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Love Thy Neighbor

v1.0.0

by FinnCustomDifficulty:

2
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

  • 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.

  • Empath

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

  • Village Idiot

    Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]

  • Snake Charmer

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

  • Mathematician
    Jinxed with Lunatic
    Jinxed with Marionette

    Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.

  • Dreamer

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

  • Oracle

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

  • Monk

    Each night*, choose a player (not yourself): they are safe from the Demon tonight.

  • Artist

    Once per game, during the day, privately ask the Storyteller any yes/no question.

  • Soldier

    You are safe from the Demon.

  • Cannibal

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

  • Sage

    If the Demon kills you, you learn that it is 1 of 2 players.

Outsider

  • Lunatic

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

  • Recluse
    Jinxed with Sage

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

  • Barber

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

  • Mutant

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

  • 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

  • Poisoner

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

  • Marionette

    You think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]

  • Boomdandy

    If you are executed, all but 3 players die. 1 minute later, the player with the most players pointing at them dies.

  • Scarlet Woman

    If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count)

  • Baron

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

Demon

  • No Dashii

    Each night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned.

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
    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.

  5. 5
    Marionette

    Select 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.

  6. 6
    Poisoner

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

  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
    Investigator

    Show the character token of a Minion 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
    Mathematician

    Show the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.

  12. 12
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Poisoner

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

  3. 3
    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.

  4. 4
    Monk

    The previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.

  5. 5
    Scarlet Woman

    If the Scarlet Woman became the Demon today: Show the 'You are' card, then the demon token.

  6. 6
    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.

  7. 7
    No Dashii

    The No Dashii points to a player. That player dies.

  8. 8
    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.

  9. 9
    Sage

    If the Sage was killed by a Demon: Point to two players, one of which is that Demon.

  10. 10
    Empath

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

  11. 11
    Dreamer

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

  12. 12
    Oracle

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

  13. 13
    Mathematician

    Show the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.

  14. 14
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

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

Jinxes
  • Jinxed with Mathematician
    Jinxed with Lunatic
    Mathematician & Lunatic

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

  • Jinxed with Recluse
    Jinxed with Sage
    Recluse & Sage

    The Recluse might register as the Demon to the Sage.

  • Jinxed with Mathematician
    Jinxed with Marionette
    Mathematician & Marionette

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