Communis
v1.0.0by Jonas BrandhoffCustomDifficulty:
Bootlegger rules
- There can be up to 5 farmers.
- The Politician starts as evil. If the Politician has helped the good team win, they switch alignment and win with the good team (even if dead).
"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
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.
ChambermaidEach night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Mathematician


Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.
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.
ProfessorOnce per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected.
FishermanOnce per game, during the day, visit the Storyteller for some advice to help you win.
SoldierYou are safe from the Demon.
FarmerIf you die at night, an alive good player becomes a Farmer.
MayorIf only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
AtheistThe Storyteller can break the game rules & if executed, good wins, even if you are dead. [No evil characters]
Outsider
GoonEach night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
RecluseYou might register as evil & as a Minion or Demon, even if dead.
PoliticianIf you were the player most responsible for your team losing, you change alignment & win, even if dead.
Minion
Devil's AdvocateEach night, choose a living player (different to last night): if executed tomorrow, they don't die.
SpyEach night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
MarionetteYou think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]
MastermindIf the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.
Demon
ImpEach night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
OjoEach night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
Al-Hadikhia
Each night*, choose 3 players (all players learn who): each silently chooses to live or die, but if all live, all die.
Fabled & Loric
BootleggerThis script has homebrew characters or rules.
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
SailorThe Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 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
Devil's AdvocateThe Devil’s Advocate points to a living player. That player survives execution tomorrow.
- 9
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.
- 10
SpyShow the Grimoire to the Spy for as long as they need.
- 11
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 12
ChambermaidThe Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.
- 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
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
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
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.
- 5
Devil's AdvocateThe Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.
- 6
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.
- 7
Al-HadikhiaThe Al-Hadikhia chooses 3 players. Announce the first player, wake them to nod yes to live or shake head no to die, kill or resurrect accordingly, then put to sleep and announce the next player. If all 3 are alive after this, all 3 die.
- 8
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.
- 9
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.
- 10
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.
- 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
ChambermaidThe Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.
- 14
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 15DDawn
Wait for a few seconds. End the Night Phase.
Ojo, Bootlegger, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Mathematician & DrunkThe Mathematician learns if the Drunk's ability yielded false info or failed to work properly.

Mathematician & ChambermaidThe Chambermaid can detect if the Mathematician will wake tonight.

Al-Hadikhia & MastermindIf the Al-Hadikhia dies by execution, and the Mastermind is alive, the Al-Hadikhia chooses 3 good players tonight: if all 3 choose to live, evil wins. Otherwise, good wins.

Mathematician & MarionetteThe Mathematician learns if the Marionette's ability yielded false info or failed to work properly.