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My Loyal, Royal Subject

v1.0.0

by LorionCustomDifficulty:

2
Duchess
Spirit of Ivory

"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.

  • Knight

    You start knowing 2 players that are not the Demon.

  • Noble

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

  • General

    Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.

  • Chambermaid

    Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.

  • King

    Each night, if the dead outnumber the living, you learn 1 alive character. The Demon knows who you are.

  • Acrobat

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

  • Courtier

    Once per game, at night, choose a character: they are drunk for 3 nights & 3 days.

  • Huntsman

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

  • Princess

    On your 1st day, if you nominated & executed a player, the Demon doesn't kill tonight.

  • Juggler

    On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.

  • Choirboy

    If the Demon kills the King, you learn which player is the Demon. [+ the King]

  • Fool

    The first time you die, you don't.

Outsider

  • Butler

    Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.

  • Drunk

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

  • Hatter

    If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.

  • Damsel

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

Minion

  • Mezepheles

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

  • 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.

  • Scarlet Woman

    If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count)

  • Baron

    There are extra Outsiders in play. [+2 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

  • Bureaucrat

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

  • Matron

    Each day, you may choose up to 3 sets of 2 players to swap seats. Players may not leave their seats to talk in private.

  • Judge

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

  • Bishop

    Only the Storyteller can nominate. At least 1 opposite player must be nominated each day.

Fabled & Loric

  • 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.

  • Spirit of Ivory

    There can't be more than 1 extra evil player.

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
    King

    Wake the Demon, show them the 'This character selected you' card, show the King token and point to the King player.

  5. 5
    Lleech

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

  6. 6
    Courtier

    The Courtier either shows a 'no' head signal, or points to a character on the sheet. If the Courtier used their ability: If that character is in play, that player is drunk.

  7. 7
    Devil's Advocate

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

  8. 8
    Mezepheles

    Show the Mezepheles their secret word.

  9. 9
    Pukka

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

  10. 10
    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.

  11. 11
    Damsel

    Wake all the Minions, show them the 'This character selected you' card and the Damsel token.

  12. 12
    Butler

    The Butler points to a player. Mark that player as 'Master'.

  13. 13
    Noble

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

  14. 14
    General

    Show the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.

  15. 15
    Chambermaid

    The Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.

  16. 16
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Courtier

    Reduce the remaining number of days the marked player is poisoned. If the Courtier has not yet used their ability: The Courtier either shows a 'no' head signal, or points to a character on the sheet. If the Courtier used their ability: If that character is in play, that player is drunk.

  3. 3
    Devil's Advocate

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

  4. 4
    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.

  5. 5
    Scarlet Woman

    If the Scarlet Woman became the Demon today: Show the 'You are' card, then the demon token.

  6. 6
    Pukka

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

  7. 7
    No Dashii

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

  8. 8
    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.

  9. 9
    Lleech

    The Lleech points to a player. That player dies.

  10. 10
    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.

  11. 11
    Acrobat

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

  12. 12
    Choirboy

    If the King was killed by the Demon, wake the Choirboy and point to the Demon player.

  13. 13
    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.

  14. 14
    Damsel

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

  15. 15
    Juggler

    If today was the Juggler’s first day: Show the hand signal for the number (0, 1, 2, etc.) of 'Correct' markers. Remove markers.

  16. 16
    King

    If there are more dead than living, show the King a character token of a living player.

  17. 17
    Butler

    The Butler points to a player. Mark that player as 'Master'.

  18. 18
    General

    Show the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.

  19. 19
    Chambermaid

    The Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.

  20. 20
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Steward, Knight, Princess, Hatter, Duchess, Spirit of Ivory don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.