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Into the Darkness...

v1.0.0

by Stoch (Mark)CustomDifficulty:

7
Tor
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

  • Chef

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

  • Empath

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

  • Knight

    You start knowing 2 players that are not the Demon.

  • Lycanthrope

    Each night*, choose a living player: if good, they die, but they are the only player that can die tonight.

  • Monk

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

  • Undertaker

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

  • Fool

    The first time you die, you don't.

  • Oracle

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

  • Ravenkeeper

    If you die at night, you are woken to choose a player: you learn their character.

  • Nightwatchman

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

  • Snake Charmer

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

  • Acrobat

    Each night*, if either good living neighbour is drunk or poisoned, you die.

  • Cannibal

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

Outsider

  • Ogre

    On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.

  • Tinker

    You might die at any time.

  • Recluse
    Jinxed with Ogre

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

  • Politician

    If you were the player most responsible for your team losing, you change alignment & win, even if dead.

Minion

  • Poisoner

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

  • Devil's Advocate

    Each night, choose a living player (different to last night): if executed tomorrow, they don't die.

  • 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

  • Pukka

    Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.

  • Vigormortis

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

  • Legion
    Jinxed with Politician

    Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]

  • Lleech

    Each night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if & only if they die.

Traveller

  • Voudon

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

Fabled & Loric

  • Tor

    Players don't know their character or alignment. They learn them when they die.

  • 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
    Lleech

    The Lleech points to a player. Place the Poisoned reminder token.

  5. 5
    Poisoner

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

  6. 6
    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.

  7. 7
    Devil's Advocate

    The Devil’s Advocate points to a living player. That player survives execution tomorrow.

  8. 8
    Pukka

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

  9. 9
    Chef

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

  10. 10
    Empath

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

  11. 11
    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.

  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
    Devil's Advocate

    The Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.

  6. 6
    Scarlet Woman

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

  7. 7
    Lycanthrope

    The Lycanthrope points to a living player: if good, they die and no one else can die tonight.

  8. 8
    Legion

    Choose a player, that player dies.

  9. 9
    Pukka

    The Pukka points to a player. That player is poisoned. The previously poisoned player dies.

  10. 10
    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.

  11. 11
    Lleech

    The Lleech points to a player. That player dies.

  12. 12
    Acrobat

    If a good living neighbour is drunk or poisoned, the Acrobat player dies.

  13. 13
    Tinker

    The Tinker might die.

  14. 14
    Ravenkeeper

    If the Ravenkeeper died tonight: The Ravenkeeper points to a player. Show that player’s character token.

  15. 15
    Empath

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

  16. 16
    Undertaker

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

  17. 17
    Oracle

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

  18. 18
    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.

  19. 19
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Knight, Ogre, Tor, 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 Legion
    Jinxed with Politician
    Legion & Politician

    The Politician might register as evil to Legion.