BOTF XXXVI: Nightmare in the Curacao Bar
Hallucinations run while reality walks. Clouds roll over scattered birds, flying from their cozy rooks. Bugs swarm past dried pallets and rusting tent stakes. Crystals swirl with visions of the past as wolves sprint away. A bone-chilling Autumn breeze roars through tilted houses.
The air itself stings with sour notes and a hint of oak. Sigils appear on the walls, the floor, foreheads, and the sky. Monstrous nature arises in the otherwise calm. Grieving families crawl in candlelight as children befriend false faces.
An orange sun rises to greet a sky that dribbles of… Curacao
Storytold by @Amelia (Co-ST would be appreciated! Preferably someone comfortable with magic characters)
Mechanics
Town Composition
There will be a maximum of fifteen non-traveller players, and a minimum of five. Those players will be assigned to one of four character types. Players that start as Townsfolk or Outsiders are on the Good team, while players that start as Minions or Demons are on the Evil team. Players cannot change alignments or characters unless stated.
The number of players to the amount of character types in play is
| Total Players | Townsfolk | Outsiders | Minions | Demons |
|---|---|---|---|---|
| 5 | 3 | 0 | 1 | 1 |
| 6 | 3 | 1 | 1 | 1 |
| 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 |
No two players will have the same ability at the start of the game, unless explicitly specified.
Starting Evils know each other’s identities and character types, unless specified.
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.
Characters
All players start with exactly one of the following 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 | |
|---|---|
| Doppelgänger | You start knowing an in-play Minion character: they don’t learn who their team is (& vice versa) until 1 of you dies. |
| Heliolater | You start knowing 1 to 5 players: if they publicly guess a Demon (once, not themselves) & choose a team, that team wins. |
| Seedsman | Each night, choose a player (not yourself): tomorrow they publicly choose whose character you learn. If you chose an evil player, you get false info. |
| Prince | Each night*, learn if the player you nominated today is the Demon. If a player you’ve nominated is executed, lose this ability. |
| Night Owl | Each night, choose a player: learn if they neighbor an evil player or not. The Early Bird gets false info. |
| Early Bird | Each day, visit the Storyteller & choose a player: learn a fact about them. The Night Owl gets false info. |
| Poetaster | Each day, guess a player as a Minion to the Storyteller. If a player you correctly guessed is executed & dies, your team wins. |
| Diviner | Once per game, during the day, privately make a wish: learn what you must be “mad” about and for how long to make it come true. |
| Cryptcracker | On your 1st day, visit the Storyteller to learn 2 statements. If you guess (once) which ones are true, learn a true statement. |
| Ritualist | On the final night, choose a player who didn’t die tonight: a chosen Demon swaps alignments. |
| Howl | If you are “mad” you are a not-in-play character, you might become it. |
| Rogue | Bluffs are in-play characters (not Rogue). |
| Patron | After Demon info, a Minion registers as “the Demon” & vice versa. You & evil players might keep abilities if dead. |
| Possible Outsider Characters | |
|---|---|
| Pandora | Once per game, privately choose that something bad happens: learn what. If you added a Minion, it’s good instead. [+0 or +1 Minion] |
| Phasmosoph | If you die, something helpful you did for your team becomes dangerous or obsolete & you may privately learn a hint about it the next day. |
| Mirage | An extra rule is in play, even if dead. Each day, if you guess it, you lose your ability & learn this. |
| Lich | If evil would lose (even if dead), play for 1 more day instead. If you are not executed the next day, your team loses. |
| Possible Minion Characters | |
|---|---|
| Mind Reader | Each night, choose a player: silently learn what the Storyteller thinks they want to hear & why. |
| Dayrazer | Once per game, at dawn, publicly name an event - if accepted, it might happen at a point from now on. If you’re executed, it will. |
| Abumbrella | You get 3 bluffs. The Demon thinks they’re a good character & you wake to make their choices for them. |
| Buggane | If an alive Outsider is nominated & you claim to be the Buggane, your team wins if they’re not executed today. [+1 Outsider] |
| Possible Demon Characters | |
|---|---|
| Eodinai | Each night*, choose a player: they die. You get a clue for the setup change. [Any setup changes] |
| Comediarch | Each night*, choose a player: they die. If the last executee isn’t a Townsfolk, evil wins if you’re executed. |
| Legion | Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion] |
| Novomane | Each night*, choose a player: they die. Good only wins if they resign. You register falsely to Townsfolk & keep this ability if dead. |
Phase Lengths
Each day phase will last for 48 hours.
Players may nominate & claim to be the Dayrazer during the first 24 hours of the day.
Players may claim to be the Buggane during the first 36 hours of the day.
Each night phase will last for 24 hours. The game begins during night one.
Night actions are locked 2 hours before the start of each day.
Night Action Resolution
All actions are processed in a specific order each night. Dead players have no abilities (unless stated otherwise), so if a player is dead during their turn in action resolution, they do not act (unless stated otherwise).
| First Night | Other Nights |
|---|---|
| Rogue | Legion |
| Abumbrella | Eodinai |
| Minion Info | Novomane |
| Demon Info | Comediarch |
| Patron | Abumbrella |
| Pandora | Phasmosoph |
| Doppelgänger | Pandora |
| Heliolater | Ritualist |
| Night Owl | Night Owl |
| Seedsman | Prince |
| Mind Reader | Seedsman |
| Mind Reader |
Storyteller
The Storyteller is the key moderator for the game; All ability uses at night must be sent to the Storyteller via private message, and Storyteller will have the final say on any open-ended ability behaviors. The Storyteller’s goal is to keep the game both fun and balanced, and they’ll often be trying to make it last as long as possible; however, the Storyteller may not alter any existing rules to accomplish this.
Fabled & Loric
The Fabled and Loric 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 the gamestate. The fabled that I may put in play are the Hell’s Librarian to prevent night talking, the Fiddler if both the demon and the town refuse to kill, the Djinn to indicate there are characters jinxed with each other and the Bootlegger to indicate custom rules in place.
| 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. |
| Hell’s Librarian | Something bad might happen to whomever speaks when the Storyteller calls for silence. |
| Djinn | Use the Djinn’s special rule. All players know what it is. |
| Bootlegger | This script has homebrew characters or rules. |
Drunkeness and Poisoning
Drunkeness & poisoning is the main source of interference with abilities. A drunk or poisoned character is not directly told that they are drunk or poisoned and cannot affect the gamestate in any way using their ability, primarily killing. If a drunk or poisoned character would receive information, then the information they receive is arbitrary, which means the host can decide whether or not to give true information. The drunk or poisoned status lasts indefinitely unless stated otherwise.
Nominations and Voting
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.
When a nomination is opened, the storyteller begins to track votes for that nomination. Votes do not lock. Votes are cast using the standard voting system, and the first “vote” on someone is seen as a nomination on them.
Any votes that are not cast by the end of day, after forty-eight hours of the day starting, will be considered votes to pardon. If the count of votes to execute is half or more of the number of living players (not half+1), 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.
Whispers
Players may whisper each other in-game through private messages (including the host account). Whispers must be publicly announced, by requesting permission to whisper using the format /whisper [Player]. 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. You may whisper several players at the same time, announcing all the players in the whisper and having all of them confirm
Whispers are allowed for the 1st 24 hours of the day, and are limited to [Base Minions + 1] whispers per day per player.
Each player may, in addition, make a whisper per day to each neighbour of up to 15 words without announcing this in thread.
If your ability requires you to privately speak to the storyteller during the day, you must declare it publicly by saying /whisper Storyteller. You may choose to declare this even if you do not have one of these abilities.
Death
When a player dies, their role and alignment aren’t revealed, but they continue to be allowed to speak in thread. They can’t nominate and have only one “vote token”, which they may expend on a nomination to cast a vote, losing it afterwards. When player dies, unless otherwise specified, their ability stops working, which means that a player killed before they would perform their ability will not perform their ability (check Night Action Resolution) and any ability with a constant effect will cease.
Victory
Good wins if all Demons are dead.
Evil wins if only 2 players (not counting Travellers) live.
In the rolecards, it will be phrased as:
Your team wins if all Demons are dead.
Your team wins if only 2 players (not counting Travellers) live.
In the event of a tie, the good team win.
Alternate routes to victory or defeat may exist as detailed by characters’ abilities. The list of all possible characters is above.
Travellers
Travelers are a special kind of character, whose character is publicly revealed but their alignment is not. Travelers may enter play or leave play at any time. For this game, there will be a maximum of 2 players who may intentionally join as Travelers, and only 1 if below 10 players. This does not include Travelers created via abilities.
| Traveler characters are as follows | |
|---|---|
| Wise Guy | Each day, ask the Storyteller for anything. If they agree, it occurs. Tonight, a different player learns what you asked for. |
| Rail Devil | Each night, move 1 or 3 steps clockwise. Your neighbors always have a vote token. [You choose where to sit] |
| Dealer | Each night, you know what happens to whoever picks up the phone when it rings tomorrow: they learn what happens too. |
Jinxes
| Djinn’s Jinxes | |
|---|---|
| Patron + Dayrazer | If the Dayrazer “is the Demon” & their ability would cause evil to win, good wins instead. |
Players
Sign up using /in, seat [X] or /travel in, seat [X] and telling me you will not share this script without asking first. This script is made by A Pint of Clocktower, is in active development, and we do not want to share it to the public quite yet.
If you wish to travel in, please include your traveller character as well. If you’d prefer to travel in mid-game, you may choose to select your own character or let the hosts pick yours for balance.
There is a maximum of 15 standard players and 2 Travellers
Players
- Mistyx
- Hazardwaste
- Magnus
- Chomps (Dealer)