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While You Were Waiting

v1.0.0

by WayneCustomDifficulty:

4
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

  • Knight

    You start knowing 2 players that are not the Demon.

  • Washerwoman

    You start knowing that 1 of 2 players is a particular Townsfolk.

  • Snake Charmer

    Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.

  • Flowergirl

    Each night*, you learn if a Demon voted today.

  • Oracle

    Each night*, you learn how many dead players are evil.

  • Innkeeper

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

  • Lycanthrope

    Each night*, choose a living player: if good, they die, but they are the only player that can die tonight.

  • Amnesiac

    You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.

  • Juggler

    On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.

  • Artist

    Once per game, during the day, privately ask the Storyteller any yes/no question.

  • Philosopher

    Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.

  • Huntsman

    Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]

  • Soldier

    You are safe from the Demon.

  • Acrobat

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

Outsider

  • Recluse

    You might register as evil & as a Minion or Demon, even if dead.

  • Damsel

    All Minions know you are in play. If a Minion publicly guesses you (once), your team loses.

  • Drunk

    You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.

Minion

  • Poisoner

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

  • Summoner
    Jinxed with Zombuul

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

  • Psychopath

    Each day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo.

  • Assassin

    Once per game, at night*, choose a player: they die, even if for some reason they could not.

Demon

  • Imp

    Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.

  • Po

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

  • Vortox

    Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.

  • Zombuul

    Each night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead.

Fabled & Loric

  • 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
    Philosopher

    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.

  5. 5
    Poisoner

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

  6. 6
    Snake Charmer

    The 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. 7
    Huntsman

    The 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.

  8. 8
    Damsel

    Wake all the Minions, show them the 'This character selected you' card and the Damsel token.

  9. 9
    Amnesiac

    Decide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.

  10. 10
    Washerwoman

    Show the character token of a Townsfolk in play. Point to two players, one of which is that character.

  11. 11
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Philosopher

    If 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. 3
    Poisoner

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

  4. 4
    Innkeeper

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

  5. 5
    Snake Charmer

    The 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.

  6. 6
    Lycanthrope

    The Lycanthrope points to a living player: if good, they die and no one else can die tonight.

  7. 7
    Imp

    The 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.

  8. 8
    Zombuul

    If no-one died during the day: The Zombuul points to a player. That player dies.

  9. 9
    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

  10. 10
    Vortox

    The Vortox points to a player. That player dies.

  11. 11
    Assassin

    If the Assassin has not yet used their ability: The Assassin either shows the 'no' head signal, or points to a player. That player dies.

  12. 12
    Acrobat

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

  13. 13
    Huntsman

    The 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.

  14. 14
    Damsel

    If selected by the Huntsman, wake the Damsel, show 'You are' card and a not-in-play Townsfolk token.

  15. 15
    Amnesiac

    If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.

  16. 16
    Flowergirl

    Nod 'yes' or shake head 'no' for whether the Demon voted today. Place the 'Demon not voted' marker (remove 'Demon voted', if any).

  17. 17
    Oracle

    Show the hand signal for the number (0, 1, 2, etc.) of dead evil players.

  18. 18
    Juggler

    If today was the Juggler’s first day: Show the hand signal for the number (0, 1, 2, etc.) of 'Correct' markers. Remove markers.

  19. 19
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

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

Jinxes
  • Jinxed with Summoner
    Jinxed with Zombuul
    Summoner & Zombuul

    If the Summoner summons a dead player into the Zombuul, the Zombuul has already 'died once'.