1. This is a homebrew script made entirely with homebrew characters based on the game Bloons Tower Defense. The script has a focus on drunkeness, poisoning and preventing death, along with a lot of interactions regarding neighbors. There are lots of ways for good to prevent death from the Demon, and for the Demons to prevent death from executions. The Demons are going to have to pay attention to who is immortal if they want to kill every night, and good might have to go out of their way to execute and kill the Demon. Paying attention to the roles of your neighbors can be especially important for several roles.

  2. Changelog


    • v1: The base script is complete.
    • v2: Added an overview and explanation to all characters, and changed Alchemist, Heli Pilot, Super Monkey, Monkey Village, Camo Bloon, and Bloonarius.
    • v3: Updated multiple characters:
    • Glue Gunner now "Each night, choose two players: they might become drunk until dusk." (was "Each night, choose a player: they are drunk until dusk.")
    • Mortar Monkey now "Each night, choose a player: You learn how many of they and their neighbors are evil, but they or one of their neighbors might die." (was "Each night, choose a player: You learn how many of they and their neighbors are evil.")
    • Super Monkey now "You can't die, and the Demon knows who you are. Once per game, if you nominate and execute a good player, tonight, you learn one of three players is the demon." (was "You start knowing one of three players is the Demon. The Demon knows who you are, and you can't die.")
    • Phayze now "Each night*, choose a player: they die. You are not anyone's neighbor. You might register as good & as a Townsfolk or an Outsider." (was "Good characters that chose you with their abilities each night might die. You might register as good & as a Townsfolk or an Outsider.")
    • Dreadbloon now "Each night*, choose a player: they die. The next day, if a player of that player's character type nominates you, you might not die by executions today. [+1 to +2 Outsiders]" (was "Each night, choose a character type that you didn't pick last night: a player of that character type dies. The next day, if a player of that type nominates you, you can't die by executions today. [+1 to +2 Outsiders])
  3. Beast Handler

    You & an Outsider player start knowing each other. While you are alive, the Demon cannot kill that Outsider. [+1 Outsider]


    The Beast Handler and their beast know each other, and the Beast Handler protects their Beast from the Demon.

    • At the start of the game, an Outsider is added to play.
    • One Outsider in the game is considered the Beast.
    • On the first night, the Beast Handler and their Beast wake, make eye contact, and learn each other's character.
    • If the beast would be killed by the demon, then the Beast is not killed by the demon.
    • If the Beast Handler dies or is drunk or poisoned, then the Beast can be killed as usual.

    How to Run

    While setting up the game, before putting the character tokens in the bag, remove one Townsfolk and add one Outsider. While preparing the first night, choose a Beast by marking any Outsider with the BEAST reminder.

    During the first night, wake the Beast Handler and the Beast. Let them make eye contact. Point at the Beast Handler, then show the Beast Handler token to the Beast. Point at the Beast, then show the Beast's token to the Beast Handler. Put them both to sleep.

    If the Beast would be killed by the Demon at night, then the Beast remains alive.

    Townsfolk

  4. Dart Monkey

    You start knowing 1 of 2 Demons is in play.


    The Dart Monkey learns which Demons could be in the game.

    • During the first night, the Dart Monkey is woken and shown two Demon tokens, one of which is in play.
    • They only learn this once and then learn nothing more.

    How to Run

    During the first night, wake the Dart Monkey. Show them the Demon's character token and any other Demon token. Then, put the Dart Monkey to sleep.

    Townsfolk

  5. Alchemist Monkey

    Each night, the 1st time you would become drunk, you don't. That night, you learn 1 of 2 players that attempted to make you drunk, or that nobody made you drunk.


    The Alchemist Monkey prevents itself from becoming drunk, and learns who could have made them drunk.

    • Each night, if an ability would cause the Alchemist Monkey to become drunk, the alchemist doesn't become drunk.
    • Later on the same night, the Alchemist Monkey is woken and shown two players, one of which attempted to make the Alchemist drunk.
    • If nobody tried to make the Alchemist Monkey drunk, they are woken and learn this.

    How to Run

    Each night, if the Alchemist would become drunk, mark the Alchemist Monkey with the PREVENTED DRUNK reminder and do not make the Alchemist Monkey drunk. Then, mark the player that attempted to make the Alchemist Monkey drunk with the ATTEMPTED DRUNK reminder. If the Alchemist Monkey already has the PREVENTED DRUNK reminder, make them drunk as normal, and do not mark the player with the ATTEMPTED DRUNK reminder.

    Also each night, wake the Alchemist Monkey. If a player has the ATTEMPTED DRUNK token, point to that player and any other player. If no player has the ATTEMPTED DRUNK token, shake your head. Put the Alchemist Monkey to sleep.

    At the end of the night, remove the PREVENTED DRUNK and ATTEMPTED DRUNK reminders.

    Townsfolk

  6. Glue Gunner

    Each night, choose two players: they might become drunk until dusk.


    The Glue Gunner makes people drunk.

    • Each night, the Glue Gunner chooses two players to potentially make drunk until dusk.
    • The Storyteller chooses which of these players become drunk, if any.

    How to Run

    Each night, wake the Glue Gunner. They point at any two players. Choose which of those players become drunk (you can choose one, both, or neither), and mark them with the DRUNK reminder. Put the Glue Gunner to sleep.

    Townsfolk

  7. Wizard Monkey

    Each night, choose a player: you learn their alignment. If they are drunk or poisoned, this info may be false.


    The Wizard Monkey learns a player's alignment, but is affected by their drunkenness or poison.

    • Each night, the Wizard Monkey chooses a player. They learn that player's alignment.
    • If the player that the Wizard Monkey chose is drunk or poisoned, then the Wizard's information can be false.

    How to Run

    Each night, wake the Wizard Monkey. The Wizard Monkey points at any player. If that player is good, give a thumbs up. If that player is evil, give a thumbs down. If that player is drunk or poisoned, choose whether to give a thumbs up or thumbs down. Put the Wizard Monkey to sleep.

    Townsfolk

  8. Heli Pilot

    Each night, choose 2 players: they are neighbors until dusk.


    The Heli Pilot makes players neighbors.

    • Each night, the Heli Pilot chooses two players.
    • Until dusk, the two players are considered neighbors, in addition to both player's regular neighbors.
    • This ability can target dead players, but does not cause the chosen players to be skipped due to abilities that only target specific neighbors.

    How to Run

    Each night, wake the Heli Pilot. They choose two players. Mark both players with the NEIGHBORS reminders.

    If a marked player has an ability that targets their neighbors, the other marked player is considered their neighbor, in addition to their regular neighbors.

    At dusk, remove the NEIGHBORS reminders. Those players are no longer considered neighbors.

    Townsfolk

  9. Monkey Sub

    Each night, you learn how many of your alive neighbors are drunk or poisoned.


    The Monkey Sub can detect how many of their neighbors were drunk or poisoned during the night.

    • Each night, the Monkey Sub learns how many of their alive neighbors were drunk or poisoned.

    How to Run

    Each night, wake the Monkey Sub. Show them fingers equaling the number of drunk or poisoned players neighboring the Monkey Sub. Put the Monkey Sub to sleep.

    Townsfolk

  10. Mortar Monkey

    Each night, choose a player: You learn how many of they and their neighbors are evil, but they or one of their neighbors might die.


    The Mortar Monkey can choose an area, and learn how many in that area are evil. However, someone they targeted might die.

    • Each night, the Mortar Monkey chooses a player.
    • The Mortar Monkey learns how many players are evil among the chosen player and that player's neighbors.
    • Either the player they targeted or one of that player's neighbors might die. Only one player can die this way.

    How to Run

    Each night, wake the Mortar Monkey. They choose a player. Show them fingers equaling the number of evil players among the chosen player and that player's neighbors. You may decide that one of the players among the chosen player and their neighbors dies, or that none die. Put the Mortar Monkey to sleep.

    Townsfolk

  11. Engineer Monkey

    Once per game, at night*, choose a player: tonight and tomorrow, if they couldn't die, they can.


    The Engineer Monkey traps a player, allowing them to be killed until the next dusk, even if they otherwise couldn't.

    • Once per game at night, the Engineer Monkey can trap a player.
    • Until the next dusk, if the trapped player would die, they do, even if something would prevent their death.
    • If the Engineer Monkey is drunk or poisoned, the player's death can be prevented as normal.

    How to Run

    Each night except the first, wake the Engineer Monkey. They either shake their head no or point to any player. Put the Engineer Monkey to sleep.

    If the Engineer Monkey chose a player, mark them with the TRAPPED reminder. Then, mark the Engineer with the NO ABILITY reminder.

    If the player marked with the TRAPPED reminder would die, they do, even if another ability would prevent their death.

    At dusk, remove the TRAPPED reminder.

    Townsfolk

  12. Ninja Monkey

    Once per game, at night, choose a player: you learn their alignment. This information is true even if drunk or poisoned.


    The Ninja Monkey can learn a player's alignment with near certainty, once per game.

    • Once per game at night, the Ninja Monkey can choose a player, and learn their alignment.
    • If the Ninja Monkey is drunk or poisoned, this information remains true.
    • If the targeted player could register as the opposite alignment, they still may register as the opposite alignment.

    How to Run

    Each night, wake the Ninja Monkey. They either shake their head no or point to any player. If the chosen player is good, nod your head yes. If the chosen player is evil, shake your head no. If the Ninja Monkey is drunk or poisoned, you still give true information.

    Townsfolk

  13. Sniper Monkey

    Once per game, at night*, choose a player: they die.


    The Sniper Monkey can kill a player at night.

    • Once per game at night, the Sniper Monkey may choose a player. That player dies.
    • If the Sniper Monkey was drunk or poisoned, their ability is still used.

    How to Run

    Each night except the first, wake the Sniper Monkey. They either shake their head no or point at any player. Put the Sniper Monkey to sleep.

    If the Sniper Monkey chose a player, that player dies - mark them with the DEAD reminder. Then, mark the Sniper Monkey with the ABILITY USED reminder.

    Townsfolk

  14. Super Monkey

    You can't die, and the Demon knows who you are. Once per game, if you nominate and execute a good player, tonight, you learn one of three players is the demon.


    The Super Monkey can't die, and they can make a sacrifice to learn who could be the demon. However, the Demon knows who they are.

    • If the Super Monkey would die, they don't.
    • On the first night, the Demon learns who the Super Monkey is.
    • If the Super Monkey nominates a good player, and they are executed, then the Super Monkey learns one of three players is the Demon that night.
    • If the Super Monkey is drunk or poisoned when they nominate but is healthy that night, they still get correct information.
    • Likewise, if the Super Monkey is healthy when they nominate but becomes drunk or poisoned that night, they can get wrong information.
    • The executed player does not have to die for the Super Monkey to gain information.

    How to Run

    During the first night, wake the Demon. Point to the Super Monkey and show the Super Monkey token to the Demon. Put the Demon to sleep.

    Once per game, if the Super Monkey nominates a good player during the day, and that player is executed, mark them with the SACRIFICED reminder. Do this even if the Super Monkey is drunk or poisoned.

    During the night, if a player is marked with the SACRIFICED token, wake the Super Monkey. Point to three players, one of which is the Demon. Then, put the Super Monkey to sleep, and remove the SACRIFICED reminder.

    Townsfolk

  15. Druid Monkey

    If one of your alive neighbors is a Minion, they are drunk until dusk and don't wake that night. Each night, they learn this.


    If the Druid Monkey neighbors a Minion, then it makes that Minion drunk. However, the Minion knows that a Druid Monkey made it drunk.

    • Each night, if one of the Druid Monkey's alive neighbors is a Minion, they become drunk until dusk.
    • Then, the Minion wakes and learns that they are drunk from the Druid monkey. They do not wake later that night.
    • If both of the Druid Monkey's alive neighbors are Minions, then the Storyteller chooses which Minion becomes drunk.

    How to Run

    Each night, if one of the Druid Monkey's alive neighbors is a Minion, they become drunk, and mark them with the DRUNK reminder. If both of their neighbors are Minions, choose one to make drunk and mark.

    If a Minion was marked with the DRUNK reminder this way, wake that minion. Show them the THIS CHARACTER SELECTED YOU and Druid Monkey tokens. Put that minion to sleep. Later tonight, do not wake that Minion.

    Townsfolk

  16. Techbot

    You start knowing a Townsfolk in play. When you die, they are drunk from now on.


    The Techbot powers a townsfolk, but that townsfolk is drunk if they die.

    • During the first night, the Techbot learns a Townsfolk player - this is who they are powering.
    • If the Techbot dies at any point, the player that is being powered is permanently drunk.

    How to Run

    While preparing the first night, mark one Townsfolk with the POWERED reminder.

    On the first night, wake the Techbot. Point to the player marked with the POWERED reminder and show the Techbot that player's character token. Put the Techbot to sleep.

    If the Techbot dies at any point, mark the powered player with the DRUNK reminder - they are drunk for the rest of the game.

    Outsider

  17. Monkey Village

    One of your alive neighbors is drunk. You can't die by execution.


    The Monkey Village makes its neighbors drunk and can't be executed.

    • One of the Monkey Village's alive neighbors is always drunk.
    • The drunk neighbor only changes if the current drunk neighbor dies.
    • If the Monkey Village is executed, they don't die.

    How to Run

    While preparing the first night, mark one of the Monkey Village's neighbors with the DRUNK reminder. This player is drunk.

    If the player marked DRUNK dies, the player marked DRUNK becomes healthy. Then, move the DRUNK token to one of the Monkey Village's alive neighbors. The player marked DRUNK this way is drunk.

    If the Monkey Village would die by execution, they don't.

    Outsider

  18. Undead Bloon

    When you die, your ghost vote counts as 3 votes. If you died by the Demon, you become evil.


    The Undead Bloon's ghost vote counts as 3, but they can switch teams upon death.

    • When the Undead Bloon dies, if they died by the demon, the become evil.
    • The Undead Bloon's ghost vote counts as 3 votes.

    How to Run

    If the Undead Bloon dies, mark their character token with the 3 VOTES reminder. If they vote with their ghost vote and have the 3 VOTES reminder, count their vote as three votes.

    If the Demon kills the Undead Bloon, rotate the Undead Bloon's character token upside-down to indicate they are evil. Then, wake the Undead Bloon, give them a thumbs down, and put the Undead Bloon to sleep.

    Outsider

  19. Banana Farmer

    If you die at night, no players can die from executions tomorrow.


    The Banana Farmer prevents death from executions if they are killed.

    • If the Banana Farmer dies at night, nobody can die from executions the next day.

    How to Run

    If the Banana Farmer dies at night, mark them with the NO DEATHS BY EXECUTION reminder.

    If someone would be executed and the Banana Farmer is marked with NO DEATHS BY EXECUTION, then the player who would be executed does not die.

    At dusk, remove the NO DEATHS BY EXECUTION reminder.

    Outsider

  20. Camo Bloon

    On the 1st night, choose a good character: you gain their ability & might register as good & as that character. If that character is in the game, they are poisoned.


    The Camo Bloon acts as if they were a good character, and registers as one. They also poison that character if the character is in the game.

    • During the first night, the Camo Bloon chooses a good character. They gain this character's ability. They do not become that character.
    • If the Camo Bloon gains an ability that works at night, they wake when that character would wake.
    • The Camo Bloon might register as good, and might register as the character whose ability they have.
    • If the character that the Camo Bloon chose is in the game, the player of that character becomes poisoned. If the Camo Bloon then dies or becomes drunk or poisoned, the player they are making poisoned becomes healthy again.

    How to Run

    During the first night, wake the Camo Bloon. They point at any Townsfolk icon or any Outsider Icon on their character sheet. Put the Camo Bloon to sleep.

    If they pointed to an icon of a character not in play, swap the Camo Bloon token with the chosen character token and mark them with the IS THE CAMO BLOON reminder.

    If they pointed to an icon of a character in play, the player of the chosen character becomes poisoned - mark them with the POISONED reminder. If the Camo Bloon dies, the player made poisoned by the Camo Bloon becomes healthy - remove the POISONED reminder.

    Each time the Camo Bloon is targeted by an ability that detects or affects good characters, choose what alignment they register as and if they register as the Camo Bloon or as the role whose ability they have.

    Minion

  21. Fortified Bloon

    Each night, choose a player (not yourself): either you or they cannot die until dusk.


    The Fortified Bloon prevents itself or another player from dying.

    • Each night, the Fortified Bloon chooses a player.
    • Either the Fortified Bloon or the chosen player cannot die until dusk.

    How to Run

    Each night, wake the Fortified Bloon. They point to a player. Put the Fortified Bloon to sleep. Then, mark either the Fortified Bloon or the chosen player with the CAN'T DIE reminder.

    If the player marked with the CAN'T DIE reminder would die, they don't.

    At dusk, remove the CAN'T DIE reminder.

    Minion

  22. DDT

    Each night*, choose a player: if they were nominated today, they are poisoned until dusk.


    The DDT punishes non-executed players by poisoning them.

    • Each night other than the first, the DDT chooses a player.
    • If that player was nominated today, they are poisoned until dusk.
    • If the player was not nominated, nothing happens.

    How to Run

    Each night except the first, the DDT points to any player. Put the DDT to sleep. If the chosen player was nominated today, mark them with the POISONED reminder, and they are poisoned until dusk.

    Minion

  23. MOAB

    When you die, that night you are woken to choose a player: that player dies, even if they could not.


    The MOAB kills another player when they die.

    • When the MOAB dies, that night, they wake to choose a player.
    • The player they choose dies.

    How to Run

    If the MOAB died today or tonight, wake them. They point to any player. Mark the chosen player with the DEAD reminder. That player dies.

    Minion

  24. Vortex

    Each night*, choose a player: they die. When a minion dies, that night, their Townsfolk neighbors are poisoned until dusk.


    The Vortex poisons the neighbors of dead Minions.

    • Whenever a minion dies, that night, their nearest Townsfolk neighbors become poisoned until dusk.
    • The neighbors are poisoned regardless of whether they are alive or dead.
    • Only two Townsfolk can be poisoned this way at once.

    How to Run

    Each night except the first, wake the Vortex. They point at any player. That player dies - mark them with the dead reminder. Put the Vortex to sleep.

    If a Minion dies during the day, mark the Vortex with the MINION DIED reminder. At the start of the night, if the Vortex is marked with the MINION DIED reminder, the two Townsfolk neighboring the dead Minion become poisoned - mark them with the POISONED reminders.

    If a Minion dies at night, the two Townsfolk neighboring the dead Minion immediately become poisoned - mark them with the POISONED reminders.

    If any Minion dies while Townsfolk are marked with POISONED reminders, move them to the most recently dead Minion's neighboring Townsfolk, and the Townsfolk that were previously poisoned become healthy. If two or more Minions die at once, you choose which Minion's neighbors become poisoned.

    At dusk, any players marked with the POISONED reminders become healthy. Remove the reminders.

    Demon

  25. Bloonarius

    Each night*, choose a player: they die. The first time you die, you don't. If you prevent death this way, that night, choose a player: they are poisoned.


    The Bloonarius prevents death once, and poisons a player when they do.

    • The first time the Bloonarius would die, they don't.
    • If the Bloonarius prevented their own death this way, they choose a player that night. This player is poisoned for the rest of the game.

    How to Run

    If the Bloonarius would die, they remain alive (they die if they are drunk or poisoned). Then, the Bloonarius loses this ability - mark them with the ABILITY USED and POISON TONIGHT reminders.

    Each night except the first, wake the Bloonarius. They point at any player. That player dies - mark them with the DEAD reminder. Put the Bloonarius to sleep. Then, if the Bloonarius is marked with the POISON TONIGHT reminder, wake them again immediately after. They point at any player. That player is poisoned - mark them with the POISONED reminder. Put the Bloonarius to sleep.

    Demon

  26. Phayze

    Each night*, choose a player: they die. You are not anyone's neighbor. You might register as good & as a Townsfolk or an Outsider.


    The Phayze is a truly silent killer, not only being seen as good but not being seen at all by their neighbors.

    • If the Phayze would be targeted by an ability that detects or affects a good player, the Phayze might register as good. If any character has an ability that detects Townsfolk or Outsiders, then the Phayze might register as a specific Townsfolk or Outsider to that player.
    • If a player has an ability that would affect their neighbors, the Phayze is skipped and that player's neighbor is the next player in that direction.

    How to Run

    Each night except the first, wake the Phayze. They point at any player. That player dies - mark them with the dead reminder. Put the Phayze to sleep.

    Each time the Phayze is targeted by an ability that detects or affects good characters, choose what character and alignment the Phayze registers as.

    Each time the Phayze would be targeted by an ability that detects or affects a player's neighbors, skip the Phayze, and that ability targets the next player in clockwise/counterclockwise order.

    Demon

  27. Dreadbloon

    Each night*, choose a player: they die. The next day, if a player of that player's character type nominates you, you might not die by executions today. [+1 to +2 Outsiders]


    The Dreadbloon might be immune to death by characters of the same type as their most recent kill.

    • Each day, if the Dreadbloon killed a player last night, and they are nominated by a player that shares the character type of the player they killed, the Dreadbloon might not die by execution.
    • The Dreadbloon adds 1 or 2 Outsiders to the game.

    How to Run

    While setting up the game, before putting the character tokens in the bag, remove any one or two Townsfolk tokens and replace them with any Outsider tokens.

    Each night except the first, wake the Dreadbloon. They point to any player. That player dies - mark them with the dead reminder. Then, mark the Dreadbloon with the reminder token that matches that player's character type (for example, if they killed the Mortar Monkey, a Townsfolk, mark the Dreadbloon with the TOWNSFOLK reminder). Put the Dreadbloon to sleep.

    During the following day, if a player of the character type that the Dreadbloon is marked with to nominates the Dreadbloon, the Dreadbloon cannot die by executions that day - mark them with the CAN'T DIE token.

    At dusk, remove the CAN'T DIE reminder from the Dreadbloon.

    Demon

  28. Night Order

    First Night

    Glue Gunner
    Druid Monkey
    Fortified Bloon
    Dart Monkey
    Ninja Monkey
    Monkey Sub
    Heli Pilot
    Super Monkey
    Mortar Monkey
    Alchemist Monkey
    Beast Handler
    Techbot
    Wizard Monkey

    Other Nights

    Glue Gunner
    Engineer Monkey
    Dreadbloon
    Bloonarius
    Vortex
    Undead Bloon
    Druid Monkey
    Fortified Bloon
    DDT
    Sniper Monkey
    MOAB
    Mortar Monkey
    Ninja Monkey
    Heli Pilot
    Monkey Sub
    Wizard Monkey
    Alchemist Monkey
    Phayze
    Banana Farmer
  29. this almanac generated using Bloodstar Clocktica