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The Witching Hour

v1.0.1

by TommCustomDifficulty:

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

  • 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.

  • Pixie

    You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.

  • Sailor

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

  • Dreamer

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

  • Innkeeper

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

  • Gambler

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

  • 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.

  • Fisherman

    Once per game, during the day, visit the Storyteller for some advice to help you win.

  • Philosopher

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

  • Soldier

    You are safe from the Demon.

  • Farmer

    If you die at night, an alive good player becomes a Farmer.

  • Acrobat

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

Outsider

  • Tinker

    You might die at any time.

  • Drunk

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

  • Moonchild

    When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.

Minion

  • Widow

    On your 1st night, look at the Grimoire and choose a player: they are poisoned. 1 good player knows a Widow is in play.

  • Godfather

    You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die.

  • Harpy

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

  • Summoner
    Jinxed with Pukka

    You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]

Demon

  • Yaggababble

    You start knowing a secret phrase. For each time you said it publicly today, a player might die.

  • Pukka

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

  • Lleech

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

  • Po

    Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.

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
    Sailor

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

  6. 6
    Lleech

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

  7. 7
    Widow

    Show the Grimoire to the Widow for as long as they need. The Widow points to a player. That player is poisoned. Wake a good player. Show the 'These characters are in play' card, then the Widow character token.

  8. 8
    Godfather

    Show each of the Outsider tokens in play.

  9. 9
    Pukka

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

  10. 10
    Pixie

    Show the Pixie 1 in-play Townsfolk character token.

  11. 11
    Grandmother

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

  12. 12
    Dreamer

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

  13. 13
    Noble

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

  14. 14
    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.

  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
    Innkeeper

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

  5. 5
    Gambler

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

  6. 6
    Pukka

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

  7. 7
    Po

    If 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

  8. 8
    Lleech

    The Lleech points to a player. That player dies.

  9. 9
    Godfather

    If an Outsider died today: The Godfather points to a player. That player dies.

  10. 10
    Gossip

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

  11. 11
    Acrobat

    If a good living neighbour is drunk or poisoned, the Acrobat player dies.

  12. 12
    Farmer

    If a Farmer died tonight, choose another good player and make them the Farmer. Wake this player, show them the 'You are' card and the Farmer character token.

  13. 13
    Tinker

    The Tinker might die.

  14. 14
    Moonchild

    If the Moonchild used their ability to target a player today: If that player is good, they die.

  15. 15
    Grandmother

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

  16. 16
    Dreamer

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

  17. 17
    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.

  18. 18
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Harpy, Summoner, Yaggababble, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Summoner
    Jinxed with Pukka
    Summoner & Pukka

    The Summoner may summon a Pukka on the 2nd night instead of the 3rd.