Target Practice
v2.0.0by LewisCustomDifficulty:
Bootlegger rules
- Improved Huntsman ability: Each night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. The first time you choose an evil player, you are drunk. [+the Damsel]
"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.
Bounty Hunter
You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Fortune TellerEach night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
MonkEach night*, choose a player (not yourself): they are safe from the Demon tonight.
ExorcistEach night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.
EngineerOnce per game, at night, choose which Minions or which Demon is in play.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
HuntsmanOnce per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
SlayerOnce per game, during the day, publicly choose a player: if they are the Demon, they die.
MinstrelWhen a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.
RavenkeeperIf you die at night, you are woken to choose a player: you learn their character.
MagicianThe Demon thinks you are a Minion. Minions think you are a Demon.
Outsider
HermitYou have all Outsider abilities. [-0 or -1 Outsider]
KlutzWhen you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
HatterIf you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.
DamselAll Minions know you are in play. If a Minion publicly guesses you (once), your team loses.
Minion
GodfatherYou start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die.
PoisonerEach night, choose a player: they are poisoned tonight and tomorrow day.
AssassinOnce per game, at night*, choose a player: they die, even if for some reason they could not.
Scarlet WomanIf there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count)
Demon
No DashiiEach night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned.
ImpEach night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
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.
Fabled & Loric
BootleggerThis script has homebrew characters or rules.
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
PhilosopherThe 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
Magician - 6
EngineerThe Engineer shows a 'no' head signal, or points to a Demon or points to the relevant number of Minions. If the Engineer chose characters, replace the Demon or Minions with the choices, then wake the relevant players and show them the You are card and the relevant character tokens.
- 7
PoisonerThe Poisoner points to a player. That player is poisoned.
- 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
GodfatherShow each of the Outsider tokens in play.
- 10
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.
- 11
DamselWake all the Minions, show them the 'This character selected you' card and the Damsel token.
- 12
Fortune TellerThe Fortune Teller points to two players. Give the head signal (nod yes, shake no) for whether one of those players is the Demon.
- 13
NoblePoint to 3 players including one evil player, in no particular order.
- 14
Bounty HunterPoint to 1 evil player. Wake the townsfolk who is evil and show them the 'You are' card and the thumbs down evil sign.
- 15DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
PhilosopherIf 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
EngineerThe Engineer shows a 'no' head signal, or points to a Demon or points to the relevant number of Minions. If the Engineer chose characters, replace the Demon or Minions with the choices, then wake the relevant players and show them the 'You are' card and the relevant character tokens.
- 4
PoisonerThe previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.
- 5
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.
- 6
MonkThe previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.
- 7
Scarlet WomanIf the Scarlet Woman became the Demon today: Show the 'You are' card, then the demon token.
- 8
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.
- 9
ImpThe Imp points to a player. That player dies. If the Imp chose themselves: Replace the character of 1 alive minion with a spare Imp token. Show the 'You are' card, then the Imp token.
- 10
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
- 11
No DashiiThe No Dashii points to a player. That player dies.
- 12
AssassinIf the Assassin has not yet used their ability: The Assassin either shows the 'no' head signal, or points to a player. That player dies.
- 13
GodfatherIf an Outsider died today: The Godfather points to a player. That player dies.
- 14
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.
- 15
DamselIf selected by the Huntsman, wake the Damsel, show 'You are' card and a not-in-play Townsfolk token.
- 16
RavenkeeperIf the Ravenkeeper died tonight: The Ravenkeeper points to a player. Show that player’s character token.
- 17
Fortune TellerThe Fortune Teller points to two players. Show the head signal (nod 'yes', shake 'no') for whether one of those players is the Demon.
- 18
Bounty HunterIf the known evil player has died, point to another evil player.
- 19DDawn
Wait for a few seconds. End the Night Phase.
Hermit, Hatter, Ojo, Bootlegger, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Bounty Hunter & PhilosopherIf the Philosopher gains the Bounty Hunter ability, a Townsfolk might turn evil.