These Nights are SO Long V1.4
Full Script
0
Notes
The first player to earnestly complain about the length of the night phase, something good or bad might happen to thier team.
This script was inspired by a silly conversation 'at night'. I wanted every token in the bag to say "each night", but also find balance by making the town doubt the information and motivations. It's not a question of if someone is poisoned, but who and when? Consider the minions here and all information can be questioned.
I threw in the optional Bootlegger rule for some silly flavor. "Each night, the first person to earnestly complain about the length of the night phase, something good or bad might happen to their team". Punish them for whining or reward them for playing along. Your call, have fun with it.
As of this note, the script has not been play tested much. I am open to feedback.
Characters
Total 28
Townsfolk
13
Balloonist
Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]
Cult Leader
Each night, you become the alignment of an alive neighbor. If all good players choose to join your cult, your team wins.
Dreamer1-75
매일 밤, 본인을 제외하고 플레이어를 1명 선택합니다. 그리고 선한 캐릭터와 악한 캐릭터를 각 1개씩 알게 됩니다. 그중 1개가 해당 플레이어의 캐릭터입니다.
Empath
Each night, you learn how many of your 2 alive neighbors are evil.
Exorcist1 75 2-75
매일 밤*, 어제와 다른 참가자를 1명 선택합니다. 악마를 선택한 경우, 악마는 오늘 밤 깨어나지 않으며 당신이 누구인지 알게 됩니다.
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.
Innkeeper
Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.
Monk
Each night*, choose a player (not yourself): they are safe from the Demon tonight.
Oracle
Each night*, you learn how many dead players are evil.
Preacher
Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.
Sailor
Each night, choose an alive player: either you or they are drunk until dusk. You can't die.
Undertaker
Each night*, you learn which character died by execution today.
Villageidiot3
Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]
Outsider
4
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.
Goon
Each night, the 1st player to choose you with their ability is drunk until dusk. You become their alignment.
Lunatic
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
Minion
5
Cerenovus
Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Devil's Advocate
Each night, choose a living player (different to last night): if executed tomorrow, they don't die.
Fearmonger
Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player.
Harpy
Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.
Poisoner
Each night, choose a player: they are poisoned tonight and tomorrow day.
Demon
4
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.
No Dashii
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
Pukka
Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.
Vortox
Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Fabled
1
Sentinel
There might be 1 extra or 1 fewer Outsider in play.
Loric
1
Bootlegger
This script has homebrew characters or rules.
Pukka Night Flowchart
Savant Proposition Generator