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Ale & Alibis

v1.0.0

by GhostCustomDifficulty:

3
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.

  • Noble

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

  • Sailor

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

  • Mathematician
    Jinxed with Drunk

    Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.

  • Fortune Teller

    Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.

  • Town Crier

    Each night*, you learn if a Minion nominated today.

  • Innkeeper

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

  • Gambler

    Each night*, choose a player & guess their character: if you guess wrong, you die.

  • Acrobat

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

  • Gossip

    Each day, you may make a public statement. Tonight, if it was true, a player dies.

  • Cannibal

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

  • Farmer

    If you die at night, an alive good player becomes a Farmer.

  • Fool

    The first time you die, you don't.

Outsider

  • Goon

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

  • Drunk

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

  • Tinker

    You might die at any time.

  • Sweetheart

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

Minion

  • Poisoner

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

  • Devil's Advocate

    Each night, choose a living player (different to last night): if executed tomorrow, they don't die.

  • Assassin

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

  • Widow

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

  • Xaan

    On night X, all Townsfolk are poisoned until dusk. [X Outsiders]

Demon

  • Pukka

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

  • No Dashii

    Each night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned.

  • Vigormortis

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

  • Lleech

    Each night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if & only if they die.

Traveller

  • Thief

    Each night, choose a player (not yourself): their vote counts negatively tomorrow.

  • Bureaucrat

    Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow.

  • Barista

    Each night, until dusk, 1) a player becomes sober, healthy and gets true info, or 2) their ability works twice. They learn which.

  • Judge

    Once per game, if another player nominated, you may choose to force the current execution to pass or fail.

  • Scapegoat

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

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
    Lleech

    The Lleech points to a player. Place the Poisoned reminder token.

  6. 6
    Poisoner

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

  7. 7
    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.

  8. 8
    Devil's Advocate

    The Devil’s Advocate points to a living player. That player survives execution tomorrow.

  9. 9
    Pukka

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

  10. 10
    Fortune Teller

    The Fortune Teller points to two players. Give the head signal (nod yes, shake no) for whether one of those players is the Demon.

  11. 11
    Noble

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

  12. 12
    Mathematician

    Show the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.

  13. 13
    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
    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
    Gambler

    The Gambler points to a player, and a character on their sheet. If incorrect, the Gambler dies.

  6. 6
    Devil's Advocate

    The Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.

  7. 7
    Pukka

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

  8. 8
    No Dashii

    The No Dashii points to a player. That player dies.

  9. 9
    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.

  10. 10
    Lleech

    The Lleech 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
    Gossip

    If the Gossip’s public statement was true: Choose a player not protected from dying tonight. That player dies.

  13. 13
    Acrobat

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

  14. 14
    Sweetheart

    Choose a player that is drunk.

  15. 15
    Farmer

    If a Farmer died tonight, choose another good player and make them the Farmer. Wake this player, show them the 'You are' card and the Farmer character token.

  16. 16
    Tinker

    The Tinker might die.

  17. 17
    Fortune Teller

    The Fortune Teller points to two players. Show the head signal (nod 'yes', shake 'no') for whether one of those players is the Demon.

  18. 18
    Town Crier

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

  19. 19
    Mathematician

    Show the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.

  20. 20
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

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

Jinxes
  • Jinxed with Mathematician
    Jinxed with Drunk
    Mathematician & Drunk

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