Fairytale Brewing v1.3
v1.3.0by WisemanCustomDifficulty:
"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
StewardYou start knowing 1 good player.
KnightYou start knowing 2 players that are not the Demon.
ChefYou start knowing how many pairs of evil players there are.
NobleYou start knowing 3 players, 1 and only 1 of which is evil.
EmpathEach night, you learn how many of your 2 alive neighbours are evil.
KingEach night, if the dead outnumber the living, you learn 1 alive character. The Demon knows who you are.
LycanthropeEach night*, choose a living player: if good, they die, but they are the only player that can die tonight.
HuntsmanOnce per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
SoldierYou are safe from the Demon.
AmnesiacYou do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
ChoirboyIf the Demon kills the King, you learn which player is the Demon. [+ the King]
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.
Town CrierEach night*, you learn if a Minion nominated today.
Outsider
DrunkYou do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
ZealotIf there are 5 or more players alive, you must vote for every nomination.
DamselAll Minions know you are in play. If a Minion publicly guesses you (once), your team loses.
RecluseYou might register as evil & as a Minion or Demon, even if dead.
Minion
PoisonerEach night, choose a player: they are poisoned tonight and tomorrow day.
SummonerYou get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
BaronThere are extra Outsiders in play. [+2 Outsiders]
AssassinOnce per game, at night*, choose a player: they die, even if for some reason they could not.
Demon
ImpEach night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
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
KingWake the Demon, show them the 'This character selected you' card, show the King token and point to the King player.
- 5
PoisonerThe Poisoner points to a player. That player is poisoned.
- 6
HuntsmanThe Huntsman shakes their head 'no' or points to a player. If they point to the Damsel, wake that player, show the 'You are' card and a not-in-play character token.
- 7
DamselWake all the Minions, show them the 'This character selected you' card and the Damsel token.
- 8
AmnesiacDecide the Amnesiac's entire ability. If the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 9
ChefShow the finger signal (0, 1, 2, …) for the number of pairs of neighbouring evil players.
- 10
EmpathShow the finger signal (0, 1, 2) for the number of evil alive neighbours of the Empath.
- 11
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.
- 12
NoblePoint to 3 players including one evil player, in no particular order.
- 13DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
PoisonerThe previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.
- 3
LycanthropeThe Lycanthrope points to a living player: if good, they die and no one else can die tonight.
- 4
ImpThe 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.
- 5
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.
- 6
ChoirboyIf the King was killed by the Demon, wake the Choirboy and point to the Demon player.
- 7
HuntsmanThe Huntsman shakes their head 'no' or points to a player. If they point to the Damsel, wake that player, show the 'You are' card and a not-in-play character token.
- 8
DamselIf selected by the Huntsman, wake the Damsel, show 'You are' card and a not-in-play Townsfolk token.
- 9
AmnesiacIf the Amnesiac's ability causes them to wake tonight: Wake the Amnesiac and run their ability.
- 10
EmpathShow the finger signal (0, 1, 2) for the number of evil neighbours.
- 11
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.
- 12
Town CrierNod 'yes' or shake head 'no' for whether a Minion nominated today. Place the 'Minion not nominated' marker (remove 'Minion nominated', if any).
- 13
KingIf there are more dead than living, show the King a character token of a living player.
- 14DDawn
Wait for a few seconds. End the Night Phase.
Steward, Knight, Zealot, Summoner don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.