Mire of Mugwumps
v1.0.0by PogoFoxCustomDifficulty:
"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
StewardYou start knowing 1 good player.
ChefYou start knowing how many pairs of evil players there are.
NobleYou start knowing 3 players, 1 and only 1 of which is evil.
Bounty Hunter
You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
EmpathEach night, you learn how many of your 2 alive neighbours are evil.
Village IdiotEach night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Cult LeaderEach night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins.
LycanthropeEach night*, choose a living player: if good, they die, but they are the only player that can die tonight.
SeamstressOnce per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
CannibalYou have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
MayorIf only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
Magician


The Demon thinks you are a Minion. Minions think you are a Demon.
PacifistExecuted good players might not die.
Outsider
GoonEach night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
OgreOn your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Recluse
You might register as evil & as a Minion or Demon, even if dead.
Minion
MezephelesYou start knowing a secret word. The 1st good player to say this word becomes evil that night.
Spy
Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
Marionette
You think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]
Evil TwinYou & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.
Demon
ImpEach night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
OjoEach night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
KazaliEach night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]
LegionEach night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]
Traveller
HarlotEach night*, choose a living player: if they agree, you learn their character, but you both might die.
ApprenticeOn your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil).
BeggarYou 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.
ScapegoatIf a player of your alignment is executed, you might be executed instead.
GnomeAll players start knowing a player of your alignment. You may choose to kill anyone who nominates them.
Fabled & Loric
Storm CatcherName a good character. If in play, they can only die by execution, but evil players learn which player it is.
DuchessEach day, 3 players may choose to visit you. At night*, each visitor learns how many visitors are evil, but 1 gets false info.
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
Magician - 5
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.
- 6
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.
- 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
Evil TwinWake 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
MezephelesShow the Mezepheles their secret word.
- 10
ChefShow the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.
- 11
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 12
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.
- 13
NoblePoint to 3 players including one evil player, in no particular order.
- 14
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.
- 15
Cult LeaderIf the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.
- 16
SpyShow the Grimoire to the Spy for as long as they need.
- 17DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
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.
- 3
MezephelesWake the 1st good player that said the Mezepheles' secret word and show them the 'You are' card and the thumbs down evil signal.
- 4
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.
- 5
LycanthropeThe Lycanthrope points to a living player: if good, they die and no one else can die tonight.
- 6
LegionChoose a player, that player dies.
- 7
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.
- 8
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 9
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.
- 10
Bounty HunterIf the known evil player has died, point to another evil player.
- 11
Cult LeaderIf the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.
- 12
SpyShow the Grimoire to the Spy for as long as they need.
- 13DDawn
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

Spy & OgreThe Spy registers as evil to the Ogre.

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

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

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

Magician & SpyWhen the Spy 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.

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.