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Engineered for Destruction

v1.0.1

by ViperCustomDifficulty:

6
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.

  • Investigator

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

  • Shugenja

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

  • Pixie

    You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.

  • Balloonist

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

  • Snake Charmer

    Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.

  • Undertaker

    Each night*, you learn which character died by execution today.

  • Lycanthrope

    Each night*, choose a living player: if good, they die, but they are the only player that can die tonight.

  • Savant

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

  • Engineer

    Once per game, at night, choose which Minions or which Demon is in play.

  • 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.

  • Cannibal

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

Outsider

  • Ogre

    On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.

  • Lunatic

    You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.

  • Drunk

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

  • Recluse
    Jinxed with Ogre

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

  • Mutant

    If you are "mad" about being an Outsider, you might be executed.

Minion

  • Mezepheles

    You start knowing a secret word. The 1st good player to say this word becomes evil that night.

  • Harpy

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

  • Cerenovus

    Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.

  • Baron

    There are extra Outsiders in play. [+2 Outsiders]

Demon

  • Kazali

    Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]

  • Legion
    Jinxed with Engineer

    Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]

  • Riot

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

Traveller

  • Barista

    Each night, until dusk, 1) a player becomes sober, healthy and gets true info, or 2) their ability works twice. They learn which.

  • Gunslinger

    Each day, after the 1st vote has been tallied, you may choose a player that voted: they die.

  • Gangster

    Once per day, you may choose to kill an alive neighbour, if your other alive neighbour agrees.

  • Apprentice

    On your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil).

  • Gnome

    All players start knowing a player of your alignment. You may choose to kill anyone who nominates them.

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
    Lunatic

    If 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. 6
    Engineer

    The 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.

  7. 7
    Snake Charmer

    The 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. 8
    Cerenovus

    The Cerenovus points to a player, then to a character on their sheet. Wake that player. Show the 'This character selected you' card, then the Cerenovus token. Show the selected character token. If the player is not mad about being that character tomorrow, they can be executed.

  9. 9
    Mezepheles

    Show the Mezepheles their secret word.

  10. 10
    Pixie

    Show the Pixie 1 in-play Townsfolk character token.

  11. 11
    Investigator

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

  12. 12
    Noble

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

  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
    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
    Engineer

    The 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. 4
    Snake Charmer

    The 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.

  5. 5
    Cerenovus

    The Cerenovus points to a player, then to a character on their sheet. Wake that player. Show the 'This character selected you' card, then the Cerenovus token. Show the selected character token. If the player is not mad about being that character tomorrow, they can be executed.

  6. 6
    Mezepheles

    Wake the 1st good player that said the Mezepheles' secret word and show them the 'You are' card and the thumbs down evil signal.

  7. 7
    Lunatic

    Allow 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.

  8. 8
    Lycanthrope

    The Lycanthrope points to a living player: if good, they die and no one else can die tonight.

  9. 9
    Legion

    Choose a player, that player dies.

  10. 10
    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.

  11. 11
    Undertaker

    If a player was executed today: Show that player’s character token.

  12. 12
    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.

  13. 13
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

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

Jinxes
  • Jinxed with Recluse
    Jinxed with Ogre
    Recluse & Ogre

    If the Recluse registers as evil to the Ogre, the Ogre learns that they are evil.

  • Jinxed with Legion
    Jinxed with Engineer
    Legion & Engineer

    If Legion is created, all evil players become Legion. If Legion is in play, the Engineer starts knowing this but has no ability.