Blood on the Forums XX - Mathematician’s Hell - Evil Wins - 3/10

BOTF XX - Mathematician Hell

Storytold by @Jarek and @Magnus.

At the break of dawn, a chilling silence blankets the town following the wake of a grim discovery. Jarek was the beloved community storyteller, regaling the people with daring adventures of lives that never were, but now his body lies silently on the cobblestones with an aching hole in his chest where his heart should have been. Many whispers of shock and sorrow ripple through the crowd as the Townsfolk gather around the tragic scene.

But even in the midst of their sorrow, the people find solace in one other. They promise to live for one another, to share their stories and memories of Jarek for he could not, and vow to honour his legacy. As the day carries on, the town begins to buzz with a newfound sense of resolve. Jarek’s life and death have inspired them to grow as people, to fight harder, and to never give up hope. Determined to seek justice and protect their community, they rally together, vowing to uncover the truth behind this gruesome crime.

As the sun sets once again, a dark figure appears on the horizon. The Townsfolk gather in the square as the wanderer approaches, their face obscured by the shadows. A chill runs down their spines as they sense the malevolent energy emanating from the stranger, who kneels down beside Jarek’s coffin and runs their fingers along the wooden frame.

“The road ahead will be long and hard,” the enigmatic figure says, throwing back their hood. A cry is heard in the back of the crowd from recognition, for it is none other than the familiar Magnus, looking weary from travel and demons slain. Although nobody else seems to know it yet, their life is already numbered in hours. “This was no natural murder, and his soul is not yet dead. To all of you, heed my words! Silence his culprit so that Jarek can rest, and so the rest of you can be free as well. Do it before Ravenswood Bluff is nothing more than a ghost town!”
Flavour is not game-indicative.


Phase Lengths

Each day phase will last for 48 hours. During these times, players may freely talk and whisper to one another, or may choose to nominate and vote on each other as well. (For the sake of familiarity and convenience, restrictive day phases have been removed from the game.)

Each night phase will last for 24 hours. During these times, players may not communicate with one another. The game begins on a night phase.
Night actions are locked 2 hours before the start of each day.

Nominations and Voting

During the day, players may cast votes or nominations using the vote tags described in the Voting Guide. Casting the first vote on a player in a day will count as a “nomination”.

Players must be nominated before they may be voted on that day. Each player may only be nominated once per day, and each player may only nominate once per day. If a player tries to cast an illegal nomination or vote, their input will be discounted.

Living players may vote freely on any nominated players. Any votes that are not cast by EoD will be considered votes to pardon. If the count of votes to execute is at least half of the number of living players, and is the highest count of votes against any player that day, the accused will be considered “about to die”. At the end of the day or when all votes on all nominations have been cast, the player who is “about to die” will be executed.

If there is a tie between two or more players for the highest count of votes, the day will end with no execution. The Storyteller may only declare an early end to voting if it is no longer possible to tie or exceed the highest nomination.

Dead players may not nominate and have a single “vote token” for the remainder of the game. They may vote freely until they end the day voting a player. Once this happens, their “vote token” is spent, and they may no longer vote.

When a nomination is opened, starting with the player below the nominee on the list, and working downwards, any votes on that nomination will be locked if they are cast.


Players may whisper each other in-game through private messages (including both host accounts). Whispers must be publicly announced and by mutual consent. Use /whisper [Player] to declare a whisper to a player, and the recipient may use /accept to accept the whisper. Once a whisper has been declared and accepted, the two players may whisper via private message until one of them speaks publicly in the game chat, at which point the whisper is considered broken and the players must declare whispers again if they wish to whisper.

In addition, a player may make 1 whisper per day to each neighbor of up to 15 words without announcing this in thread.

Some abilities require you to speak privately to the Storyteller during the day. If you wish to do this, you must declare so publicly using a format such as /whisper [Storyteller]. You may choose to declare this even if you do not have one of these abilities.


This game is flipless. Neither alignment nor role is revealed on death.

Dead players may continue to speak and vote, but may not nominate and have a single “vote token” for the remainder of the game. They may vote freely until they end the day voting a player. Once this happens, their “vote token” is spent, and they may no longer vote.

Dead players have no ability, unless otherwise stated. If a player is killed in the night before they would perform their ability, they will not do so (see “Night Action Resolution”). Any ability with a persistent effect will end upon that player’s death.



This game is designed for between 7 and 15 players. All players are assigned 1 character of the 4 character types. Players that start as Townsfolk or Outsiders are part of the Good team, the uninformed majority. Players that start as Minions or Demons are part of the Evil team, the informed minority. Players cannot change alignments unless explicitly stated.

Townsfolk have abilities that are beneficial to the Good team.

Outsiders have abilities that are harmful to the Good team.

Demons are the members of the Evil team who carry almost all the killpower for their team, and must stay alive at all costs. Except in extenuating circumstances, there will always be one living Demon while the game is in progress.

Minions are the other members of the Evil team whose abilities support the Demon.

The number of characters of each type dealt out are as follows:

Total Players Townsfolk Outsiders Minions Demons
7 5 0 1 1
8 5 1 1 1
9 5 2 1 1
10 7 0 2 1
11 7 1 2 1
12 7 2 2 1
13 9 0 3 1
14 9 1 3 1
15 9 2 3 1

Starting Evils know each others’ identities and character types, but not characters. They have no method of private communication besides whispers, as described above.

Starting Demons know three not-in-play Good characters.

The abilities of certain characters modify the game setup, by adding or subtracting certain characters or character types. These are denoted in [square brackets], and only have an effect if the character is present at the beginning of the game. Unless otherwise stated, the amount of Townsfolk is modified so that the total number of characters given out matches the total player count.


All players start with exactly one of the chosen abilities, depending on their character type. Townsfolk and Outsiders are Good characters, while Minions and Demons are Evil characters.

Night* (with an asterisk) in all contexts means “Night, except the first.”

Possible Townsfolk Characters
Pixie You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.
Noble You start knowing 3 players, 1 and only 1 of which is evil.
Steward You start knowing 1 good player.
High Priestess Each night, learn which player the Storyteller believes you should talk to most.
Mathematician Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character’s ability.
Balloonist Each night, you learn 1 player of each character type, until there are no more types to learn. [+1 Outsider]
Monk Each night*, choose a player (not yourself): they are safe from the Demon tonight.
Savant Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Amnesiac You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.
Seamstress Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Fisherman Once per game, during the day, visit the Storyteller for some advice to help your team win.
Cannibal You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
Atheist The Storyteller can break the game rules, and if executed, good wins, even if you are dead. [No evil characters]
Possible Outsider Characters
Puzzlemaster 1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.
Lunatic You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Recluse You might register as evil & as a Minion or Demon, even if dead.
Politician If you were the player most responsible for your team losing, you change alignment & win, even if dead.
Drunk You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Possible Minion Characters
Mezepheles You start knowing a secret word. The 1st good player to say this word becomes evil that night.
Spy Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.
Scarlet Woman If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don’t count)
Marionette You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]
Possible Demon Characters
Vigormortis Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
Vortox Each night*, choose a player; they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Legion Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]

Example rolecards of any character may be requested at any time. Keep in mind that quoting one’s rolecard is explicitly against the forum game rules.

Night Action Resolution

All actions are processed in a specific order each night. Natural Action Resolution does not apply. Dead players have no abilities (unless stated otherwise), and if a player is dead during their turn in action resolution, they do not act (unless stated otherwise).

First Night Other Nights
First Night Other Nights
Travellers Travellers
Minion info Monk
Demon info & bluffs Mezepheles
Lunatic Scarlet Woman
Marionette Lunatic
Mezepheles Legion
Pixie Vortox
Amnesiac Vigormortis
Steward Amnesiac
Seamstress Seamstress
Noble Balloonist
Balloonist High Priestess
High Priestess Spy
Spy Mathematician

The Storyteller is a term used to refer to us, the hosts of this game.

We will decide what happens with any open-ended ability behaviours, and will try to keep the game fun and balanced.

The extent of our ability to effect on the game is outlined above. We cannot break any existing rules, only decide what happens within the bounds of the characters’ abilities and base game rules.

The Fabled

The Fabled are special modifiers that the Storyteller can put in play to tweak the game.

Fabled will always be announced when they are in play, along with their effect upon gamestate. The most likely fabled to be included are below.

Fabled Ability
Hell’s Librarian Something bad might happen to whomever speaks when the Storyteller calls for silence.
Fiddler Once per game, at night, the Demon secretly chooses a player of an opposing alignment; All players then vote which of these two wins the game.
Sentinel There might be 1 extra or 1 fewer Outsider in play.
Djinn Use the Djinn’s special rule. All players know what it is.

Malfunctions are the primary source of interference and misinformation in this game. It is stronger than what you will find in most mafia games, and exists to counterbalance Good’s arsenal of amazingly powerful characters.

A malfunctioning character cannot affect the gamestate in any way using their ability. They cannot kill anybody, they cannot protect anyone from death, they cannot poison anybody, they cannot cause any other player to receive information.

If a malfunctioning character would receive information themselves, the information they receive is arbitrary (Storytellers decide).

The malfunctioning status lasts indefinitely, unless stated otherwise.


Good wins if all Demons are dead.

Evil wins if only 2 players live.

In the event of a tie (both teams win at the same time), Good wins.

Alternate routes to victory or defeat may exist as detailed by characters’ abilities. The list of all possible characters is above.


A Traveller is a player character that can enter or exit a game at any point. Their identity and ability are known to all players, but their alignment may be either good or evil (which is decided by the Storyteller upon their entry to the game).

Traveller characters will be selected from this wiki page, in regards to factoring balance and entertainment for both the player in question, and everyone else in the game.

Unlike standard players, Travellers exist under some special circumstances. They may be exiled by majority vote at any time, instead of executed. This vote is independent of the nomination/execution system. Nor do they count as “players” for any rules or win conditions.

If a Traveller is evil-aligned, they learn who the Demon is.

Possible Traveller Characters
Scapegoat If a player of your alignment is executed, you might be executed instead.
Barista Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.
Djinn’s special rules
Djinn’s Jinxes
Lunatic and Mathematician The Lunatic attacking a different player than the Demon will register as an abnormality to the Mathematician.
Marionette and Balloonist If the Marionette thinks that they are the Balloonist, +1 Outsider was added.

Updated the rules of majority voting from >50%, to at least 50%.

Mathematician Hell is credited to Voidstarr on the BOTC scripts website.


  1. [Noble] @CRichardFortressLies - Executed Day 2
  2. [Politician] @Litten
  3. [Scapegoat] @Leafia - Departed Day 3
  4. [Cannibal] @Thepigeonnyc - Killed Night 3
  5. [Barista] @Silviu200530 - Exiled Day 3
  6. [Savant] @Marluna - Killed Night 2
  7. [Spy] @Kiiruma - Executed Day 1
  8. [Pixie] @Hazardwaste - Executed Day 3
  9. [Marionette] @Nightingale
  10. [Vortox] @May
  11. [Fisherman] @Crazynuto - Killed Night 3
  12. [Mathematician] @Amelia - Killed Night 4



Night 1 10 + 2 living players.
Day 1 Kiiruma is executed, 9 + 2 living players.
Night 2 Marluna is killed, 8 + 2 living players.
Day 2 CRichard is executed, 7 + 2 living players.
Night 3 Pigeon + Nuto are killed, 5 + 2 living players.
Day 3 Hazard is executed, the Travellers are exiled, 4 living players.
Night 4 Amelia is killed, 3 living players.

Everyone has received their character. Night 1 begins and will end at 2023-08-30T01:30:00Z. Bear in mind that in the future, day and night phases will begin and end at that time as well.

Reminder to set this thread to Watching if you haven’t already.



The Sentinel is in play.

In order to accommodate host real life busywork tomorrow, Day 1 might begin thirty minutes in advance. This is not intended to impact the current night phase or future cycles.

The rising morning somehow began in much the same way as all the others had, and yet there was an unmistakable melancholy set in the community. As everyone rose from their beds at the crack of dawn, a new round of questions were brought forth from the hysterical townspeople.

“There’s really a killer lurking in the shadows of this town?”
“Well, it’s definitely not me! But who else could it be?”

“We surely can’t stay here!”

That last unfamiliar voice shook with grim determination from the middle of the crowd. Everyone turned to look at each other, but nobody seemed to realise that none of them had spoken. A voice in each of their ears, twisting them, leading the good people of Ravenswood Bluff down the course of their own destruction.

“We should hide in the dark forest bordering our village! We’ve all lived here our entire lives, and even in the darkest night we’d all know it like the back of our hands. If we’re to be hunted by an unwelcome visitor like meek little mice, I say we bring them into unfamiliar territory! Lest we all die in our beds one by one!”

There were vague murmurs of agreement rippling through the crowd. No doubt everyone was tired and aching all over from the previous night, presumably straining their ears against the whistling wind for the sound of someone, or something, stalking the streets. But there was an oppressive fear holding them back; the so-called dark forest was like a impenetrable fog, with trees shooting up from the ground in every direction, with no obvious landmarks to speak of. If one was to lose their way there was no certainty they would find their way out alive.

“No,” a second person said, turning their head to look at the crowd. "We can flee if we’re against the wall, but this is our home. We have our orders, clear as day; we must first find our storytellers’ killer in order to free ourselves. Run if you will, but I intend to stand tall while I still draw breath.”

There was a long silence after that.

Day 1 begins and will last 48 hours.

With 10 starting players, there is a base number of 7 Townsfolk, 0 Outsiders, 2 Minions, and the Demon.

These numbers may be influenced by the Balloonist, Atheist, Vigormortis, Legion or Sentinel.

I’ll like to say I hope the evil team does really well this game, I believe in you guys.

@may you there

Same. honestly

/whisper hqZard

Who is hqZard

*/]€|={} )-.-4; **

/whisper Litten

/whisper hazard

Hazard + Litten ez scumteam
we can go home everyone

who got barista’d night 1 by the way

I have a confession guys

There is no evil team. There is no such things as demons. It’s your imagination. I would know as I’m the (drunk or marrioniete) atheist