Better the Devil
Notes
A Teensyville script made for new players that addresses a few problems in the renowned No Greater Joy. Made for the Blood on the Blocktower community, check us out from our link in the Unofficial BOTC Discord!
A Teensyville script made for new players that addresses a few problems in the renowned No Greater Joy. Made for the Blood on the Blocktower community, check us out from our link in the Unofficial BOTC Discord!
Townsfolk
You start knowing 1 good player.
How DARE you accuse Her Ladyship of wrongdoing? I’ve known her my entire life! All nine years!
"You start knowing 1 good player." The Steward knows 1 good player. The Steward learns a player, but not their character. The Steward learns their information on the first night of the game. If created mid-game, then the Steward learns their information that night instead.
Townsfolk
You start knowing how many pairs of evil players there are.
This evening's reservations seem odd. Never before has Mrs. Mayweather kept company with that scamp from Hudson Lane. Yet, tonight, they have a table for two. Strange.
"You start knowing how many pairs of evil players there are." The Chef knows if evil players are sitting next to each other. On the first night, the Chef learns exactly how many pairs of evil players there are in total. A pair is two players, but one player may be a part of two pairs. So, two players sitting next to each other is one pair. Three players sitting next to each other is two pairs. Four players sitting next to each other is three pairs. And so on. The Chef detects evil Travellers just like other character types, but only if those Travellers joined the game before the Chef acts.
Townsfolk
Each night*, you learn which character died by execution today.
Hmmm....what have we here? The left boot is worn down to the heel, with flint shavings under the tongue. This is the garb of a Military man.
"Each night*, you learn which character died by execution today." The Undertaker learns which character was executed today. The player must have died from execution for the Undertaker to learn who they are. Deaths during the day for other reasons, such as the Gunslinger choosing a player to kill, or the exile of a Traveller, do not count. The Undertaker wakes each night except the first, as there have been no executions yet. If nobody died today, the Undertaker learns nothing. The Storyteller either does not wake the Undertaker at night, or wakes them but does not show a token. If the Drunk is executed, the Undertaker is shown the Drunk character token, not the token for the Townsfolk that the Drunk player thought they were.
Townsfolk
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Did you hear that stranger in the cashmere coat put the word on our young Belle? And she said yes? Well, that's nothing compared to what Harry and that juggler got up to at the fair! The things I could say if I was a tattletale... my, yes.
"Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment." The Seamstress learns whether 2 players are on the same team as each other. They only get this information once per game, so they had best choose wisely when and who. They may choose alive or dead players or even Travellers.
Townsfolk
게임당 한 번, 낮에 이야기꾼을 방문해 당신의 진영의 승리에 도움이 되는 조언을 들을 수 있습니다.
Not written yet.
Townsfolk
If you die at night, you are woken to choose a player: you learn their character.
My birds will avenge me! Fly! Fly, my sweet and dutiful pets! To the manor and to the river! To the alleys and to the salons! Fly!
"If you die at night, you are woken to choose a player: you learn their character." If the Ravenkeeper dies at night, they get to learn one player's character. The Ravenkeeper is woken on the night that they die, and chooses a player immediately. The Ravenkeeper may choose a dead player if they wish.
Outsider
당신은 하수인이나 악마로 보일 수도 있습니다. 이 능력은 당신이 죽어도 유지됩니다.
Not written yet.
Outsider
When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
Oops.
"When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses." The Klutz might accidentally lose the game for their team, unless they are clever. When the Klutz dies, they must declare a player. They may take a few minutes to do so—after all, it’s a big decision, and other players may give advice on who to choose, but it is always the Klutz’s decision. If they choose an evil player, the game ends immediately and the good team loses. If they choose a good player, nothing happens and the game continues. It is not the Storyteller’s responsibility to prompt the Klutz to declare they are the Klutz and choose a player. The Klutz must do this shortly after they learn that they are dead. Deliberately not doing so is considered cheating.
Minion
On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play.
More wine? Château d’Ergot ’07 is a very special vintage. My yes, very special indeed.
"On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play." The Widow sees the Grimoire and poisons a character of their choice. The Widow acts on their first night only, poisoning one player. The player that the Widow poisons is poisoned until the Widow dies. On the same night that the Widow acts, one good player learns that the Widow is in play, but not which player is the Widow, and not which player is poisoned.
Minion
만약 살아있는 플레이어가 5명 이상이라면, 악마가 죽으면 당신은 악마가 됩니다. 여행자는 세지 않습니다.
Not written yet.
Demon
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
We must keep our wits sharp and our sword sharper. Evil walks among us, and will stop at nothing to destroy us good, simple folk, bringing our fine town to ruin. Trust no-one. But, if you must trust someone, trust me.
"Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp." The Imp kills a player each night, and can make copies of itself... for a terrible price. On each night except the first, the Imp chooses a player to kill. Because most characters act after the Demon, that player will probably not get to use their ability tonight. The Imp, because they're a Demon, knows which players are their Minions, and knows three not-in-play good characters that they can safely bluff as. If the Imp dies, the game ends and good wins. However, if the Imp kills themself at night, they die and an alive Minion becomes an Imp. This new Imp does not act that same night, but is now the Imp in every other way—they kill each night, and lose if they die.
Demon
Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]
Gon(z)a7les6. Take cau8tun. The mech4an4ion is iNvert10d. E99ors insy6tum. Reco{7}fig.
"Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]" The Kazali chooses their own Minions. If a Kazali is created mid game, the Kazali does not choose new Minion players. The Storyteller can give the Minions’ original good characters as bluffs to the Demon, since they are not in play. The Kazali acts at a time that is technically both during setup and during the first night. The Storyteller may keep the Kazali awake, or put the Kazali to sleep, when waking the Minions to tell them which Minion that they are. Only Minions that are on the script may be chosen. Duplicate Minion characters are not allowed.