Binary Supernovae

Djinnlegger Rule: If a Demon dies by execution, good wins. Summoner only removes 1 Demon. [+1 Demon]

Binary Supernovae is a Garden of Djinn World Cup finalist script featuring not one, but 2 demons! They’ll have to work together to wipe out the good team as efficiently as possible, but the catch is that good only needs to find one of them. Each demon has their own strengths and weaknesses to play around, and who knows, maybe they’ll even kill each other! Will the good team find a demon before it’s too late?

Links:
World Cup Page: https://botc.app/worldcup
Permanent Script Page: https://botcscripts.com/script/6457
JSON Link: https://botcscripts.com/api/scripts/11395/json/
BOTCU Thread: https://discord.com/channels/569683781800296501/1340056503515611218
Feel free to contact me here^ 😀 I check it often, any and all feedback/grim pics/suggestions are welcome

How to Run: When creating the bag, remove a Townsfolk token and replace it with a Demon token. On the first night, wake the Demons together to learn who the Minions are, much like how Minions wake together to learn the Demon normally. Each Demon gets their own set of bluffs, which may or may not overlap. If any Demon dies by execution, immediately end the game and announce that the good team has won, unless an ability says otherwise (i.e. Mastermind). If a Minion dies, or a Demon dies to an ability, this does not happen (including if a Summoner dies before creating a Demon).

Clarifications: 
– The Djinnlegger rule removes a Townsfolk, not a Minion (or Outsider). A valid character distribution might look like 6 Townsfolk / 2 Outsiders / 2 Minions / 2 Demons.
– Summoner’s setup text is amended to [-1 Demon]. Nothing else is changed about it.
– This means that Summoner can duplicate an in-play Demon. I’m perfectly fine with STs allowing this, or not, just be clear before the game starts.
– Good should win at the end of a Mastermind day unless a good player is executed, in which case evil wins. This is not the only valid interpretation, but it’s my preferred ruling.
– In the same vein, if the Imp starpasses to the Mastermind on a Mastermind day, the game continues as normal (because there’s no more Mastermind ability and neither team is meeting a win condition).

ST Recommendations: 
– Include a mix of decelerators and ongoing info if you can help it.
– Don’t be afraid to remove an outsider with Godfather. The outsiders are intentionally potent bluffs, so -1 can be stronger than +1 at times.
– Let days be longer than they normally would be. There’s about twice the number of kills each night, so there are fewer days.
– Don’t use an Ojo miss to kill more than one player, evil doesn’t need the help. DEFINITELY don’t do that to hide a Mastermind day.
– Alternative ruling: some STs like to run this script where the Demons don’t natively learn each other. If you think you’d prefer this, feel free to run it this way! Obviously tell your players in advance. This has been dubbed the “Luis Rule”.

Versions:
There are currently 3 versions of the script. There’s the original version, with Shugenja and Xaan, there’s the current version, with Godfather and Golem, and there’s the playtest version (likely to become v3), which is a bit in between (I may have flown too close to the sun with Recluse). The original version is unbalanced and I don’t really recommend playing it, but the other two versions should be good!

Changelog:

V2:

Out: Xaan, Sweetheart, Shugenja, Grandmother, Oracle
In: Godfather, Recluse, Golem, Mathematician, Fool, Chambermaid

Xaan -> Godfather: on a script that moves roughly twice as fast, xaan is roughly twice as powerful. It was too powerful in practice, it had to go. Godfather meshes nicely with the outsider suite, especially after the changes.

Sweetheart -> Recluse: recluse provides some much needed night 1 misinfo, and you can’t summon a permanently drunk player anymore

+Golem: Golem probably should’ve been here from the beginning. It’s a powerful bluff, it fails often enough to not be too confirmy, and the extra death is very impactful on a fast script.

Shugenja & Grandmother -> Mathematician & Fool: Neither of these characters fit particularly well with philosopher, and while Grandmother was interesting, it doesn’t bring enough to the script compared to others. I wanted more decelerants and ongoing info, and both of these find a unique balance point on this script. Fool can confirm itself, but the summoner can negate that. Fool also counters Godfather in a way that Soldier can’t. Mathematician can narrow worlds nicely, help solve the fool’s own life status, and even figure out if it’s a mastermind night.

Oracle -> Chambermaid: as much as I love oracle here, the interaction with recluse renders it a little too useless. It can no longer detect mastermind, and neither character has the agency to combat the interaction. Chambermaid has an interesting tangle of waking patterns to sift through, and felt like the best fit for the script overall.

Running Mathematician:
Here are some less-than-intuitive notes about Mathematician on this script. You can find a full (unofficial) list of Mathematician interactions here.
– A demon failing to kill or poison the targeted player pings math
– An Assassin stabbing through protection pings math, except for soldier
– A Recluse misregistering pings math. Do not misregister the Recluse to the Mathematician directly.
– If an Innkeeper’s choice does not make anyone drunk, that pings math, even if the drunkenness wouldn’t do anything
– If an Exorcist correctly exorcizes a living demon, that pings math
– A Gambler surviving due to Innkeeper when they gambled wrong pings math, even if they were sober
– A Golem nominating a non-Demon who doesn’t die pings math. This typically means they hit a Fool or were Pukka poisoned
– A Fortune Teller choosing their red herring does NOT ping math
– Being Philosopher-drunk doesn’t ping math unless something worked abnormally. A philo-drunk Exorcist won’t ping math unless they choose a Demon

Travelers:
If you’d like to add a Traveler to your game, here’s a list of Travelers that work with this script:
1. Beggar
…and that’s it. Everything else breaks somewhere. If you must have a second Traveler, here are some suggestions that are less problematic than the others.
2. Deviant (it’s a little oppressive but it’ll be fine i hope)
3. Matron (busted with empath)
4. Apprentice (summoner is one of the characters in the entire game)
5. Scapegoat (just really really powerful in context)
Travelers should only learn 1 Demon.

Tidbits:
– People have been abbreviating this script name as “BSN” (which is much appreciated in contrast to the alternative of “BS”).
– I (hystrex) looked it up; it’s pronounced “supernoVEE”. No “vay”, no “vie”, it’s “vee”. Which I myself didn’t know until being accepted as finalist. EDIT: upon further investigation, it appears that this is the most common way to pronounce it but sometimes other pronunciations are considered correct as well. idk anymore
– In v2, I changed the script order so that the Demons are arranged in their night order: Imp, Pukka, Ojo. Hopefully this makes it easier for at least 1 person to keep track. Sorry it’s not in perfect SAO loll
– I’ve been playing BOTC for roughly 2 years now. I discovered it through my college’s board game club, where I now play and storytell regularly.
– You can find me on the Unofficial Clocktower Server pretty often, where I yap about all sorts of botc related things. Come say hi!
– Sometimes you can also find me on the official app, especially on world cup lobbies (of course I’m on BSN lobbies more often, but I wanna play them all!!)
– I have a blog! I haven’t done much on it yet though. You can read my ramblings about misinformation here.

Thanks to TPI & all the streams and STs for hosting the competition, to Beardy for hosting this page, to the other finalists for being generally awesome, to the #CSD folks on the unofficial server for helping me, and of course to you for playing!!