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Kazaam!

v1.0.0

by EkinCustomDifficulty:

3
Doomsayer
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

  • Steward

    You start knowing 1 good player.

  • Noble

    You start knowing 3 players, 1 and only 1 of which is evil.

  • Shugenja

    You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.

  • Empath

    Each night, you learn how many of your 2 alive neighbours are evil.

  • Cult Leader

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

  • Fortune Teller

    Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.

  • Savant

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

  • Nightwatchman

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

  • Seamstress

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

  • Philosopher

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

  • Artist

    Once per game, during the day, privately ask the Storyteller any yes/no question.

  • Slayer

    Once per game, during the day, publicly choose a player: if they are the Demon, they die.

  • Mayor

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

Outsider

  • 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.

  • Recluse

    You might register as evil & as a Minion or Demon, even if dead.

  • 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

  • Spy

    Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.

  • Cerenovus

    Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed.

  • Scarlet Woman

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

  • Marionette
    Jinxed with Kazali

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

Demon

  • Kazali

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

Fabled & Loric

  • Doomsayer

    If 4 or more players live, each living player may publicly choose (once per game) that a player of their own alignment dies.

  • 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
    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.

  6. 6
    Cerenovus

    The Cerenovus points to a player, then to a character on their sheet. Wake that player. Show the 'This character selected you' card, then the Cerenovus token. Show the selected character token. If the player is not mad about being that character tomorrow, they can be executed.

  7. 7
    Empath

    Show the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.

  8. 8
    Fortune Teller

    The Fortune Teller points to two players. Give the head signal (nod yes, shake no) for whether one of those players is the Demon.

  9. 9
    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.

  10. 10
    Noble

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

  11. 11
    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.

  12. 12
    Cult Leader

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

  13. 13
    Spy

    Show the Grimoire to the Spy for as long as they need.

  14. 14
    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
    Cerenovus

    The Cerenovus points to a player, then to a character on their sheet. Wake that player. Show the 'This character selected you' card, then the Cerenovus token. Show the selected character token. If the player is not mad about being that character tomorrow, they can be executed.

  4. 4
    Scarlet Woman

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

  5. 5
    Empath

    Show the finger signal (0, 1, 2) for the number of evil neighbours.

  6. 6
    Fortune Teller

    The Fortune Teller points to two players. Show the head signal (nod 'yes', shake 'no') for whether one of those players is the Demon.

  7. 7
    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.

  8. 8
    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.

  9. 9
    Cult Leader

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

  10. 10
    Spy

    Show the Grimoire to the Spy for as long as they need.

  11. 11
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Steward, Shugenja, Kazali, Doomsayer, Djinn don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.

Jinxes
  • Jinxed with Marionette
    Jinxed with Kazali
    Marionette & Kazali

    If there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.