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Hermit Buffet

v1.0.0

by KenniCustomDifficulty:

5
Gardener
Bootlegger
Djinn

Bootlegger rules

  • The demon gets to choose the 3 outsiders the hermit is unless an amne ability gets priority
  • If all outsiders are face up the hermit is made aware of what outsiders they are
  • If hermit has both butler and zealot, must vote every time their master votes
  • If hermit is butler with a facedown outsider they will still be asked to make a choice
  • If zealot/ butler does not vote or votes without master story teller can kill them at their discretion
  • If hermit has zealot or bulter ability they will become aware of the fact they have to choose for butler or vote every nom
  • Everyone must ogre, klutz, and pick
  • Storyteller reserves the right to deny a hermit combination
  • NO COMBINATIONS OF: Barber and damsel, damsel and lunatic, damsel and golem, and damsel and zealot, saint and drunk, saint and mutant, or saint and lunatic

"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

  • Steward

    You start knowing 1 good player.

  • Chef

    You start knowing how many pairs of evil players there are.

  • Librarian

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

  • Juggler

    On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.

  • Seamstress

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

  • Balloonist

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

  • Amnesiac

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

  • General

    Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.

  • Fortune Teller

    Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.

  • Undertaker

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

  • Savant

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

  • Monk

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

  • Mayor

    If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.

  • Poppy Grower

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

Outsider

  • Hermit

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

  • Butler

    Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.

  • Goon

    Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.

  • 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.

  • Tinker

    You might die at any time.

  • Recluse
    Jinxed with Ogre

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

  • Golem

    You may only nominate once per game. When you do, if the nominee is not the Demon, they die.

  • Sweetheart

    When you die, 1 player is drunk from now on.

  • Plague Doctor
    Jinxed with Scarlet Woman
    Jinxed with Marionette

    When you die, the Storyteller gains a Minion ability.

  • Saint

    If you die by execution, your team loses.

  • Barber

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

  • Hatter

    If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.

  • Mutant

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

  • Zealot

    If there are 5 or more players alive, you must vote for every nomination.

  • Damsel

    All Minions know you are in play. If a Minion publicly guesses you (once), your team loses.

  • Snitch

    Minions start knowing 3 not-in-play characters.

  • 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

  • Godfather

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

  • Witch

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

  • Assassin

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

  • Marionette
    Jinxed with Kazali
    Jinxed with Balloonist

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

  • Scarlet Woman
    Jinxed with Fang Gu

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

Demon

  • Imp

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

  • Fang Gu

    Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]

  • Kazali

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

Fabled & Loric

  • Gardener

    The Storyteller assigns all players' characters.

  • Bootlegger

    This script has homebrew characters or rules.

  • 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
    Poppy Grower

    Do not inform the Demon/Minions who each other are

  5. 5
    Snitch

    After Minion info wake each Minion and show them three not-in-play character tokens. These may be the same or different to each other and the ones shown to the Demon.

  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
    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.

  8. 8
    Godfather

    Show each of the Outsider tokens in play.

  9. 9
    Witch

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

  10. 10
    Damsel

    Wake all the Minions, show them the 'This character selected you' card and the Damsel token.

  11. 11
    Amnesiac

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

  12. 12
    Librarian

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

  13. 13
    Chef

    Show the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.

  14. 14
    Fortune Teller

    The Fortune Teller points to two players. Give the head signal (nod yes, shake no) for whether one of those players is the Demon.

  15. 15
    Butler

    The Butler points to a player. Mark that player as 'Master'.

  16. 16
    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.

  17. 17
    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.

  18. 18
    General

    Show the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.

  19. 19
    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
    Monk

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

  4. 4
    Witch

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

  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
    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.

  8. 8
    Fang Gu

    The Fang Gu points to a player. That player dies. Or, if that player was an Outsider and there are no other Fang Gu in play: The Fang Gu dies instead of the chosen player. The chosen player is now an evil Fang Gu. Wake the new Fang Gu. Show the 'You are' card, then the Fang Gu token. Show the 'You are' card, then the thumb-down 'evil' hand sign.

  9. 9
    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.

  10. 10
    Godfather

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

  11. 11
    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.

  12. 12
    Sweetheart

    Choose a player that is drunk.

  13. 13
    Damsel

    If selected by the Huntsman, wake the Damsel, show 'You are' card and a not-in-play Townsfolk token.

  14. 14
    Amnesiac

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

  15. 15
    Tinker

    The Tinker might die.

  16. 16
    Fortune Teller

    The Fortune Teller points to two players. Show the head signal (nod 'yes', shake 'no') for whether one of those players is the Demon.

  17. 17
    Undertaker

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

  18. 18
    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.

  19. 19
    Juggler

    If today was the Juggler’s first day: Show the hand signal for the number (0, 1, 2, etc.) of 'Correct' markers. Remove markers.

  20. 20
    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.

  21. 21
    Butler

    The Butler points to a player. Mark that player as 'Master'.

  22. 22
    General

    Show the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.

  23. 23
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Steward, Hermit, Ogre, Plague Doctor, Hatter, Zealot, Kazali, Gardener, Bootlegger, 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 Marionette
    Jinxed with Kazali
    Marionette & Kazali

    If there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.

  • Jinxed with Plague Doctor
    Jinxed with Scarlet Woman
    Plague Doctor & Scarlet Woman

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

  • Jinxed with Scarlet Woman
    Jinxed with Fang Gu
    Scarlet Woman & Fang Gu

    If there would be two Demons, one of which was the Scarlet Woman, the Scarlet Woman remains the Scarlet Woman.

  • Jinxed with Marionette
    Jinxed with Balloonist
    Marionette & Balloonist

    If the Marionette thinks that they are the Balloonist, an Outsider might have been added.

  • Jinxed with Plague Doctor
    Jinxed with Marionette
    Plague Doctor & Marionette

    If the Storyteller would gain the Marionette ability, one of the Demon's good neighbors becomes the Marionette.