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An Eldritch Uprising

v1.0.0

by Ben BurnsCustomDifficulty:

4
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

  • Chef

    You start knowing how many pairs of evil players there are.

  • Shugenja

    You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.

  • High Priestess

    Each night, learn which player the Storyteller believes you should talk to most.

  • General

    Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.

  • Preacher

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

  • Village Idiot

    Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]

  • Balloonist

    Each night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]

  • Savant

    Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.

  • Amnesiac

    You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.

  • Juggler

    On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.

  • Nightwatchman

    Once per game, at night, choose a player: they learn who you are.

  • Fisherman

    Once per game, during the day, visit the Storyteller for some advice to help you win.

  • Philosopher

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

Outsider

  • Snitch

    Minions start knowing 3 not-in-play characters.

  • Puzzlemaster

    1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.

  • Klutz

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

  • Politician

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

Minion

  • Widow

    On your 1st night, look at the Grimoire and choose a player: they are poisoned. 1 good player knows a Widow is in play.

  • Godfather

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

  • Harpy

    Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.

  • Marionette
    Jinxed with Balloonist

    You think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]

  • Poisoner

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

Demon

  • Leviathan

    If more than 1 good player is executed, you win. All players know you are in play. After day 5, evil wins.

  • Riot

    Nominees die, but may nominate again immediately (on day 3, they must). After day 3, evil wins. [All Minions are Riot]

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
    Snitch

    After Minion info wake each Minion and show them three not-in-play character tokens. These may be the same or different to each other and the ones shown to the Demon.

  6. 6
    Marionette

    Select 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. 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
    Poisoner

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

  9. 9
    Widow

    Show 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.

  10. 10
    Godfather

    Show each of the Outsider tokens in play.

  11. 11
    Amnesiac

    Decide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.

  12. 12
    Chef

    Show the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.

  13. 13
    Balloonist

    Choose a character type. Point to a player whose character is of that type. Place the Balloonist's Seen reminder next to that character.

  14. 14
    Nightwatchman

    The 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.

  15. 15
    General

    Show the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.

  16. 16
    Leviathan

    Place the Leviathan 'Day 1' marker. Announce 'The Leviathan is in play; this is Day 1.'

  17. 17
    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
    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.

  4. 4
    Poisoner

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

  5. 5
    Godfather

    If an Outsider died today: The Godfather points to a player. That player dies.

  6. 6
    Amnesiac

    If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.

  7. 7
    Juggler

    If today was the Juggler’s first day: Show the hand signal for the number (0, 1, 2, etc.) of 'Correct' markers. Remove markers.

  8. 8
    Balloonist

    Choose a character type that does not yet have a Seen reminder next to a character of that type. Point to a player whose character is of that type, if there are any. Place the Balloonist's Seen reminder next to that character.

  9. 9
    Nightwatchman

    The 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.

  10. 10
    General

    Show the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.

  11. 11
    Leviathan

    Change the Leviathan Day reminder for the next day.

  12. 12
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Shugenja, High Priestess, Village Idiot, Harpy, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Marionette
    Jinxed with Balloonist
    Marionette & Balloonist

    If the Marionette thinks that they are the Balloonist, an Outsider might have been added.