Lover's Scandal
v4.1.0by GreenyCustomDifficulty:
"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
InvestigatorYou start knowing that 1 of 2 players is a particular Minion.
GrandmotherYou start knowing a good player & their character. If the Demon kills them, you die too.
SailorEach night, choose an alive player: either you or they are drunk until dusk. You can't die.
GeneralEach night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
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.
InnkeeperEach night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
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.
AmnesiacYou do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
CourtierOnce per game, at night, choose a character: they are drunk for 3 nights & 3 days.
Tea LadyIf both your alive neighbours are good, they can't die.
VirginThe 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
CannibalYou have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Outsider
TinkerYou might die at any time.
RecluseYou might register as evil & as a Minion or Demon, even if dead.
DamselAll Minions know you are in play. If a Minion publicly guesses you (once), your team loses.
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
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.
AssassinOnce per game, at night*, choose a player: they die, even if for some reason they could not.
MezephelesYou start knowing a secret word. The 1st good player to say this word becomes evil that night.
Demon
ImpEach night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
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.
Fang GuEach night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
Traveller
JudgeOnce per game, if another player nominated, you may choose to force the current execution to pass or fail.
GangsterOnce per day, you may choose to kill an alive neighbour, if your other alive neighbour agrees.
HarlotEach night*, choose a living player: if they agree, you learn their character, but you both might die.
BishopOnly the Storyteller can nominate. At least 1 opposite player must be nominated each day.
ScapegoatIf a player of your alignment is executed, you might be executed instead.
Fabled & Loric
DjinnUse the Djinn's special rule. All players know what it is.
SentinelThere might be 1 extra or 1 fewer Outsider in play.
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
GodfatherShow each of the Outsider tokens in play.
- 7
Devil's AdvocateThe Devil’s Advocate points to a living player. That player survives execution tomorrow.
- 8
MezephelesShow the Mezepheles their secret word.
- 9
DamselWake all the Minions, show them the 'This character selected you' card and the Damsel token.
- 10
AmnesiacDecide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 11
InvestigatorShow the character token of a Minion in play. Point to two players, one of which is that character.
- 12
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.
- 13
GrandmotherShow the marked character token. Point to the marked player.
- 14
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 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
InnkeeperThe previously protected and drunk players lose those markers. The Innkeeper points to two players. Those players are protected. One is drunk.
- 5
GamblerThe Gambler points to a player, and a character on their sheet. If incorrect, the Gambler dies.
- 6
Devil's AdvocateThe Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.
- 7
MezephelesWake the 1st good player that said the Mezepheles' secret word and show them the 'You are' card and the thumbs down evil signal.
- 8
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.
- 9
ShabalothOne player that the Shabaloth chose the previous night might be resurrected. The Shabaloth points to two players. Those players die.
- 10
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
- 11
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.
- 12
AssassinIf the Assassin has not yet used their ability: The Assassin either shows the 'no' head signal, or points to a player. That player dies.
- 13
GodfatherIf an Outsider died today: The Godfather points to a player. That player dies.
- 14
GossipIf the Gossip’s public statement was true: Choose a player not protected from dying tonight. That player dies.
- 15
DamselIf selected by the Huntsman, wake the Damsel, show 'You are' card and a not-in-play Townsfolk token.
- 16
AmnesiacIf the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 17
TinkerThe Tinker might die.
- 18
GrandmotherIf the Grandmother’s grandchild was killed by the Demon tonight: The Grandmother dies.
- 19
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.
- 20
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 21DDawn
Wait for a few seconds. End the Night Phase.
Djinn, Sentinel don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.