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v1.0.1

by NathenCustomDifficulty:

2
Djinn
Hell's Librarian

"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

  • Acrobat

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

  • Chambermaid

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

  • Courtier

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

  • Dreamer

    Each night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.

  • 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.

  • Gambler

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

  • Grandmother

    You start knowing a good player & their character. If the Demon kills them, you die too.

  • Huntsman

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

  • Innkeeper

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

  • Investigator

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

  • Librarian

    You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)

  • Lycanthrope

    Each night*, choose a living player: if good, they die, but they are the only player that can die tonight.

  • Monk

    Each night*, choose a player (not yourself): they are safe from the Demon tonight.

Outsider

  • Butler

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

  • Damsel

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

  • Klutz

    When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.

  • Ogre

    On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.

Minion

  • Cerenovus

    Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.

  • Fearmonger

    Each night, choose a player. If you nominate & execute them, their team loses. All players know if you choose a new player.

  • Godfather

    You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die.

  • Poisoner

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

Demon

  • Kazali

    Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]

  • Al-Hadikhia

    Each night*, choose 3 players (all players learn who): each silently chooses to live or die, but if all live, all die.

  • Fang Gu

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

  • Ojo

    Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.

Traveller

  • Harlot

    Each night*, choose a living player: if they agree, you learn their character, but you both might die.

  • Bone Collector

    Once per game, at night, choose a dead player: they regain their ability until dusk.

  • Gnome

    All players start knowing a player of your alignment. You may choose to kill anyone who nominates them.

Fabled & Loric

  • Djinn

    Use the Djinn's special rule. All players know what it is.

  • Hell's Librarian

    Something bad might happen to whoever talks when the Storyteller has asked for silence.

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
    Poisoner

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

  5. 5
    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.

  6. 6
    Godfather

    Show each of the Outsider tokens in play.

  7. 7
    Cerenovus

    The Cerenovus points to a player, then to a character on their sheet. Wake that player. Show the 'This character selected you' card, then the Cerenovus token. Show the selected character token. If the player is not mad about being that character tomorrow, they can be executed.

  8. 8
    Fearmonger

    The Fearmonger points to a player. Place the Fear token next to that player and announce that a new player has been selected with the Fearmonger ability.

  9. 9
    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.

  10. 10
    Damsel

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

  11. 11
    Librarian

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

  12. 12
    Investigator

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

  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
    Grandmother

    Show the marked character token. Point to the marked player.

  16. 16
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  17. 17
    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.

  18. 18
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Poisoner

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

  3. 3
    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.

  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
    Monk

    The previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.

  7. 7
    Cerenovus

    The Cerenovus points to a player, then to a character on their sheet. Wake that player. Show the 'This character selected you' card, then the Cerenovus token. Show the selected character token. If the player is not mad about being that character tomorrow, they can be executed.

  8. 8
    Fearmonger

    The Fearmonger points to a player. If different from the previous night, place the Fear token next to that player and announce that a new player has been selected with the Fearmonger ability.

  9. 9
    Lycanthrope

    The Lycanthrope points to a living player: if good, they die and no one else can die tonight.

  10. 10
    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.

  11. 11
    Al-Hadikhia

    The Al-Hadikhia chooses 3 players. Announce the first player, wake them to nod yes to live or shake head no to die, kill or resurrect accordingly, then put to sleep and announce the next player. If all 3 are alive after this, all 3 die.

  12. 12
    Godfather

    If an Outsider died today: The Godfather 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
    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.

  15. 15
    Damsel

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

  16. 16
    Grandmother

    If the Grandmother’s grandchild was killed by the Demon tonight: The Grandmother dies.

  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
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  19. 19
    Butler

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

  20. 20
    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.

  21. 21
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Ogre, Kazali, Ojo, Djinn, Hell's Librarian don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.