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Win or lose, we do it together

v2.0.0

by INeededANameCustomDifficulty:

4
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

  • Amnesiac

    You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.

  • Atheist

    The Storyteller can break the game rules & if executed, good wins, even if you are dead. [No evil characters]

  • Bounty Hunter
    Jinxed with Philosopher

    You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]

  • Village Idiot

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

  • Tea Lady

    If both your alive neighbours are good, they can't die.

  • Snake Charmer

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

  • Philosopher

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

  • Lycanthrope

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

  • Gambler

    Each night*, choose a player & guess their character: if you guess wrong, you die.

  • Dreamer

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

  • Cannibal

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

  • Alchemist
    Jinxed with Boffin

    You have a not-in-play Minion ability.

  • Clockmaker

    You start knowing how many steps from the Demon to its nearest Minion.

Outsider

  • Politician

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

  • Lunatic

    You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.

  • Drunk

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

  • Plague Doctor

    When you die, the Storyteller gains a Minion ability.

Minion

  • Wizard

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

  • Boffin
    Jinxed with Village Idiot
    Jinxed with Drunk
    Jinxed with Politician

    The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.

  • Xaan

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

  • Pit-Hag
    Jinxed with Village Idiot
    Jinxed with Politician

    Each night*, choose a player & a character they become (if not-in-play). If a Demon is made, deaths tonight are arbitrary.

Demon

  • 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]

  • Leviathan
    Jinxed with Pit-Hag

    If more than 1 good player is executed, you win. All players know you are in play. After day 5, evil wins.

  • Vigormortis

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

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
    Lunatic

    If 7 or more players: Show the Lunatic a number of arbitrary 'Minions', players equal to the number of Minions in play. Show 3 character tokens of arbitrary good characters. If the token received by the Lunatic is a Demon that would wake tonight: Allow the Lunatic to do the Demon actions. Place their 'attack' markers. Wake the Demon. Show the Demon’s real character token. Show them the Lunatic player. If the Lunatic attacked players: Show the real demon each marked player. Remove any Lunatic 'attack' markers.

  7. 7
    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.

  8. 8
    Amnesiac

    Decide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.

  9. 9
    Clockmaker

    Show the hand signal for the number (1, 2, 3, etc.) of places from Demon to closest Minion.

  10. 10
    Dreamer

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

  11. 11
    Bounty Hunter

    Point to 1 evil player. Wake the townsfolk who is evil and show them the 'You are' card and the thumbs down evil sign.

  12. 12
    Leviathan

    Place the Leviathan 'Day 1' marker. Announce 'The Leviathan is in play; this is Day 1.'

  13. 13
    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
    Gambler

    The Gambler points to a player, and a character on their sheet. If incorrect, the Gambler dies.

  4. 4
    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.

  5. 5
    Pit-Hag

    The Pit-Hag points to a player and a character on the sheet. If this character is not in play, wake that player and show them the 'You are' card and the relevant character token. If the character is in play, nothing happens.

  6. 6
    Lunatic

    Allow the Lunatic to do the actions of the Demon. Place their 'attack' markers. If the Lunatic selected players: Wake the Demon. Show the 'attack' marker, then point to each marked player. Remove any Lunatic 'attack' markers.

  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
    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.

  10. 10
    Amnesiac

    If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.

  11. 11
    Dreamer

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

  12. 12
    Bounty Hunter

    If the known evil player has died, point to another evil player.

  13. 13
    Leviathan

    Change the Leviathan Day reminder for the next day.

  14. 14
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Village Idiot, Plague Doctor, Wizard, Boffin, Xaan, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Pit-Hag
    Jinxed with Village Idiot
    Pit-Hag & Village Idiot

    If there is a spare token, the Pit-Hag can create an extra Village Idiot. If so, the drunk Village Idiot might change.

  • Jinxed with Boffin
    Jinxed with Village Idiot
    Boffin & Village Idiot

    If there is a spare token, the Boffin can give the Demon the Village Idiot ability.

  • Jinxed with Alchemist
    Jinxed with Boffin
    Alchemist & Boffin

    If the Alchemist has the Boffin ability, the Alchemist does not learn what ability the Demon has.

  • Jinxed with Boffin
    Jinxed with Drunk
    Boffin & Drunk

    The Demon cannot have the Drunk ability.

  • Jinxed with Bounty Hunter
    Jinxed with Philosopher
    Bounty Hunter & Philosopher

    If the Philosopher gains the Bounty Hunter ability, a Townsfolk might turn evil.

  • Jinxed with Leviathan
    Jinxed with Pit-Hag
    Leviathan & Pit-Hag

    The Leviathan cannot enter play after day 5.

  • Jinxed with Legion
    Jinxed with Politician
    Legion & Politician

    The Politician might register as evil to Legion.

  • Jinxed with Pit-Hag
    Jinxed with Politician
    Pit-Hag & Politician

    If the Pit-Hag turns an evil player into the Politician, they can't turn good due to their own ability.

  • Jinxed with Boffin
    Jinxed with Politician
    Boffin & Politician

    The Demon cannot have the Politician ability.