Hard Confirmation
v1.1.2by joraiemCustomDifficulty:
"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.
ChefYou start knowing how many pairs of evil players there are.
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.
DreamerEach night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
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.
LycanthropeEach night*, choose a living player: if good, they die, but they are the only player that can die tonight.
NightwatchmanOnce per game, at night, choose a player: they learn who you are.
SeamstressOnce per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Alchemist


You have a not-in-play Minion ability.
CannibalYou have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
BansheeIf the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.
Outsider
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
RecluseYou might register as evil & as a Minion or Demon, even if dead.
Plague Doctor
When you die, the Storyteller gains a Minion ability.
BarberIf you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
Minion
PoisonerEach night, choose a player: they are poisoned tonight and tomorrow day.
SpyEach night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
SummonerYou get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
VizierAll players know you are the Vizier. You cannot die during the day. If good voted, you may choose to execute immediately.
Boffin
The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Demon
ImpEach night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
VigormortisEach night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. [-1 Outsider]
Fang GuEach night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
Fabled & Loric
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
AlchemistShow the Alchemist a not-in-play Minion token
- 5
PoisonerThe Poisoner points to a player. That player is poisoned.
- 6
ChefShow the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.
- 7
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 8
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 9
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.
- 10
NightwatchmanThe Nightwatchman may point to a player. Wake that player, show the 'This character selected you' card and the Nightwatchman token, then point to the Nightwatchman player.
- 11
SpyShow the Grimoire to the Spy for as long as they need.
- 12DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
PoisonerThe previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.
- 3
InnkeeperThe previously protected and drunk players lose those markers. The Innkeeper points to two players. Those players are protected. One is drunk.
- 4
LycanthropeThe Lycanthrope points to a living player: if good, they die and no one else can die tonight.
- 5
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.
- 6
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.
- 7
VigormortisThe Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.
- 8
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.
- 9
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 10
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 11
OracleShow the hand signal for the number (0, 1, 2, etc.) of dead evil players.
- 12
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.
- 13
NightwatchmanThe Nightwatchman may point to a player. Wake that player, show the 'This character selected you' card and the Nightwatchman token, then point to the Nightwatchman player.
- 14
SpyShow the Grimoire to the Spy for as long as they need.
- 15DDawn
Wait for a few seconds. End the Night Phase.
Steward, Shugenja, Banshee, Plague Doctor, Summoner, Vizier, Boffin, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Alchemist & SummonerThe Alchemist-Summoner does not get bluffs, and chooses which Demon but not which player. If they die before this happens, evil wins. [No Demon]

Alchemist & BoffinIf the Alchemist has the Boffin ability, the Alchemist does not learn what ability the Demon has.

Boffin & DrunkThe Demon cannot have the Drunk ability.

Alchemist & SpyAn Alchemist-Spy has no Spy ability & a Spy is in play. After each execution, a living Alchemist-Spy may publicly guess a living player as the Spy. If correct, the Demon must choose the Spy tonight.

Plague Doctor & SpyIf the Storyteller would gain the Spy ability, a Minion gains it, and learns this.