Real Estate
v1.1.0by MoeCustomDifficulty:
"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
NobleYou start knowing 3 players, 1 and only 1 of which is evil.
ShugenjaYou start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
EmpathEach night, you learn how many of your 2 alive neighbours are evil.
SailorEach night, choose an alive player: either you or they are drunk until dusk. You can't die.
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
DreamerEach night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
Mathematician
Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.
ArtistOnce per game, during the day, privately ask the Storyteller any yes/no question.
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.
Tea LadyIf both your alive neighbours are good, they can't die.
FarmerIf you die at night, an alive good player becomes a Farmer.
Poppy GrowerMinions & Demons do not know each other. If you die, they learn who each other are that night.
Outsider
Puzzlemaster1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.
SweetheartWhen you die, 1 player is drunk from now on.
RecluseYou might register as evil & as a Minion or Demon, even if dead.
BarberIf you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
Minion
Devil's AdvocateEach night, choose a living player (different to last night): if executed tomorrow, they don't die.
Spy
Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
Pit-HagEach night*, choose a player & a character they become (if not-in-play). If a Demon is made, deaths tonight are arbitrary.
MarionetteYou think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]
Evil TwinYou & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.
Demon
Lord of TyphonEach night*, choose a player: they die. [Evil characters are in a line. You are in the middle. +1 Minion. -? to +? Outsiders]
No DashiiEach night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned.
Fang GuEach night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
LleechEach night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if & only if they die.
Traveller
BaristaEach night, until dusk, 1) a player becomes sober, healthy and gets true info, or 2) their ability works twice. They learn which.
BishopOnly the Storyteller can nominate. At least 1 opposite player must be nominated each day.
ButcherEach day, after the 1st execution, you may nominate again.
GangsterOnce per day, you may choose to kill an alive neighbour, if your other alive neighbour agrees.
ScapegoatIf a player of your alignment is executed, you might be executed instead.
Fabled & Loric
Spirit of IvoryThere can't be more than 1 extra evil player.
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
Poppy GrowerDo not inform the Demon/Minions who each other are
- 5
SailorThe Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 6
MarionetteSelect one of the good players next to the Demon and place the Is the Marionette reminder token. Wake the Demon and show them the Marionette.
- 7
LleechThe Lleech points to a player. Place the Poisoned reminder token.
- 8
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.
- 9
Devil's AdvocateThe Devil’s Advocate points to a living player. That player survives execution tomorrow.
- 10
Evil TwinWake the Evil Twin and their twin. Confirm that they have acknowledged each other. Point to the Evil Twin. Show their Evil Twin token to the twin player. Point to the twin. Show their character token to the Evil Twin player.
- 11
AmnesiacDecide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 12
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 13
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 14
NoblePoint to 3 players including one evil player, in no particular order.
- 15
SpyShow the Grimoire to the Spy for as long as they need.
- 16
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 17DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
Poppy GrowerIf the Poppy Grower has died, show the Minions/Demon who each other are.
- 3
SailorThe previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 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
Devil's AdvocateThe Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.
- 6
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.
- 7
Fang GuThe 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.
- 8
No DashiiThe No Dashii points to a player. That player dies.
- 9
LleechThe Lleech points to a player. That player dies.
- 10
BarberIf the Barber died today: Wake the Demon. Show the 'This character selected you' card, then Barber token. The Demon either shows a 'no' head signal, or points to 2 players. If they chose players: Swap the character tokens. Wake each player. Show 'You are', then their new character token.
- 11
SweetheartChoose a player that is drunk.
- 12
AmnesiacIf the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 13
FarmerIf 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.
- 14
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 15
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 16
SpyShow the Grimoire to the Spy for as long as they need.
- 17
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 18DDawn
Wait for a few seconds. End the Night Phase.
Shugenja, Lord of Typhon, Spirit of Ivory, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Spy & Poppy GrowerIf the Poppy Grower has their ability, the Spy does not see the Grimoire.

Mathematician & MarionetteThe Mathematician learns if the Marionette's ability yielded false info or failed to work properly.