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Roofies

v1.1.0

by hazCustomDifficulty:

1
Duchess
Sentinel
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

  • Knight

    You start knowing 2 players that are not the Demon.

  • Chef

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

  • Librarian

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

  • Sailor

    Each night, choose an alive player: either you or they are drunk until dusk. You can't die.

  • Mathematician
    Jinxed with Drunk

    Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.

  • Innkeeper

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

  • Acrobat

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

  • Philosopher

    Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.

  • Slayer

    Once per game, during the day, publicly choose a player: if they are the Demon, they die.

  • Alchemist
    Jinxed with Organ Grinder

    You have a not-in-play Minion ability.

  • Cannibal

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

  • Magician

    The Demon thinks you are a Minion. Minions think you are a Demon.

Outsider

  • Drunk

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

  • Tinker

    You might die at any time.

  • Plague Doctor

    When you die, the Storyteller gains a Minion ability.

  • Puzzlemaster

    1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.

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.

  • Harpy

    Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.

  • Xaan

    On night X, all Townsfolk are poisoned until dusk. [X Outsiders]

  • Organ Grinder

    All players keep their eyes closed when voting and the vote tally is secret. Each night, choose if you are drunk until dusk.

Demon

  • Pukka

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

  • Zombuul

    Each night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead.

  • Vigormortis

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

  • Lleech
    Jinxed with Slayer

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

Fabled & Loric

  • Duchess

    Each day, 3 players may choose to visit you. At night*, each visitor learns how many visitors are evil, but 1 gets false info.

  • Sentinel

    There might be 1 extra or 1 fewer Outsider in play.

  • 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
    Philosopher

    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.

  5. 5
    Alchemist

    Show the Alchemist a not-in-play Minion token

  6. 6
    Magician
  7. 7
    Sailor

    The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.

  8. 8
    Lleech

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

  9. 9
    Poisoner

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

  10. 10
    Devil's Advocate

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

  11. 11
    Pukka

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

  12. 12
    Librarian

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

  13. 13
    Chef

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

  14. 14
    Mathematician

    Show the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.

  15. 15
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Philosopher

    If 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. 3
    Sailor

    The previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.

  4. 4
    Poisoner

    The previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.

  5. 5
    Innkeeper

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

  6. 6
    Devil's Advocate

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

  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
    Zombuul

    If no-one died during the day: The Zombuul points to 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
    Mathematician

    Show the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.

  15. 15
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Knight, Plague Doctor, Harpy, Xaan, Organ Grinder, Duchess, Sentinel, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Alchemist
    Jinxed with Organ Grinder
    Alchemist & Organ Grinder

    If the Alchemist has the Organ Grinder ability, the Organ Grinder is in play. If both are sober, both are drunk.

  • Jinxed with Lleech
    Jinxed with Slayer
    Lleech & Slayer

    If the Slayer slays the Lleech host, the host dies.

  • Jinxed with Mathematician
    Jinxed with Drunk
    Mathematician & Drunk

    The Mathematician learns if the Drunk's ability yielded false info or failed to work properly.