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Aunt Marjorie's Drunken Night In

v1.0.0

by TallulahCustomDifficulty:

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

  • Steward

    You start knowing 1 good player.

  • Empath

    Each night, you learn how many of your 2 alive neighbours are evil.

  • Sailor

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

  • Village Idiot

    Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]

  • Balloonist

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

  • Town Crier

    Each night*, you learn if a Minion nominated today.

  • Undertaker

    Each night*, you learn which character died by execution today.

  • 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.

  • Juggler

    On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.

  • Courtier

    Once per game, at night, choose a character: they are drunk for 3 nights & 3 days.

  • Banshee

    If the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.

  • Acrobat

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

Outsider

  • Puzzlemaster

    1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.

  • Mutant

    If you are "mad" about being an Outsider, you might be executed.

  • Drunk

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

Minion

  • Harpy

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

  • Cerenovus

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

  • Baron

    There are extra Outsiders in play. [+2 Outsiders]

  • Scarlet Woman

    If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count)

  • Marionette
    Jinxed with Balloonist

    You think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]

Demon

  • 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.

  • No Dashii

    Each night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned.

  • Vigormortis

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

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
    Sailor

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

  5. 5
    Marionette

    Select 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.

  6. 6
    Lleech

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

  7. 7
    Courtier

    The Courtier either shows a 'no' head signal, or points to a character on the sheet. If the Courtier used their ability: If that character is in play, that player is drunk.

  8. 8
    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.

  9. 9
    Empath

    Show the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.

  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
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    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.

  3. 3
    Courtier

    Reduce the remaining number of days the marked player is poisoned. If the Courtier has not yet used their ability: The Courtier either shows a 'no' head signal, or points to a character on the sheet. If the Courtier used their ability: If that character is in play, that 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
    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.

  6. 6
    Scarlet Woman

    If the Scarlet Woman became the Demon today: Show the 'You are' card, then the demon token.

  7. 7
    No Dashii

    The No Dashii points to a player. That player dies.

  8. 8
    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.

  9. 9
    Lleech

    The Lleech 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
    Empath

    Show the finger signal (0, 1, 2) for the number of evil neighbours.

  13. 13
    Undertaker

    If a player was executed today: Show that player’s character token.

  14. 14
    Town Crier

    Nod 'yes' or shake head 'no' for whether a Minion nominated today. Place the 'Minion not nominated' marker (remove 'Minion nominated', if any).

  15. 15
    Juggler

    If today was the Juggler’s first day: Show the hand signal for the number (0, 1, 2, etc.) of 'Correct' markers. Remove markers.

  16. 16
    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.

  17. 17
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

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

Jinxes
  • Jinxed with Marionette
    Jinxed with Balloonist
    Marionette & Balloonist

    If the Marionette thinks that they are the Balloonist, an Outsider might have been added.