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An Open and Shut Case

v2.0.0

by In2crewCustomDifficulty:

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

  • Investigator

    You start knowing that 1 of 2 players is a particular Minion.

  • Librarian

    You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)

  • Shugenja

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

  • High Priestess

    Each night, learn which player the Storyteller believes you should talk to most.

  • Balloonist

    Each night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]

  • Fortune Teller

    Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.

  • Oracle

    Each night*, you learn how many dead players are evil.

  • Innkeeper

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

  • Gossip

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

  • Savant

    Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.

  • Nightwatchman

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

  • Cannibal

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

  • Sage

    If the Demon kills you, you learn that it is 1 of 2 players.

Outsider

  • Hermit

    You have all Outsider abilities. [-0 or -1 Outsider]

  • Drunk

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

  • Recluse
    Jinxed with Sage

    You might register as evil & as a Minion or Demon, even if dead.

  • Plague Doctor
    Jinxed with Wraith

    When you die, the Storyteller gains a Minion ability.

Minion

  • Godfather

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

  • Poisoner

    Each night, choose a player: they are poisoned tonight and tomorrow day.

  • Cerenovus

    Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.

  • Wraith

    You may choose to open your eyes at night. You wake when other evil players do.

  • Summoner
    Jinxed with Lord of Typhon

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

Demon

  • Vigormortis

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

  • Fang Gu

    Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]

  • Lord of Typhon

    Each night*, choose a player: they die. [Evil characters are in a line. You are in the middle. +1 Minion. -? to +? Outsiders]

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
    Poisoner

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

  5. 5
    Godfather

    Show each of the Outsider tokens in play.

  6. 6
    Cerenovus

    The Cerenovus points to a player, then to a character on their sheet. Wake that player. Show the 'This character selected you' card, then the Cerenovus token. Show the selected character token. If the player is not mad about being that character tomorrow, they can be executed.

  7. 7
    Librarian

    Show the character token of an Outsider in play. Point to two players, one of which is that character.

  8. 8
    Investigator

    Show the character token of a Minion in play. Point to two players, one of which is that character.

  9. 9
    Fortune Teller

    The Fortune Teller points to two players. Give the head signal (nod yes, shake no) for whether one of those players is the Demon.

  10. 10
    Balloonist

    Choose a character type. Point to a player whose character is of that type. Place the Balloonist's Seen reminder next to that character.

  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
    Poisoner

    The previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.

  3. 3
    Innkeeper

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

  4. 4
    Cerenovus

    The Cerenovus points to a player, then to a character on their sheet. Wake that player. Show the 'This character selected you' card, then the Cerenovus token. Show the selected character token. If the player is not mad about being that character tomorrow, they can be executed.

  5. 5
    Fang Gu

    The Fang Gu points to a player. That player dies. Or, if that player was an Outsider and there are no other Fang Gu in play: The Fang Gu dies instead of the chosen player. The chosen player is now an evil Fang Gu. Wake the new Fang Gu. Show the 'You are' card, then the Fang Gu token. Show the 'You are' card, then the thumb-down 'evil' hand sign.

  6. 6
    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.

  7. 7
    Godfather

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

  8. 8
    Gossip

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

  9. 9
    Sage

    If the Sage was killed by a Demon: Point to two players, one of which is that Demon.

  10. 10
    Fortune Teller

    The Fortune Teller points to two players. Show the head signal (nod 'yes', shake 'no') for whether one of those players is the Demon.

  11. 11
    Oracle

    Show the hand signal for the number (0, 1, 2, etc.) of dead evil players.

  12. 12
    Balloonist

    Choose a character type that does not yet have a Seen reminder next to a character of that type. Point to a player whose character is of that type, if there are any. Place the Balloonist's Seen reminder next to that character.

  13. 13
    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.

  14. 14
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Shugenja, High Priestess, Hermit, Plague Doctor, Wraith, Summoner, Lord of Typhon, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Plague Doctor
    Jinxed with Wraith
    Plague Doctor & Wraith

    If the Storyteller would gain the Wraith ability, a Minion gains it, and learns this.

  • Jinxed with Summoner
    Jinxed with Lord of Typhon
    Summoner & Lord of Typhon

    If a Lord of Typhon is summoned, they must neighbor a Minion & their other neighbor becomes an evil Minion.

  • Jinxed with Recluse
    Jinxed with Sage
    Recluse & Sage

    The Recluse might register as the Demon to the Sage.