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Don't Stop Believing

v1.0.0

by seaplusCustomDifficulty:

1
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

  • Noble

    You start knowing 3 players, 1 and only 1 of which is evil.

  • Washerwoman

    You start knowing that 1 of 2 players is a particular Townsfolk.

  • Librarian

    You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)

  • Shugenja

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

  • Empath

    Each night, you learn how many of your 2 alive neighbours are evil.

  • Dreamer

    Each night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.

  • Savant

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

  • Philosopher

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

  • Professor

    Once per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected.

  • Alchemist
    Jinxed with Boffin
    Jinxed with Spy

    You have a not-in-play Minion ability.

  • Cannibal

    You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.

  • Amnesiac

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

  • Atheist

    The Storyteller can break the game rules & if executed, good wins, even if you are dead. [No evil characters]

Outsider

  • Hermit

    You have all Outsider abilities. [-0 or -1 Outsider]

  • Drunk

    You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.

  • Recluse

    You might register as evil & as a Minion or Demon, even if dead.

  • Plague Doctor
    Jinxed with Spy

    When you die, the Storyteller gains a Minion ability.

  • 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.

Minion

  • Spy

    Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.

  • Pit-Hag

    Each night*, choose a player & a character they become (if not-in-play). If a Demon is made, deaths tonight are arbitrary.

  • Wizard

    Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.

  • Xaan

    On night X, all Townsfolk are poisoned until dusk. [X Outsiders]

  • Boffin
    Jinxed with Drunk

    The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.

Demon

  • Yaggababble

    You start knowing a secret phrase. For each time you said it publicly today, a player might die.

  • Riot
    Jinxed with Atheist

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

  • Leviathan
    Jinxed with Pit-Hag

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

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
    Alchemist

    Show the Alchemist a not-in-play Minion token

  6. 6
    Amnesiac

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

  7. 7
    Washerwoman

    Show the character token of a Townsfolk in play. Point to two players, one of which is that character.

  8. 8
    Librarian

    Show the character token of an Outsider in play. Point to two players, one of which is that character.

  9. 9
    Empath

    Show the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.

  10. 10
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  11. 11
    Noble

    Point to 3 players including one evil player, in no particular order.

  12. 12
    Spy

    Show the Grimoire to the Spy for as long as they need.

  13. 13
    Leviathan

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

  14. 14
    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
    Pit-Hag

    The 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.

  4. 4
    Professor

    If 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.

  5. 5
    Amnesiac

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

  6. 6
    Empath

    Show the finger signal (0, 1, 2) for the number of evil neighbours.

  7. 7
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  8. 8
    Spy

    Show the Grimoire to the Spy for as long as they need.

  9. 9
    Leviathan

    Change the Leviathan Day reminder for the next day.

  10. 10
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Shugenja, Hermit, Plague Doctor, Wizard, Xaan, Boffin, Yaggababble, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Alchemist
    Jinxed with Boffin
    Alchemist & Boffin

    If the Alchemist has the Boffin ability, the Alchemist does not learn what ability the Demon has.

  • Jinxed with Boffin
    Jinxed with Drunk
    Boffin & Drunk

    The Demon cannot have the Drunk ability.

  • Jinxed with Alchemist
    Jinxed with Spy
    Alchemist & Spy

    An Alchemist-Spy has no Spy ability & a Spy is in play. After each execution, a living Alchemist-Spy may publicly guess a living player as the Spy. If correct, the Demon must choose the Spy tonight.

  • Jinxed with Plague Doctor
    Jinxed with Spy
    Plague Doctor & Spy

    If the Storyteller would gain the Spy ability, a Minion gains it, and learns this.

  • Jinxed with Leviathan
    Jinxed with Pit-Hag
    Leviathan & Pit-Hag

    The Leviathan cannot enter play after day 5.

  • Jinxed with Riot
    Jinxed with Atheist
    Riot & Atheist

    During a riot, if the Storyteller is nominated, players vote. If they are 'about to die', the game ends. If not, they nominate again.