Chaos Boffin: Chapter 2
Full Script
5
Notes
Now playing: Chapter 2! The Boffin is back with diabolical new combinations to terrify Town, but the Alchemist has their own surprises in store. Get creative and give the demon (or Recluse) a game unlike any theyâve played before â¦
STORYTELLER GUIDANCE:
Use the Boffin to HELP the Demon. For example: Give the demon the Investigator ability in a Poppy Grower game to help them find their Poisoner fast.
Use the Alchemist-Boffin to HURT the Demon. Townsfolk abilities like the Alchemist are supposed to help Town. For example, give the Demon the Pacifist or Tea Lady ability so they must keep good players alive.
Get creative: An Imp with the Artist ability can use it to isolate the Poppy Grower. A Fang Gu with the Tinker ability (from the Alc) has to find a jump target before they combust.
Lean on the Scarlet Woman: If you want to give the Demon an ability like Hermit or Acrobat, make sure the SW is in the bag as a backup plan.
Use the Apprentice Traveller to sow chaos or add interest: For example, an evil Apprentice Wraith will feel much more involved than usual. RUNNING BOFFIN-RECLUSE You can register the Recluse as a demon and grant them one or both Boffin abilities off game start. Keep in mind that a good ability on the Recluse from the Alchemist-Boffin is hugely powerful, as it will confirm two players and make them allies for the rest of the game. It's usually more balanced to have the evil Boffin grant the Recluse something bad. If the Recluse dies, you must move any Boffin abilities to the demon (the same ones or new out-of-play abilities). Similarly, if the demon jumps or star-passes, you can move Boffin abilities to the Recluse instead of the new demon if it helps balance or spice up the game. RUNNING BOFFIN-SAILOR The Sailor's drunkenness is intended to nerf its incredible strength. If you want to run a Boffin-Sailor on the Demon, you should invert the normal drunkenness pattern: If the Demon-Sailor drinks with a Townsfolk, drunk the Sailor ability. If the Demon-Sailor drinks with an Evil or Outsider, drunk the Evil or Outsider. IMPORTANT NOTE: The drunk-Sailor on the Demon does NOT prevent kills at night; it's the Sailor ability that is drunk, not the demon ability. (I know that's weird, but it's right.) RUNNING HERMIT + PUZZLEMASTER If both the Hermit and the Puzzlemaster are in play, there will be two Puzzledrunk players, not one. The Hermit must find ONLY their drunk player, and the same for the Puzzlemaster; they are not interchangeable. You don't have to use both to utterly devastate Town ... just put a puzzle-drunk in an unexpected place. OPTIONAL WRAITH RULES
RUNNING BOFFIN-RECLUSE You can register the Recluse as a demon and grant them one or both Boffin abilities off game start. Keep in mind that a good ability on the Recluse from the Alchemist-Boffin is hugely powerful, as it will confirm two players and make them allies for the rest of the game. It's usually more balanced to have the evil Boffin grant the Recluse something bad. If the Recluse dies, you must move any Boffin abilities to the demon (the same ones or new out-of-play abilities). Similarly, if the demon jumps or star-passes, you can move Boffin abilities to the Recluse instead of the new demon if it helps balance or spice up the game.
RUNNING BOFFIN-SAILOR The Sailor's drunkenness is intended to nerf its incredible strength. If you want to run a Boffin-Sailor on the Demon, you should invert the normal drunkenness pattern: If the Demon-Sailor drinks with a Townsfolk, drunk the Sailor ability. If the Demon-Sailor drinks with an Evil or Outsider, drunk the Evil or Outsider. IMPORTANT NOTE: The drunk-Sailor on the Demon does NOT prevent kills at night; it's the Sailor ability that is drunk, not the demon ability. (I know that's weird, but it's right.)
RUNNING HERMIT + PUZZLEMASTER If both the Hermit and the Puzzlemaster are in play, there will be two Puzzledrunk players, not one. The Hermit must find ONLY their drunk player, and the same for the Puzzlemaster; they are not interchangeable. You don't have to use both to utterly devastate Town ... just put a puzzle-drunk in an unexpected place.
OPTIONAL WRAITH RULES
Once per game, a player that is mad that you are the Wraith, dies.
If playing online, you may optionally allow the Wraith and other evils to converse (quickly and briefly) at night, to coordinate their actions and share info.
If playing online, be sure to explain WHERE the Wraith player can find their "peek" and "eyes open" information. Also inform the Wraith that by hitting "enter," they can DM any evils around the Grim. And most importantly, inform the Wraith that every time a night card is sent, the Wraith has a 7% chance of being "caught" by a good player. If this happens, the Wraith can just play like an Evil Twin and accuse the good player of the same thing. Chaos Boffin: Chapter 2 is here. Be seeing you.
Chaos Boffin: Chapter 2 is here. Be seeing you.
Characters
Total 30
Townsfolk
13
Investigator
You start knowing that 1 of 2 players is a particular Minion.
Sailor
Each night, choose an alive player: either you or they are drunk until dusk. You can't die.
Balloonist
Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
Dreamer
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Undertaker
Each night*, you learn which character died by execution today.
Acrobat
Each night*, choose a player: if they are or become drunk or poisoned tonight, you die.
Gossip
Each day, you may make a public statement. Tonight, if it was true, a player dies.
Artist
Once per game, during the day, privately ask the Storyteller any yes/no question.
Alchemist
You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.
Farmer
When you die at night, an alive good player becomes a Farmer.
Tea Lady
If both your alive neighbors are good, they can't die.
Poppy Grower
Minions & Demons do not know each other. If you die, they learn who each other are that night.
Pacifist
Executed good players might not die.
Outsider
5
Hermit
You have all Outsider abilities. [-0 or -1 Outsider]
Tinker
You might die at any time.
Recluse
You might register as evil & as a Minion or Demon, even if dead.
Mutant
If you are “mad” about being an Outsider, you might be executed.
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.
Minion
4
Poisoner
Each night, choose a player: they are poisoned tonight and tomorrow day.
Wraith
You may choose to open your eyes at night. You wake when other evil players do.
Scarlet Woman
If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)
Boffin
The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.
Demon
3
Imp
Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.
Shabaloth
Each night*, choose 2 players: they die. A dead player you chose last night might be regurgitated.
Fang Gu
Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
Traveller
5
Thief
Each night, choose a player (not yourself): their vote counts negatively tomorrow.
Bureaucrat
Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow.
Bone Collector
Once per game, at night*, choose a dead player: they regain their ability until dusk.
Apprentice
On your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil).
Bishop
Only the Storyteller can nominate. At least 1 opposing player must be nominated each day.
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