Up to 2 recommended Travellers might be in the bag & the player count lowers accordingly. Travellers are not announced, executions & exiles are equivalent.
You start knowing a good player & their character. If the Demon kills them, you die too.
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, learn which player the Storyteller believes you should talk to most.
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
Each night*, choose a player & guess their character: if you guess wrong, you die.
Each day, you may make a public statement. Tonight, if it was true, a player dies.
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
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.
If you die at night, you are woken to choose a player: you learn their character.
If both your alive neighbors are good, they can't die.
Minions & Demons do not know each other. If you die, they learn who each other are that night.
Once per game, at night*, choose a dead player: they regain their ability until dusk. [Reduce non-traveller player count]
On your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil). [Reduce non-traveller player count]
If you were funny today, you cannot die by exile. [Reduce non-traveller player count]
If a player of your alignment is executed, you might be executed instead. [Reduce non-traveller player count]
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
You might die at any time.
When you die, 1 player is drunk from now on.
If you are “mad” about being an Outsider, you might be executed.
Each night, choose a player: they are poisoned tonight and tomorrow day.
Each night, choose a living player (different to last night): if executed tomorrow, they don't die.
Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Once per game, at night*, choose a player: they die, even if for some reason they could not.
You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight.
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
Use the Djinn's special rule. All players know what it is.
This script has homebrew characters or rules.
Check that all eyes are closed. Some Travellers, Fabled, & Loric act.
If there are 7 or more players, wake all Minions: Show the THIS IS THE DEMON token. Point to the demon.
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.
If there are 7 or more players, wake the Demon: Show the THESE ARE YOUR MINIONS token. Point to all Minions. Show the THESE CHARACTERS ARE NOT IN PLAY token. Show 3 not-in-play good character tokens.
Wait a few seconds. Call for eyes open.
Check that all eyes are closed. Some Travellers, Fabled, & Loric act.
Wait a few seconds. Call for eyes open.
https://botc-script-viewer.sthom.kiwi/wc25/stowedaway/