Dead Men Tell Some Tales
v1.0.1by fraZ0RCustomDifficulty:
"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.
LibrarianYou start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
SailorEach night, choose an alive player: either you or they are drunk until dusk. You can't die.
GeneralEach night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
Mathematician
Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.
Town CrierEach night*, you learn if a Minion nominated today.
OracleEach night*, you learn how many dead players are evil.
NightwatchmanOnce per game, at night, choose a player: they learn who you are.
ProfessorOnce per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected.
Tea LadyIf both your alive neighbours are good, they can't die.
RavenkeeperIf you die at night, you are woken to choose a player: you learn their character.
Poppy GrowerMinions & Demons do not know each other. If you die, they learn who each other are that night.
MinstrelWhen a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.
Outsider
SweetheartWhen you die, 1 player is drunk from now on.
MoonchildWhen you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.
BarberIf you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Minion
WitchEach night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
Spy
Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
Pit-HagEach 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.
Demon
ImpEach night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
ZombuulEach night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead.
VigormortisEach night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. [-1 Outsider]
Fang GuEach night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
Traveller
Bone CollectorOnce per game, at night, choose a dead player: they regain their ability until dusk.
BeggarYou must use a vote token to vote. Dead players may choose to give you theirs. If so, you learn their alignment. You are sober & healthy.
ThiefEach night, choose a player (not yourself): their vote counts negatively tomorrow.
VoudonOnly you and the dead can vote. They don't need a vote token to do so. A 50% majority is not required.
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
Poppy GrowerDo not inform the Demon/Minions who each other are
- 5
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.
- 6
SailorThe Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 7
WitchThe Witch points to a player. If that player nominates tomorrow they die immediately.
- 8
LibrarianShow the character token of an Outsider in play. Point to two players, one of which is that character.
- 9
NoblePoint to 3 players including one evil player, in no particular order.
- 10
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.
- 11
SpyShow the Grimoire to the Spy for as long as they need.
- 12
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 13
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 14DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
Poppy GrowerIf the Poppy Grower has died, show the Minions/Demon who each other are.
- 3
SailorThe previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 4
WitchIf there are 4 or more players alive: The Witch points to a player. If that player nominates tomorrow they die immediately.
- 5
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.
- 6
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.
- 7
ImpThe 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.
- 8
ZombuulIf no-one died during the day: The Zombuul points to a player. That player dies.
- 9
Fang GuThe Fang Gu points to a player. That player dies. Or, if that player was an Outsider and there are no other Fang Gu in play: The Fang Gu dies instead of the chosen player. The chosen player is now an evil Fang Gu. Wake the new Fang Gu. Show the 'You are' card, then the Fang Gu token. Show the 'You are' card, then the thumb-down 'evil' hand sign.
- 10
VigormortisThe Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.
- 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
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.
- 13
SweetheartChoose a player that is drunk.
- 14
ProfessorIf the Professor has not used their ability: The Professor either shakes their head no, or points to a player. If that player is a Townsfolk, they are now alive.
- 15
MoonchildIf the Moonchild used their ability to target a player today: If that player is good, they die.
- 16
RavenkeeperIf the Ravenkeeper died tonight: The Ravenkeeper points to a player. Show that player’s character token.
- 17
Town CrierNod 'yes' or shake head 'no' for whether a Minion nominated today. Place the 'Minion not nominated' marker (remove 'Minion nominated', if any).
- 18
OracleShow the hand signal for the number (0, 1, 2, etc.) of dead evil players.
- 19
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.
- 20
SpyShow the Grimoire to the Spy for as long as they need.
- 21
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 22
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 23DDawn
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

Mathematician & LunaticThe Mathematician learns if the Lunatic attacks a different player than the real Demon attacked.

Spy & Poppy GrowerIf the Poppy Grower has their ability, the Spy does not see the Grimoire.