThe Gambler points to a player, and a character on their sheet. If incorrect, the Gambler dies.
- 7
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.
- 8
CerenovusThe 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.
- 9
Pit-HagThe Pit-Hag points to a player and a character on the sheet. If this character is not in play, wake that player and show them the 'You are' card and the relevant character token. If the character is in play, nothing happens.
- 10
ExorcistThe 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.
- 11
PoIf 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
- 12
Al-HadikhiaThe 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.
- 13
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.
- 14
MoonchildIf the Moonchild used their ability to target a player today: If that player is good, they die.
- 15
Fortune TellerThe Fortune Teller points to two players. Show the head signal (nod 'yes', shake 'no') for whether one of those players is the Demon.
- 16
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 17
JugglerIf today was the Juggler’s first day: Show the hand signal for the number (0, 1, 2, etc.) of 'Correct' markers. Remove markers.
- 18
Cult LeaderIf the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.
- 19
ButlerThe Butler points to a player. Mark that player as 'Master'.
- 20
ChambermaidThe Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.
- 21DDawn
Wait for a few seconds. End the Night Phase.
Harpy, Sentinel, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Pit-Hag & Cult LeaderIf the Pit-Hag turns an evil player into the Cult Leader, they can't turn good due to their own ability.

Cerenovus & GoblinThe Cerenovus may choose to make a player mad that they are the Goblin.