It Takes a Village to Raise a Boomdandy
v1.0.0by Ryan LuttrellCustomDifficulty:
"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
NobleYou start knowing 3 players, 1 and only 1 of which is evil.
WasherwomanYou start knowing that 1 of 2 players is a particular Townsfolk.
PixieYou start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
EmpathEach night, you learn how many of your 2 alive neighbours are evil.
Village IdiotEach night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Fortune TellerEach night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
OracleEach night*, you learn how many dead players are evil.
MonkEach night*, choose a player (not yourself): they are safe from the Demon tonight.
SavantEach day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
JugglerOn your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
NightwatchmanOnce per game, at night, choose a player: they learn who you are.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
RavenkeeperIf you die at night, you are woken to choose a player: you learn their character.
Outsider
Plague Doctor
When you die, the Storyteller gains a Minion ability.
RecluseYou might register as evil & as a Minion or Demon, even if dead.
MutantIf you are "mad" about being an Outsider, you might be executed.
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Minion
WidowOn your 1st night, look at the Grimoire and choose a player: they are poisoned. 1 good player knows a Widow is in play.
PoisonerEach night, choose a player: they are poisoned tonight and tomorrow day.
CerenovusEach night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.
BoomdandyIf you are executed, all but 3 players die. 1 minute later, the player with the most players pointing at them dies.
Demon
ImpEach night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
VigormortisEach night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. [-1 Outsider]
LegionEach night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]
Fang GuEach night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
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
PhilosopherThe Philosopher either shows a 'no' head signal, or points to a good character on their sheet. If they chose a character: Swap the out-of-play character token with the Philosopher token and add the 'Is the Philosopher' reminder. If the character is in play, place the drunk marker by that player.
- 5
PoisonerThe Poisoner points to a player. That player is poisoned.
- 6
WidowShow the Grimoire to the Widow for as long as they need. The Widow points to a player. That player is poisoned. Wake a good player. Show the 'These characters are in play' card, then the Widow character token.
- 7
CerenovusThe 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
PixieShow the Pixie 1 in-play Townsfolk character token.
- 9
WasherwomanShow the character token of a Townsfolk in play. Point to two players, one of which is that character.
- 10
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 11
Fortune TellerThe Fortune Teller points to two players. Give the head signal (nod yes, shake no) for whether one of those players is the Demon.
- 12
NoblePoint to 3 players including one evil player, in no particular order.
- 13
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.
- 14DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
PhilosopherIf the Philosopher has not used their ability: the Philosopher either shows a 'no' head signal, or points to a good character on their sheet. If they chose a character: Swap the out-of-play character token with the Philosopher token and add the 'Is the Philosopher' reminder. If the character is in play, place the drunk marker by that player.
- 3
PoisonerThe previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.
- 4
MonkThe previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.
- 5
CerenovusThe 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.
- 6
LegionChoose a player, that player dies.
- 7
ImpThe 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
Fang GuThe 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
VigormortisThe Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.
- 10
RavenkeeperIf the Ravenkeeper died tonight: The Ravenkeeper points to a player. Show that player’s character token.
- 11
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 12
Fortune TellerThe Fortune Teller points to two players. Show the head signal (nod 'yes', shake 'no') for whether one of those players is the Demon.
- 13
OracleShow the hand signal for the number (0, 1, 2, etc.) of dead evil players.
- 14
JugglerIf today was the Juggler’s first day: Show the hand signal for the number (0, 1, 2, etc.) of 'Correct' markers. Remove markers.
- 15
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.
- 16DDawn
Wait for a few seconds. End the Night Phase.
Village Idiot, Plague Doctor, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Plague Doctor & BoomdandyIf the Storyteller would gain the Boomdandy ability, a player becomes the Boomdandy.