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Budget Truck Rental

v1.5.0

by Avery & sabenite & Ethan *sighCustomDifficulty:

2
Storm Catcher
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.

  • Librarian

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

  • Grandmother

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

  • Cult Leader

    Each night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins.

  • Innkeeper

    Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.

  • Gambler

    Each night*, choose a player & guess their character: if you guess wrong, you die.

  • Exorcist

    Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.

  • Nightwatchman

    Once per game, at night, choose a player: they learn who you are.

  • Fisherman

    Once per game, during the day, visit the Storyteller for some advice to help you win.

  • Huntsman

    Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]

  • Farmer

    If you die at night, an alive good player becomes a Farmer.

  • Poppy Grower

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

  • Snake Charmer

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

Outsider

  • Snitch

    Minions start knowing 3 not-in-play characters.

  • Recluse

    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.

  • Damsel

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

  • Drunk

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

Minion

  • Godfather

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

  • 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.

  • Marionette
    Jinxed with Huntsman

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

Demon

  • Vigormortis

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

  • Fang Gu

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

Traveller

  • Scapegoat

    If a player of your alignment is executed, you might be executed instead.

  • Deviant

    If you were funny today, you cannot die by exile.

  • Voudon

    Only you and the dead can vote. They don't need a vote token to do so. A 50% majority is not required.

  • Beggar

    You must use a vote token to vote. Dead players may choose to give you theirs. If so, you learn their alignment. You are sober & healthy.

  • Apprentice

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

Fabled & Loric

  • Storm Catcher

    Name a good character. If in play, they can only die by execution, but evil players learn which player it is.

  • 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
    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.

  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
    Godfather

    Show each of the Outsider tokens in play.

  9. 9
    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.

  10. 10
    Huntsman

    The Huntsman shakes their head 'no' or points to a player. If they point to the Damsel, wake that player, show the 'You are' card and a not-in-play character token.

  11. 11
    Damsel

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

  12. 12
    Librarian

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

  13. 13
    Grandmother

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

  14. 14
    Noble

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

  15. 15
    Nightwatchman

    The Nightwatchman may point to a player. Wake that player, show the 'This character selected you' card and the Nightwatchman token, then point to the Nightwatchman player.

  16. 16
    Cult Leader

    If the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.

  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
    Innkeeper

    The previously protected and drunk players lose those markers. The Innkeeper points to two players. Those players are protected. One is drunk.

  4. 4
    Gambler

    The Gambler points to a player, and a character on their sheet. If incorrect, the Gambler dies.

  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
    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.

  7. 7
    Exorcist

    The Exorcist points to a player, different from the previous night. If that player is the Demon: Wake the Demon. Show the Exorcist token. Point to the Exorcist. The Demon does not act tonight.

  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
    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.

  10. 10
    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.

  11. 11
    Godfather

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

  12. 12
    Huntsman

    The Huntsman shakes their head 'no' or points to a player. If they point to the Damsel, wake that player, show the 'You are' card and a not-in-play character token.

  13. 13
    Damsel

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

  14. 14
    Farmer

    If a Farmer died tonight, choose another good player and make them the Farmer. Wake this player, show them the 'You are' card and the Farmer character token.

  15. 15
    Grandmother

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

  16. 16
    Nightwatchman

    The Nightwatchman may point to a player. Wake that player, show the 'This character selected you' card and the Nightwatchman token, then point to the Nightwatchman player.

  17. 17
    Cult Leader

    If the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.

  18. 18
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

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

Jinxes
  • Jinxed with Marionette
    Jinxed with Huntsman
    Marionette & Huntsman

    If the Marionette thinks that they are the Huntsman, the Damsel was added during setup.