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March of the Pigs

v2.0.0

by ReznoraCustomDifficulty:

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

  • Noble

    You start knowing 3 players, 1 and only 1 of which is evil.

  • Chef

    You start knowing how many pairs of evil players there are.

  • Sailor

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

  • Chambermaid

    Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.

  • Amnesiac

    You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.

  • Juggler

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

  • Engineer

    Once per game, at night, choose which Minions or which Demon is in play.

  • Courtier

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

  • Philosopher

    Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.

  • Alchemist

    You have a not-in-play Minion ability.

  • Farmer

    If you die at night, an alive good player becomes a Farmer.

  • Minstrel

    When a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.

  • Cannibal
    Jinxed with Juggler

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

  • Acrobat

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

Outsider

  • Sweetheart

    When you die, 1 player is drunk from now on.

  • Mutant

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

  • Politician

    If you were the player most responsible for your team losing, you change alignment & win, even if dead.

Minion

  • Godfather

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

  • Cerenovus

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

  • Fearmonger

    Each night, choose a player. If you nominate & execute them, their team loses. All players know if you choose a new player.

  • Pit-Hag
    Jinxed with Politician

    Each night*, choose a player & a character they become (if not-in-play). If a Demon is made, deaths tonight are arbitrary.

Demon

  • Pukka

    Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.

  • 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
    Philosopher

    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.

  5. 5
    Alchemist

    Show the Alchemist a not-in-play Minion token

  6. 6
    Sailor

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

  7. 7
    Engineer

    The 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.

  8. 8
    Lleech

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

  9. 9
    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.

  10. 10
    Godfather

    Show each of the Outsider tokens in play.

  11. 11
    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.

  12. 12
    Fearmonger

    The Fearmonger points to a player. Place the Fear token next to that player and announce that a new player has been selected with the Fearmonger ability.

  13. 13
    Pukka

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

  14. 14
    Amnesiac

    Decide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.

  15. 15
    Chef

    Show the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.

  16. 16
    Noble

    Point to 3 players including one evil player, in no particular order.

  17. 17
    Chambermaid

    The Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.

  18. 18
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Philosopher

    If 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. 3
    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.

  4. 4
    Engineer

    The 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.

  5. 5
    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.

  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
    Pit-Hag

    The 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.

  8. 8
    Fearmonger

    The Fearmonger points to a player. If different from the previous night, place the Fear token next to that player and announce that a new player has been selected with the Fearmonger ability.

  9. 9
    Pukka

    The Pukka points to a player. That player is poisoned. The previously poisoned player dies.

  10. 10
    No Dashii

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

  11. 11
    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.

  12. 12
    Lleech

    The Lleech points to a player. That player dies.

  13. 13
    Godfather

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

  14. 14
    Acrobat

    If a good living neighbour is drunk or poisoned, the Acrobat player dies.

  15. 15
    Sweetheart

    Choose a player that is drunk.

  16. 16
    Amnesiac

    If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.

  17. 17
    Farmer

    If 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.

  18. 18
    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.

  19. 19
    Chambermaid

    The Chambermaid points to two players. Show the number signal (0, 1, 2, …) for how many of those players wake tonight for their ability.

  20. 20
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Djinn doesn't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Cannibal
    Jinxed with Juggler
    Cannibal & Juggler

    If the Juggler guesses on their first day and dies by execution, tonight the living Cannibal learns how many guesses the Juggler got correct.

  • Jinxed with Pit-Hag
    Jinxed with Politician
    Pit-Hag & Politician

    If the Pit-Hag turns an evil player into the Politician, they can't turn good due to their own ability.