Judging Panel
v1.0.0by GalaxyCustomDifficulty:
"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
Village IdiotEach night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
KingEach night, if the dead outnumber the living, you learn 1 alive character. The Demon knows who you are.
MonkEach night*, choose a player (not yourself): they are safe from the Demon tonight.
EngineerOnce per game, at night, choose which Minions or which Demon is in play.
NightwatchmanOnce per game, at night, choose a player: they learn who you are.
PrincessOn your 1st day, if you nominated & executed a player, the Demon doesn't kill tonight.
FarmerIf you die at night, an alive good player becomes a Farmer.
MinstrelWhen a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.
ChoirboyIf the Demon kills the King, you learn which player is the Demon. [+ the King]
Tea LadyIf both your alive neighbours are good, they can't die.
PacifistExecuted good players might not die.
AtheistThe Storyteller can break the game rules & if executed, good wins, even if you are dead. [No evil characters]
Outsider
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
SaintIf you die by execution, your team loses.
BarberIf you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
Minion
Devil's AdvocateEach night, choose a living player (different to last night): if executed tomorrow, they don't die.
Pit-Hag
Each night*, choose a player & a character they become (if not-in-play). If a Demon is made, deaths tonight are arbitrary.
WidowOn your 1st night, look at the Grimoire and choose a player: they are poisoned. 1 good player knows a Widow is in play.
MarionetteYou think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]
Boffin

The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Demon
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
LunaticIf 7 or more players: Show the Lunatic a number of arbitrary 'Minions', players equal to the number of Minions in play. Show 3 character tokens of arbitrary good characters. If the token received by the Lunatic is a Demon that would wake tonight: Allow the Lunatic to do the Demon actions. Place their 'attack' markers. Wake the Demon. Show the Demon’s real character token. Show them the Lunatic player. If the Lunatic attacked players: Show the real demon each marked player. Remove any Lunatic 'attack' markers.
- 5
KingWake the Demon, show them the 'This character selected you' card, show the King token and point to the King player.
- 6
MarionetteSelect one of the good players next to the Demon and place the Is the Marionette reminder token. Wake the Demon and show them the Marionette.
- 7
EngineerThe 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
WidowShow the Grimoire to the Widow for as long as they need. The Widow points to a player. That player is poisoned. Wake a good player. Show the 'These characters are in play' card, then the Widow character token.
- 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
Devil's AdvocateThe Devil’s Advocate points to a living player. That player survives execution tomorrow.
- 11
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.
- 12DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
EngineerThe 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.
- 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
Pit-HagThe Pit-Hag points to a player and a character on the sheet. If this character is not in play, wake that player and show them the 'You are' card and the relevant character token. If the character is in play, nothing happens.
- 7
LunaticAllow the Lunatic to do the actions of the Demon. Place their 'attack' markers. If the Lunatic selected players: Wake the Demon. Show the 'attack' marker, then point to each marked player. Remove any Lunatic 'attack' markers.
- 8
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.
- 9
ChoirboyIf the King was killed by the Demon, wake the Choirboy and point to the Demon player.
- 10
FarmerIf 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.
- 11
KingIf there are more dead than living, show the King a character token of a living player.
- 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.
Village Idiot, Princess, Boffin, Lord of Typhon, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Pit-Hag & Village IdiotIf there is a spare token, the Pit-Hag can create an extra Village Idiot. If so, the drunk Village Idiot might change.

Boffin & Village IdiotIf there is a spare token, the Boffin can give the Demon the Village Idiot ability.

Boffin & DrunkThe Demon cannot have the Drunk ability.