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Trouble and Also Violets

v1.0.0

by Lonely TacoBase ThreeDifficulty:

3
Djinn

Bootlegger rules

  • Players receive two roles: one Trouble Brewing and one Sects & Violets
  • TB and SNV games run concurrently with completely independent and isolated game states (e.g., Fortune Teller does not register the SNV demon, Vortox does not affect TB information)
  • Only one of the Demons kills at night, the Storyteller chooses which Demon kill to resolve each night (i.e., for balance or Demons target one another)
  • If a player is executed or killed in one game, they die in both games
  • If a player is protected from death, then they are protected from death in both games (e.g., Monk and Soldier abilities)
  • The game result and grim reveal is not announced until BOTH games end (e.g., the Saint is executed in TB, or the SNV Demon is executed)
  • A player cannot start as both Trouble Brewing and Sects & Violets Demons, but they can end up as both Demons (i.e., Imp starpass, Fang Gu jumps, Scarlet Woman catches)
  • If a player is both the Fang Gu and the Imp, Fang Gu jumps count as a starpass for the Imp. However, if the Fang Gu + Imp player decides kill themselves and starpass, the Fang Gu would die and end the SNV game immediately
  • Pit Hag Demon changes can still cause arbitrary deaths

"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

  • Washerwoman

    You start knowing that 1 of 2 players is a particular Townsfolk.

  • Librarian

    You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)

  • Investigator

    You start knowing that 1 of 2 players is a particular Minion.

  • Chef

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

  • Empath

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

  • 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.

  • Undertaker

    Each night*, you learn which character died by execution today.

  • Monk

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

  • Ravenkeeper

    If you die at night, you are woken to choose a player: you learn their character.

  • Virgin

    The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.

  • Slayer

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

  • Soldier

    You are safe from the Demon.

  • Mayor

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

  • Clockmaker

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

  • Dreamer

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

  • Snake Charmer

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

  • Mathematician
    Jinxed with Drunk

    Each night, you learn how many players' abilities worked abnormally (since dawn) due to another character's ability.

  • Flowergirl

    Each night*, you learn if a Demon voted today.

  • 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.

  • 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.

  • Juggler

    On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.

  • Sage

    If the Demon kills you, you learn that it is 1 of 2 players.

Outsider

  • Butler

    Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.

  • Drunk

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

  • Recluse
    Jinxed with Sage

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

  • Saint

    If you die by execution, your team loses.

  • Mutant

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

  • Sweetheart

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

  • Barber

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

  • Klutz

    When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.

Minion

  • Poisoner

    Each night, choose a player: they are poisoned tonight and tomorrow day.

  • Spy

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

  • Scarlet Woman
    Jinxed with Fang Gu

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

  • Baron

    There are extra Outsiders in play. [+2 Outsiders]

  • 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.

  • Witch

    Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.

  • Cerenovus

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

  • Pit-Hag

    Each night*, choose a player & a character they become (if not-in-play). If a Demon is made, deaths tonight are arbitrary.

Demon

  • Imp

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

  • Fang Gu

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

  • Vigormortis

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

  • No Dashii

    Each night*, choose a player: they die. Your 2 Townsfolk neighbours are poisoned.

  • Vortox

    Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.

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
    Poisoner

    The Poisoner points to a player. That player is poisoned.

  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
    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.

  8. 8
    Witch

    The Witch points to a player. If that player nominates tomorrow they die immediately.

  9. 9
    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.

  10. 10
    Washerwoman

    Show the character token of a Townsfolk in play. Point to two players, one of which is that character.

  11. 11
    Librarian

    Show the character token of an Outsider in play. Point to two players, one of which is that character.

  12. 12
    Investigator

    Show the character token of a Minion in play. Point to two players, one of which is that character.

  13. 13
    Chef

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

  14. 14
    Empath

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

  15. 15
    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.

  16. 16
    Butler

    The Butler points to a player. Mark that player as 'Master'.

  17. 17
    Clockmaker

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

  18. 18
    Dreamer

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

  19. 19
    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.

  20. 20
    Spy

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

  21. 21
    Mathematician

    Show the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.

  22. 22
    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
    Poisoner

    The previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.

  4. 4
    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.

  5. 5
    Monk

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

  6. 6
    Witch

    If there are 4 or more players alive: The Witch points to a player. If that player nominates tomorrow they die immediately.

  7. 7
    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.

  8. 8
    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.

  9. 9
    Scarlet Woman

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

  10. 10
    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.

  11. 11
    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.

  12. 12
    No Dashii

    The No Dashii points to a player. That player dies.

  13. 13
    Vortox

    The Vortox points to a player. That player dies.

  14. 14
    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.

  15. 15
    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.

  16. 16
    Sweetheart

    Choose a player that is drunk.

  17. 17
    Sage

    If the Sage was killed by a Demon: Point to two players, one of which is that Demon.

  18. 18
    Ravenkeeper

    If the Ravenkeeper died tonight: The Ravenkeeper points to a player. Show that player’s character token.

  19. 19
    Empath

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

  20. 20
    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.

  21. 21
    Undertaker

    If a player was executed today: Show that player’s character token.

  22. 22
    Dreamer

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

  23. 23
    Flowergirl

    Nod 'yes' or shake head 'no' for whether the Demon voted today. Place the 'Demon not voted' marker (remove 'Demon voted', if any).

  24. 24
    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).

  25. 25
    Oracle

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

  26. 26
    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.

  27. 27
    Juggler

    If today was the Juggler’s first day: Show the hand signal for the number (0, 1, 2, etc.) of 'Correct' markers. Remove markers.

  28. 28
    Butler

    The Butler points to a player. Mark that player as 'Master'.

  29. 29
    Spy

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

  30. 30
    Mathematician

    Show the hand signal for the number (0, 1, 2, etc.) of players whose ability malfunctioned due to other abilities.

  31. 31
    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 Mathematician
    Jinxed with Drunk
    Mathematician & Drunk

    The Mathematician learns if the Drunk's ability yielded false info or failed to work properly.

  • Jinxed with Recluse
    Jinxed with Sage
    Recluse & Sage

    The Recluse might register as the Demon to the Sage.

  • Jinxed with Scarlet Woman
    Jinxed with Fang Gu
    Scarlet Woman & Fang Gu

    If there would be two Demons, one of which was the Scarlet Woman, the Scarlet Woman remains the Scarlet Woman.