The Fairness in Hell Act
v1.0.0by FlyingludicoloCustomDifficulty:
"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
StewardYou start knowing 1 good player.
ClockmakerYou start knowing how many steps from the Demon to its nearest Minion.
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.
MathematicianEach night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.
Town CrierEach night*, you learn if a Minion nominated today.
OracleEach night*, you learn how many dead players are evil.
InnkeeperEach night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
GamblerEach night*, choose a player & guess their character: if you guess wrong, you die.
SeamstressOnce per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Tea LadyIf both your alive neighbours are good, they can't die.
SageIf the Demon kills you, you learn that it is 1 of 2 players.
Outsider
SnitchMinions start knowing 3 not-in-play characters.
OgreOn your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.
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.
TinkerYou might die at any time.
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.
Devil's AdvocateEach night, choose a living player (different to last night): if executed tomorrow, they don't die.
CerenovusEach night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.
Demon
KazaliEach night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]
PukkaEach night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
ZombuulEach night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead.
Fabled & Loric
FiddlerOnce per game, the Demon secretly chooses an opposing player: all players choose which of these 2 players win.
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
SnitchAfter Minion info wake each Minion and show them three not-in-play character tokens. These may be the same or different to each other and the ones shown to the Demon.
- 5
SailorThe Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 6
PoisonerThe Poisoner points to a player. That player is poisoned.
- 7
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.
- 8
GodfatherShow each of the Outsider tokens in play.
- 9
Devil's AdvocateThe Devil’s Advocate points to a living player. That player survives execution tomorrow.
- 10
CerenovusThe 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.
- 11
PukkaThe Pukka points to a player. That player is poisoned.
- 12
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 13
ClockmakerShow the hand signal for the number (1, 2, 3, etc.) of places from Demon to closest Minion.
- 14
SeamstressThe Seamstress either shows a 'no' head signal, or points to two other players. If the Seamstress chose players , nod 'yes' or shake 'no' for whether they are of same alignment.
- 15
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 16DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
SailorThe previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 3
PoisonerThe previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.
- 4
InnkeeperThe previously protected and drunk players lose those markers. The Innkeeper points to two players. Those players are protected. One is drunk.
- 5
GamblerThe Gambler points to a player, and a character on their sheet. If incorrect, the Gambler dies.
- 6
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.
- 7
Devil's AdvocateThe Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.
- 8
CerenovusThe 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
ZombuulIf no-one died during the day: The Zombuul points to a player. That player dies.
- 10
PukkaThe Pukka points to a player. That player is poisoned. The previously poisoned player dies.
- 11
GodfatherIf an Outsider died today: The Godfather points to a player. That player dies.
- 12
SageIf the Sage was killed by a Demon: Point to two players, one of which is that Demon.
- 13
TinkerThe Tinker might die.
- 14
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 15
Town CrierNod 'yes' or shake head 'no' for whether a Minion nominated today. Place the 'Minion not nominated' marker (remove 'Minion nominated', if any).
- 16
OracleShow the hand signal for the number (0, 1, 2, etc.) of dead evil players.
- 17
SeamstressIf the Seamstress has not yet used their ability: the Seamstress either shows a 'no' head signal, or points to two other players. If the Seamstress chose players , nod 'yes' or shake 'no' for whether they are of same alignment.
- 18
MathematicianShow the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.
- 19DDawn
Wait for a few seconds. End the Night Phase.
Steward, Ogre, Kazali, Fiddler don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.