Holiday Trouble Brewing
Full Script
6
Notes
Frosty -- Outsiders who adhere to madness can be resurrected as Townsfolk. The big idea here is that this gives Trouble Brewing Outsiders an incentive to hide their true roles, which is an interesting twist on Trouble Brewing. Resurrection confirms a resurrected player as good (barring Santa Fabled shenanigans), so it's too powerful if you resurrect early in the game (unless you plan some shenanigans). Resurrecting late is a fun way to mess with player count near the end game. Frosty doesn't really go during the night order, but I have included Frosty in the night order as a reminder to the Storyteller to make a conscious decision about whether to resurrect.
Grinch -- The items the Grinch must carry are cumulative. In the Dr. Seuss story, the Grinch steals lots of stuff and carries around giant sacks of stolen goods, so that's what we're going for. Start small by giving the Grinch a coin or another easily-hidden object, then work your way up. Articles of clothing are good because they can be worn nonchalantly. If the Grinch player is interestingly bluffing as something else and trying to pass off objects in their pockets as their own, you might consider changing their character before you hand them way too much stuff to carry to pull it off. I also like to use the Grinch's alignment swapping ability to balance the game if one team gets out to a big lead. Finally, note that the Grinch can turn into an Imp (good or evil) if you need to make that play to extend the game. The Grinch can switch characters and/or alignments at any time, but is told at the first opportunity during the night.
Krampus -- I do not consider it breaking madness to say "I'm Krampus mad, so I have to tell you that my true role is X." The player is still being mad about their role if they do that.
The three new playable characters are thematically appropriate and fun, but what makes this script unique is Santa Fabled. You can give whatever sort of Santa gifts you'd like. I use small boxes of candy, and each night I wake someone and hand one to them, hide one under someone's chair, put one in the middle of the town square board, or similar. In addition to candy, each box contains a note that can be redeemed for a special ability (which is the REAL Santa gift). The holder of each note controls it--they can give it to another player, throw it away, hide it, or whatever.
Sample Santa notes:
If a living player with a night ability gives this note to the Storyteller, their ability works twice the following night.
If a player gives this note to the Storyteller, the next night they learn who the Fortune Tellerâs Red Herring is (or that no Fortune Teller is in play).
If an Outsider gives this note to the Storyteller, they learn one of the Demonâs bluffs the following night.
If an Outsider gives this note to the Storyteller, they learn which Minions are in the game the following night.
If a Top Four Townsfolk gives this note to the Storyteller, they become a good not-in-play Townsfolk the following night.
If a dead player gives this note to the Storyteller, they might be resurrected later.
If a player gives this note to the Storyteller, the following night they become a not-in-play Townsfolk (but their alignment does not change).
If the living Slayer gives this note to the Storyteller, they get an extra Slayer shot.
If a player gives this note to the Storyteller, when voting they can raise both arms to get two votes.
If a player gives this note to the Storyteller, the following night their team gets a benefit.
If a player gives this note to the Storyteller, the following night they learn whether a starpass has occurred in this game.
If a player gives this note to the Storyteller, the following night they learn which Outsiders are in play (or that none are in play).
If the Drunk gives this note to the Storyteller, the following night they become the Townsfolk they thought they were at the beginning of the game.
If the spent living Virgin gives this note to the Storyteller, their nomination ability functions one more time.
If a player gives this note to the Storyteller, the following night a player of the opposite alignment loses their character ability for the rest of the game.
If a player gives this note to the Storyteller, the following night they swap characters (but not alignments) with another player. If a player gives this note to the Storyteller, the following night they learn how many living players are evil.
If a player gives this note to the Storyteller, the following night they become a Trouble Brewing Traveler of their choice.
If the Soldier or Spy gives this note to the Storyteller, the following night a Minion dies.
If the Mayor or Spy gives this note to the Storyteller, the following night a good player is told who the Mayor is.
If a player gives this note to the Storyteller, they may immediately stand and attempt to publicly identify each playerâs character. Their team wins if they succeed.
If a player gives this note to the Storyteller, they may immediately remove up to two dead vote tokens from Town Square.
If an evil player gives this note to the Storyteller, the following night they die.
If a player gives this note to the Storyteller, they may immediately select two players to switch seats.
We have played this script a bunch in the Washington DC-area Capital Clocktower group and enjoyed it. Let me know what you think if you try it! Or come visit DC in December or at Final 3 Con and play in one of my games.
Characters
Total 30
Townsfolk
14
Washerwoman
You start knowing that 1 of 2 players is a particular Townsfolk.
Librarian
You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)
Investigator
You start knowing that 1 of 2 players is a particular Minion.
Chef
You start knowing how many pairs of evil players there are.
Empath
Each night, you learn how many of your 2 alive neighbors are evil.
Fortune Teller
Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.
Undertaker
Each night*, you learn which character died by execution today.
Monk
Each night*, choose a player (not yourself): they are safe from the Demon tonight.
Ravenkeeper
If you die at night, you are woken to choose a player: you learn their character.
Virgin
The 1st time you are nominated, if the nominator is a Townsfolk, they are executed immediately.
Slayer
Once per game, during the day, publicly choose a player: if they are the Demon, they die.
Soldier
You are safe from the Demon.
Mayor
If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.
Chambermaid
Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Outsider
5
Butler
Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.
Drunk
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
Recluse
You might register as evil & as a Minion or Demon, even if dead.
Saint
If you die by execution, your team loses.
Lunatic
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Minion
5
Poisoner
Each night, choose a player: they are poisoned tonight and tomorrow day.
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]
Scarlet Woman
If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)
Fearmonger
Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player.
Demon
1
Imp
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Traveller
5
Scapegoat
If a player of your alignment is executed, you might be executed instead.
Beggar
You must use a vote token to vote. If a dead player gives you theirs, you learn their alignment. You are sober & healthy.
Bureaucrat
Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow.
Thief
Each night, choose a player (not yourself): their vote counts negatively tomorrow.
Gunslinger
Each day, after the 1st vote has been tallied, you may choose a player that voted: they die.
Savant Proposition Generator