BOTChub
← All scripts

A Feast in Time of Plague

v2.0.0

by SchmebjulockCustomDifficulty:

6
Bootlegger
Djinn

Bootlegger rules

  • At the end of each night, the storyteller wakes one of the players and tells them that they were sober and healthy that night and will remain so until sunset, regardless of the characters’ abilities. Two players might be woken once during the game, but only one will be sober and healthy according to the storyteller’s ability.

"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

  • Investigator

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

  • Preacher

    Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.

  • 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.

  • 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.

  • Town Crier

    Each night*, you learn if a Minion nominated today.

  • Oracle

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

  • Acrobat

    Each night*, if either good living neighbour is drunk or poisoned, you die.

  • Exorcist

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

  • Soldier

    You are safe from the Demon.

  • Minstrel

    When a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.

  • Ravenkeeper

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

Outsider

  • Drunk

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

  • Recluse

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

  • Plague Doctor
    Jinxed with Baron

    When you die, the Storyteller gains a Minion ability.

  • Saint

    If you die by execution, your team loses.

  • 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.

Minion

  • Godfather

    You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die.

  • Poisoner

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

  • Mastermind
    Jinxed with Vigormortis

    If the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.

  • Baron

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

Demon

  • No Dashii

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

  • Vigormortis

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

  • Fang Gu

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

  • Lleech
    Jinxed with Mastermind

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

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.

Fabled & Loric

  • Bootlegger

    This script has homebrew characters or rules.

  • 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
    Preacher

    The Preacher chooses a player. If a Minion is chosen, wake the Minion and show the 'This character selected you' card and then the Preacher token.

  5. 5
    Lleech

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

  6. 6
    Poisoner

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

  7. 7
    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.

  8. 8
    Godfather

    Show each of the Outsider tokens in play.

  9. 9
    Investigator

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

  10. 10
    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.

  11. 11
    Mathematician

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

  12. 12
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Preacher

    The Preacher chooses a player. If a Minion is chosen, wake the Minion and show the 'This character selected you' card and then the Preacher token.

  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
    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.

  6. 6
    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.

  7. 7
    No Dashii

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

  8. 8
    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.

  9. 9
    Lleech

    The Lleech points to a player. That player dies.

  10. 10
    Godfather

    If an Outsider died today: The Godfather points to a player. That player dies.

  11. 11
    Acrobat

    If a good living neighbour is drunk or poisoned, the Acrobat player dies.

  12. 12
    Ravenkeeper

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

  13. 13
    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.

  14. 14
    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).

  15. 15
    Oracle

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

  16. 16
    Mathematician

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

  17. 17
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Plague Doctor, Bootlegger, Djinn don'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 Plague Doctor
    Jinxed with Baron
    Plague Doctor & Baron

    If the Storyteller would gain the Baron ability, up to two players become Outsiders.

  • Jinxed with Mastermind
    Jinxed with Vigormortis
    Mastermind & Vigormortis

    A Mastermind that has their ability keeps it if the Vigormortis dies.

  • Jinxed with Lleech
    Jinxed with Mastermind
    Lleech & Mastermind

    If the Mastermind is alive and the Lleech host dies by execution, the Lleech lives but loses their ability.