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Troubling Information

v1.0.1

by MonkeyfistCustomDifficulty:

1
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

  • Washerwoman

    You start knowing that 1 of 2 players is a particular Townsfolk.

  • Pixie

    You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.

  • Empath

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

  • Sailor

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

  • 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.

  • Undertaker

    Each night*, you learn which character died by execution today.

  • Innkeeper

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

  • Acrobat

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

  • Engineer

    Once per game, at night, choose which Minions or which Demon is in play.

  • Philosopher

    Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.

  • Farmer

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

  • Mayor

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

  • Pacifist

    Executed good players might not die.

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.

  • Sweetheart

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

  • Snitch

    Minions start knowing 3 not-in-play characters.

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.

  • Mastermind
    Jinxed with Vigormortis

    If the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.

Demon

  • No Dashii

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

  • Imp

    Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.

  • Vigormortis

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

  • Fang Gu

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

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
    Philosopher

    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.

  5. 5
    Snitch

    After Minion info wake each Minion and show them three not-in-play character tokens. These may be the same or different to each other and the ones shown to the Demon.

  6. 6
    Sailor

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

  7. 7
    Engineer

    The Engineer shows a 'no' head signal, or points to a Demon or points to the relevant number of Minions. If the Engineer chose characters, replace the Demon or Minions with the choices, then wake the relevant players and show them the You are card and the relevant character tokens.

  8. 8
    Poisoner

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

  9. 9
    Devil's Advocate

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

  10. 10
    Pixie

    Show the Pixie 1 in-play Townsfolk character token.

  11. 11
    Washerwoman

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

  12. 12
    Empath

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

  13. 13
    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.

  14. 14
    Butler

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

  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
    Philosopher

    If 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. 3
    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.

  4. 4
    Engineer

    The Engineer shows a 'no' head signal, or points to a Demon or points to the relevant number of Minions. If the Engineer chose characters, replace the Demon or Minions with the choices, then wake the relevant players and show them the 'You are' card and the relevant character tokens.

  5. 5
    Poisoner

    The previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.

  6. 6
    Innkeeper

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

  7. 7
    Devil's Advocate

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

  8. 8
    Imp

    The 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.

  9. 9
    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.

  10. 10
    No Dashii

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

  11. 11
    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.

  12. 12
    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.

  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
    Empath

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

  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
    Undertaker

    If a player was executed today: Show that player’s character token.

  19. 19
    Butler

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

  20. 20
    D
    Dawn

    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
  • Jinxed with Mastermind
    Jinxed with Vigormortis
    Mastermind & Vigormortis

    A Mastermind that has their ability keeps it if the Vigormortis dies.