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Minion Panic

v1.0.1

by Wedge McCloudCustomDifficulty:

4

"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.

  • Grandmother

    You start knowing a good player & their character. If the Demon kills them, you die too.

  • Sailor

    Each night, choose an alive player: either you or they are drunk until dusk. You can't die.

  • Snake Charmer

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

  • Town Crier

    Each night*, you learn if a Minion nominated today.

  • Oracle

    Each night*, you learn how many dead players are evil.

  • Undertaker

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

  • Amnesiac

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

  • Seamstress

    Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.

  • Alchemist

    You have a not-in-play Minion ability.

  • Ravenkeeper

    If you die at night, you are woken to choose a player: you learn their character.

  • Poppy Grower

    Minions & Demons do not know each other. If you die, they learn who each other are that night.

  • Atheist

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

Outsider

  • Recluse

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

  • Drunk

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

  • Barber

    If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.

  • Lunatic

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

Minion

  • Godfather

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

  • Poisoner

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

  • Witch

    Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.

  • Cerenovus

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

  • Assassin

    Once per game, at night*, choose a player: they die, even if for some reason they could not.

Demon

  • Imp

    Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.

  • Vigormortis

    Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. [-1 Outsider]

  • Vortox

    Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.

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
    Alchemist

    Show the Alchemist a not-in-play Minion token

  5. 5
    Poppy Grower

    Do not inform the Demon/Minions who each other are

  6. 6
    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.

  7. 7
    Sailor

    The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.

  8. 8
    Poisoner

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

  9. 9
    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.

  10. 10
    Godfather

    Show each of the Outsider tokens in play.

  11. 11
    Witch

    The Witch points to a player. If that player nominates tomorrow they die immediately.

  12. 12
    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.

  13. 13
    Amnesiac

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

  14. 14
    Grandmother

    Show the marked character token. Point to the marked player.

  15. 15
    Seamstress

    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.

  16. 16
    Noble

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

  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
    Poppy Grower

    If the Poppy Grower has died, show the Minions/Demon who each other are.

  3. 3
    Sailor

    The previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.

  4. 4
    Poisoner

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

  5. 5
    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.

  6. 6
    Witch

    If there are 4 or more players alive: The Witch points to a player. If that player nominates tomorrow they die immediately.

  7. 7
    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.

  8. 8
    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.

  9. 9
    Imp

    The 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.

  10. 10
    Vortox

    The Vortox points to a player. That player dies.

  11. 11
    Vigormortis

    The Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.

  12. 12
    Assassin

    If the Assassin has not yet used their ability: The Assassin either shows the 'no' head signal, or points to a player. That player dies.

  13. 13
    Godfather

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

  14. 14
    Barber

    If 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.

  15. 15
    Amnesiac

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

  16. 16
    Grandmother

    If the Grandmother’s grandchild was killed by the Demon tonight: The Grandmother dies.

  17. 17
    Ravenkeeper

    If the Ravenkeeper died tonight: The Ravenkeeper points to a player. Show that player’s character token.

  18. 18
    Undertaker

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

  19. 19
    Town Crier

    Nod 'yes' or shake head 'no' for whether a Minion nominated today. Place the 'Minion not nominated' marker (remove 'Minion nominated', if any).

  20. 20
    Oracle

    Show the hand signal for the number (0, 1, 2, etc.) of dead evil players.

  21. 21
    Seamstress

    If 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.

  22. 22
    D
    Dawn

    Wait for a few seconds. End the Night Phase.