BOTChub
← All scripts

Read Me

v1.0.0

by MRam21CustomDifficulty:

3
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

  • Courtier

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

  • Fool

    The first time you die, you don't.

  • Innkeeper

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

  • Magician
    Jinxed with Spy

    The Demon thinks you are a Minion. Minions think you are a Demon.

  • Mayor

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

  • Minstrel

    When a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.

  • Monk

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

  • Pacifist

    Executed good players might not die.

  • Philosopher

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

  • Preacher

    Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.

  • Sailor

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

  • Slayer

    Once per game, during the day, publicly choose a player: if they are the Demon, they die.

  • Soldier

    You are safe from the Demon.

Outsider

  • Drunk

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

  • Goon

    Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.

  • Politician

    If you were the player most responsible for your team losing, you change alignment & win, even if dead.

  • Mutant

    If you are "mad" about being an Outsider, you might be executed.

Minion

  • Assassin

    Once per game, at night*, choose a player: they die, even if for some reason they could not.

  • Poisoner

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

  • Spy

    Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.

  • Devil's Advocate

    Each night, choose a living player (different to last night): if executed tomorrow, they don't die.

Demon

  • Po

    Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.

  • Lleech
    Jinxed with Slayer

    Each night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if & only if they die.

  • Pukka

    Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.

  • Imp

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

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
    Magician
  6. 6
    Sailor

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

  7. 7
    Preacher

    The 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. 8
    Lleech

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

  9. 9
    Poisoner

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

  10. 10
    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.

  11. 11
    Devil's Advocate

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

  12. 12
    Pukka

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

  13. 13
    Spy

    Show the Grimoire to the Spy for as long as they need.

  14. 14
    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
    Preacher

    The 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. 5
    Poisoner

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

  6. 6
    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.

  7. 7
    Innkeeper

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

  8. 8
    Monk

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

  9. 9
    Devil's Advocate

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

  10. 10
    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.

  11. 11
    Pukka

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

  12. 12
    Po

    If the Po chose no-one the previous night: The Po points to three players. Otherwise: The Po either shows the 'no' head signal , or points to a player. Chosen players die

  13. 13
    Lleech

    The Lleech points to a player. That player dies.

  14. 14
    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.

  15. 15
    Spy

    Show the Grimoire to the Spy for as long as they need.

  16. 16
    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 Lleech
    Jinxed with Slayer
    Lleech & Slayer

    If the Slayer slays the Lleech host, the host dies.

  • Jinxed with Magician
    Jinxed with Spy
    Magician & Spy

    When the Spy sees the Grimoire, the Demon and Magician's character tokens are removed.