The Choices are Yours, and Yours Alone
v1.0.0by AndrewCustomDifficulty:
"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
PreacherEach night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.
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.
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.
GamblerEach night*, choose a player & guess their character: if you guess wrong, you die.
AcrobatEach night*, if either good living neighbour is drunk or poisoned, you die.
EngineerOnce per game, at night, choose which Minions or which Demon is in play.
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.
ArtistOnce per game, during the day, privately ask the Storyteller any yes/no question.
SlayerOnce per game, during the day, publicly choose a player: if they are the Demon, they die.
JugglerOn your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
RavenkeeperIf you die at night, you are woken to choose a player: you learn their character.
Outsider
ButlerEach night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.
OgreOn your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
GolemYou may only nominate once per game. When you do, if the nominee is not the Demon, they die.
PoliticianIf you were the player most responsible for your team losing, you change alignment & win, even if dead.
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.
Minion
PoisonerEach night, choose a player: they are poisoned tonight and tomorrow day.
WitchEach night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
Pit-Hag


Each night*, choose a player & a character they become (if not-in-play). If a Demon is made, deaths tonight are arbitrary.
AssassinOnce per game, at night*, choose a player: they die, even if for some reason they could not.
Vizier

All players know you are the Vizier. You cannot die during the day. If good voted, you may choose to execute immediately.
Demon
KazaliEach night*, choose a player: they die. [You choose which players are which Minions. -? 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
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.
- 6
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.
- 7
PoisonerThe Poisoner points to a player. That player is poisoned.
- 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
WitchThe Witch points to a player. If that player nominates tomorrow they die immediately.
- 10
ButlerThe Butler points to a player. Mark that player as 'Master'.
- 11
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 12
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.
- 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
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.
- 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
PoisonerThe previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.
- 6
GamblerThe Gambler points to a player, and a character on their sheet. If incorrect, the Gambler dies.
- 7
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.
- 8
MonkThe previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.
- 9
WitchIf there are 4 or more players alive: The Witch points to a player. If that player nominates tomorrow they die immediately.
- 10
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.
- 11
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.
- 12
AcrobatIf a good living neighbour is drunk or poisoned, the Acrobat player dies.
- 13
RavenkeeperIf the Ravenkeeper died tonight: The Ravenkeeper points to a player. Show that player’s character token.
- 14
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 15
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.
- 16
JugglerIf today was the Juggler’s first day: Show the hand signal for the number (0, 1, 2, etc.) of 'Correct' markers. Remove markers.
- 17
ButlerThe Butler points to a player. Mark that player as 'Master'.
- 18DDawn
Wait for a few seconds. End the Night Phase.
Village Idiot, Ogre, Vizier, Kazali, 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.

Pit-Hag & OgreIf the Pit-Hag turns an evil player into the Ogre, they can't turn good due to their own ability.

Vizier & PreacherIf the Vizier loses their ability, they learn this, and cannot die during the day.

Pit-Hag & PoliticianIf the Pit-Hag turns an evil player into the Politician, they can't turn good due to their own ability.

Vizier & PoliticianThe Politician might register as evil to the Vizier.