Drunken Ramblings
v1.0.0by BBBence1111CustomDifficulty:
Bootlegger rules
- Players do not learn what token they got from the bag.
- Minion and Demon info are not given, no other role confirming events (eg. Demon learning the Excorcist) happen.
- The Yaggababble doesn't learn their phrase, but it is something they've publicly said on their first day at least once.
- Players whose alignment changes learn this, but not what their new alignment is.
- The Golem and Hermit may ignore the nomination restriction.
"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.
Bounty HunterYou start knowing 1 evil player. If the player you know dies, you learn another evil player tonight. [1 Townsfolk is evil]
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.
MonkEach night*, choose a player (not yourself): they are safe from the Demon tonight.
AcrobatEach night*, if either good living neighbour is drunk or poisoned, you die.
LycanthropeEach night*, choose a living player: if good, they die, but they are the only player that can die tonight.
ExorcistEach night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.
GossipEach day, you may make a public statement. Tonight, if it was true, a player dies.
AlchemistYou have a not-in-play Minion ability.
CannibalYou have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
MinstrelWhen a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.
MayorIf only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
Outsider
HermitYou have all Outsider abilities. [-0 or -1 Outsider]
LunaticYou think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
TinkerYou might die at any time.
GolemYou may only nominate once per game. When you do, if the nominee is not the Demon, they die.
Minion
PoisonerEach night, choose a player: they are poisoned tonight and tomorrow day.
WitchEach night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
PsychopathEach day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo.
Scarlet WomanIf there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count)
Demon
Yaggababble
You start knowing a secret phrase. For each time you said it publicly today, a player might die.
PukkaEach night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
ImpEach night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Fabled & Loric
BootleggerThis script has homebrew characters or rules.
DjinnUse the Djinn's special rule. All players know what it is.
GardenerThe Storyteller assigns all players' characters.
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
AlchemistShow the Alchemist a not-in-play Minion token
- 5
LunaticIf 7 or more players: Show the Lunatic a number of arbitrary 'Minions', players equal to the number of Minions in play. Show 3 character tokens of arbitrary good characters. If the token received by the Lunatic is a Demon that would wake tonight: Allow the Lunatic to do the Demon actions. Place their 'attack' markers. Wake the Demon. Show the Demon’s real character token. Show them the Lunatic player. If the Lunatic attacked players: Show the real demon each marked player. Remove any Lunatic 'attack' markers.
- 6
SailorThe Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 7
PoisonerThe Poisoner points to a player. That player is poisoned.
- 8
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.
- 9
WitchThe Witch points to a player. If that player nominates tomorrow they die immediately.
- 10
PukkaThe Pukka points to a player. That player is poisoned.
- 11
Bounty HunterPoint to 1 evil player. Wake the townsfolk who is evil and show them the 'You are' card and the thumbs down evil sign.
- 12DDawn
Wait for a few seconds. End the Night Phase.
Other nights
- 1DDusk
Start the Night Phase.
- 2
SailorThe previously drunk player is no longer drunk. The Sailor points to a living player. Either the Sailor, or the chosen player, is drunk.
- 3
PoisonerThe previously poisoned player is no longer poisoned. The Poisoner points to a player. That player is poisoned.
- 4
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.
- 5
MonkThe previously protected player is no longer protected. The Monk points to a player not themself. Mark that player 'Protected'.
- 6
WitchIf there are 4 or more players alive: The Witch points to a player. If that player nominates tomorrow they die immediately.
- 7
Scarlet WomanIf the Scarlet Woman became the Demon today: Show the 'You are' card, then the demon token.
- 8
LunaticAllow the Lunatic to do the actions of the Demon. Place their 'attack' markers. If the Lunatic selected players: Wake the Demon. Show the 'attack' marker, then point to each marked player. Remove any Lunatic 'attack' markers.
- 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
LycanthropeThe Lycanthrope points to a living player: if good, they die and no one else can die tonight.
- 11
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.
- 12
PukkaThe Pukka points to a player. That player is poisoned. The previously poisoned player dies.
- 13
GossipIf the Gossip’s public statement was true: Choose a player not protected from dying tonight. That player dies.
- 14
AcrobatIf a good living neighbour is drunk or poisoned, the Acrobat player dies.
- 15
TinkerThe Tinker might die.
- 16
Bounty HunterIf the known evil player has died, point to another evil player.
- 17DDawn
Wait for a few seconds. End the Night Phase.
Steward, Hermit, Yaggababble, Bootlegger, Djinn, Gardener don't have night-order data in BOTChub yet — check the printed script or Script Tool for exact placement.
Jinxes

Yaggababble & ExorcistIf the Exorcist chooses the Yaggababble, the Yaggababble does not kill tonight.