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Changing Hats

v1.0.0

by Dragon_Hunter_70CustomDifficulty:

2
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.

  • Noble

    You start knowing 3 players, 1 and only 1 of which is evil.

  • Grandmother

    You start knowing a good player & their character. If the Demon kills them, you die too.

  • Shugenja

    You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.

  • Village Idiot

    Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]

  • Dreamer

    Each night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.

  • Gossip

    Each day, you may make a public statement. Tonight, if it was true, a player dies.

  • Nightwatchman

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

  • Philosopher

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

  • Princess

    On your 1st day, if you nominated & executed a player, the Demon doesn't kill tonight.

  • Juggler

    On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.

  • Alchemist
    Jinxed with Organ Grinder

    You have a not-in-play Minion ability.

  • Fool

    The first time you die, you don't.

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.

  • Barber

    If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.

  • Hatter

    If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.

  • Mutant

    If you are "mad" about being an Outsider, you might be executed.

Minion

  • Mezepheles

    You start knowing a secret word. The 1st good player to say this word becomes evil that night.

  • Wizard

    Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.

  • Vizier

    All players know you are the Vizier. You cannot die during the day. If good voted, you may choose to execute immediately.

  • 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.

  • Baron

    There are extra Outsiders in play. [+2 Outsiders]

Demon

  • Ojo

    Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.

  • Vigormortis

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

  • Legion
    Jinxed with Hatter

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

  • Al-Hadikhia
    Jinxed with Princess

    Each night*, choose 3 players (all players learn who): each silently chooses to live or die, but if all live, all die.

Fabled & Loric

  • 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
    Mezepheles

    Show the Mezepheles their secret word.

  7. 7
    Chef

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

  8. 8
    Grandmother

    Show the marked character token. Point to the marked player.

  9. 9
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  10. 10
    Noble

    Point to 3 players including one evil player, in no particular order.

  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
    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
    Mezepheles

    Wake the 1st good player that said the Mezepheles' secret word and show them the 'You are' card and the thumbs down evil signal.

  4. 4
    Legion

    Choose a player, that player dies.

  5. 5
    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.

  6. 6
    Al-Hadikhia

    The Al-Hadikhia chooses 3 players. Announce the first player, wake them to nod yes to live or shake head no to die, kill or resurrect accordingly, then put to sleep and announce the next player. If all 3 are alive after this, all 3 die.

  7. 7
    Gossip

    If the Gossip’s public statement was true: Choose a player not protected from dying tonight. That player dies.

  8. 8
    Barber

    If the Barber died today: Wake the Demon. Show the 'This character selected you' card, then Barber token. The Demon either shows a 'no' head signal, or points to 2 players. If they chose players: Swap the character tokens. Wake each player. Show 'You are', then their new character token.

  9. 9
    Grandmother

    If the Grandmother’s grandchild was killed by the Demon tonight: The Grandmother dies.

  10. 10
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  11. 11
    Juggler

    If today was the Juggler’s first day: Show the hand signal for the number (0, 1, 2, etc.) of 'Correct' markers. Remove markers.

  12. 12
    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.

  13. 13
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Shugenja, Village Idiot, Princess, Ogre, Hatter, Wizard, Vizier, Organ Grinder, Ojo, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Al-Hadikhia
    Jinxed with Princess
    Al-Hadikhia & Princess

    If the Princess nominated & executed a player on their 1st day, no one dies to the Al-Hadikhia tonight.

  • Jinxed with Legion
    Jinxed with Hatter
    Legion & Hatter

    If Legion is created, all evil players become Legion. If Legion is in play, the Hatter has no ability.

  • 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.