X equals what?
v1.0.0by NowhereCustomDifficulty:
"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
NobleYou start knowing 3 players, 1 and only 1 of which is evil.
InvestigatorYou start knowing that 1 of 2 players is a particular Minion.
EmpathEach night, you learn how many of your 2 alive neighbours are evil.
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
DreamerEach night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
MonkEach night*, choose a player (not yourself): they are safe from the Demon tonight.
AcrobatEach night*, if either good living neighbour is drunk or poisoned, you die.
NightwatchmanOnce per game, at night, choose a player: they learn who you are.
SeamstressOnce per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
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.
VirginThe 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
Outsider
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
GolemYou may only nominate once per game. When you do, if the nominee is not the Demon, they die.
Plague Doctor
When you die, the Storyteller gains a Minion ability.
BarberIf you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
MutantIf you are "mad" about being an Outsider, you might be executed.
Minion
Devil's AdvocateEach night, choose a living player (different to last night): if executed tomorrow, they don't die.
XaanOn night X, all Townsfolk are poisoned until dusk. [X Outsiders]
BoomdandyIf you are executed, all but 3 players die. 1 minute later, the player with the most players pointing at them dies.
Boffin
The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Demon
No DashiiEach night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned.
KazaliEach night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]
VortoxEach night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Lord of TyphonEach night*, choose a player: they die. [Evil characters are in a line. You are in the middle. +1 Minion. -? to +? Outsiders]
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
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.
- 6
Devil's AdvocateThe Devil’s Advocate points to a living player. That player survives execution tomorrow.
- 7
InvestigatorShow the character token of a Minion in play. Point to two players, one of which is that character.
- 8
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 9
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 10
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.
- 11
NoblePoint to 3 players including one evil player, in no particular order.
- 12
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.
- 13DDawn
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
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.
- 4
MonkThe previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.
- 5
Devil's AdvocateThe Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.
- 6
No DashiiThe No Dashii points to a player. That player dies.
- 7
VortoxThe Vortox points to a player. That player dies.
- 8
AcrobatIf a good living neighbour is drunk or poisoned, the Acrobat player dies.
- 9
BarberIf the Barber died today: Wake the Demon. Show the 'This character selected you' card, then Barber token. The Demon either shows a 'no' head signal, or points to 2 players. If they chose players: Swap the character tokens. Wake each player. Show 'You are', then their new character token.
- 10
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 11
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 12
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.
- 13
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.
- 14DDawn
Wait for a few seconds. End the Night Phase.
Plague Doctor, Xaan, Boffin, Kazali, Lord of Typhon, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Boffin & DrunkThe Demon cannot have the Drunk ability.

Plague Doctor & BoomdandyIf the Storyteller would gain the Boomdandy ability, a player becomes the Boomdandy.