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Dusk in the House of the Damned  by Shade (Shadowqueer)

Characters

Townsfolk

  • Noble

    Noble

    Almanac

    You start knowing 3 players, 1 and only 1 of which is evil.

  • Pixie

    Pixie

    Almanac

    You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.

  • General

    General

    Almanac

    Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.

  • Village Idiot

    Village Idiot

    Almanac

    Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]

  • King

    Each night, if the dead equal or outnumber the living, you learn 1 alive character. The Demon knows you are the King.

  • Huntsman

    Huntsman

    Almanac

    Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]

  • Fisherman

    Fisherman

    Almanac

    Once per game, during the day, visit the Storyteller for some advice to help your team win.

  • Alchemist

    Alchemist

    Almanac

    You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.

  • Cannibal

    Cannibal

    Almanac

    You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.

  • Farmer

    Farmer

    Almanac

    When you die at night, an alive good player becomes a Farmer.

  • Choirboy

    Choirboy

    Almanac

    If the Demon kills the King, you learn which player is the Demon. [+the King]

  • Magician

    Magician

    Almanac

    The Demon thinks you are a Minion. Minions think you are a Demon.

  • Poppy Grower

    Poppy Grower

    Almanac

    Minions & Demons do not know each other. If you die, they learn who each other are that night.

Outsiders

  • Ogre

    On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.

  • Lunatic

    Lunatic

    Almanac

    You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.

  • Damsel

    Damsel

    Almanac

    All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.

  • Heretic

    Heretic

    Almanac

    Whoever wins, loses & whoever loses, wins, even if you are dead.

Minions

  • Harpy

    Harpy

    Almanac

    Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.

  • Wizard

    Wizard

    Almanac

    Once per game, choose to make a wish. If granted, it might have a price & leave a clue as to its nature.

  • Goblin

    Goblin

    Almanac

    If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.

  • Scarlet Woman

    Scarlet Woman

    Almanac

    If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)

Demons

  • Lil' Monsta

    Lil' Monsta

    Almanac

    Each night, Minions choose who babysits Lil' Monsta & "is the Demon". Each night*, a player might die. [+1 Minion]

  • No Dashii

    No Dashii

    Almanac

    Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.

  • Imp

    Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.

  • Legion

    Legion

    Almanac

    Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]

Fabled

  • Sentinel

    Sentinel

    Almanac

    There might be 1 extra or 1 fewer Outsider in play.

  • Spirit of Ivory

    Spirit of Ivory

    Almanac

    There can't be more than 1 extra evil player.

  • Djinn

    Djinn

    Almanac

    Use the Djinn's special rule. All players know what it is.

Jinxes

  • Magician Legion

    The Magician wakes with Legion and might register as evil. Legion knows if a Magician is in play, but not which player it is.

  • Lil' Monsta Magician

    If the Magician is alive, the Storyteller chooses which Minion babysits Lil' Monsta.

  • Lil' Monsta Poppy Grower

    If Lil' Monsta & the Poppy Grower are alive, Minions wake one by one, until one of them chooses to take the Lil' Monsta token.

  • Lil' Monsta Scarlet Woman

    If Lil' Monsta dies with 5 or more players alive, the Scarlet Woman babysits Lil' Monsta for the rest of the game.


Night Order

First Night

  • Alchemist

    Show the YOU ARE token and the character token of a Minion.

  • Poppy Grower

    Do not do the Minion Info and Demon Info steps. Wake the Demon, show the THESE CHARACTERS ARE NOT IN PLAY info token and any three good character tokens that are not in play.

  • Magician

    Include the Magician in the Minion and Demon Info steps.

  • Lunatic

    If there are 7 or more players, wake the Lunatic: Show the THESE ARE YOUR MINIONS token. Point to any players. Show the THESE CHARACTERS ARE NOT IN PLAY token. Show 3 good character tokens. Put the Lunatic to sleep. Wake the Demon. Show the YOU ARE info token and the Demon token. Show the THIS PLAYER IS info token and the Lunatic token, then point to the Lunatic.

  • King

    Wake the Demon. Show the THIS PLAYER IS token and the King token, then point to the King.

  • Lil' Monsta

    Wake all Minions, allow them to choose a babysitter. Lil' Monsta

  • Wizard

    Run the Wizard's ability, if applicable.

  • Harpy

    The Harpy chooses two players. Harpy Harpy Put the Harpy to sleep. Wake the 1st target. Show the THIS CHARACTER SELECTED YOU token, the Harpy token, then point to the 2nd target.

  • Pixie

    Show the Townsfolk character token marked MAD.

  • Huntsman

    The Huntsman might choose a player. Huntsman If that player was the Damsel: Put the Huntsman to sleep. Wake the Damsel and show them the YOU ARE info token and their new character token.

  • Damsel

    If the Damsel was chosen by the Huntsman, show them the YOU ARE info token and their new character token.

  • Noble

    Point to all three players marked KNOW.

  • Village Idiot

    Choose a Village Idiot to be drunk. Wake the Village Idiots one at a time, they choose a player, show either good or evil thumbs according to the alignment of that player.

  • Ogre

    The Ogre points to a player. Ogre

  • General

    Give a thumb signal.

Other Nights

  • Poppy Grower

    If the Poppy Grower died today or tonight, wake the Minions, show the THIS IS THE DEMON info token and point to the Demon. Put them to sleep. Wake the Demon, show the THESE ARE YOUR MINIONS info token and point to the Minions. Put the Demon to sleep.

  • Wizard

    Run the Wizard's ability, if applicable.

  • Harpy

    The Harpy chooses two players. Harpy Harpy Put the Harpy to sleep. Wake the 1st target. Show the THIS CHARACTER SELECTED YOU token, the Harpy token, then point to the 2nd target.

  • Scarlet Woman

    If the Scarlet Woman became the Demon today, show them the YOU ARE token, then the Demon token.

  • Lunatic

    Do whatever needs to be done to simulate the Demon acting. Put the Lunatic to sleep. Wake the Demon. Show the Lunatic token & point to them, then their target(s).

  • Legion

    A player might die. Legion

  • Imp

    The Imp chooses a player. Imp If the Imp chose themselves: Replace 1 alive Minion token with a spare Imp token. Put the old Imp to sleep. Wake the new Imp. Show the YOU ARE token, then show the Imp token.

  • No Dashii

    The No Dashii chooses a player. No Dashii

  • Lil' Monsta

    Wake all Minions, allow them to choose a babysitter. Lil' Monsta A player might die. Lil' Monsta

  • Choirboy

    If the Demon killed the King, point to the Demon player.

  • Huntsman

    The Huntsman might choose a player. Huntsman If that player was the Damsel: Put the Huntsman to sleep. Wake the Damsel and show them the YOU ARE info token and their new character token.

  • Damsel

    If the Damsel was chosen by the Huntsman, show them the YOU ARE info token and their new character token.

  • Farmer

    If the Farmer died tonight, wake an alive good player. Show them the YOU ARE info token and a Farmer character token. Replace their previous token with the Farmer token.

  • Village Idiot

    Wake the Village Idiots one at a time, they choose a player, show either good or evil thumbs according to the alignment of that player.

  • King

    If the dead equal or outnumber the living, show the character token of an alive player.

  • General

    Give a thumb signal.

This website is not affiliated with The Pandemonium Institute. Character icons and descriptions are the property of Steven Medway and The Pandemonium Institute.

Website made by Stuart Thomson. Source code.