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As You Were

v1.0.0

by Mevolas RubenidoCustomDifficulty:

4
Sentinel

"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

  • Steward

    You start knowing 1 good player.

  • General

    Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.

  • Monk

    Each night*, choose a player (not yourself): they are safe from the Demon tonight.

  • Fisherman

    Once per game, during the day, visit the Storyteller for some advice to help you win.

  • Philosopher

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

  • Mayor

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

Outsider

  • Sweetheart

    When you die, 1 player is drunk from now on.

  • Zealot

    If there are 5 or more players alive, you must vote for every nomination.

Minion

  • Boffin

    The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.

  • Summoner

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

Demon

  • Lleech

    Each night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if & only if they die.

  • Vigormortis

    Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. [-1 Outsider]

Fabled & Loric

  • Sentinel

    There might be 1 extra or 1 fewer Outsider in play.

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
    Lleech

    The Lleech points to a player. Place the Poisoned reminder token.

  6. 6
    General

    Show the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.

  7. 7
    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
    Monk

    The previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.

  4. 4
    Vigormortis

    The Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.

  5. 5
    Lleech

    The Lleech points to a player. That player dies.

  6. 6
    Sweetheart

    Choose a player that is drunk.

  7. 7
    General

    Show the General thumbs up for good winning, thumbs down for evil winning or thumb to the side for neither.

  8. 8
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Steward, Zealot, Boffin, Summoner, Sentinel don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.