BOTChub
← All scripts

Identity Crisis II: Pig in the City

v2.1.0

by WillCustomDifficulty:

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.

  • Librarian

    You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)

  • Noble

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

  • Clockmaker

    You start knowing how many steps from the Demon to its nearest Minion.

  • Empath

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

  • Dreamer

    Each night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.

  • Sailor

    Each night, choose an alive player: either you or they are drunk until dusk. You can't die.

  • Balloonist

    Each night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]

  • Innkeeper

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

  • Oracle

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

  • Mayor

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

  • Virgin

    The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.

  • Huntsman

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

Outsider

  • Klutz

    When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.

  • Damsel

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

  • Mutant

    If you are "mad" about being an Outsider, you might be executed.

  • Sweetheart

    When you die, 1 player is drunk from now on.

Minion

  • Widow
    Jinxed with Damsel

    On your 1st night, look at the Grimoire and choose a player: they are poisoned. 1 good player knows a Widow is in play.

  • Vizier

    All players know you are the Vizier. You cannot die during the day. If good voted, you may choose to execute immediately.

  • Psychopath

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

  • Goblin

    If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.

Demon

  • Pukka

    Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.

  • Fang Gu

    Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]

  • Vigormortis

    Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. [-1 Outsider]

  • Vortox

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

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
    Sailor

    The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.

  5. 5
    Widow

    Show the Grimoire to the Widow for as long as they need. The Widow points to a player. That player is poisoned. Wake a good player. Show the 'These characters are in play' card, then the Widow character token.

  6. 6
    Pukka

    The Pukka points to a player. That player 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
    Librarian

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

  10. 10
    Empath

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

  11. 11
    Clockmaker

    Show the hand signal for the number (1, 2, 3, etc.) of places from Demon to closest Minion.

  12. 12
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  13. 13
    Noble

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

  14. 14
    Balloonist

    Choose a character type. Point to a player whose character is of that type. Place the Balloonist's Seen reminder next to that character.

  15. 15
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Sailor

    The previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.

  3. 3
    Innkeeper

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

  4. 4
    Pukka

    The Pukka points to a player. That player is poisoned. The previously poisoned player dies.

  5. 5
    Fang Gu

    The 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.

  6. 6
    Vortox

    The Vortox points to a player. That player dies.

  7. 7
    Vigormortis

    The Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.

  8. 8
    Sweetheart

    Choose a player that is drunk.

  9. 9
    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.

  10. 10
    Damsel

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

  11. 11
    Empath

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

  12. 12
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  13. 13
    Oracle

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

  14. 14
    Balloonist

    Choose a character type that does not yet have a Seen reminder next to a character of that type. Point to a player whose character is of that type, if there are any. Place the Balloonist's Seen reminder next to that character.

  15. 15
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

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

Jinxes
  • Jinxed with Widow
    Jinxed with Damsel
    Widow & Damsel

    If the Widow is (or has been) in play, the Damsel is poisoned.