Seat 7 remains empty. Its choices are arbitrary. Once per game, the storyteller may speak on its behalf.
You start knowing 3 players, 1 and only 1 of which is evil.
You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.
Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Each night*, you learn how many dead players are evil.
Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Once per game, during the day, visit the Storyteller for some advice to help your team win.
When you die at night, an alive good player becomes a Farmer.
The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
The Demon thinks you are a Minion. Minions think you are a Demon.
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
You might register as evil & as a Minion or Demon, even if dead.
If you die by execution, your team loses.
All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.
Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
If you are executed, all but 3 players die. After a 10 to 1 countdown, the player with the most players pointing at them, dies.
If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)
The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
There are extra Outsiders in play. [+2 Outsiders]
Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
All players start knowing a player of your alignment. You may choose to kill anyone who nominates them.
Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow.
If a player of your alignment is executed, you might be executed instead.
Each night*, choose a living player: if they agree, you learn their character, but you both might die.
Use the Djinn's special rule. All players know what it is.
This script has homebrew characters or rules.
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/wc25/seat7/