Win or lose, we do it together
v2.0.0by INeededANameCustomDifficulty:
"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
AmnesiacYou do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
AtheistThe Storyteller can break the game rules & if executed, good wins, even if you are dead. [No evil characters]
Bounty Hunter
You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
Village IdiotEach night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Tea LadyIf both your alive neighbours are good, they can't die.
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
LycanthropeEach night*, choose a living player: if good, they die, but they are the only player that can die tonight.
GamblerEach night*, choose a player & guess their character: if you guess wrong, you die.
DreamerEach night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
CannibalYou have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Alchemist
You have a not-in-play Minion ability.
ClockmakerYou start knowing how many steps from the Demon to its nearest Minion.
Outsider
PoliticianIf you were the player most responsible for your team losing, you change alignment & win, even if dead.
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Plague DoctorWhen you die, the Storyteller gains a Minion ability.
Minion
WizardOnce per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.
Boffin


The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
XaanOn night X, all Townsfolk are poisoned until dusk. [X Outsiders]
Pit-Hag

Each night*, choose a player & a character they become (if not-in-play). If a Demon is made, deaths tonight are arbitrary.
Demon
Legion
Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]
Leviathan
If more than 1 good player is executed, you win. All players know you are in play. After day 5, evil wins.
VigormortisEach night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. [-1 Outsider]
Fabled & Loric
DjinnUse the Djinn's special rule. All players know what it is.
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
PhilosopherThe 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
AlchemistShow the Alchemist a not-in-play Minion token
- 6
LunaticIf 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
Snake CharmerThe 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
AmnesiacDecide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 9
ClockmakerShow the hand signal for the number (1, 2, 3, etc.) of places from Demon to closest Minion.
- 10
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 11
Bounty HunterPoint to 1 evil player. Wake the townsfolk who is evil and show them the 'You are' card and the thumbs down evil sign.
- 12
LeviathanPlace the Leviathan 'Day 1' marker. Announce 'The Leviathan is in play; this is Day 1.'
- 13DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
PhilosopherIf 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
GamblerThe Gambler points to a player, and a character on their sheet. If incorrect, the Gambler dies.
- 4
Snake CharmerThe 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
Pit-HagThe 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
LunaticAllow 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
LycanthropeThe Lycanthrope points to a living player: if good, they die and no one else can die tonight.
- 8
LegionChoose a player, that player dies.
- 9
VigormortisThe Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.
- 10
AmnesiacIf the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 11
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 12
Bounty HunterIf the known evil player has died, point to another evil player.
- 13
LeviathanChange the Leviathan Day reminder for the next day.
- 14DDawn
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

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

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

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

Boffin & DrunkThe Demon cannot have the Drunk ability.

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

Leviathan & Pit-HagThe Leviathan cannot enter play after day 5.

Legion & PoliticianThe Politician might register as evil to Legion.

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

Boffin & PoliticianThe Demon cannot have the Politician ability.