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When the Chips are Down

v1.2.0

by Liam(ur)CustomDifficulty:

3
Storm Catcher

"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.

  • Pixie

    You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.

  • Sailor

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

  • Innkeeper

    Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.

  • Gambler

    Each night*, choose a player & guess their character: if you guess wrong, you die.

  • Lycanthrope

    Each night*, choose a living player: if good, they die, but they are the only player that can die tonight.

  • Exorcist

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

  • Gossip

    Each day, you may make a public statement. Tonight, if it was true, a player dies.

  • Seamstress

    Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.

  • Soldier

    You are safe from the Demon.

  • Banshee

    If the Demon kills you, all players learn this. From now on, you may nominate twice per day and vote twice per nomination.

  • Mayor

    If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.

  • Fool

    The first time you die, you don't.

Outsider

  • Goon

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

  • Drunk

    You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.

  • Tinker

    You might die at any time.

  • Mutant

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

Minion

  • Devil's Advocate

    Each night, choose a living player (different to last night): if executed tomorrow, they don't die.

  • Assassin

    Once per game, at night*, choose a player: they die, even if for some reason they could not.

  • Xaan

    On night X, all Townsfolk are poisoned until dusk. [X Outsiders]

  • Summoner

    You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]

Demon

  • Po

    Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.

Fabled & Loric

  • Storm Catcher

    Name a good character. If in play, they can only die by execution, but evil players learn which player 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
    Sailor

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

  5. 5
    Devil's Advocate

    The Devil’s Advocate points to a living player. That player survives execution tomorrow.

  6. 6
    Pixie

    Show the Pixie 1 in-play Townsfolk character token.

  7. 7
    Seamstress

    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.

  8. 8
    Noble

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

  9. 9
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    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.

  3. 3
    Innkeeper

    The previously protected and drunk players lose those markers. The Innkeeper points to two players. Those players are protected. One is drunk.

  4. 4
    Gambler

    The Gambler points to a player, and a character on their sheet. If incorrect, the Gambler dies.

  5. 5
    Devil's Advocate

    The Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.

  6. 6
    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.

  7. 7
    Lycanthrope

    The Lycanthrope points to a living player: if good, they die and no one else can die tonight.

  8. 8
    Po

    If the Po chose no-one the previous night: The Po points to three players. Otherwise: The Po either shows the 'no' head signal , or points to a player. Chosen players die

  9. 9
    Assassin

    If the Assassin has not yet used their ability: The Assassin either shows the 'no' head signal, or points to a player. That player dies.

  10. 10
    Gossip

    If the Gossip’s public statement was true: Choose a player not protected from dying tonight. That player dies.

  11. 11
    Tinker

    The Tinker might die.

  12. 12
    Seamstress

    If 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. 13
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Banshee, Xaan, Summoner, Storm Catcher don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.