Once in a Blue Moon
v1.0.1by A. Taizermann & DrevoedCustomDifficulty:
"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
NobleYou start knowing 3 players, 1 and only 1 of which is evil.
LibrarianYou start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
EmpathEach night, you learn how many of your 2 alive neighbours are evil.
Mathematician


Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.
KingEach night, if the dead outnumber the living, you learn 1 alive character. The Demon knows who you are.
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.
AcrobatEach night*, if either good living neighbour is drunk or poisoned, you die.
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.
FishermanOnce per game, during the day, visit the Storyteller for some advice to help you win.
ChoirboyIf the Demon kills the King, you learn which player is the Demon. [+ the King]
Magician

The Demon thinks you are a Minion. Minions think you are a Demon.
Outsider
GoonEach night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
RecluseYou might register as evil & as a Minion or Demon, even if dead.
SweetheartWhen you die, 1 player is drunk from now on.
Minion
GodfatherYou start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die.
PoisonerEach night, choose a player: they are poisoned tonight and tomorrow day.
SpyEach night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
MarionetteYou think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]
Scarlet WomanIf there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count)
Demon
PukkaEach night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
ImpEach night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Traveller
BaristaEach night, until dusk, 1) a player becomes sober, healthy and gets true info, or 2) their ability works twice. They learn which.
HarlotEach night*, choose a living player: if they agree, you learn their character, but you both might die.
Bone CollectorOnce per game, at night, choose a dead player: they regain their ability until dusk.
JudgeOnce per game, if another player nominated, you may choose to force the current execution to pass or fail.
ApprenticeOn your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil).
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
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
KingWake the Demon, show them the 'This character selected you' card, show the King token and point to the King player.
- 7
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.
- 8
PoisonerThe Poisoner points to a player. That player is poisoned.
- 9
GodfatherShow each of the Outsider tokens in play.
- 10
PukkaThe Pukka points to a player. That player is poisoned.
- 11
LibrarianShow the character token of an Outsider in play. Point to two players, one of which is that character.
- 12
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 13
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.
- 14
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 15
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.
- 16
NoblePoint to 3 players including one evil player, in no particular order.
- 17
SpyShow the Grimoire to the Spy for as long as they need.
- 18
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 19DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
PoisonerThe previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.
- 3
Scarlet WomanIf the Scarlet Woman became the Demon today: Show the 'You are' card, then the demon token.
- 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
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.
- 7
PukkaThe Pukka points to a player. That player is poisoned. The previously poisoned player dies.
- 8
GodfatherIf an Outsider died today: The Godfather points to a player. That player dies.
- 9
AcrobatIf a good living neighbour is drunk or poisoned, the Acrobat player dies.
- 10
SweetheartChoose a player that is drunk.
- 11
ChoirboyIf the King was killed by the Demon, wake the Choirboy and point to the Demon player.
- 12
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 13
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.
- 14
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 15
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.
- 16
KingIf there are more dead than living, show the King a character token of a living player.
- 17
SpyShow the Grimoire to the Spy for as long as they need.
- 18
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 19DDawn
Wait for a few seconds. End the Night Phase.
Djinn doesn't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Mathematician & DrunkThe Mathematician learns if the Drunk's ability yielded false info or failed to work properly.

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

Mathematician & LunaticThe Mathematician learns if the Lunatic attacks a different player than the real Demon attacked.

Mathematician & MarionetteThe Mathematician learns if the Marionette's ability yielded false info or failed to work properly.

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