Radio Yagga
v1.0.0by Bambi and FMJasonCustomDifficulty:
"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
StewardYou start knowing 1 good player.
ChefYou start knowing how many pairs of evil players there are.
EmpathEach night, you learn how many of your 2 alive neighbours are evil.
GeneralEach night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.
ChambermaidEach night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
InnkeeperEach night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
ExorcistEach night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.
SavantEach day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
AmnesiacYou do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
SlayerOnce per game, during the day, publicly choose a player: if they are the Demon, they die.
FishermanOnce per game, during the day, visit the Storyteller for some advice to help you win.
HuntsmanOnce per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
CannibalYou have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Outsider
SnitchMinions start knowing 3 not-in-play characters.
GoonEach night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
DamselAll Minions know you are in play. If a Minion publicly guesses you (once), your team loses.
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
HatterIf you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.
Minion
PoisonerEach night, choose a player: they are poisoned tonight and tomorrow day.
HarpyEach night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
WitchEach night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
Scarlet WomanIf there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count)
Demon
Yaggababble
You start knowing a secret phrase. For each time you said it publicly today, a player might die.
OjoEach night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
PoEach night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.
Traveller
BureaucratEach night, choose a player (not yourself): their vote counts as 3 votes tomorrow.
ThiefEach night, choose a player (not yourself): their vote counts negatively tomorrow.
Fabled & Loric
GardenerThe Storyteller assigns all players' characters.
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
SnitchAfter Minion info wake each Minion and show them three not-in-play character tokens. These may be the same or different to each other and the ones shown to the Demon.
- 5
PoisonerThe Poisoner points to a player. That player is poisoned.
- 6
WitchThe Witch points to a player. If that player nominates tomorrow they die immediately.
- 7
HuntsmanThe Huntsman shakes their head 'no' or points to a player. If they point to the Damsel, wake that player, show the 'You are' card and a not-in-play character token.
- 8
DamselWake all the Minions, show them the 'This character selected you' card and the Damsel token.
- 9
AmnesiacDecide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 10
ChefShow the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.
- 11
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 12
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 13
ChambermaidThe Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.
- 14DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
PoisonerThe previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.
- 3
InnkeeperThe previously protected and drunk players lose those markers. The Innkeeper points to two players. Those players are protected. One is drunk.
- 4
WitchIf there are 4 or more players alive: The Witch points to a player. If that player nominates tomorrow they die immediately.
- 5
Scarlet WomanIf the Scarlet Woman became the Demon today: Show the 'You are' card, then the demon token.
- 6
ExorcistThe 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.
- 7
PoIf 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
HuntsmanThe Huntsman shakes their head 'no' or points to a player. If they point to the Damsel, wake that player, show the 'You are' card and a not-in-play character token.
- 9
DamselIf selected by the Huntsman, wake the Damsel, show 'You are' card and a not-in-play Townsfolk token.
- 10
AmnesiacIf the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 11
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 12
GeneralShow the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.
- 13
ChambermaidThe Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.
- 14DDawn
Wait for a few seconds. End the Night Phase.
Steward, Hatter, Harpy, Yaggababble, Ojo, Gardener, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Yaggababble & ExorcistIf the Exorcist chooses the Yaggababble, the Yaggababble does not kill tonight.