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Pre-Release

During testing, the first version of the script published had the Djinn:

Players have 5 gold. Each day, an on-script ability is auctioned; the highest, unique bidder gains it until dawn, even if dead. Bids are secret & not returned.

The script is below:

image.png

The basis of the script was inspired by Social Strings by McGiggles with the majority of the script being formulated around fun abilities that typically have a mechanical effects or powerful information. With the initial Djinn rule being on-script abilities, I wanted all the roles to be abilities people would be excited to play around with. After initial testing, games were ending quickly and the evil team felt very trapped leading to these changes:

Moonchild -> Barber = Increases Demon movement. Flowergirl -> Snake Charmer = Increases Demon movement, still a Demon Finder. Funner to bid on. Artist -> Fisherman = Still a good bid for tailored information, but more control from the ST given a non poisoned Djinn Bid could win this. Banshee -> Ravenkeeper = Demon bane that works better than a Banshee that can't keep it if bid on. Drunk -> Puzzlemaster = Works better with Xaan and could be willing to bid on this even for the false information part.

Monk -> Nightwatchman = Nightwatchman is a bit of a Xaan detector.

Minstrel -> Dreamer = Both accomplish the same goal of identifying minions, but I wanted a role that was less mechanical here.

Additionally, the Djinn rule was changed to up the starting gold to 7, remove the restriction for on-script abilities, and give evil back their money in ties. The evil team had vastly less money than good and losing money was far more detrimental to them as they could always coordinate to win bids early, but typically ran out of money, leaving the good team winning a majority of the auctions late game. By upping the starting gold to 7, a three player evil team would be unable to block off a majority of the bids while still being able to spread their bids around. I found this small change was imperative for balancing the auctions. This led to the final submission and the accepted version of the script.

Version 1.0

This is the version of the script that was accepted into the contest as well as competed against Witch Hunt in the first match up. The Djinn rule is:

Players have 7 gold. Each day, an ability is auctioned; highest unique bidder gains it until dawn, even if dead. Bids are not returned (bar evil ties) & secret.

The script is below:

image.png

This script has been tested quite a bit at this point by various public lobbies and content creators and I am happy in the direction it is going but received a lot of productive feedback that went into the next version! Particularly addressing how high the droisin is on the script, how difficult the Dreamer/Undertaker are to bluff without a Grim Peeker, as well as Golem being a Townsfolk on a script with a potential Lleech host/outted Psychopath. The following changes were made:

Version 2.0

VI -> High Priestess Dreamer -> Chambermaid Mayor -> Monk Nightwatchman -> Librarian Golem -> Plague Doctor Goblin -> Spy

The goal of the script is collaboration. Collaborating with your fellow players to acquire abilities useful for your team. The roles I added in aid those confirmation chains while not being too strong on their own. An ST can point the High Priestess towards someone who might benefit from the next ability coming up AND has the gold to win it. The Chambermaid can confirm players' roles (or their bluffs!). The Monk offers some way for Good to counter the deaths being sped up by a Psychopath or Harpy; more days = more auctions! Librarian helps Good to puzzle out that Xaan night if you assign them an Outsider that might not want to claim. The Plague Doctor helps muddy the Minion confirmations given half are quite loud and Spy can synergize well with the collaboration roles on the script appearing like a normal Good player. The Spy should not see how much Gold players have left though, so be mindful of that when sharing the Grim!