The Replicants
v2.0.0by Scooter WitebskyBase ThreeDifficulty:
"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
ChefYou start knowing how many pairs of evil players there are.
LibrarianYou start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
GrandmotherYou start knowing a good player & their character. If the Demon kills them, you die too.
SailorEach night, choose an alive player: either you or they are drunk until dusk. You can't die.
Snake CharmerEach night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
DreamerEach night, choose a player (not yourself or Travellers): you learn 1 good and 1 evil character, 1 of which is correct.
Fortune TellerEach night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
GamblerEach night*, choose a player & guess their character: if you guess wrong, you die.
ExorcistEach night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.
PhilosopherOnce per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
SoldierYou are safe from the Demon.
PacifistExecuted good players might not die.
SageIf the Demon kills you, you learn that it is 1 of 2 players.
Outsider
GoonEach night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
MutantIf you are "mad" about being an Outsider, you might be executed.
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
BarberIf you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
Minion
PoisonerEach night, choose a player: they are poisoned tonight and tomorrow day.
Devil's AdvocateEach night, choose a living player (different to last night): if executed tomorrow, they don't die.
Pit-Hag
Each night*, choose a player & a character they become (if not-in-play). If a Demon is made, deaths tonight are arbitrary.
AssassinOnce per game, at night*, choose a player: they die, even if for some reason they could not.
Demon
PukkaEach night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
Fang GuEach night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
VigormortisEach night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. [-1 Outsider]
VortoxEach night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Fabled & Loric
DjinnUse the Djinn's special rule. All players know what it is.
Night order
First night
- 1DDusk
Start the Night Phase.
- 2MMinion 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.
- 3DDemon 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
PhilosopherThe 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
SailorThe Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 6
PoisonerThe Poisoner points to a player. That player is poisoned.
- 7
Snake CharmerThe 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
Devil's AdvocateThe Devil’s Advocate points to a living player. That player survives execution tomorrow.
- 9
PukkaThe Pukka points to a player. That player is poisoned.
- 10
LibrarianShow the character token of an Outsider in play. Point to two players, one of which is that character.
- 11
ChefShow the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.
- 12
Fortune TellerThe Fortune Teller points to two players. Give the head signal (nod yes, shake no) for whether one of those players is the Demon.
- 13
GrandmotherShow the marked character token. Point to the marked player.
- 14
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 15DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
PhilosopherIf 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
SailorThe previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 4
PoisonerThe previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.
- 5
GamblerThe Gambler points to a player, and a character on their sheet. If incorrect, the Gambler dies.
- 6
Snake CharmerThe 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
Devil's AdvocateThe Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.
- 8
Pit-HagThe 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
ExorcistThe 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.
- 10
PukkaThe Pukka points to a player. That player is poisoned. The previously poisoned player dies.
- 11
Fang GuThe 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
VortoxThe Vortox points to a player. That player dies.
- 13
VigormortisThe Vigormortis points to a player. That player dies. If a Minion, they keep their ability and one of their Townsfolk neighbours is poisoned.
- 14
AssassinIf the Assassin has not yet used their ability: The Assassin either shows the 'no' head signal, or points to a player. That player dies.
- 15
BarberIf 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
SageIf the Sage was killed by a Demon: Point to two players, one of which is that Demon.
- 17
GrandmotherIf the Grandmother’s grandchild was killed by the Demon tonight: The Grandmother dies.
- 18
Fortune TellerThe Fortune Teller points to two players. Show the head signal (nod 'yes', shake 'no') for whether one of those players is the Demon.
- 19
DreamerThe Dreamer points to a player. Show 1 good and 1 evil character token; one of these is correct.
- 20DDawn
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

Pit-Hag & GoonIf the Pit-Hag turns an evil player into the Goon, they can't turn good due to their own ability.