Date or Die Series II
v1.0.0by Tam and SeanCustomDifficulty:
"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
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.
EmpathEach night, you learn how many of your 2 alive neighbours are evil.
SailorEach night, choose an alive player: either you or they are drunk until dusk. You can't die.
GeneralEach night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
DreamerEach night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
InnkeeperEach night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
AmnesiacYou do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
AlsaahirEach day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.
SeamstressOnce per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
HuntsmanOnce per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
FarmerIf you die at night, an alive good player becomes a Farmer.
VirginThe 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
AcrobatEach night*, if either good living neighbour is drunk or poisoned, you die.
Outsider
GoonEach night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
DamselAll Minions know you are in play. If a Minion publicly guesses you (once), your team loses.
PoliticianIf you were the player most responsible for your team losing, you change alignment & win, even if dead.
Minion
PoisonerEach night, choose a player: they are poisoned tonight and tomorrow day.
Devil's AdvocateEach night, choose a living player (different to last night): if executed tomorrow, they don't die.
HarpyEach night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Summoner
You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
WitchEach night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
Demon
PukkaEach night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
LleechEach night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if & only if they die.
Fang GuEach night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
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
SailorThe Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 5
LleechThe Lleech points to a player. Place the Poisoned reminder token.
- 6
PoisonerThe Poisoner points to a player. That player is poisoned.
- 7
Devil's AdvocateThe Devil’s Advocate points to a living player. That player survives execution tomorrow.
- 8
WitchThe Witch points to a player. If that player nominates tomorrow they die immediately.
- 9
PukkaThe Pukka points to a player. That player is poisoned.
- 10
PixieShow the Pixie 1 in-play Townsfolk character token.
- 11
HuntsmanThe Huntsman shakes their head 'no' or points to a player. If they point to the Damsel, wake that player, show the 'You are' card and a not-in-play character token.
- 12
DamselWake all the Minions, show them the 'This character selected you' card and the Damsel token.
- 13
AmnesiacDecide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 14
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 15
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 16
SeamstressThe 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.
- 17
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 18DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
SailorThe previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 3
PoisonerThe previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.
- 4
InnkeeperThe previously protected and drunk players lose those markers. The Innkeeper points to two players. Those players are protected. One is drunk.
- 5
Devil's AdvocateThe Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.
- 6
WitchIf there are 4 or more players alive: The Witch points to a player. If that player nominates tomorrow they die immediately.
- 7
PukkaThe Pukka points to a player. That player is poisoned. The previously poisoned player dies.
- 8
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.
- 9
LleechThe Lleech points to a player. That player dies.
- 10
AcrobatIf a good living neighbour is drunk or poisoned, the Acrobat player dies.
- 11
HuntsmanThe Huntsman shakes their head 'no' or points to a player. If they point to the Damsel, wake that player, show the 'You are' card and a not-in-play character token.
- 12
DamselIf selected by the Huntsman, wake the Damsel, show 'You are' card and a not-in-play Townsfolk token.
- 13
AmnesiacIf the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 14
FarmerIf a Farmer died tonight, choose another good player and make them the Farmer. Wake this player, show them the 'You are' card and the Farmer character token.
- 15
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 16
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 17
SeamstressIf 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.
- 18
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 19DDawn
Wait for a few seconds. End the Night Phase.
Knight, Alsaahir, Harpy, Summoner, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

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