You start knowing 1 good player.
You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
Each night*, you learn if a Minion nominated today.
Each night*, choose a player (not yourself): they are safe from the Demon tonight.
Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.
Each day, you may make a public statement. Tonight, if it was true, a player dies.
Once per game, during the day, privately ask the Storyteller any yes/no question.
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]
You are safe from the Demon.
When you die, 1 player is drunk from now on.
You might register as evil & as a Minion or Demon, even if dead.
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]
You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
Once per game, at night*, choose a player: they die, even if for some reason they could not.
If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.
You start knowing a secret phrase. For each time you said it publicly today, a player might die.
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.
Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.
Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.
You must use a vote token to vote. If a dead player gives you theirs, you learn their alignment. You are sober & healthy.
Only the Storyteller can nominate. At least 1 opposing player must be nominated each day.
Each night*, choose a living player: if they agree, you learn their character, but you both might die.
If a player of your alignment is executed, you might be executed instead.
Use the Djinn's special rule. All players know what it is.
The Harlot points at any living player. Then, put the Harlot to sleep. Wake the chosen player, show them the THIS CHARACTER SELECTED YOU token, then the Harlot token. That player either nods their head yes or shakes their head no. If they nodded their head yes, wake the Harlot and show them the chosen player's character token. Then, you may decide that both players die.
https://botc-script-viewer.sthom.kiwi/carousel/the-ones-you-least-expect/