oktoberfest
v1.0.1by Ted WazeCustomDifficulty:
"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
CourtierOnce per game, at night, choose a character: they are drunk for 3 nights & 3 days.
AtheistThe Storyteller can break the game rules & if executed, good wins, even if you are dead. [No evil characters]
DreamerEach night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
EmpathEach night, you learn how many of your 2 alive neighbours are evil.
InnkeeperEach night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
UndertakerEach night*, you learn which character died by execution today.
SailorEach night, choose an alive player: either you or they are drunk until dusk. You can't die.
SeamstressOnce per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Tea LadyIf both your alive neighbours are good, they can't die.
PacifistExecuted good players might not die.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Mathematician

Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.
ChefYou start knowing how many pairs of evil players there are.
Outsider
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
PoliticianIf you were the player most responsible for your team losing, you change alignment & win, even if dead.
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Puzzlemaster1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.
Minion
Devil's AdvocateEach night, choose a living player (different to last night): if executed tomorrow, they don't die.
PoisonerEach night, choose a player: they are poisoned tonight and tomorrow day.
WitchEach night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
Scarlet WomanIf there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count)
Demon
LleechEach night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if & only if they die.
VortoxEach night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
No DashiiEach night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned.
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
PhilosopherThe Philosopher either shows a 'no' head signal, or points to a good character on their sheet. If they chose a character: Swap the out-of-play character token with the Philosopher token and add the 'Is the Philosopher' reminder. If the character is in play, place the drunk marker by that player.
- 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
SailorThe Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 7
LleechThe Lleech points to a player. Place the Poisoned reminder token.
- 8
PoisonerThe Poisoner points to a player. That player is poisoned.
- 9
CourtierThe 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.
- 10
Devil's AdvocateThe Devil’s Advocate points to a living player. That player survives execution tomorrow.
- 11
WitchThe Witch points to a player. If that player nominates tomorrow they die immediately.
- 12
ChefShow the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.
- 13
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 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
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 17DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
PhilosopherIf the Philosopher has not used their ability: the Philosopher either shows a 'no' head signal, or points to a good character on their sheet. If they chose a character: Swap the out-of-play character token with the Philosopher token and add the 'Is the Philosopher' reminder. If the character is in play, place the drunk marker by that player.
- 3
SailorThe previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 4
PoisonerThe previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.
- 5
CourtierReduce 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.
- 6
InnkeeperThe previously protected and drunk players lose those markers. The Innkeeper points to two players. Those players are protected. One is drunk.
- 7
Devil's AdvocateThe Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.
- 8
WitchIf there are 4 or more players alive: The Witch points to a player. If that player nominates tomorrow they die immediately.
- 9
Scarlet WomanIf the Scarlet Woman became the Demon today: Show the 'You are' card, then the demon token.
- 10
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.
- 11
No DashiiThe No Dashii points to a player. That player dies.
- 12
VortoxThe Vortox points to a player. That player dies.
- 13
LleechThe Lleech points to a player. That player dies.
- 14
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 15
UndertakerIf a player was executed today: Show that player’s character token.
- 16
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 17
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.
- 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.

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