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love thy neighbor

v1.0.0

by locustCustomDifficulty:

6
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

  • Chef

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

  • Clockmaker

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

  • 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.

  • Sailor

    Each night, choose an alive player: either you or they are drunk until dusk. You can't die.

  • Cult Leader

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

  • Flowergirl

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

  • Town Crier

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

  • Monk

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

  • Seamstress

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

  • Alchemist
    Jinxed with Summoner
    Jinxed with Boffin
    Jinxed with Marionette

    You have a not-in-play Minion ability.

  • Ravenkeeper

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

  • Tea Lady

    If both your alive neighbours are good, they can't die.

Outsider

  • Goon

    Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.

  • 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.

  • Klutz

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

Minion

  • Devil's Advocate

    Each night, choose a living player (different to last night): if executed tomorrow, they don't die.

  • Marionette
    Jinxed with Summoner

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

  • Summoner
    Jinxed with Clockmaker

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

  • 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.

  • Boffin
    Jinxed with Drunk
    Jinxed with Goon
    Jinxed with Cult Leader

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

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]

  • 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.

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
    Alchemist

    Show the Alchemist a not-in-play Minion token

  5. 5
    Sailor

    The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.

  6. 6
    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.

  7. 7
    Lleech

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

  8. 8
    Devil's Advocate

    The Devil’s Advocate points to a living player. That player survives execution tomorrow.

  9. 9
    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.

  10. 10
    Chef

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

  11. 11
    Empath

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

  12. 12
    Clockmaker

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

  13. 13
    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.

  14. 14
    Cult Leader

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

  15. 15
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Other nights

  1. 1
    D
    Dusk

    Start the Night Phase.

  2. 2
    Sailor

    The previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.

  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
    Devil's Advocate

    The Devil’s Advocate points to a living player, different from the previous night. That player survives execution tomorrow.

  5. 5
    No Dashii

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

  6. 6
    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.

  7. 7
    Lleech

    The Lleech points to a player. That player dies.

  8. 8
    Ravenkeeper

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

  9. 9
    Empath

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

  10. 10
    Flowergirl

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

  11. 11
    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).

  12. 12
    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.

  13. 13
    Cult Leader

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

  14. 14
    D
    Dawn

    Wait for a few seconds. End the Night Phase.

Shugenja, Summoner, Boffin, 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 Summoner
    Marionette & Summoner

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

  • Jinxed with Alchemist
    Jinxed with Summoner
    Alchemist & Summoner

    The Alchemist-Summoner does not get bluffs, and chooses which Demon but not which player. If they die before this happens, evil wins. [No Demon]

  • Jinxed with Alchemist
    Jinxed with Boffin
    Alchemist & Boffin

    If the Alchemist has the Boffin ability, the Alchemist does not learn what ability the Demon has.

  • Jinxed with Boffin
    Jinxed with Drunk
    Boffin & Drunk

    The Demon cannot have the Drunk ability.

  • Jinxed with Boffin
    Jinxed with Goon
    Boffin & Goon

    If the Demon has the Goon ability, they can't turn good due to this ability.

  • Jinxed with Summoner
    Jinxed with Clockmaker
    Summoner & Clockmaker

    The Summoner registers as the Demon to the Clockmaker.

  • Jinxed with Boffin
    Jinxed with Cult Leader
    Boffin & Cult Leader

    If the Demon has the Cult Leader ability, they can't turn good due to this ability.

  • Jinxed with Alchemist
    Jinxed with Marionette
    Alchemist & Marionette

    An Alchemist-Marionette has no Marionette ability & the Marionette is in play.