by The Pandemonium Institute
Document administered by LivFreeOrPie
"We like to feature scripts that catch our attention. They may be shrewdly constructed, or full of wacky combos, or have a strong core idea. Try this month’s with your group, if you dare."
TPI rotates script selections on the website on an infrequent basis. I've scraped all of the TPI-endorsed scripts they've featured on their website into a Google Doc.
This document includes Full scripts and Teensyville scripts.
[UPDATE: In late 2025, The Pandemonium Institute reworked their entire website and reworked this website. All links to the BotC website featuring these scripts were scrubbed in the process. This document includes links to other resources and editorial notes flagging changes since release]
Comrade Demon by Zets
Frankenstein's Mayor by Storyteller Baron Ted
Laissez un Faire by Steven Medway
Late Night Drive By by Aero
Lleech of Distrust by OJ
Miserble Little Pile of Secrets by Ben Burns
No Greater Joy by Steven Medway
Nobody Fucking Move by Brockwell
Over the River by Andrew Nathenson
Race to the Bottom by Evin Donahoe
Direct link: TPI-Featured BotC Custom Scripts Index.gdoc
by Steven Medway
"This script is designed for fast, fun, loud, and easy to understand games. If you want a twenty minute game, or a series of twenty minute games, then No Greater Joy should be just the ticket.
If your group has played Trouble Brewing, the majority of the characters will already be familiar, but there are a few extras from other editions. The players should understand the majority of what is happening, without needing to learn anything radically new.
This information the good team receives is fairly simple, but when combined with that of other players, it may even be TOO good! It is going to be up to the evil team to jump in early and spread misinformation as quickly as possible, in order to confuse the good team. If the evil team stays silent, they may lose unexpectedly. If they talk convincingly though, there are several good characters to pretend to be that will drastically shift the good team’s beliefs about who is who.
Please note that the Baron, which normally adds two Outsiders, will only add one additional Outsider if there is already one Outsider in play, as there are only two Outsiders on the script."
[EDITORIAL: This is redundant to the TPI list above, however, the explainer context which is important for understanding the script is not reliably linked when this script is shared. See above for the context.]
Lore source: BotC Website | Scripts | No Greater Joy
Script archive link: https://botcscripts.com/script/77
by Steven Medway
"The original idea behind this Script is that I wanted a game that really captured the intense, 1 to 2 hour battles that happen in a 15 player Sects & Violets, or a 10 player game of Garden Of Sin (an unreleased expansion script currently still in development). I wanted a game for 5 players that had a library full of information for the good team, over-the-top bluffing opportunities for the evil team, and a longer, more epic feel where, over time, the information available changes. I also wanted a script to allow me, as the Storyteller, to experiment with some new ideas on the fly.
However, the experience level needed for the Storyteller role is quite high. This is something that you will need to approach after getting very familiar with Bad Moon Rising, Sects & Violets, and trying your hand at composing your own scripts. Many characters give a huge amount of power to the Storyteller, in terms of what information the Storyteller gives to the players. Choosing things that will help the players and make a fun game is an art, and avoiding giving too much away can take a game or two to get a feel for. If you’ve run the Savant a dozen times and know the basics though, you’ll probably be fine."
[EDITORIAL: The Balloonist (Townsfolk) ability has changed since this script was published. Both Balloonist v1 & v2 are viable on this script]
Extended script notes: BotC Website | Behind The Curtain #6: The Teensyville Faire
Extended script notes: Kickstarter | BotC Kickstarter Update #29 - 2020.04.25
Script archive link: https://botcscripts.com/script/76
by Ben Burns
"Miserable Little Pile of Secrets came about as a request from Steven Medway, the game's creator, for me to compose a Teensyville script based around characters from Bad Moon Rising. Within the Pandemonium Institute I'm sometimes called the 'resident Bad Moon Rising fan', thanks to me constantly gushing about how much I love that criminally underappreciated script. Anyway, here it is. I hope you have as much fun with it as I have!
As the name suggests (if you know, you know), this script is themed around not knowing whether or not you are what you believe you are, while potentially being required to guess or even decide what you or other players are. In short, roles are fluid.
The existence of the Pukka as the Demon means that players have plenty of time to get stuck into their roles, which is good, because most of the Townsfolk require a couple of nights to really get going. As the Storyteller, you can extend this potentially further by putting the Professor in the bag. The Amnesiac also gives you ample opportunity to balance the game, should you require it.
The Pit Hag gets to choose to become the Goblin, if they wish. Remember that the Pit Hag does not alter alignment, only character, so they need to ensure they don't change their own demon into something else, thus ending the game
The Lunatic should add a whole new dimension to being evil in this script, given that the Pukka is forced to choose between keeping up the illusion, which might potentially be difficult depending on who the Lunatic selects, or basically informing the Lunatic that they are, in fact, not the Demon. To ensure there could always be a Lunatic in play, be sure to use the Fabled character ‘Sentinel’.
That little touch of poisoning from the Pukka's ability also keeps the good guys from becoming too powerful in this script which, admittedly, has a lot of strong Townsfolk in it."
Script notes source: Kickstarter | BotC Kickstarter Update #29 - 2020.04.25
Script archive link: https://botcscripts.com/script/96
by Evan Donahoe
"I love running massive games of Trouble Brewing with the Doomsayer when the venue's about to shut and we need to race through it super quick. It's revelation stacked on revelation, hasty decisions, and tonnes of laughter.
Race to the Bottom seeks to recreate that feeling, writ small. Run it with the Fabled roles of the Doomsayer and the Sentinel, and avoid the Toymaker. Most games will end on day one - short, sharp, and sweet sessions with sudden deaths, big plays, and some even bigger (and hilarious) mistakes. It's the spiritual opposite of a Leviathan game.
All players, Good and Evil, should be paying close attention to the order in which players use the Doomsayer ability, and what roles both the killers and victims are claiming. Some roles will be incentivised to activate it earlier in the game, others later in the game.
The Evil Team should be weighing the pros and the potential pitfalls of trying to find each other with the Doomsayer ability, or instead trying to sleuth it out on their own. Each minion can safely use the Doomsayer without losing the game, each with a different outcome and benefits. However the demon might want to get in first, to find their minion without risking losing the game by doing so later.
The Good Team should be constantly vigilant of other players using the Doomsayer ability – it could be an Evil player trying to find their partner or, in the case of the Spy, kill a Good player – whilst also figuring out whether, and when, to use it themselves. The Slayer may want to narrow the field some before they take their shot, and the Mayor simply wants to get the game to three players alive as fast as possible.
The Vortox will mess with the Empath, Clockmaker, and Dreamer, but not so much that they learn nothing at all in the night, and paying careful attention to the trail of Doomsayer kills should help make up for this deficit in their information.
Of all the Townsfolk, the Courtier is the main lynch-pin here. An obvious and tempting strategy is to poison the Vortox on night one and liberate any of the info-roles in play, but there are compelling reasons to pick any of the Minions or Outsiders on the script too. There are many layers of strategy possible in the Courtier's choice and, along with it, many creative bluffs to be made by both Good & Evil.
The Klutz should expect to die in most games, and can't automatically pick their killer in case it's the Spy. Ahahahahaha. The Lunatic ramps up the trail of confusion for both teams, but a “Vortox”/Lunatic who dies from the Doomsayer at the very least will know not to execute their killer, regardless of their true role.
Race to the Bottom is great for playing a bunch of quick games back-to-back, giving players massive freedom to make high-risk plays and impulsive decisions. Bring on the Doomsayer."
[EDITORIAL: This is redundant to the TPI list above, however, extra lore from the Kickstarter blog update post was not included on the BotC Website.]
Script notes source: Kickstarter | BotC Kickstarter Update #29 - 2020.04.25
Script archive link: https://botcscripts.com/script/5
by Baron Ted
"Frankenstein’s Mayor focuses on one question - “do we execute, or let the Zombuul kill?” - while maximizing every player’s chance of contributing a “big play.” The powerful Undertaker begs for executions, while everyone else hopes or dreads a Sage or Ravenkeeper (or Mayor-bounce) hit. Instead of a demon-identification hunt, this script tends to encourage searching for Outsider/Minion combinations, so if you see players bluffing a Recluse narrative when Lunatic is in play, string along that dilemma for as much time as players enjoy it. Zombuulen may be unsure, even at game end, whether they are truly the demon.
"SpyCluse" replaces the function of a Drunk. Lunatic in Teensyville means players can’t deduce by observing prevailing narratives, since up-to-half the players may be helping Evil for most of the game. Storyteller notes: this script is unusually low on reminder tokens, so as long as Storytellers remember the Zombuul doesn’t act on the night they “appear to die,” and counts as a player for the Mayor’s win condition, it’s great for Storytelling practice.
Fabled: When playing with five players, a Sentinel adds lots of bluffing opportunities, but isn’t strictly required - so make a habit of putting Sentinel in play for five player games, but you can actually leave out the outsider most of the time."
Script notes source: Kickstarter | BotC Kickstarter Update #29 - 2020.04.25
Script archive link: https://botcscripts.com/script/6
by The Pandemonium Institute / AdmiralGT
All scripts tagged in this collection have been featured on the official Blood on the Clocktower website in addition to the "Scripts of the Month." Teensyville scripts are included.
Comrade Demon by Zets
Laissez un Faire by Steven Medway
Late Night Drive By by Aero
Lleech of Distrust by OJ
No Greater Joy by Steven Medway
Over the River by Andrew Nathenson
Race to the Bottom by Evin Donahoe
Direct link: BotC Scripts | Featured Scripts