BotF XXXV: Her Royal Highness Register
You are on a path in the woods. And at the end of that path is a cabin. And in the basement of that cabin is a princess. You’re here to slay her. If you don’t, it will be the end of the world.
Narrated by @May and @Daeron.
Mechanics
Town Composition
There will be a maximum of fifteen regular players, and a minimum of seven. Those players will be assigned to one of four character types. Players who make the choice to play in this game will start either on the Good team as Townsfolk or Outsiders or on the Evil team as Minions or the Demon.
The number of players to the amount of character types in play is:
Total Players | Townsfolk | Outsiders | Minions | Demon |
---|---|---|---|---|
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. The ability that each player has is randomly chosen from a number of abilities a non-player decides to put in the game, elaborated on in the “Storyteller” section.
On this script, several characters, such as the Drunk, the Lunatic, and the Marionette, will see a false rolecard which does not reflect their true character. In addition, the Politician, who is an Outsider, may change alignments. You may find their abilities in the “Abilities” section.
Starting Evils start knowing each other’s names and character types (whether they are a Minion or a Demon), except for the Marionette, who does not learn their teammates (or that they are on the evil team).
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.
Abilities
Please see the Character Notes section for additional information on how characters will be run.
Night* (with an asterisk) in all contexts means “Night, except the first.”
Possible Townsfolk Characters | |
---|---|
Washerwoman | You start knowing that 1 of 2 players is a particular Townsfolk. |
Knight | You start knowing 2 players that are not the Demon. |
Shugenja | You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary. |
Empath | Each night, you learn how many of your 2 alive neighbors are evil. |
High Priestess | Each night, learn which player the Storyteller thinks you should talk to most. |
Mathematician | Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character’s ability. |
Undertaker | Each night*, you learn which character died by execution today. |
Alsaahir | Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins. |
Juggler | On your 1st day, publicly guess up to 5 players’ characters. That night, you learn how many you got correct. |
Virgin | The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately. |
Ravenkeeper | If you die at night, you are woken to choose a player: you learn their character. |
Soldier | You are safe from the Demon. |
Magician | The Demon thinks you are a Minion. Minions think you are a Demon. |
Possible Outsider Characters | |
---|---|
Recluse | You might register as evil & as a Minion or Demon, even if dead. |
Drunk | You do not know you are the Drunk. You think you are a Townsfolk character, but you are not. |
Politician | If you were the player most responsible for your team losing, you change alignment & win, even if dead. |
Lunatic | You think you are the Demon, but you are not. The Demon knows who you are & who you choose at night. |
Possible Minion Characters | |
---|---|
Spy | Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead. |
Baron | There are extra Outsiders in play. [+2 Outsiders] |
Goblin | If you publicly claim to be the Goblin when nominated & are executed that day, your team wins. |
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 | |
---|---|
Pukka | Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy. |
Lleech | Each night*, choose a player: they die. You start by choosing a player: they are poisoned. You die if & only if they are dead. |
Po | Each night*, you may choose a player: they die. If your last choice was no-one, choose 3 players tonight. |
Nominations and Voting
When the day starts the nomination phase will be opened. You can nominate a player by being the first person today to vote them on a given day. Votes do not lock. Votes are cast using the standard voting system. Nominations will close twenty-four hours into the day.
The person with the most votes on them (also known as Plurality voting) will be considered “about to die”. The player who is “about to die” will be executed. If there is a tie 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, or in deeply specific circumstances that would benefit the players to have the game end sooner rather than later.
You may also vote to no-execute. No-execution does not have to be nominated, and being the first person to vote for it does not count as a nomination. If this has the highest votes, the day will end with no execution.
Phase Lengths
Each day phase will last for 48 hours.
Nomination and Voting | 0-24h | Players may make new nominations and vote. Discussion and whispers are open. |
Voting | 24h-48h | Players may vote on existing nominations, but new nominations cannot be made. Discussion and whispers are open. Public mechanical announcements, like Goblin claims and Alsaahir guesses, must be made before the 36h mark. |
Night Actions | 48h-0h | Whispering and talking publicly is disabled. Players submit their night actions. |
The Day-Night Cycle lasts for 72 hours before repeating, 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. This is that order.
First Night | Other Nights |
---|---|
Dusk | Dusk |
Minion Info | Lunatic |
Magician | Pukka |
Demon Info | Po |
Lunatic | Lleech |
Marionette | Ravenkeeper |
Lleech | Empath |
Pukka | Undertaker |
Washerwoman | Juggler |
Empath | Spy |
Knight | High Priestess |
Shugenja | Mathematician |
Spy | Dawn |
High Priestess | |
Mathematician | |
Dawn |
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 is also the person who decides what characters can be randed from, but can not directly rand a person a character, as that is decided by chance. 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.
Public Announcements (NEW!)
Some roles require public mechanical announcements in order to function. In order to be valid, public announcements must be made in a separate, dedicated thread which will be made when the game begins. Any player may make a public announcement for any role, even if they do not actually have that role, and it will be acknowledged by the Storyteller as any other announcement.
Public announcements must be made in the first 36 hours of the day.
The roles which require public announcements in this game are the Alsaahir, the Juggler, and the Goblin.
Whispers
Players may whisper each other in-game through private messages (including both the host account and forum accounts May & Daeron). Whispers must be publicly announced, by requesting permission to whisper in the public announcement thread 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 individually. Doing so will result in it counting for one whisper per player besides yourself in that whisper.
The number of whispers allowed per day is equal to 2 plus the number of base Minions in the playercount (so 3 whispers for 7-9 players, 4 whispers for 10-12 players, etc.). Normal players may freely whisper Travellers without expending whispers, however, each time Travellers whispers they will use up a whisper of their own.
Each player may, in addition, make a whisper per day to each neighbour of up to 15 words without announcing this in thread.
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 the gamestate. The fabled that the Storytellers 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, and the Djinn to indicate there are characters jinxed with each other. The Djinn is in-play.
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. |
Djinn's Special Rule
Djinn’s Jinxes | |
---|---|
Mathematician + Lunatic | The Mathematician learns if the Lunatic attacks a different player(s) than the real Demon attacked. |
Spy + Magician | When the Spy sees the Grimoire, the Demon and Magician’s character tokens are removed. |
Spy + Magician + Marionette | When the Spy sees the grimoire with a Magician in play, the “Is the Marionette” reminder token is removed, too. |
Virgin + Lleech | The Lleech’s host does not register as a Townsfolk to the Virgin. |
The Djinn’s special rule are Jinxes. It determines what happens when two specific characters interact, due to them having an unfavourable interaction otherwise.
Travellers
A Traveller is a player with a host- or player-chosen character that can enter or leave the game midway through. Their character and its ability are publicly known, but not their alignment; they can either be good or evil, decided on their entry to the game.
Travellers have specific mechanics to them that standard players do not.
- The Storyteller decides which character a Traveller is given.
- Travellers may join on Day 1 at the earliest and may stay for a maximum of 3 cycles.
- They may be exiled by majority vote at any time, instead of executed. Both alive and dead players may freely vote and nominate for exile, not requiring the use of a dead player’s vote token. Any nomination-based abilities do not include exiles.
- They do not count as players for any win conditions.
- If they are evil, they learn who the Demon upon their entry to the game.
Possible Traveller Characters | |
---|---|
Thief | Each night, choose a player (not yourself): their vote counts negatively tomorrow. |
Waitress | (aka Harlot) Each night*, choose a living player: if they agree, you learn their character, but you both might die. |
Scapegoat | If a player of your alignment is executed, you might be executed instead. |
Deviant | If you were funny today, you cannot die by exile. |
Apprentice | On your 1st night, you gain a Townsfolk ability (if good) or a Minion ability (if evil). |
Death
When a player dies, their identity 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, which is shown in Night Action Resolution.
Drunkenness/Poison
Drunkenness/poisoning (the two are mechanically identical) is the main source of interference with abilities. A drunk/poisoned character is not directly told that they are drunk/poisoned and cannot affect the game state in any way using their ability, including killing. If a drunk/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/poisoned status lasts indefinitely unless stated otherwise.
Two characters on this script may cause drunkenness/poison. Those are the Pukka and the Lleech. In addition, the Drunk, the Lunatic, and the Marionette do not have the ability they are shown, so their perceived ability cannot affect the gamestate and they may receive false information, though their true ability (for the Lunatic, notifying the Demon of their kill choices) is not malfunctioning.
Drunkenness/poison is distinct from misregistration, which causes players to receive false information about another player. Players who would receive information about the Spy or Recluse may learn false information, but they are not considered drunk/poisoned and their ability still works otherwise.
Victory
Good wins if all Demons are dead.
Evil 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 exist within this game. If the Alsaahir correctly guesses the evil team and their character types, the Good team wins. If the Goblin is executed after publicly claiming during the first 36 hours of that day, their team wins.
Character Notes (NEW!)
Character | Additional Notes |
---|---|
High Priestess | The High Priestess will learn the player they would gain the most from talking to, not the player with the most useful information. See this document for more information. |
Mathematician | Poisoned characters only increment the Mathematician’s number when they receive false information or their ability fails. The Drunk and the Marionette do not inherently increment the number, as it is their own abilities which cause their perceived role to work unusually. The High Priestess’s subjective information can be considered false and increment the Mathematician’s number. |
Politician | The Politician must be the player strictly most responsible for their team’s loss in order to win. Simply voting incorrectly on the last day or other such actions which only contribute to a loss are not sufficient – the Politician should be more responsible for the win than any of the other players on the winning team. |
Marionette | The Marionette may neighbor the Recluse instead of the Demon. This counts as the Marionette’s ability working unusually for the Mathematician’s purposes. |
Taking Your Place on the Clocktower
Sign up by stating /in, seat [X] or /travel in, seat [X] and pinging this account.
If you wish to travel in, the Storyteller will choose your character.
There is a maximum of 15 standard players and 2 Travellers.
Players
- @Jarek
- @Hazardwaste
- @Kyubey
- @O.kazo (Waitress)
- @Hippopablompoyeetus
- @Chomps
- @Kiiruma
- @Mistyx
- @Zugzwang
- @Magnus
- @Silviu200530 + @Raxxxchel
Spectators
- @benguinedparbecue
- Axolator
- @Atlas