the bar
v1.0.0by Khalid khudhuriCustomDifficulty:
"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
InnkeeperEach night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
AcrobatEach night*, if either good living neighbour is drunk or poisoned, you die.
GamblerEach night*, choose a player & guess their character: if you guess wrong, you die.
SailorEach night, choose an alive player: either you or they are drunk until dusk. You can't die.
PreacherEach night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Mathematician
Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.
GossipEach day, you may make a public statement. Tonight, if it was true, a player dies.
NightwatchmanOnce per game, at night, choose a player: they learn who you are.
CourtierOnce per game, at night, choose a character: they are drunk for 3 nights & 3 days.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
SlayerOnce per game, during the day, publicly choose a player: if they are the Demon, they die.
AlchemistYou have a not-in-play Minion ability.
AmnesiacYou do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Outsider
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
SweetheartWhen you die, 1 player is drunk from now on.
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.
Plague DoctorWhen you die, the Storyteller gains a Minion ability.
Minion
WitchEach night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
PsychopathEach day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo.
GodfatherYou start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die.
AssassinOnce per game, at night*, choose a player: they die, even if for some reason they could not.
Demon
VigormortisEach night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. [-1 Outsider]
Fang GuEach night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
PukkaEach night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
Fabled & Loric
BootleggerThis script has homebrew characters or rules.
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
AlchemistShow the Alchemist a not-in-play Minion token
- 6
SailorThe Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 7
PreacherThe Preacher chooses a player. If a Minion is chosen, wake the Minion and show the 'This character selected you' card and then the Preacher token.
- 8
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.
- 9
Snake CharmerThe Snake Charmer points to a player. If that player is the Demon: swap the Demon and Snake Charmer character and alignments. Wake each player to inform them of their new role and alignment. The new Snake Charmer is poisoned.
- 10
GodfatherShow each of the Outsider tokens in play.
- 11
WitchThe Witch points to a player. If that player nominates tomorrow they die immediately.
- 12
PukkaThe Pukka points to a player. That player is poisoned.
- 13
AmnesiacDecide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 14
NightwatchmanThe Nightwatchman may point to a player. Wake that player, show the 'This character selected you' card and the Nightwatchman token, then point to the Nightwatchman player.
- 15
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 16DDawn
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
PreacherThe Preacher chooses a player. If a Minion is chosen, wake the Minion and show the 'This character selected you' card and then the Preacher token.
- 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
GamblerThe Gambler points to a player, and a character on their sheet. If incorrect, the Gambler dies.
- 8
Snake CharmerThe Snake Charmer points to a player. If that player is the Demon: swap the Demon and Snake Charmer character and alignments. Wake each player to inform them of their new role and alignment. The new Snake Charmer is poisoned.
- 9
WitchIf there are 4 or more players alive: The Witch points to a player. If that player nominates tomorrow they die immediately.
- 10
PukkaThe Pukka points to a player. That player is poisoned. The previously poisoned player dies.
- 11
Fang GuThe 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.
- 12
VigormortisThe Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.
- 13
AssassinIf the Assassin has not yet used their ability: The Assassin either shows the 'no' head signal, or points to a player. That player dies.
- 14
GodfatherIf an Outsider died today: The Godfather points to a player. That player dies.
- 15
GossipIf the Gossip’s public statement was true: Choose a player not protected from dying tonight. That player dies.
- 16
AcrobatIf a good living neighbour is drunk or poisoned, the Acrobat player dies.
- 17
SweetheartChoose a player that is drunk.
- 18
AmnesiacIf the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 19
NightwatchmanThe Nightwatchman may point to a player. Wake that player, show the 'This character selected you' card and the Nightwatchman token, then point to the Nightwatchman player.
- 20
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 21DDawn
Wait for a few seconds. End the Night Phase.
Plague Doctor, Bootlegger, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes
cMathematician & chambermaidThe Chambermaid learns if the Mathematician wakes tonight or not, even though the Chambermaid wakes first.
lMathematician & lunaticThe Mathematician learns if the Lunatic attacks a different player(s) than the real Demon attacked.
ePlague Doctor & eviltwinThe Storyteller cannot gain the Evil Twin ability if the Plague Doctor dies.
fPlague Doctor & fearmongerIf the Plague Doctor dies, a living Minion gains the Fearmonger ability in addition to their own ability, and learns this.
gPlague Doctor & goblinIf the Plague Doctor dies, a living Minion gains the Goblin ability in addition to their own ability, and learns this.
sPlague Doctor & spyIf the Plague Doctor dies, a living Minion gains the Spy ability in addition to their own ability, and learns this.
sPlague Doctor & scarletwomanIf the Plague Doctor dies, a living Minion gains the Scarlet Woman ability in addition to their own ability, and learns this.
bPlague Doctor & boomdandyIf the Plague Doctor is executed and the Storyteller would gain the Boomdandy ability, the Boomdandy ability triggers immediately.
bPlague Doctor & baronIf the Storyteller gains the Baron ability, up to two players become not-in-play Outsiders.
mPlague Doctor & marionetteIf the Demon has a neighbor who is alive and a Townsfolk or Outsider when the Plague Doctor dies, that player becomes an evil Marionette. If there is already an extra evil player, this does not happen.

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