High Noon Under a Bad Moon
v1.0.0by FishCustomDifficulty:
"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
GrandmotherYou start knowing a good player & their character. If the Demon kills them, you die too.
ShugenjaYou start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
SailorEach night, choose an alive player: either you or they are drunk until dusk. You can't die.
Village IdiotEach night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
GamblerEach night*, choose a player & guess their character: if you guess wrong, you die.
GossipEach day, you may make a public statement. Tonight, if it was true, a player dies.
NightwatchmanOnce per game, at night, choose a player: they learn who you are.
CourtierOnce per game, at night, choose a character: they are drunk for 3 nights & 3 days.
HuntsmanOnce per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
ProfessorOnce per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected.
PrincessOn your 1st day, if you nominated & executed a player, the Demon doesn't kill tonight.
Tea LadyIf both your alive neighbours are good, they can't die.
Outsider
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
TinkerYou might die at any time.
MutantIf you are "mad" about being an Outsider, you might be executed.
DamselAll Minions know you are in play. If a Minion publicly guesses you (once), your team loses.
Minion
GodfatherYou start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die.
Devil's AdvocateEach night, choose a living player (different to last night): if executed tomorrow, they don't die.
FearmongerEach night, choose a player. If you nominate & execute them, their team loses. All players know if you choose a new player.
Boffin

The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Demon
PukkaEach night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
ShabalothEach night*, choose 2 players: they die. A dead player you chose last night might be regurgitated.
PoEach night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.
ZombuulEach night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead.
Fabled & Loric
DjinnUse the Djinn's special rule. All players know what it is.
Night order
First night
- 1DDusk
Start the Night Phase.
- 2MMinion 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.
- 3DDemon 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
SailorThe Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 5
CourtierThe Courtier either shows a 'no' head signal, or points to a character on the sheet. If the Courtier used their ability: If that character is in play, that player is drunk.
- 6
Snake CharmerThe 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.
- 7
GodfatherShow each of the Outsider tokens in play.
- 8
Devil's AdvocateThe Devil’s Advocate points to a living player. That player survives execution tomorrow.
- 9
FearmongerThe Fearmonger points to a player. Place the Fear token next to that player and announce that a new player has been selected with the Fearmonger ability.
- 10
PukkaThe Pukka points to a player. That player is poisoned.
- 11
HuntsmanThe 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.
- 12
DamselWake all the Minions, show them the 'This character selected you' card and the Damsel token.
- 13
GrandmotherShow the marked character token. Point to the marked player.
- 14
NightwatchmanThe 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.
- 15DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
SailorThe previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 3
CourtierReduce the remaining number of days the marked player is poisoned. If the Courtier has not yet used their ability: The Courtier either shows a 'no' head signal, or points to a character on the sheet. If the Courtier used their ability: If that character is in play, that player is drunk.
- 4
GamblerThe Gambler points to a player, and a character on their sheet. If incorrect, the Gambler dies.
- 5
Snake CharmerThe 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
Devil's AdvocateThe Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.
- 7
FearmongerThe Fearmonger points to a player. If different from the previous night, place the Fear token next to that player and announce that a new player has been selected with the Fearmonger ability.
- 8
ZombuulIf no-one died during the day: The Zombuul points to a player. That player dies.
- 9
PukkaThe Pukka points to a player. That player is poisoned. The previously poisoned player dies.
- 10
ShabalothOne player that the Shabaloth chose the previous night might be resurrected. The Shabaloth points to two players. Those players die.
- 11
PoIf the Po chose no-one the previous night: The Po points to three players. Otherwise: The Po either shows the 'no' head signal , or points to a player. Chosen players die
- 12
GodfatherIf an Outsider died today: The Godfather points to a player. That player dies.
- 13
GossipIf the Gossip’s public statement was true: Choose a player not protected from dying tonight. That player dies.
- 14
ProfessorIf 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.
- 15
HuntsmanThe 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.
- 16
DamselIf selected by the Huntsman, wake the Damsel, show 'You are' card and a not-in-play Townsfolk token.
- 17
TinkerThe Tinker might die.
- 18
GrandmotherIf the Grandmother’s grandchild was killed by the Demon tonight: The Grandmother dies.
- 19
NightwatchmanThe 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.
- 20DDawn
Wait for a few seconds. End the Night Phase.
Shugenja, Village Idiot, Princess, Boffin, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Boffin & Village IdiotIf there is a spare token, the Boffin can give the Demon the Village Idiot ability.

Boffin & DrunkThe Demon cannot have the Drunk ability.