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Mire of Mugwumps

v1.0.0

by PogoFoxCustomDifficulty:

1
Storm Catcher
Duchess
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

  • Steward

    You start knowing 1 good player.

  • Chef

    You start knowing how many pairs of evil players there are.

  • Noble

    You start knowing 3 players, 1 and only 1 of which is evil.

  • Bounty Hunter
    Jinxed with Kazali

    You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]

  • Empath

    Each night, you learn how many of your 2 alive neighbours are evil.

  • Village Idiot

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

  • Snake Charmer

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

  • Cult Leader

    Each night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins.

  • Lycanthrope

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

  • Seamstress

    Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.

  • Cannibal

    You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.

  • Mayor

    If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.

  • Magician
    Jinxed with Spy
    Jinxed with Marionette
    Jinxed with Legion

    The Demon thinks you are a Minion. Minions think you are a Demon.

  • Pacifist

    Executed good players might not die.

Outsider

  • Goon

    Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.

  • Ogre

    On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.

  • Lunatic

    You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.

  • Recluse
    Jinxed with Ogre

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

Minion

  • Mezepheles

    You start knowing a secret word. The 1st good player to say this word becomes evil that night.

  • Spy
    Jinxed with Ogre

    Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.

  • Marionette
    Jinxed with Kazali

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

  • Evil Twin

    You & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.

Demon

  • Imp

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

  • Ojo

    Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.

  • Kazali

    Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]

  • Legion

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

Traveller

  • Harlot

    Each night*, choose a living player: if they agree, you learn their character, but you both might die.

  • Apprentice

    On your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil).

  • Beggar

    You must use a vote token to vote. Dead players may choose to give you theirs. If so, you learn their alignment. You are sober & healthy.

  • Scapegoat

    If a player of your alignment is executed, you might be executed instead.

  • Gnome

    All players start knowing a player of your alignment. You may choose to kill anyone who nominates them.

Fabled & Loric

  • Storm Catcher

    Name a good character. If in play, they can only die by execution, but evil players learn which player it is.

  • Duchess

    Each day, 3 players may choose to visit you. At night*, each visitor learns how many visitors are evil, but 1 gets false info.

  • 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
    Magician
  5. 5
    Lunatic

    If 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.

  6. 6
    Marionette

    Select 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.

  7. 7
    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.

  8. 8
    Evil Twin

    Wake the Evil Twin and their twin. Confirm that they have acknowledged each other. Point to the Evil Twin. Show their Evil Twin token to the twin player. Point to the twin. Show their character token to the Evil Twin player.

  9. 9
    Mezepheles

    Show the Mezepheles their secret word.

  10. 10
    Chef

    Show the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.

  11. 11
    Empath

    Show the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.

  12. 12
    Seamstress

    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.

  13. 13
    Noble

    Point to 3 players including one evil player, in no particular order.

  14. 14
    Bounty Hunter

    Point to 1 evil player. Wake the townsfolk who is evil and show them the 'You are' card and the thumbs down evil sign.

  15. 15
    Cult Leader

    If the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.

  16. 16
    Spy

    Show the Grimoire to the Spy for as long as they need.

  17. 17
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    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.

  3. 3
    Mezepheles

    Wake the 1st good player that said the Mezepheles' secret word and show them the 'You are' card and the thumbs down evil signal.

  4. 4
    Lunatic

    Allow 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.

  5. 5
    Lycanthrope

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

  6. 6
    Legion

    Choose a player, that player dies.

  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
    Empath

    Show the finger signal (0, 1, 2) for the number of evil neighbours.

  9. 9
    Seamstress

    If 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.

  10. 10
    Bounty Hunter

    If the known evil player has died, point to another evil player.

  11. 11
    Cult Leader

    If the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.

  12. 12
    Spy

    Show the Grimoire to the Spy for as long as they need.

  13. 13
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Steward, Village Idiot, Ogre, Ojo, Kazali, Storm Catcher, Duchess, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Spy
    Jinxed with Ogre
    Spy & Ogre

    The Spy registers as evil to the Ogre.

  • Jinxed with Recluse
    Jinxed with Ogre
    Recluse & Ogre

    If the Recluse registers as evil to the Ogre, the Ogre learns that they are evil.

  • Jinxed with Marionette
    Jinxed with Kazali
    Marionette & Kazali

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

  • Jinxed with Bounty Hunter
    Jinxed with Kazali
    Bounty Hunter & Kazali

    If the Kazali turns the Bounty Hunter into a Minion, an evil Townsfolk is not created.

  • Jinxed with Magician
    Jinxed with Spy
    Magician & Spy

    When the Spy sees the Grimoire, the Demon and Magician's character tokens are removed.

  • Jinxed with Magician
    Jinxed with Marionette
    Magician & Marionette

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

  • Jinxed with Magician
    Jinxed with Legion
    Magician & Legion

    If 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.