#scriptaday
Explore tagged Tumblr posts
axolator · 5 months ago
Text
Welcome to my blog!
This is where I post about Blood on the Clocktower! Thanks for stopping by, and I hope you enjoy your stay.
I run a series called Script-A-Day here, where I highlight custom BotC scripts I think are novel and interesting! You can find the introduction post Script-A-Day #0 here, and a collection of all the scripts I've highlighted that are in the BotC Scripts database here. It used to update daily, but you run out of good scripts quickly that way. It updates weekly on Fridays!
I'm pretty new to the whole tumblr thing, all things considered, so this is also something of an experiment. My inbox is open: if you've got a question or request, please go ahead and shoot me a message! I haven't seen a lot of dedicated Clocktower posts here on tumblr, so I'm doing my part to interface with a community of people who enjoy the greatest social deduction game ever.
Other bio information:
Call me Axolator! Any (reasonable) shortening of my name's also fine. Just don't take the piss.
I use she/her/hers pronouns.
My profile picture was drawn by Sunquill, and I'd highly encourage you to check out her website and commision her if you're interested. She's incredibly skilled; you won't regret it!
I've been in the BotC community since April of 2023 after getting introduced by a friend who brought the game back with him from college over spring break. I've been hooked since then!
Online, I mainly haunt the Unofficial BotC Discord Server, where I've attained the status of Community-Endorsed Storyteller for both live voice and asynchronous text games.
In-person, I'm involved with running a couple of IRL groups of friends that I helped introduce to Clocktower. We get up to shenanigans: if I ever mention the Philo-Steward incident, that's where it originated.
I play a lot of non-Clocktower games, too, and might post/rb posts about them:
Board games: Spirit Island and Power Grid are among my favorites, but I generally enjoy strategy games!
Video games: The Binding of Isaac (duh), Bug Fables: The Everlasting Sapling, and Baba Is You are all up there. I really just enjoy anything with a good soundtrack. Well, and Pokémon Showdown.
Tag guide:
#blood on the clocktower: Posts about BotC
#scriptaday: Posts in my Script-A-Day series!
#axowall of text: Longer text posts that aren't Script-A-Day, like my character analyses
#scriptbuilding: Posts about building custom scripts
#storytelling: Posts about STing Clocktower: both mechanical posts (like running discretionary characters well) but also thoughts about running Clocktower across various different mediums (IRL, live voice, livetext, async text) and making sure everyone has fun
#askbox: Posts responding to, well, my askbox!
#silly: Memes and other non-serious posts
#nonbotc: Posts not about BotC (I'll usually tag what they are about)
If I come up with more tags, I'll update this post with them!
I don't actually know what else tends to go on people's pinned posts. Uhh, thanks for reading all the way, I guess?? I'll see you around!
26 notes · View notes
axolator · 3 months ago
Text
"Script"-A-Day #-2: "Fuck You." Said The Fuck You Guy by Squ4ll
Yeah that's right I'm covering crappy joke scripts for a whole week
Tumblr media
"Featured" characters: Choirboy, Heretic, Kazali
Fabled characters: All of them (notable ones: Doomsayer, Duchess, Ferryman, Fibbin, Revolutionary, Sentinel, Spirit of Ivory, Storm Catcher, Toymaker)
Complexity: Expert (Cognitohazardous). Recommended for literally nobody. This might just be the worst script ever.
Jinxes and stuff under the cut, because there's a lot of them:
Jinxes:
Bounty Hunter / Kazali: An evil Townsfolk is only created if the Bounty Hunter is still in play after the Kazali acts.
Heretic / Pit-Hag: A Pit-Hag can not create a Heretic.
Pit-Hag / Goon: If the Pit-Hag turns an evil player into the Goon, they can't turn good due to their own ability.
Scarlet Woman / Fang Gu: If the Fang Gu chooses an Outsider and dies, the Scarlet Woman does not become the Fang Gu.
Scarlet Woman / Al-Hadikhia: If there are two living Al-Hadikhias, the Scarlet Woman Al-Hadikhia becomes the Scarlet Woman again.
Vizier / Fearmonger: The Vizier wakes with the Fearmonger, learns who they choose and cannot choose to immediately execute that player.
Kazali / Goon: The Kazali can choose that the Goon player is one of their evil Minions.
Kazali / Huntsman: If the Kazali chooses the Damsel to become a Minion, and a Huntsman is in play, a good player becomes the Damsel.
Note that because there’s no Damsel on the script, any Huntsman token that goes in the bag must be the Drunk, so this jinx doesn’t actually do anything in practice.
Kazali / Choirboy: The Kazali can not choose the King to become a Minion if a Choirboy is in play.
Note that because there’s no King on this script, any Choirboy token that goes in the bag must be the Drunk, so this jinx doesn’t actually do anything in practice.
Legion / Minstrel: If Legion died by execution today, Legion keeps their ability, but the Minstrel might learn they are Legion.
Make sure to clarify with your players how you’d run this: I’d personally opt for something like showing the “THIS PLAYER IS” token, pointing to the previous day’s executee, and then showing the Legion token, but you could probably get away with just showing the Minstrel Legion at the start of the night.
Writeup below!
"Fuck You." Said The Fuck You Guy is. Hm. Actually, let me just show you what Squ4ll thinks of it:
Tumblr media
This script reeks. It's not good. There aren't even any fun 15-player Kazali setups, because both of them have a Heretic guaranteed in-play so the Kazali just makes themselves a Minion and instawins. I hope you weren't waiting for me to show you a grim picture at the end of this, because there won't be one — I would never subject this upon anyone who liked Blood on the Clocktower.
If, for whatever god-forsaken reason you decide to build a bag for this script... I don't have many tips for you. Characters like the Professor, Tea Lady, and Pacifist can hard confirm themselves and other players as good, so give evil the tools to deal with them - mainly a ton of killpower or a Pit-Hag to Fang Gu jump them later on. Or, like, put a Heretic in play, because that'll *totally* balance things. Speaking of the Pit-Hag: if you put it in, you're signing up for Pit-Hag shenaniganery: invisible hags into the Drunk, turning good players into the Scarlet Woman to waste executions if/when they become the Demon, typical Fang Gu stuff, making a good player a singular Legion for kicks (and to force an execution), using good character abilities like the Snake Charmer and Gossip against town... there's a lot. Maybe avoid it when you can?
Anyway, some of these Townsfolk kinda suck (Gossip in a non-Alhad game, Huntsman, Choirboy) and the others are broken (Dreamer, Tea Lady, Pacifist, Minstrel). Similarly, some fo these Minions really suck (Fearmonger, Vizier) and the others are broken (Pit-Hag, Scarlet Woman). Match like with like, when you can. Notably, because there's neither King or Damsel on the script, any Huntsman or Choirboy must be the Drunk — factor that into a bagbuild when determining the Outsider count!
Some notes:
Note how the Spirit of Ivory works with all the characters which cause an extra evil character, and consider how they function when you bagbuild:
If there’s a Bounty Hunter past setup, they make an evil Townsfolk and fulfill Spirit of Ivory for the rest of the game. This means that a chosen Goon will always stay good, and a Fang Gu can never jump (instead of jumping, it’d just kill the chosen Outsider dead).
If the Fang Gu jumps, the new Fang Gu fulfills the Spirit of Ivory. This means a chosen Goon will always stay good.
If the Goon flips evil, while that Goon stays evil the Spirit of Ivory is fulfilled, so the Fang Gu can’t jump while they’re evil. This means evil might have to get a good player to flip the Goon back to allow the FG to jump (though I'd honestly just avoid them in the same bag) and no future Goons (via Pit-Hag shenaniganery to turn them out of the Goon to turn someone else into the Goon) can flip evil.
Be careful what you show as the wrong character to a Dreamer. Consider showing dreamed good players as Minions more often than you otherwise would during the early-game if it could reasonably be a Legion game (i.e. it's not an Al-Hadikhia game), and consider showing dreamed evil players without bluffs as a hidden Outsider or the Snake Charmer to let them bluff their way out of faux-confirmation. (That "hidden Outsider" thing includes the Heretic, btw, if you want to get spicy with it.)
To be honest, I just wouldn't add a Gossip to an Al-Had game. If you do, though, kill one of the 3 Demon choices with a true Gossip so they can just be painted as evil together with the killed player being a lying evil.
The Minstrel is one of the only reasons to have zero deaths at night, so can easily confirm themselves. Similarly, the Tea Lady and Pacifist are the only reasons for a player to survive execution: if kills are ST-directed, kill those confirmed goodies earlier than you otherwise might to avoid the evil team from just losing.
This script isn't good, so I wasn't going to cover the Heretic. But I figured I'd do my due dilligence: be careful with balance, and consider what's fun. There aren't many ways for good to confirm a Heretic (it's just Dreamer and Gossip, and the latter's info can be invalidated by a potential Yaggababble), and like all Townsfolk, they're susceptible to dying early and leaving it to socials. In a highly good-favored setup, the Heretic might give evil an out they wouldn't otherwise have to tip the scales, and vice versa, but just be careful and do what's fun.
Fearmonger/Goon is... a whole rules interaction. The writeup says something to the effect of:
On future nights, if the Fearmonger chooses the player with the “Fear” reminder token, make no announcement, but if the Fearmonger chooses a player without it, move it and make the announcement again.
But does the token stay if the Fearmonger is Goon-drunk? I'd argue not. So, if the Fearmonger drunks themselves on the Goon (causing no announcement), there's no reminder token placed and if they re-choose that Goon the next night and don't drunk themselves, an announcement goes out as the reminder gets placed.
Just don't put a Scarlet Woman in an Al-Hadikhia game. When the Al-Had passes the Demonhood, they can resurrect their Demon, turn back into the SW, and keep that loop going until final 5, which isn't particularly fun.
In a Legion game: if you're actually running Legion on *this script*, then god help you. Make sure you don't have too much hard confirmation for good, since you can get stuck in double binds where you'll have to decide which team wins with the ST-decided kills of Legion. Flip the numbers, and if you choose to add an Outsider, remove a Legion to do so.
Just don't run this script. Please. I beg you.
Tumblr media
17 notes · View notes
axolator · 1 month ago
Text
Script-a-"Day" #40: Night-Vision Goggles by Axolator
Gain the Bounty Hunter ability, and you might have a clue as to who's working with you
Tumblr media
Second place at Final 3 Con's Alliances Script Competition!
Featured characters: Bounty Hunter, Poppy Grower, Pit-Hag
Jinxes:
Pit-Hag / Damsel: If a Pit-Hag creates a Damsel, the Storyteller chooses which player it is.
Boffin / Drunk: If the Demon would have the Drunk ability, the Boffin chooses a Townsfolk player to have this ability instead.
This creates a Townsfolk with the Drunk ability: they still register as the Townsfolk they think they are, and when the Boffin ability changes or goes out of play, they lose the Drunk ability.
If the Boffin chooses a non-Townsfolk by accident, shake your head and prompt them to choose a different player. This can give a poppygrown Boffin a good idea as to who’s on their team!
Lil' Monsta / Poppy Grower: If the Poppy Grower is in play, Minions don't wake together. They are woken one by one, until one of them chooses to take the Lil' Monsta token.
Lil' Monsta / Hatter: If a Demon chooses Lil' Monsta, they also choose a Minion to become and babysit Lil' Monsta tonight.
This means that if the Hatter dies by execution and the Demon chooses LM first-thing, the babysitting phase is skipped that night, since the jinx specifies they must babysit.
Complexity: Expert. Recommended for players who lie as easily as they breathe for reasons both good and evil, and for STs who can carefully bagbuild and handle potentially kingmakey decisions.
Database link (find the PDF and JSON for running it there!
Writeup under the cut!
Night-Vision Goggles started with a simple-sounding concept: what if the Bounty Hunter learning names of evil players was the interesting part of the ability? The Poppy Grower, then, was a natural partner, since it gives the a good-aligned BH an interesting dilemma: do they out their pings and risk evil coordinating, or sit on them until they can figure out if there's a Poppy in play? The Pit-Hag and Boffin provide an interesting dimension, too: if they're poppy-blinded, they can use the Bounty Hunter ability for the evil team to connect with their own evil teammates! The rest of the script hinges around this: characters like the Drunk and Xaan serve as some of the only misinformation to allow the evil team to be confident their evil BH info is true, and abilities like the Town Crier, Savant, Nightwatchman, and Fisherman can all help an evil team as much as they can help the good team, depending on who has what ability. The rest of the script wraps up with alliance-forging Townsfolk, like the Shugenja, Huntsman, and Mayor; Outsiders that either have to or desperately want to stay hidden like the Lunatic, Damsel, and Hatter, social misinfo and a safety net in the Harpy and Boomdandy, and three slippery, quiet Demons that synergize with the evil team in three very different ways.
When bagbuilding Night-Vision Goggles, first ask two questions: is this a Bounty Hunter game? Is this a Poppy Grower game? Build the rest of the bag from there: In a BH game, good has some very strong information, and in a PG game evil can't coordinate: consider making bagbuilding choices that blunt more of good's immediate information, like a Xaan 1 or Harpy; and ones that give evil safety nets, like adding a Damsel, Hatter, Pit-Hag, or Imp. Another key factor to consider is the Boffin ability: an Imp or Vigormortis with the Bounty Hunter, Balloonist, or Huntsman ability can modify the setup in a way that can tip the scales. Lil' Monsta, meanwhile, can cycle through a variety of Boffin abilities each night the Demon moves, helping the evil team find bluffs and connect more quickly than they otherwise would.
Some notes:
BH-turned Librarian seeing the Lunatic who saw them as a Minion, anyone? It's immensely good fun and I'd recommend it to anyone who runs this script more than once. It's a fun shenanigan. Just don't show an evil Librarian the Damsel (and avoid situations where the Pit-Hag can turn themselves into the Librarian with the Damsel as the only Outsider), or the game might end very suddenly!
In general, the Balloonist should not be seeing an Outsider claim. This script helps facilitate this, because none of these Outsiders really like being outed and half of them don't know they're Outsiders: this puts the Balloonist in a very good spot to find out which players are Outsiders and/or evil!
A Xaan-poisoned Balloonist can see a character of the same type as last night. It does not affect what the Balloonist sees the following night (when they're healthy).
Please, please, *please* don't modify the base Outsider count with a Huntsman in the bag. Boffin-Huntsman, on the other hand? Go for it.
Consider houseruling Huntsman to be stonger if your group would find it more fun. I’ve already made this comment on the Boozling and Hide and Seek writeups, but twice-per-game Huntsman and Narninian Huntsman are both very interesting changes to make a traditionally weak character stronger. Personally? I like the Huntsman as written (once-per-game) on this script.
Give the Fisherman the good stuff, and if they're drunk or poisoned, lead them to their doom! I personally find advice that helps connect players to be most fun: get them to facilitate conversations with the Huntsman and Damsel, or tell them to stop claiming Fisherman so the Hatter can slide into the bluff, or tell them to get the Lunatic to trustfall with them, or any number of things! And I'm sure you don't need my help to screw them over if they're droisoned.
If the Poppy Grower gets hagged out of play or dies while droisoned, the evil team doesn't learn each other. (In that former case, a clever Pit-Hag could turn them back into the Poppy Grower and then kill them, so that the evil team can wake together.)
If the Poppy Grower dies (or, as covered later, if a Hatter dies), all Minions wake together to learn the Demon(s), and all Demons wake together to learn the Minions — regardless of their alignment. A Pit-Hag who makes a good-aligned Minion or Demon can quickly find themselves losing a game if they aren't careful!
Some STs rule that a Lunatic can recieve an arbitrary token and be told they're holding Lil' Monsta from setup — personally, I don't support this ruling: a starting Lunatic must believe they are the Imp or Vigormortis. However, a player who gets Pit-Hagged into the Lunatic can simply be told they're holding Lil' Monsta and not that their character has changed!
Silently Pit-Hagging a Townsfolk into the Drunk can be brutal on this script, especially if they're a character that can't easily figure it out, like the Mayor. You sometimes might want to tell the new Drunk they've become a different Townsfolk, to keep the game fun and fair for both teams. (Oooh, and you can simulate a Pit-Hagging into a different Townsfolk to a starting Drunk, which is also fun!)
If the Hatter dies, all Minions and Demons (regardless of alignment) wake together for the tea party, piercing the Poppy Grower's blinding. This makes being the Hatter quite terrifying — you can't just get yourself executed day 1, or you might be helping evil find each other!
(Thanks, Navean for bringing this up during Script Notes Live!) If the Harpy makes a player mad at the Mayor, then breaks madness... just kill one or both of them during the day. Don't save it for the night just to use one kill to bounce off the Mayor to make it seem like the Pit-Hag changed the Demon type when they haven't. You're better than that.
If the Pit-Hag turns a player "into" Lil' Monsta, they simply start holding LM and maintain their character (and are "the Demon" until the babysitting phase later that night, so learn things like the Lunatic's identity and gain a momentary Boffin ability if applicable). The Pit-Hag's arbitrary deaths clause can (& often will) kill Lil' Monsta without killing its babysitter: notably, it's the only way to ensure only 1 evil Demon lives if the PH targets their non-LM Demon and makes LM.
If the Pit-Hag makes a Damsel and the evil team is far ahead, strongly consider making a dead player the Damsel to keep things fair & balanced.
Remember that even if the Boffin grants the Demon a Townsfolk ability, it's still a Minion, so doesn't get poisoned by the Xaan.
If the Boomdandy explodes, adapt the 10-to-1 timer to the gamestate: if it's late in the game, go faster, and if it's early slower. The Boomdandy is still a Minion ability at the end of the day, though, so make sure it helps evil with the 3 players it leaves alive: make them all viable Demon candidates!
If at any point the Demon player changes or the Boffin's ability becomes in-play, the Boffin ability changes players and/or abilities, and both the Boffin and the Demon learn this at earliest opportunity. So a Lil' Monsta team will be getting a different Boffin ability each night the babysitter changes, a starpassing Imp can cycle their Boffin ability, etc. — fun stuff!
That's about it from me! This script is insane, but in a very novel way — definitely give it a shot if your group's up for it!
Tumblr media
9 notes · View notes
axolator · 2 months ago
Text
"Script"-A-Day #-5: Storyteller's Waste of Time by Chiz and Gambling
zzzz... huh? oh, yeah, it's night three and 2 hours have passed
Tumblr media
Featured characters: Cult Leader, Gossip, Evil Twin
Fabled characters: Bootlegger, Doomsayer, Duchess, Hell's Librarian, Sentinel
The Bootlegger rules are as follows:
The Amnesiac must have an ability related to publicly claiming things
The optional rule to limit Alsaahir guesses to 3 people per day may not be used.
The Doomsayer is to be introduced only once the game has gone on for over 90 minutes, which will probably be the start of day 2.
The presence of the Hell's Librarian means that the Storyteller cannot call for silence, since something bad is already happening.
Complexity: I can't really give this one, to be honest. Do you actually think you'll be solving the game? Oh, but Super Expert for STs.
Jinxes and such below the cut, because it's long.
Jinxes:
Cannibal / Juggler: If the Juggler guesses on their first day and dies by execution, tonight the living Cannibal learns how many guesses the Juggler got correct.
Widow / Alchemist: The Alchemist can not have the Widow ability.
This jinx has since been updated to “If the Alchemist has the Widow ability, they do not see the Grimoire.” For simplicity with the Widow/Damsel jinx, it’s probably easiest to just use the (outdated) hatejinx.
Widow / Damsel: If the Widow is (or has been) in play, the Damsel is poisoned.
This means that Minions don’t learn a Damsel is in play if it’s Djinn-poisoned.
Marionette / Damsel: The Marionette does not learn that a Damsel is in play.
Marionette / Plague Doctor: If the Demon has a neighbor who is alive and a Townsfolk or Outsider when the Plague Doctor dies, that player becomes an evil Marionette. If there is already an extra evil player, this does not happen.
Evil Twin / Plague Doctor: The Storyteller cannot gain the Evil Twin ability if the Plague Doctor dies.
Cerenovus / Goblin: The Cerenovus may choose to make a player mad that they are the Goblin.
Goblin / Plague Doctor: If the Plague Doctor dies, a living Minion gains the Goblin ability in addition to their own ability, and learns this.
Writeup below!
Storyteller's Waste of Time isn't a new script. It was originally a solo-Alhad script, but with new characters the script has evolved to what it is today: a script fully designed to waste the ST's time. It got robbed from its rightful place as the winner of TPI's Alsaahir script contest in favor of scripts that are actually good, and as such has fallen to just be a massive meme.
...Look, you can probably do just about anything when bagbuilding this script. The Gossip has a terribly hard time parsing any of their info due to the arbitrary kills of the Yaggababble , so if you're putting it in stack the rest of town — it's basically an Outsider. The static evil team actually makes Alsaahir fit pretty well here, so don't sleep on it — and similarly don't sleep on the Cult Leader! The Yaggababble's kills being ST-decided means it's a bit harder for the evil team to lock the Cult Leader in as an extra evil — they have to go via Psychopath or, God forbid, Doomsayer to kill the Cult Leader while they're evil. This means that, most of the time, the CL will live to get some decent info about their neighbors' alignments and might just get a win.
Actually, that reminds me: limit ability recycling and duplication with the Cult Leader in the bag. There's no Spirit of Ivory, so a Philo-CL, Pixie-CL, and CL can all independently turn evil and make things rough for good.
Some notes:
If you're running this script, you know that the only virtuous Pixie choice is the one that makes your life the hardest (so, Savant or Amnesiac. Maybe Philosopher or Cult Leader, since there's no Spirit of Ivory).
Public Amnesiac abilities - there's a lot to work with here. If you need some jumping-off points, each day guesses a la Alsaahir can be fun (Each day, if you publicly guess which Minion characters are in play, learn the Demon player's name that night), or stuff involving other players claiming Amnesiac, too (Each night*, learn how many players who publicly claimed Amnesiac yesterday were evil). Or, if you want to suffer, give the Amne a phrase like the on-script Yaggababble (You start knowing a secret phrase: for each time you said it today, gain the corresponding S&V Townsfolk ability tonight).
Don't use the Yaggababble ability to fake a Slayer kill. There's no Recluse nor Scarlet Woman, so it's just obviously the Yagga killing a good player.
God help you if you have multiple Philosopher abilities, and/or the Philo goes for something that isn't Artist. I don't actually have much to say about this, just... godspeed. Maybe don't show the Pixie Philosopher unless you're a masochist or the evil team is stacked.
Alchemist: you can't give them the Widow ability and Alch-Marionette is stupid, so your options are:
Alch-ET: Not great for the good team, but it lets them know an evil player in exchange for effectively giving the Alchemist-Evil Twin the Saint ability. Don't show them the Demon!
Alch-Cere: They can fish for evils or otherwise make people mad as their own characters to prove themselves. It's a little odd as an ability, but knowing there isn't an actual Cerenovus in play is invaluable info so it's not bad.
Alch-Goblin: Is really funny, and a potential way out of this hell. So don't do it if you actually want your players (& you!) to suffer. Also, the Doomsayer means they might get an easy win if you kill someone who's a goodie — so consider selfkilling an Alch-Goblin who doomsays.
Alch-Psychopath: Super super busted. But: it's also really really funny. Would your group find it fun? Can that Alchemist be framed as a Yaggababble with "I claim Psychopath and" as their phrase? Definitely a group thing.
If, like on Trust, you somehow end up in the situation where you have a Pixie-Philo, the Philo gets executed, and the Pixie-Philo goes Cannibal, remember that it's still the Philo's turn in the night order, so the Pixie-Philo-Cannibal-Philo gets to choose another good ability (and potentially drunk another player) for that night until someone else gets executed (use other editions' Drunk reminders, like the Sailor's, or the blank reminders to notate). Then they're just the normal Pixie-Philo-Cannibal after someone else gets exed.
Half of these roles can figure mechanically out if they're droisoned in some respect (like the Alchemist, Philosopher, Cult Leader, etc). Be careful when you put the token down.
Remember that a good player who gets the Widow ping and then turns evil (via PD-Marionette jinx or their own ability) no longer satisfies the Widow's ability, so if the Widow is alive the ping has to move to another good player. It's like on Catfishing when the widow ping recipient gets Fang Gu jumped.
That's about it from me. And, no, you don't get a grim pic. You think I've subjected people to this??
10 notes · View notes
axolator · 4 months ago
Text
Script-a-"Day" #32: China Shop by Autumn
A bull, an angel of death, and someone who WON'T STOP TALKING break all the teasets in the store
Tumblr media
Featured characters: Tea Lady, Witch, Lord of Typhon
Complexity: Advanced (Advanced-Expert for STs). Recommended for STs who are comfortable with tricky bagbuilds and can use their discretion wisely, and for players who can tell the difference between a dead Townsfolk and a nightkilled Minion.
Database link (find the PDF and JSON for running it there!)
Writeup under the cut!
Before I say my piece, a note from Autumn themselves!
China Shop pairs the Lord of Typhon with Minions that have subtle tells. Extra deaths, execution survival, and players claiming they’ve heard of a Widow all point towards different Minions. The Yaggababble thrives here; they can mimic three of the five Minions just by talking, and make the evil team seem larger than it is. Good players need to figure out if its a Lord of Typhon game, and be active in pushing for good executions.
The Lord of Typhon is powerful, and needs care to run. Too many deaths, and the evil team can overwhelm the good team with their votes. Remember to give the good team both ways to gain information, and to slow down the game. Giving Typhon Minions similar characters to their good characters can keep the game’s speed stable. The Assassin and Gambler both speed up the game, the Pacifist and Devil’s Advocate slow it down. My final note is how the Amnesiac can be used as a balancing tool. If the Tea Lady and Innkeeper happened to be transformed by the Lord of Typhon, perhaps the Amnesiac can protect players. If the Town Crier and Savant are instead transformed, maybe make it give information. All this helps the good team have more consistent tools against the Lord of Typhon.
China Shop is a script precariously balanced around multiple killing Minions and the Lord of Typhon adding an extra one in. The Demon type is always shifty: the Yaggababble can cause extra deaths to simulate any of the killing Minions, while the Vigormortis can keep DAs and Assassins well past their prime. A Witch that can't stop killing could be vigor-killed, just a Yaggababble saying their phrase, or genuinely alive and in the Typhon line!
When bagbuilding China Shop, keep similar considerations in mind as any other BMR-like script. Balance the number of game-accelerators and game-slowers (and factor the puzzledrunk into that, too: a puzzledrunk Tea Lady isn't slowing down any games). Make sure town has some direction with their executions, too: in any bag, make sure there's a healthy amount of information and/or science to do.
In a Lord of Typhon game, favor a bag with more protection: there are 3 killing Minions for protectors to turn into, while only the Devil's Advocate can slow the game! Lord of Typhon is strong enough here where I'd consider removing an Outsider from a Lord of Typhon bag to compensate for the extra Minion: these Minion abilities are no joke.
Some notes:
Grandma jank: if the Yaggababble kills the Grandchild during the day, the Grandmother dies on the spot alongside them. Since this outs the Demon type, I wouldn't go out of my way to make this happen, but it's definitely something to consider, especially if town has mostly solved that it's a Yaggababble game and evil's on the back foot.
You've heard it from me before, but consider running a 5-star General (introducing good/evil slightly winning ratings indicated by a thumb slightly up/down). In addition to picking up on setup swing caused by the LoT, day and night phases tend to be volatile on this script: the General can get a useful read on just how good or bad things are going.
Consider changing how you run the Yaggababble to let the Innkeeper block some kills. If the Innkeeper is in play, instead of deciding who dies at the Yagga's turn in the night order, allocate the Demon's kills before the Innkeeper acts so they have the chance to block a kill or two.
Be flexible with how you run the Amnesiac. On this script in particular, Autumn noted earlier how the Amnesiac can serve as an excellent gap-filler in Lord of Typhon bags especially: if all of town's protection gets converted, give the Amne a protective ability, and if the TC and Savant just got eaten, then an information-gathering Amnesiac ability can work wonders. Just use discretion when giving the Amnesiac a killing ability: since Yaggababble is on the script, the Amnesiac's info can get thrown out if town starts tunneling into those worlds. (Don't never do it, though, since those abilities can be pretty fun in non-Yagga games!)
Don't be afraid to kill the Banshee with the Yaggababble ability if you think it'd keep the game fun, fair, and balanced. Many STs tend to shy away from killing bait roles with ST-directed kills, but the Banshee is more flexible in that regard to where an evil team can mostly mitigate its hard confirmation by building incorrect worlds for the Banshee to vote up.
Oh, yeah, and Banshee jank Autumn pointed out to me while I was writing this: if the Yaggababble day-kills the Banshee, the Banshee procs and gains its ability. Maybe don't do that if you can help it.
I don't need to talk about how to run the Pacifist, do I? Don't use it like an Outsider or balancing tool: the Pacifist's saves should help the good team (keep strong, powerful Townsfolk or destructive Outsiders alive!) and shouldn't interfere with science roles like the Tea Lady. Be okay with saving the same player twice in a row: if town spends two whole days executing the same player, hardconfirming two players is a decent trade-off (and evil players certainly have the killpower to dispose of them quickly here).
Probably doens't deserve its own note, but you can fake a Witch kill by daykilling the Tinker when they nominate. Bonus points if it gives the Godfather a kill!
Keep things fun and fair with the Plague Doctor. If the Plague Doctor dies, don’t be too harsh on the good team. Ending the game after town executes on 5 by DA-protecting the Demon isn’t particularly fun for either team. When you can, gain a not-in-play ability, and use it in a way that keeps the game fun and winnable for both teams while giving the PD something to chew on as they solve for which Minion ability they gave you.
Consider ending the game immediately if the Devil's Advocate has protected the Demon on the final day. It's no fun to play out a certainly-won or lost endgame, for players both good and evil.
I think that's about it from me! This script is a very good time if your players are up for it. Get creative with your Savant info, and use your ST discretion to keep things fun and balanced: once you've mastered that, you should be good to go!
Tumblr media
12 notes · View notes
axolator · 3 months ago
Text
"Script"-A-Day #-1: The Most Script Ever by (?) Piglix
This is one of the scripts of all time
Tumblr media
Featured characters: Empath, Drunk, Marionette
Jinxes:
Marionette/Balloonist: If the Marionette thinks that they are the Balloonist, +1 Outsider might have been added.
Complexity: Advanced. Recommended for... actually, recommended for nobody; this script sucks.
Writeup under the cut!
The Most Script Ever isn't a script. It's an experiment. If you compile every single custom script in the database, then make a script of the 13 most popular Townsfolk and the 4 most popular Outsiders, Minions, and Demons, what do you end up with? You end up with The Most Script Ever.
You really shouldn't play The Most Script Ever, but if you somehow find yourself running it, keep the usual principles in mind when bagbuilding it. The good team's info is incredibly strong here, with a lot of confirmation between the Noble, Pixie, Empath, Fortune Teller, Oracle, and Gossip, among other things. The Gossip and Cannibal (and Philosopher by extension) are really hard bluffs for team evil without multi-killing Demons or a grim-peeker, so make sure evil players have a way to dispatch them via Poisoner or Cerenovus. On the flip side, make sure good team's info isn't made entirely useless - avoid the Poisoner in a Fang Gu or No Dashii game if you can, and make sure to be careful with No Dashii and more powerful misinfo sources, lest the entire town is either Outsiders or droisoned.
Some notes:
Be a little careful with the Innkeeper. On a script with 4 1-kill-per-night Demons, an Innkeeper can block kill after kill left unchecked - consider adding ways for evil to deal with it, like a Poisoner or Godfather for extra kills, and consider making it a bluff some of the time too.
The Gossip can hard-confirm itself if it gets more than 1 kill without an Outsider dying. (After all, the first one could just be the Godfather killing when the Drunk died.) To remedy this, strongly consider killing the Gossip with their own ability after the first or second kill so you aren't left with a hard-confirmed Townsfolk.
Be careful with too much ability duplication in the same bag. The Pixie, Philosopher, and Cannibal can all recycle abilities to some extent, and no Storyteller wants to have to deal with four sets of Noble pings if they can't help it. Plus, it's really rough on evil if the good team can copy several strong abilities in the same game. If you do put multiple in the same bag, show the Pixie one of the others, so you don't end up with a ton more ability duplication than you'd want, and really think before putting all three in the same bag.
That's actually about it from me today. While this script's balance is... out there, there aren't that many indivudal notes today.
Happy April Fools!
Tumblr media
9 notes · View notes
axolator · 28 days ago
Text
Script-A-"Day" #43: Chasing Rabbits by Noor and Luxray
Is the Pixie chasing an illusion? Is their duplicate in hiding?
Tumblr media
Featured characters: Pixie, Xaan, Goblin
Fabled characters: Spirit of Ivory
This is for the case where the Mezepheles turns a player evil, then another player gets Barber-swapped into the Mezepheles (creating a new instance of the Mez ability that could theoretically turn another player evil).
Jinxes:
Cannibal / Juggler: If the Juggler guesses on their first day and dies by execution, tonight the living Cannibal learns how many guesses the Juggler got correct.
Spy / Magician: When the Spy sees the Grimoire, the Demon and Magician's character tokens are removed.
You should also remove the No Dashii's "Poisoned" reminder tokens from the Grimoire, so it's not immediately obvious who the Demon is.
Cerenovus / Goblin: The Cerenovus may choose to make a player mad that they are the Goblin.
Complexity: Intermediate-Advanced. Recommended for players looking for an introduction to the world beyond the base 3: those who can handle a bit more madness, a bit more misinformation, and a lot more squabbling about different evil teams and worlds.
Database link (find the PDF and JSON for running it there!)
Writeup under the cut!
Chasing Rabbits is a script by both Noor and Luxray featuring a little bit of everything and themed around the potential for a No Dashii-poisoned Pixie. There are plenty of reasons for doubleclaims within the Outsiders, evil players, and even some of the Townsfolk, whether by choice (as the Ravenkeeper, Mayor, or Magician might) or if they're compelled to via Cerenovus. The good team has quite a bit of information, but without coordinating, they might quickly find themselves on the back foot against the powerful evil team comprised of characters like the Mezepheles, Cerenovus, and Goblin. The Spy and Xaan provide mechanical misinformation among their other effects, and the Demons round out the evil suite with three different ways of warping town's information: is it poisoned, outdated, or being manipulated by Minions from beyond the grave?
When bagbuilding Chasing Rabbits, be mindful of how much the good team can trust their information. Social reads can only help so much when the evil team has a No Dashii, Mezepheles turning the Fortune Teller, Spy, and Puzzlemaster drunking a key Townsfolk, so don't load up too heavily on the misinfo. Xaan especially can be particularly oppressive: denying an entire night of misinformation can be brutal as is, but when paired with a Demon like the No Dashii, a Xaan can be too devastating, especially in smaller games.
On the other side of the coin, make sure evil can deal with the good team's information: an Empath, Balloonist, and Fortune Teller all working together can be near-unstoppable if evil doesn't have counterplay to fight those abilities (whether that's in the form of droison, madness, or being able to hide behind a Goblin claim).
On the more granular side of the bagbuild, keep the synergy between Demons and Minions in mind. The Vigor would rather have a Cerenovus to kill than a Goblin, but an Imp might feel unable to starpass if its only option is a Cerenovus over a quieter Minion.
Some notes:
As a refresher: The Pixie gains their ability if they were mad about being the Townsfolk they saw when the player their "Mad" token is on dies. So, if a Pixie is Xaan-poisoned on Night 1, their reminder token can be anywhere & they learned an arbitrary Townsfolk: when the player their token is on dies, if they were mad as the Townsfolk character they saw, they gain the ability they saw.
High Priestess! It feels like I talk about this character every week... look, go read my other writeups at this point. In sum:
The operative word in the High Priestess's ability text is "talk", so they should be having conversations that wouldn't happen without their info.
A High Priestess should expect to be shown players who benefit from being talked to, like a Ravenkeeper who needs someone to roleswap with, a Spy pushing a world the High Priestess knows is incorrect, or a checked-out Mayor who might need help getting social trust to go for a win.
Who is most important to talk to is somewhat subjective and might change depending on which player pulls the HP token: keep your group in mind, and do what's fun.
Quick interaction note: A Dashii-poisoned (or puzzledrunk) Magician is poisoned at setup, so can't mess with evil info. A Xaan-poisoned Magician only starts getting poisoned at the Xaan's spot in the night order, so messes with Minion/Demon info before getting poisoned. Effectively, the Magician is immune to Xaan 1.
I actually think that's about it for me today. This script is pretty on-rails, and the hardest part of STing it is building a good bag. If you can do that, you can have a fun game with a really unique and fun flavor! Definitely try this script out — I'll see you next time.
Tumblr media
9 notes · View notes
axolator · 2 months ago
Text
Script-A-"Day" #37: Circus by Utku
Welcome to the show where booze and death is recommended! It is not a question of if you are gonna die but with who you shall share the experience with. - Utku
Tumblr media
Featured characters: General, Acrobat, Harpy, Boomdandy
Fabled characters: Sentinel (at base-0 Outsiders, sometimes on base-1)
Jinxes:
Cannibal/Zealot: If the Cannibal gains the Zealot ability, the Cannibal learns this.
You can fake this to a poisoned Cannibal, and you probably should if an evil bluffing Zealot gets executed.
Widow/Magician: When the Widow sees the Grimoire, the Demon and Magician's character tokens are removed.
Complexity: Advanced. Recommended for STs who are okay with using their discretion, and for players familiar with BMR who are okay with something going tick-tick-boom if they aren't careful.
Database link (find the PDF and JSON for running it there!)
Writeup under the cut!
Before I say my piece, a note from Utku himself!
As a script maker, I really like picking one character and building a script that lets that character shine. With this script, I wanted to give Acrobat some representation as I think it is a fairly under-utilised role among custom scripts. In this script, Acrobat shines in two unique ways. First, it can use its ability to strengthen the town's information. An Acrobat picking a vi or cannibal and not dying is a really strong source of information as the fact they are sober gives more information. Second, the poisoning in the script is done in a way that it is either traceable (aka Pukka) or it is permanent (widow, vigor, sweetheart). If you pick a player and you do not die, you have a great idea on whether their ability malfunctioned due to droisoning during the game or not. With this script, the emphasis for good is not on finding the demon, but in finding the good versus evil and then adding socials to build upon that. I think one strength of this script is how much pure information roles (Noble, Village Idiot, Balloonist) are improved by their interaction with mechanical roles (Acrobat, Lycan) or through ST information roles (General and High Priestess). On the other hand, evil team is designed to exploit how the good team works through either faking it (Shab, Ojo, and Assassin are able to mimic confirmation) or through sowing doubts among town: is this player pushing on me because of the information or because of Harpy madness? Is this evil ping we want to vote on the Boomdandy, or was this information gained through Widow grim? Each demon has their unique strength, as well as ability to hide themselves.
Circus is a script centered around the Acrobat, and the several potential reasons for its own death. Townsfolk like the Innkeeper, Village Idiot, and Cannibal will want to be checked to ensure their sobriety while everything else on the script gets in the way: the Assassin and Harpy can prematurely off an Acrobat picking a sober player, and the Sweetheart, Widow, and Pukka can introduce extra drunkenness and poisoning to kill the Acrobat themselves. The Shabaloth, Vigormortis, and Assassin provide incentives and ways to mimic the Acrobat's ability via multikills, and the rest of the script provides a BMR-like wrapper for the rest of the script. Accusations will be flying as a fusion of traditional information like the Steward, Noble, and VI and BMR-like mechanical characters like the Innkeeper, Lycanthrope, and Gambler collide — the Cannibal, Zealot and Harpy only add to the chaos, making for a nominations phase where evil can easily hoist someone onto the block if town doesn't play their cards right.
Bagbuilding Circus can be a little bit of a trip, given its semi-BMR-like nature. To that end, if you have a Lycanthrope in-play, consider adding characters like Noble and VI to ping off the Faux Paw (and consider leaving Innkeeper as a bluff for evils so they can explain why they didn't die at night). Think about evil's disruption power, too: an Assassin or Widow is often better-placed to handle stronger Townsfolk compared to a Harpy or Boomdandy.
Some notes:
Your reminder to put Demons in Noble pings sometimes! The Noble isn't a triple Knight. Separately, it's totally fair play to use the Lycanthrope's Faux Paw as the "evil player" in the Noble ping, and can actually help the good team confirm the Lycanthrope and solve who the Faux Paw is.
I've talked about High Priestess enough here, but to summarize — The High Priestess is most interesting when they're incentivized to have conversations with their pings and socially read them: the operative word in the High Priestess's ability text is "talk", and their role is to facilitate useful conversations that would not happen otherwise. A High Priestess should expect to be shown players who benefit from being talked to, like the Sweetheart everyone's tunneling as evil who has the key to the solve or the Boomdandy in a collapsing bluff who's outing evil a little too hard. Who is most important to talk to is somewhat subjective and might change depending on which player pulls the HP token: keep your group in mind, and do what's fun.
Make sure your group knows how you run the General. Individual STs tend to differ between running a 3-star scale (good/neutral/evil) and a 5-star scale (introducing "slightly good" and "slightly evil" as ratings), and both have their merits on this script. Choose whichever one you're more confident in running, given the nuances of this script.
Remember how the Gambler and Acrobat interact with the Lycanthope. Since both of them can die before the Lycanthrope chooses a living player, if the Lycanthrope picks an Acrobat/Gambler who died earlier that night and gets told "no", the Acrobat/Gambler is effectively hard-confirmed to the Lycan, which can be extremely powerful for the good team — especially with characters as powerful as those two! If you can, limit putting both Gambler and Acrobat in a Lycanthrope bag, especially at lower player counts — but maybe make both bluffs with an Assassin, Shabaloth, or Ojo on the team if your evil team will go for it?
Consider houseruling the Lycanthrope/Ogre interaction as follows: "if the Ogre chooses the Lycanthrope's Faux Paw, they stay good." This means the Ogre can play for their friend's team regardless of misregistration, which is more in the spirit of the character.
If a Harpy's madness gets broken, strongly consider killing one or both mad players at night to obscure what happened at night. On a BMR-like script, introducing ambiguity in the night deaths is often better than fully outing the Harpy's presence by killing during the day. If the player to break Harpy-madness is evil (and won't announce that they're harpy-mad), carefully consider who you kill: if you just kill the second player, it effectively makes the Harpy a better, louder Assassin — only do it if evil's really behind. Usually, you'll want to kill both players involved in the Harpy-madness.
Don't shab-rez too late! If the Shabaloth is getting doublekill after doublekill, consider resurrecting someone (and outing the Demon type) to balance things earlier rather than later. It's no fun for the evil team for the Shabaloth to resurrect in final 5 or 4, when the evil team doesn't have time to re-kill them and they just end up as a confirmed non-Demon in the endgame. Depending on game size, resurrecting N3 or N4 usually feels about right, but it'll depend on your game.
I made a whole post about the Ojo recently, but to quickly recap, if the Ojo intentionally misses with the intent to help its team bluff a doublekill (e.g. Gambler, Acrobat, a Shabaloth game), strongly consider honoring that and killing multiple players on an intentional miss. Don't overdo it — keep the game balanced — but once or twice per game tends to feel about right.
Tumblr media
8 notes · View notes
axolator · 5 months ago
Text
Script-A-"Day" #31: Blossoms of Pomegranate by Saliban
A summoned Demon can break apart trust circles faster than any Demon can kill through them
Tumblr media
Featured characters: Gossip, Summoner, Spy
Jinxes:
Summoner/Zombuul: If the Summoner turns a dead player into the Zombuul, the Storyteller treats that player as a Zombuul that has died once.
Summoner/Pukka: The Summoner may choose a player to become the Pukka on the 2nd night.
Complexity: Advanced. Recommended for players who are comfortable with death puzzles and can handle a surprise Shabaloth showing up on Night Three.
Database link (find the PDF and JSON for running it there!)
Writeup under the cut!
Before I say my piece, a word from Saliban, the script author!
I designed Blossoms of Pomegranate with the goal of showcasing the Summoner and the death puzzles that it can create. Having any player be a potential demon really flips the game on its head, encouraging several roles to play differently than normal. A Slayer or a Nightwatchman might want to wait on using their abilities, a Chambermaid might want to revisit a player they checked, and a Grandmother might be more suspicious of their grandchild.
Despite the many confirmation roles here, trust is hard to come by, and the good team will need to rely on socials to find a new demon. Evil team will need to communicate well to coordinate their abilities and find the best candidate for a new teammate. Both teams will need to do their best to work through a death puzzle that is similar yet entirely different to the BMR they know!
Blossoms of Pomegranate is a script featuring three Demons with very different kill rates and special abilities. The Pukka kills once per night and can foil the protection of characters like the Sailor, Innkeeper, and Tea Lady with the only evil-sided poison on script. The Shabaloth has the most brutal killing power, and armed with a Spy-grim can be devastating for a good team to face. The Zombuul, while not killing every night, is frustratingly stalwart and can hide amongst the dead while town wastes its effort on living players. All this makes for a very interesting decision for the Summoner come night 3: both for the Demon type and the player.
When bag-building Blossoms of Pomegranate, be mindful of how the good team can react to a Summoner. The BMR science roles play especially well with tracking down a new Demon: if the Tea Lady just confirmed their neighbors, and then one dies on N3, that's a sign of shenaniganery afoot. In a Summoner game, try and give evil a way to produce a kill N2 (Assassin and Tinker mainly, but also Godfather) or an explanation for no deaths that night in the bluffs (Sailor, Innkeeper, Exorcist, Tea Lady, Goon, etc). On the other side of the coin, make sure that in a Summoner game, your good team is prepared for any kind of Demon: for example, if the good team is very death-heavy, then a summoned Shabaloth could end the game before they have a chance to resurrect someone (and vice versa for a protection-heavy good team and a summoned Zombuul). Like building BMR bags, keep the balance of game accelerators and decelerators in mind, and you should be all good.
Some notes:
Decide how you're going to run the Chambermaid in the context of the Summoner/Pukka jinx beforehand. The Summoner being able to make a Pukka N2 means they should wake to have that decision, but should they wake on N3, and does the N2 wake count as their own ability (instead of the Djinn's)? Personally, I rule that the Summoner waking up on N2 to the Summoner/Pukka jinx registers to the Chambermaid, and that if they choose to make a Pukka they don't wake on N3.
Make sure you run Pacifist well. Especially on a Summoner script, some STs feel the temptation to sandbag the Pacifist ability early-game so they don't accidentally confirm someone who'll later become the Demon. However, turning a confirmed player into the Demon is the whole point of the Summoner (and plays well with the Grandmother, Sailor, Shugenja, and Tea Lady on the script already): regardless of whether or not the Summoner's in play, run the Pacifist as you normally would, not just because it feels bad to be a Pacifist who can't save anyone D1 or D2 because of the possibility of Summoner. Make sure the Pacifist can reasonably attribute their saves to themselves or the DA, and do no harm: don't save a good neighbor of an evil player claiming Tea Lady, because that fake-confirms that evil player using a Townsfolk ability. Make sure the Pacifist helps the good team!
Be a little mindful when deciding who to Sweetheart-drunk. With a mechanics-heavy script, it can sometimes be obvious who just became drunk when the Sweetheart dies. However, it plays quite interestingly with the Summoner, since a sweetheart-drunk living good player (like the Tea Lady who stopped protecting their neighbors) can easily be a summoned Demon. Consider the game state and what stories the good and evil teams will be telling the day the Sweetheart dies: when in doubt, drunk a role that can't test themselves for droison, like the Chambermaid or Town Crier, over one that can, like the Gossip or Gambler.
The Spy plays pretty interestingly here, so make sure you know what you can do with its misregistration. The Spy can be the Grandmother's grandchild and misregister in that way, and can similarly misregister for a Gambler or Tea Lady to "confirm" themselves as their bluff. Consider tactically registering the Spy as evil sometimes, both to give the good team a clue about what's going on and to frame certain players as drunk, poisoned, or a summoned Demon or other evil. Oh, yeah, and the Spy can give the Godfather a kill by registering as an Outsider when they get executed. It's fun stuff!
Quick note about Summoner/Grandmother/Zombuul because it's niche: if the Grandchild gets summoned into the Zombuul, then selfkills, the Grandmother dies too, since they're still the grandchild despite also being the Demon.
That's about it from me today! I'll see you next week, hopefully with another script with three very different demons.
Tumblr media
13 notes · View notes
axolator · 2 months ago
Note
I've been looking into trying out some more custom scripts, and I've been eyeing Ride the Cyclone, but it's been through some substantial updates since you covered it for the script-a-day. If you're willing to give your thoughts on, I'd love to hear them!
Hey, thanks for the ask! I'd love to give my thoughts on the updated RtC. I think the changes make the script feel a little different, but ultimately help the script be more balanced and fun while maintaining its super unique flavor.
For reference, here's v4.6:
Tumblr media
You'll recognize the Boffin, Xaan, Golem, and at least some of these Townsfolk for sure, but many of these characters have been swapped out since my Script-A-Day. On the evil team, the Boomdandy and Mastermind replace the Goblin and Mez — the Goblin and Boomdandy share a lot of design space and share similar roles on the script (down to the Golem interaction with the Boomdandy: be careful!), while the Mastermind explores a new direction with the jinx, which goes as follows:
Mastermind / Al-Hadikhia: If the Al-Hadikhia dies by execution, and the Mastermind is alive, the Al-Hadikhia chooses 3 good players tonight: if all 3 choose to live, evil wins. Otherwise, good wins.
There's no traditional "mastermind day" here, and if a presumed Demon is executed, good will have to think carefully about the next set of Al-Had choices (which get announced as normal, due to the jinx): if all live, the game might just end. It's another escape hatch that can snatch victory from the jaws of defeat.
The Outsider suite has also seen some changes: Plague Doctor and Damsel hide themselves a bit more than the Recluse and Klutz they replaced, to cover up when exactly the Xaan night is — for a little while. The PD-Boomdandy jinx can also frame an Outsider in the chaos, and reads as follows:
Plague Doctor / Boomdandy: If the Plague Doctor is executed and the Storyteller would gain the Boomdandy ability, the Boomdandy ability triggers immediately.
It's indistinguishable from the PD actually being the Boomdandy, so can bring Xaan worlds in or out of contention in the ten-to-one countdown and rush to point at someone.
Some notes:
The Knight is incredibly powerful at ruling out powerful characters as being Boffined Demons. To that end, a Xaan 1 showing the Demon can be powerful - unless it's obviously Xaan 1! Support it with one or even 2 Outsider bluffs, or otherwise give the Knight true info if the game looks like it'll shake out as obvious Xaan 1 so they start turning on their pings.
The Preacher might seem strange here, but it's very useful for ruling out Boomdandy candidates. After all, a preached Boomdandy can't explode, so is always a safe execution!
If you're putting the Damsel in the bag, be very careful about what Boffin ability (or PD-Boffin ability) you give the Demon, so they don't find the Damsel by themselves. Definitely avoid Boffin-Dreamer and Boffin-Philosopher in a Damsel game, and I'd be a little careful about Undertaker, too.
When giving yourself a Plague Doctor ability, gain an out-of-play ability if you can — it's usually the more fun choice to do so, and is more inline with the intent of the character. That being said, sometimes you just can't (e.g. the only out of play Minion is Boomdandy and the PD died at night), so gain an in-play one then.
From Paradox: If the Plague Doctor gives the ST the Xaan ability on what would be the Xaan night, it starts poisoning immediately. Otherwise, it'll usually end up doing nothing.
When running the Boomdandy's ten-to-one countdown, make sure you know it doesn't have to be exactly ten real-life seconds. Depending on the size of the game, you might increase the time between numbers to allow for a longer countdown. Don't make it too long — after all, the Boomdandy is still an Minion, so should help the evil team — but it can be unfun for both sides if the countdown is too short.
Oh, and before I sign off, if you haven't already, make sure to read my Script-A-Day on an earlier version of RtC here! Most of what I said about running and bagbuilding it still applies to the new version. Have fun, and let me know how it goes!
8 notes · View notes
axolator · 1 month ago
Text
Script-A-"Day" #41: Waluigi's Moustache by Luxray
Wahahaha! Waluigi gonna kill the Demon!
Tumblr media
First place at Final 3 Con's Alliances Script Competition!
Featured characters: Goon, Marionette, Legion
Complexity: Advanced-Expert. Recommended for STs who can comfortably ascertain the game state and craft information accordingly, and for players who are okay with a heaping dose of Legion paranoia as they parse the many possibilities of this script's infoscape.
Database link (find the PDF and JSON for running it there!)
Writeup under the cut!
Waluigi's Moustache has a very unique identity as a script. Featuring a combination of extra death and misinfo not easily found elsewhere along with a lurking Legion, it's a script that truly produces games like no other. The good team is mostly made up of information, with some characters like the Innkeeper and Monk doubling up to stop extra deaths — and to keep the Goon at the center of the script on the good team! The evil team is no slouch, though: between the Marionette, Vortox, and Legion (and the Drunk, Tinker, and Recluse in their back pockets) not all information can be trusted, and the suite of death modification is fearsome. Characters like the Ojo, Po, and Marionette can easily flip a Goon evil, and the Assassin can make sure they stay that way. One important caveat: in a Legion game, the Goon will always stay good, and can often be a key part of the solve if they're trusted — a tough feat for an Outsider as shifty as the Goon!
When bagbuilding Waluigi's Moustache, consider how the characters on both teams will interact with each other more than anything. Consider putting more information in a Vortox game and, on the other side of the coin, put more protection in a Po game — keep the teams balanced. This extends to the Goon — if in play, make sure both teams have ample opportunity to flip the Goon back and forth!
When building Legion, flip the numbers of good and evil players: so a 9-player game should have 2 Townsfolk and 7 Legion instead of 7 good players and 2 evil players. If you want to add an Outsider (and it's great fun to do so), take it out of the Legion's numbers — so this 9p game could have 2 Townsfolk, 1 Outsider, and 6 Legion. And, just a quick note: maybe avoid the Innkeeper in a Legion game? Don't never put the two in together, or otherwise the Innkeeper knows by their existence that it's not Legion, but the two don't play together very nicely.
Some notes:
Here are all the ways to mess with Townsfolk to send them down the Legion tunnel if they're the Drunk, the Marionette, or in a Vortox game:
Chef: Give them a super high number to simulate many Legion players
Librarian: Give them a 0! Most Legion games don't have Outsiders in them, after all. (That being said, an actual Lib-pair in a Legion game is also a lot of fun, too.)
Empath: Give them 2s when you can, and eventually give them a 1 when you can't give them a 2 (maybe when they neighbor two evils?)
General: Depends on what you think about the good team's chances of winning in Legion in general — for STs like myself, they'd say that evil is typically winning.
FT/TC: Lots and lots of yesses.
Fisherman: Point them to a player and tell them to vote together. Or, information which suggests distrusting the majority of town... you got this.
I just covered this on A Sudden Reversal, but recall how Pixie/Vortox works: they se an out-of-play Townsfolk character and their "mad" token is arbitrary: when that player dies, if the Pixie was mad about being the Townsfolk they saw, they get the ability they saw.
I actually prefer 3-star General to 5-star General on this script (that is, only using good/neutral/evil instead of good/evil slightly winning). That being said, both work fine: just remember that if you're running 5-star General in Vortox, make sure to give the General a reading that’s more than 1 star away from the truth (so if the truth is thumb slightly up, give a thumb down or slightly down in Vortox), that way their information is still actionable.
Recall from the Pearly Gates writeup: the Fortune Teller gets a NO on their red herring in a Vortox game! And, while I'm here, a note about the Recluse: I personally rule that the Recluse can misregister to the Vortox, making information regarding them effectively arbitrary (and so, characters like the Librarian, Empath, and FT can get true info about a Recluse in a Vortox game). Other STs might not — make sure your group knows how you rule it!
You might want to houserule that the Monk's protection lasts during the day, that way the Savant and Fisherman can recieve un-Vortoxed info if they're Monk-protected (instead of just the characters that act at night — remember the Monk makes players safe from all negative Demon effects!) I personally do, since I find it more fun, but make sure your group knows how you rule the interaction.
Base script interaction, but still relevant: If the Assassin is the first player to choose the Goon, the Goon dies and flips evil.
If the Drunk chooses the Goon with the ability they think they have, the Goon flips good and the Drunk is Goon-drunk. If the Marionette chooses the Goon with the ability they think they have, the Goon flips evil and the Marionette is Goon-drunk.
This script was written with the context that the Recluse can misregister as the Demon in order to place a Marionette next to it. It's a choice you might make in order to make the Marionette a picking role in a Goon game, or otherwise help evil more than just choosing the Demon's neighbor.
I wrote a lot about the Ojo in this post, but in sum: if the Ojo misses, don't necessarily punish them — bounce the kill to a neutral target that keeps the game in the balance. Ooh, but do remember that the Ojo can:
Multikill on a miss to sell Godfather worlds or otherwise gain tempo
Kill the Goon through their protection, since it's not them "choosing" the Goon with their ability
If the Ojo intentionally misses (by picking a bluff or another Demon) with the intent to do either one of those things, strongly consider following their intent.
Run the alternate Legion voting rule to avoid confirming who is Legion. The Legion almanac covers this too, but for completeness's sake: Instead of immediately declaring the vote tally to be 0 when only evil players vote on something, instead declare the vote to be successful and secretly keep track of who is actually about to die from execution with Legion's "About to die" reminder token.
That's about it from me! This script (and the other two finalists) is stellar - give it a whirl sometime if your group is comfortable with Legion!
Tumblr media
8 notes · View notes
axolator · 2 months ago
Text
"Script"-A-Day #-7 (Finale): Gary Cooper, Sheriff by emma
How many Zombuuls? Ideally, zero
Tumblr media
Featured characters: Alchemist, Scarlet Woman, Zombuul
Fabled characters: Sentinel, Bootlegger
The Bootlegger rules are as follows:
When the Hatter dies, the Demon may choose to become a Minion & a Minion may choose to become a Demon (also called "Chaos Hatter")
Lil' Monsta cannot start in play & may only be selected by the Hatter if at least 2 Zombuuls are pretending to be dead.
The Plague Doctor can only give the Storyteller the Scarlet Woman ability.
Jinxes:
Scarlet Woman / Plague Doctor: If the Plague Doctor dies [and the ST would gain the Scarlet Woman ability], a living Minion gains the Scarlet Woman ability in addition to their own ability, and learns this.
Evil Twin / Plague Doctor: The Storyteller cannot gain the Evil Twin ability if the Plague Doctor dies.
Given the Bootlegger rule, this jinx will never be relevant.
Marionette / Lil’ Monsta: The Marionette neighbors a Minion, not the Demon. The Marionette is not woken to choose who takes the Lil' Monsta token, and does not learn they are the Marionette if they have the Lil' Monsta token.
Marionette / Plague Doctor: If the Demon has a neighbor who is alive and a Townsfolk or Outsider when the Plague Doctor dies, that player becomes an evil Marionette. If there is already an extra evil player, this does not happen.
Given the Bootlegger rule, this jinx will never be relevant.
Lil’ Monsta / Scarlet Woman: If there are 5 or more players alive and the player holding the Lil' Monsta token dies, the Scarlet Woman is given the Lil' Monsta token tonight.
The babysitting phase is also skipped tonight (if relevant).
Lil’ Monsta / Hatter: If a Demon chooses Lil' Monsta, they also choose a Minion to become and babysit Lil' Monsta tonight.
Legion / Hatter: If the Hatter dies and Legion is in play, nothing happens. If the Hatter dies and an evil player chooses Legion, all current evil players become Legion.
Writeup under the cut!
Gary Cooper, Sheriff isn't just a script. Gary Cooper is a masterpiece. The two shenanigans this script is built around carry this script beyond a mere "funny-haha" and into the meme it is today. The first shenanigan it revolves around is around the Scarlet Woman and Zombuul — if the Zombuul fake-dies, the Scarlet Woman becomes the Zombuul, resulting in 2 active Demons from then on (until one gets killed). Obviously, an Alchemist-Scarlet Woman can do this, too, and thus become a good Zombuul — or instead become a good Legion when the first Legion dies, letting the good team know just what's going on, but also having to die at some point for the good team to win. The second shenanigan concerns the Professor, Cannibal, and all the different ways to recycle the Professor ability, allowing the good team to infinitely loop resurrections — evil has little if any counterplay to this strategy.
All that to say, if you do decide to run this script, make it an Atheist game. Please. If, for some reason, you don't, then general bagbuilding principles apply: Fool, Tea Lady, Professor, and everything that can gain those abilities can end up hard confirmed, so dial the amount hard confirmation back so the evil team doesn't suffer. Zombuul + SW isn't a lot of kill power by itself (even if it is double what a solo Zombuul gets), so consider a Gossip or killing Amnesiac to help speed up the game if you don't end up putting in a Scarlet.
Some notes:
If you really want things to be good, the Pixie should see the Alchemist token, then get the Alch-SW ability once the Alch-SW-turned-Zombuul dies the first time. Waiter, waiter, more Zombuuls please!
Remember that a SC-turned-Demon learns of a living Marionette, since "The Demon knows who you are" is a constant check.
If the Slayer shoots the Recluse who dies, you can register the Recluse as a Demon to the Scarlet Woman (or Alch-SW), turning them into whatever Demon the Recluse registered as. It's hilarious, would recommend.
If you want, you can register the Recluse as the Demon for the purposes of placing a Marionette. I'd say to consider before you do this, but if you're putting an evil team in a game of Gary Cooper then something has gone wrong already, so do whatever.
And... honestly, that's about it. Thank you to everyone for putting up with me while I shitposted this April Fools. Expect a normal Script-A-Day this Friday, and for me to resume the Garden of Djinn meme soon! <3
Tumblr media
Oh, and Jimothy ran this game! I did not. Whether I've actually run a game of Gary Cooper is a question left for the readers to answer in the reblogs — I know a couple of my followers who may or may not have been in a GC-adjacent game I may or may not have run.
9 notes · View notes
axolator · 2 months ago
Text
"Script"-A-Day #-4: Bad News Raiden: Revengeance by Rusticbot
My source is that I made it the fuck up!
Tumblr media
Featured characters: Savant, Politician, Vortox
Jinxes:
Scarlet Woman / Fang Gu: If the Fang Gu chooses an Outsider and dies, the Scarlet Woman does not become the Fang Gu.
Complexity: Advanced (Advanced-Expert for STs). Recommended for people who are okay with funnies but can lock in when the game gets real, along with STs that can bag-build to avoid the rough edges of tricky interactions.
Writeup under the cut!
Okay, I know it's kinda cheating to cover a script that's kinda good during the April Fools week, but just look at the script image. I couldn't not.
BNR: Revengeance is a script about power. The good team is packed full of powerful info-gatherers and ways for the good team to either mess with evil's plans or confirm themselves. Meanwhile, the Minions range in volume and can all cause havoc in their own ways, with some comboing with other Demons on script devastatingly (Lleech + SW/DA, anyone?). The Outsiders tie up the script nicely: a Golem that balances as more helpful to town than a typical Outsider, a Politician that balances as a bit more devastating than a typical Outsider, a Lunatic who will usually find out somewhat quickly, and a Drunk who will usually not find out until the Fang Gu jumps them.
When bag-building, consider the thorny interactions present (that I'll cover below), but try to keep things balanced. If you put a Lleech in the bag, try and avoid characters which can easily confirm themselves as droisoned or want to test themselves, like the Fool, Tea Lady, Gossip, and Philosopher. Similarly, Lleech can be pretty oppressive with a Devil's Advocate, Scarlet Woman, or both in play to protect and move the host: avoid if you can, minimize harm when you can't.
Oh, and with every other Demon on script, it's pretty S&V-like, so you should be fine. Be nice to the Vigor, since two of their four Vigor-kill options suck (a vigor-killed Fearmonger can never win off their ability since they can't nominate, and a vigor-killed Scarlet can't catch the Demon), but otherwise just don't stack the bag too heavily in one direction and you'll be great.
Some notes:
Strongly consider using the new Balloonist on this script. Since this script's making, the Balloonist's character text has been updated to "Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]". Given the sources of extra death on the script and the Demon mobility, it's a better fit here than the old ability.
The only way for an evil team to generate an extra kill to bluff Gossip is with the Assassin. With that in mind, a Gossip who kills more than once hard-confirms themselves: if possible, kill the Gossip with their second kill so they aren't both confirmed good and alive.
Be careful with what kinds of evil teams you put in with the Engineer. A savvy Engi player (and Philosopher by extension) will hard-confirm themselves as good by making a Fearmonger N2 and having the announcement confirm they were sober & healthy when they did it. With that in mind, putting it with a Lleech is playing with fire, since the Engi can potentially confirm themselves as droisoned. On the other hand, putting it in with a Fearmonger at setup prevents them from hard-confirming themselves, which is pretty neat.
Just a reminder: if the Assassin kills the Sage, they don't wake up to learn information, since the Sage only procs if the Demon kills them.
Try and lean against putting the Tea Lady in bags with a Lleech - if it's the host, it'll find out pretty easily, and if it's neighboring the host it'll either end up getting them killed in the name of science or serving Outsider duty and keeping them immortal.
There's no Spirit of Ivory on the script, so be wary when putting Fang Gu and Politician together. At player counts with base 0 Outsiders, this never causes +2 evils (since the Fang Gu has to jump to the Poli), so they can coexist fine there, but this interaction can become a little dicier at base-1 and base-2 where the FG can jump a different Outsider — really think about your bagbuild, and avoid putting both in the same bag at these playercounts.
A Golem in a Lleech game can punch the host dead, which is, like, the opposite of Outsidery! Maybe don't put them together unless you're feeling lucky.
Consider using the following houserule for the Lleech / Scarlet Woman interaction: "If the Lleech's host dies and 5 or more players live, the Lleech lives & the Scarlet Woman becomes the Lleech's host." This dodges the scenario where the host dies during the day with 5 players alive and the Scarlet Woman catches on 3 alive (with both the host + old Lleech dying simultaneously), then instantly winning in the night phase by hosting one player and killing the other.
This one isn't really a mechanical interaction, but an ST suggestion that more STs ought to do on scripts like S&V, too: consider giving strong, otherwise "unbluffable" Townsfolk as bluffs to the Vigormortis and Fang Gu, like Dreamer, Savant, etc. Both are Demons who, by the nature of their abilities, end up killing other evil players at night (their own Minions for the Vigor and the starting FG respectively), so can benefit from having bluffs which can only survive a few days before getting caught out by good players, dying at night (& gaining social trust) before their bluffs get busted.
Is now a good time to mention I've never played Metal Gear Rising: Revengeance?
Tumblr media
8 notes · View notes
axolator · 2 months ago
Text
"Script"-a-Day #-3: Canadian Catfishing by (???) vati and mizu
why can't you just remember what's on the script like everyone else??
Tumblr media
Featured characters: Pixie, Boffin, No Dashii
Complexity: Advanced-Expert. Recommended for people who can't remember what's on Catfishing and so complain about the script being bad before naming characters that aren't on it, Squ4ll.
Writeup under the cut!
Canadian Catfishing isn't a script, either. It's a meme in the Unofficial Blood on the Clocktower Discord server where a couple of users in the same IRL group (in titular Canada) hold the opinion that they dislike Catfishing, but also incorrectly remember what's on the script, so recount experiences about being the Pixie or deny there being a Sweetheart on the script.
Tumblr media
If you, for some reason, decide to play this "script", you can kinda follow the same bagbuilding principles as in Catfishing, but keep in mind that it's more of a death puzzle, given the Gossip and Boffin. The former isn't entirely unbluffable because of the latter, which is fun! When discussing the other new additions, carefully consider the No Dashii: roles like the Gambler and Gossip can pretty easily tell if they're droisoned by making an impossible gamble or making an obviously-true gossip that doesn't kill, turning the poison against the Dashii: don't never put the two together, but avoid them if you can. Overall, just be reasonable - don't put too much droison in ND or FG bags, keep the Boffin ability balanced, match the power levels of team good and team evil.
Some notes:
A Pixie who's poisoned N1 (e.g. by a Dashii or Widow) sees an arbitrary Townsfolk and has their "Mad" reminder token placed on an arbitrary player. If they later become unpoisoned (via PH moving the Demon or the Widow dying) and were mad about the Townsfolk they saw when the player their token is on dies, they gain the Townsfolk ability they saw on N1.
If the Hatter dies, all Minions and Demons wake together for the tea party. This includes any good-aligned Minions and Demons a Pit-Hag might've made before the Hatter death, which might result in some quick game-ends if the PH isn't careful.
If an Outsider dies and then the PH makes a Godfather, they get to kill that night. The Godfather is backward-looking, and doesn't have to "see" an Outsider dying during the day to kill that night.
If the Widow's call goes to a player who later turns evil, and the Widow is still alive, a new good player must get the Widow's ping, since the clause in the Widow ability is in the present tense ("1 good player knows").
Be very careful with Boffin-Amne. Since the Amnesiac can do literally anything, make sure that if the Amne ability is silent, it doesn't disrupt the good team's information. Similarly, if the Amne ability is more disruptive, make it louder to give the good team a chance to figure out what's going on.
I think that's about it from me! Nobody's actually played this script (as it should be), so have another CC meme to close.
Tumblr media
9 notes · View notes
axolator · 5 months ago
Text
Script-A-Day #11: Bait and Switch by Jeremy
Shenanigans beget shenanigans beget shenanigans
Tumblr media
Featured characters: Lycanthrope, Magician, Goon
Jinxes:
Lunatic/Mathematician: The Mathematician learns if the Lunatic attacks a different player(s) than the real Demon attacked.
NOTE: It’s a little unclear how to run Mathematician when the Lunatic didn’t wake up on a night the Demon did, and vice versa. Some STs (like myself) will ping the Mathematician only if the Lunatic actually attacked someone (since that’s the malfunctioning ability in question), while others will ping the Mathematician on any discrepancy in the kill selections. Make a decision, and tell your players how you’ll run this jinx before playing.
Fang Gu/Scarlet Woman: If the Fang Gu chooses an Outsider and dies, the Scarlet Woman does not become the Fang Gu.
Complexity: Intermediate-Advanced. Recommended for players who are here for a good time, not a long time, and those who enjoy lying for fun and for glory.
Database link (find the PDF and JSON for running it there!) - Note that the most recent version (v6.0.0) is one that I don't think holds up as well. v5.0.0 is my preferred version of this script to play and run.
Writeup below the cut!
Bait and Switch is a silly, goofy time centering around the Lycanthrope and Evil’s various methods of defusing it. Good has some very strong info and potential to control the night deaths in Lycanthrope, but if evil can take advantage of the misinfo they have access to & can outfox the Lycanthrope through clever Innkeeper, Goon, or Recluse bluffs, it can lead the good team down some very, very wrong tunnels.
A lot of the good team is highly synergistic with each other. Lycan/Ravenkeeper in the same bag can let good proc the latter at the perfect time, and the Mathematician picks up on a surprising amount here, often being the key to solving the game. In exchange, the Witch and Cerenovus can kill and silence the info-gatherers the good team needs, the SW can give the Demon an out, and the Poisoner can make a right mess of everything.
There is no Spirit of Ivory on the script, so be careful when putting Fang Gu and Goon in the same bag. I’d avoid it entirely in smaller games, and would advise you to be very mindful in larger games. With the Goon in general - make sure both Good and Evil can turn them. 3/4 Minions choose a player each night, and there are only so many Fortune Tellers, Innkeepers, Lunatics, and Lycanthropes to go around.
Some notes:
Consider running the General on a 5-star scale (introducing thumb slightly up/down ratings for good/evil slightly winning) to more comprehensively capture the state of the game. There's a lot to pick up on, both socially and mechanically - your General will appreciate the clarity!
Make sure you know how to run the Lycanthrope + Pukka interaction! If the Lycanthrope kills a player, then the Pukka poisons the Lycanthrope, the previously poisoned player will die, resulting in a doublekill that night. This is very powerful for the good team, since it confirms the Demon is a Pukka and hard confirms the Lycanthrope. This will probably happen if you put the two in the bag at the same time, so be prepared for that and build the bag accordingly.
How do we feel mid-way through Mathematician week? A math "ping" is +1 to their number:
If a player gets false information due to Recluse misregistration or external drunkenness or poisoning, it pings the Math.
If a mechanical ability (e.g. Innkeeper, Lycanthrope) fails to function due to misregistration or external drunkenness or poisoning, it pings the Math.
If a killing ability fails to kill someone due to them being unable to die that night (via Innkeeper, Lycanthrope, or Goon), their ability pings the Math.
If the Fang Gu can't jump to an Outsider due to being Innkeeper-protected, the Fang Gu pings the Math.
Oh, yeah, and the Fang Gu / Scarlet Woman jinx does not ping the Math. There's an argument to be made that jinxes count as an abnormality, but it's kind of silly in this case - I wouldn't.
That's kinda it, actually? The Mathematician isn't particularly hard to run here. :P
This writeup was written before the Lycanthrope ability got updated. If you’re using that version of the ability (not pictured but mentioned in the Lunar Eclipse post), here are some quick interaction notes with the Faux Paw (the one good player that globally misregisters as evil):
They cannot misregister meaningfully to the Clockmaker
The Empath sees them as evil
The FT’s red herring cannot be on them
They must misregister to the Savant (so be careful with how you craft your info!)
The Seamstress sees them as evil
If they choose the Goon and become drunk, the Goon turns evil
Important: as written, the Faux Paw must misregister to the Mathematician, meaning that none of these interactions ping them. Strongly consider houseruling this so that the Mathematician can track it.
That's it from me! This script is super fun and very silly - take it for a spin! See you tomorrow!
Tumblr media
10 notes · View notes
axolator · 5 months ago
Text
Script-A-Day #28: School of Alteration by Skaggs
Where your character is ever-changing and your information can be seriously screwy
Tumblr media
Featured characters: Snake Charmer, Farmer, Pit-Hag
Complexity: Intermediate-Advanced. Recommended for players who can keep up with chaos and can follow their heart and their social reads through it all.
Database link (find the PDF and JSON for running it there!)
Writeup under the cut!
[Quick note: this is going to be the first of two posts today, since I wasn't able to post a Script-A-Day yesterday. Enjoy the double feature!]
School of Alteration is all about players changing characters and gaining other abilities. The Pit-Hag is the star of the show here, getting up to a frightening amount of nonsense, but other characters like the Farmer, Snake Charmer, and Barber can similarly plunge the game into chaos if too many swaps happen all at once. To track all this, the good team has some stellar info: the Dreamer can narrow down who's who at a particular moment, the Mathematician can track Pit-Hag Demon changes, misregistration, and poisoning, and if all else fails town can see if they trust in a Mayor win amidst the chaos.
Bag-building School of Alteration requires some care: like Star Pass All Stars, a random assortment of tokens will often end up evil-sided. Keep the level of misinformation manageable between Widow, Poisoner, Vigormortis, and Recluse: even if there's a Mathematician in the bag, it can feel hopeless if evil is able to drown everyone in poison. On the other side of the coin, make sure your good team meets evil where they're at: Outsiders like the Golem can prove devastating to an evil team without ways to escape a punch like an Imp, Fang Gu, Pit-Hag, or Barber, while townsfolk like the Empath and Oracle can be incredibly strong when not accounted for in the balancing.
Some notes:
Make sure you're precise when someone with the Snake Charmer ability hits the Demon: they swap characters and alignments, and then the former Demon is SC-poisoned. This means that a Cannibal-Snake Charmer who procs turns the former Demon into a SC-poisoned Cannibal, not a Snake Charmer. Oh, and don't proc a Snake Charmer swap on the Recluse. It's not fun for anyone on either team.
Mathematician notes! Here, a math "ping" is +1 to their number:
If an ability works abnormally due to misregistration or external droison, it pings the Math.
A preached Minion failing to use their ability (like a preached Widow not poisoning anyone or any of the others not waking) pings the Math each night they're preached.
If the Mayor bounces a Demon's attack, that Demon pings the Math. Some STs differ on whether the Mayor failing to bounce a kill due to Assassin or external droison pings the Math. Given that it’s entirely ST discretion, I personally rule that the Mayor failing to bounce never pings the Math, but both rulings are common; let your players know beforehand.
If the Recluse registers as a Minion and starts Vigor-poisoning someone when killed as a result, it pings the Math each night the Recluse is registering that way.
Base script interaction, but still notable: If the Pit-Hag makes a Demon (causing arbitrary deaths), and that protects a player from a Demon's kill, that Demon pings the Math.
I think that's about it from me today, actually! There aren't that many corner cases for me to cover with this one. This script can go crazy sometimes, with Pit-Hags turning their fellow Minions into evil Farmers and Golems to "confirm" themselves, in addition to the typical plays it can pull in S&V. Anyway, I'll see you later today!
Tumblr media
9 notes · View notes