BOTChub
← All scripts

Evil To The Max (Remake)

v1.0.0

by ZeusCustomDifficulty:

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

  • Bounty Hunter
    Jinxed with Philosopher

    You start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]

  • Chef

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

  • Clockmaker

    You start knowing how many steps from the Demon to its nearest Minion.

  • Grandmother

    You start knowing a good player & their character. If the Demon kills them, you die too.

  • Nightwatchman

    Once per game, at night, choose a player: they learn who you are.

  • Philosopher

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

  • Cult Leader

    Each night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins.

  • Exorcist

    Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.

  • Snake Charmer

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

  • Oracle

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

  • Magician
    Jinxed with Marionette
    Jinxed with Legion

    The Demon thinks you are a Minion. Minions think you are a Demon.

  • Alchemist
    Jinxed with Marionette

    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.

Outsider

  • Barber

    If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.

  • Goon

    Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.

  • Lunatic

    You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.

  • 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

  • Pit-Hag
    Jinxed with Goon
    Jinxed with Cult Leader
    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.

  • Evil Twin

    You & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.

  • Marionette

    You think you are a good character but you are not. The Demon knows who you are. [You neighbour the Demon]

  • Mezepheles

    You start knowing a secret word. The 1st good player to say this word becomes evil that night.

Demon

  • Fang Gu

    Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]

  • Legion
    Jinxed with Politician

    Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]

  • Imp

    Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.

Traveller

  • Barista

    Each night, until dusk, 1) a player becomes sober, healthy and gets true info, or 2) their ability works twice. They learn which.

  • Bone Collector

    Once per game, at night, choose a dead player: they regain their ability until dusk.

  • Gunslinger

    Each day, after the 1st vote has been tallied, you may choose a player that voted: they die.

  • Scapegoat

    If a player of your alignment is executed, you might be executed instead.

  • Butcher

    Each day, after the 1st execution, you may nominate again.

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
    Magician
  7. 7
    Lunatic

    If 7 or more players: Show the Lunatic a number of arbitrary 'Minions', players equal to the number of Minions in play. Show 3 character tokens of arbitrary good characters. If the token received by the Lunatic is a Demon that would wake tonight: Allow the Lunatic to do the Demon actions. Place their 'attack' markers. Wake the Demon. Show the Demon’s real character token. Show them the Lunatic player. If the Lunatic attacked players: Show the real demon each marked player. Remove any Lunatic 'attack' markers.

  8. 8
    Marionette

    Select one of the good players next to the Demon and place the Is the Marionette reminder token. Wake the Demon and show them the Marionette.

  9. 9
    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.

  10. 10
    Evil Twin

    Wake the Evil Twin and their twin. Confirm that they have acknowledged each other. Point to the Evil Twin. Show their Evil Twin token to the twin player. Point to the twin. Show their character token to the Evil Twin player.

  11. 11
    Mezepheles

    Show the Mezepheles their secret word.

  12. 12
    Chef

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

  13. 13
    Grandmother

    Show the marked character token. Point to the marked player.

  14. 14
    Clockmaker

    Show the hand signal for the number (1, 2, 3, etc.) of places from Demon to closest Minion.

  15. 15
    Bounty Hunter

    Point to 1 evil player. Wake the townsfolk who is evil and show them the 'You are' card and the thumbs down evil sign.

  16. 16
    Nightwatchman

    The 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.

  17. 17
    Cult Leader

    If the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.

  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
    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.

  4. 4
    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.

  5. 5
    Mezepheles

    Wake the 1st good player that said the Mezepheles' secret word and show them the 'You are' card and the thumbs down evil signal.

  6. 6
    Lunatic

    Allow the Lunatic to do the actions of the Demon. Place their 'attack' markers. If the Lunatic selected players: Wake the Demon. Show the 'attack' marker, then point to each marked player. Remove any Lunatic 'attack' markers.

  7. 7
    Exorcist

    The 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.

  8. 8
    Legion

    Choose a player, that player dies.

  9. 9
    Imp

    The 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. 10
    Fang Gu

    The 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.

  11. 11
    Barber

    If 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.

  12. 12
    Grandmother

    If the Grandmother’s grandchild was killed by the Demon tonight: The Grandmother dies.

  13. 13
    Oracle

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

  14. 14
    Bounty Hunter

    If the known evil player has died, point to another evil player.

  15. 15
    Nightwatchman

    The 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.

  16. 16
    Cult Leader

    If the cult leader changed alignment, show them the thumbs up good signal of the thumbs down evil signal accordingly.

  17. 17
    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 Pit-Hag
    Jinxed with Goon
    Pit-Hag & Goon

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

  • Jinxed with Bounty Hunter
    Jinxed with Philosopher
    Bounty Hunter & Philosopher

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

  • Jinxed with Pit-Hag
    Jinxed with Cult Leader
    Pit-Hag & Cult Leader

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

  • Jinxed with Legion
    Jinxed with Politician
    Legion & Politician

    The Politician might register as evil to Legion.

  • 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.

  • Jinxed with Alchemist
    Jinxed with Marionette
    Alchemist & Marionette

    An Alchemist-Marionette has no Marionette ability & the Marionette is in play.

  • Jinxed with Magician
    Jinxed with Marionette
    Magician & Marionette

    If the Magician is alive, the Demon doesn't know which neighbor is the Marionette.

  • Jinxed with Magician
    Jinxed with Legion
    Magician & Legion

    If the Magician is in play, during the Demon info step, Legion wake in separate groups. Each group learns which players are good, but does not learn the Magician.