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v1.3.1

by Kinky JoeCustomDifficulty:

5
Bootlegger
Djinn

Bootlegger rules

  • The Hermit may have the Ogre ability.
  • Dead Demons register as Minions to the Alsaahir.
  • Any Puzzledrunk player registers to the Puzzlemaster ability.

"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.

  • Chambermaid

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

  • Village Idiot

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

  • Snake Charmer

    Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.

  • Dreamer

    Each night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.

  • Town Crier

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

  • Oracle

    Each night*, you learn how many dead players are evil.

  • Savant

    Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.

  • Alsaahir

    Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.

  • Alchemist
    Jinxed with Organ Grinder
    Jinxed with Widow

    You have a not-in-play Minion ability.

  • Cannibal

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

  • Amnesiac

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

  • Farmer

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

Outsider

  • Hermit

    You have all Outsider abilities. [-0 or -1 Outsider]

  • Ogre

    On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.

  • Plague Doctor
    Jinxed with Scarlet Woman
    Jinxed with Goblin

    When you die, the Storyteller gains a Minion ability.

  • Damsel

    All Minions know you are in play. If a Minion publicly guesses you (once), your team loses.

  • 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.

Minion

  • Harpy

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

  • Wizard

    Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.

  • Widow
    Jinxed with Damsel

    On your 1st night, look at the Grimoire and choose a player: they are poisoned. 1 good player knows a Widow is in play.

  • Goblin

    If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.

  • Scarlet Woman

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

  • Organ Grinder

    All players keep their eyes closed when voting and the vote tally is secret. Each night, choose if you are drunk until dusk.

Demon

  • Kazali

    Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]

Fabled & Loric

  • Bootlegger

    This script has homebrew characters or rules.

  • 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
    Alchemist

    Show the Alchemist a not-in-play Minion token

  5. 5
    Widow

    Show the Grimoire to the Widow for as long as they need. The Widow points to a player. That player is poisoned. Wake a good player. Show the 'These characters are in play' card, then the Widow character token.

  6. 6
    Snake Charmer

    The 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. 7
    Damsel

    Wake all the Minions, show them the 'This character selected you' card and the Damsel token.

  8. 8
    Amnesiac

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

  9. 9
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  10. 10
    Noble

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

  11. 11
    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.

  12. 12
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Snake Charmer

    The 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.

  3. 3
    Scarlet Woman

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

  4. 4
    Damsel

    If selected by the Huntsman, wake the Damsel, show 'You are' card and a not-in-play Townsfolk token.

  5. 5
    Amnesiac

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

  6. 6
    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.

  7. 7
    Dreamer

    The Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.

  8. 8
    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).

  9. 9
    Oracle

    Show the hand signal for the number (0, 1, 2, etc.) of dead evil players.

  10. 10
    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.

  11. 11
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Village Idiot, Alsaahir, Hermit, Ogre, Plague Doctor, Harpy, Wizard, Organ Grinder, Kazali, Bootlegger, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Alchemist
    Jinxed with Organ Grinder
    Alchemist & Organ Grinder

    If the Alchemist has the Organ Grinder ability, the Organ Grinder is in play. If both are sober, both are drunk.

  • Jinxed with Plague Doctor
    Jinxed with Scarlet Woman
    Plague Doctor & Scarlet Woman

    If the Storyteller would gain the Scarlet Woman ability, a Minion gains it, and learns this.

  • Jinxed with Widow
    Jinxed with Damsel
    Widow & Damsel

    If the Widow is (or has been) in play, the Damsel is poisoned.

  • Jinxed with Alchemist
    Jinxed with Widow
    Alchemist & Widow

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

  • Jinxed with Plague Doctor
    Jinxed with Goblin
    Plague Doctor & Goblin

    If the Storyteller would gain the Goblin ability, a Minion gains it, and learns this.