
Current Version
The Djinn’s Bargain
Custom Djinn Rule
Nominators may choose to die after making a nomination. If they do, their nominee’s ability works twice until dusk tomorrow.
Description
This script explores the lure of power and the sacrifices required to obtain it. Inspired by the legendary tales of djinns, players face a central mechanic where nominators may choose to forfeit their life after nominating, granting the nominee the ability to use their power twice before dusk on the following day. This trade-off forces players to weigh the benefits of empowering allies against the cost of their own life.
The script emphasizes themes of ambition, hubris, and the ripple effects of sacrifice. It’s designed to create high-stakes decisions, collaboration, and moments of tension as players attempt to outmaneuver the djinn’s influence. Can the town unite to outsmart the Demon, or will the allure of power tear them apart?
How to Run
During the nomination phase, players may choose to sacrifice themselves to the Djinn when making a nomination. If they do, they immediately die, and the Storyteller announces that they have been sacrificed to the Djinn. The nominee’s ability then works twice until dusk the following day. The onus of sacrificing is on the player; the Storyteller should not prompt or ask if they want to. If they do not announce the sacrifice when nominating someone, their opportunity to sacrifice themselves has passed.
It is important to note that players cannot sacrifice themselves to the Djinn if only 3 players are alive. This restriction ensures the game remains balanced in its final stages. In such cases, the Storyteller may announce thematically, “The Djinn has grown weary of sacrifices and will no longer accept them,” or use something similar to fit the tone of the game. However, this limitation is not included in the official rule text due to naming restrictions for the competition. It may be added to the official text after the tournament is complete.
Furthermore, any ability that causes a player to die upon making a nomination takes priority over sacrificing to the Djinn. For example, Witch-cursed players cannot sacrifice themselves; they die immediately to the Witch, and the Storyteller does not mention the Djinn, so players know the sacrifice was not successful.
FAQs
If I am a “You Start Knowing” character do I learn something new the night after I get buffed?
No. “You Start Knowing” characters only learn information on their first night in the game. However, if a situation ever arises where a “You Start Knowing” character enters the game after the overall first night has already occurred and receives a buff on the day before their first night, they will learn two pieces of information that night.
If I have a once per game ability, do I get to use it again if I already used it?
No. If you have already used your once-per-game ability, you cannot use it again, even if you receive a buff. However, if you have not used your once-per-game ability and then receive a buff, you will be able to use it twice.
How does it work if I have a ability that’s triggered by something?
If you are buffed and your ability is triggered, it goes into effect twice. For example:
- A buffed Ravenkeeper who dies at night would choose two people.
- A buffed Klutz who dies would choose two people.
- A buffed Sweetheart who dies would affect two people.
If my ability makes me choose multiple people do I choose them all at once?
No. In the case of a player choosing multiple people, each choice should be resolved individually, in order. For example, a buffed Dreamer would choose one player, and the Storyteller would provide them with information on that player. Then, the Storyteller should prompt the Dreamer to choose again.
Notes
Here are some interesting interactions that can occur on this script with this custom rule worth noting as well as my own thoughts on why I chose the characters I did.
Townsfolk
Chef/Investigator/Librarian:
In a normal game, YSKs provide valuable initial information for the good team but may feel a bit lackluster afterward. The custom rule in this script allows them to take a more active role in their team’s success by strategically sacrificing themselves, enabling others to use their abilities more effectively.
Additionally, the Librarian can potentially help solve for the Outsider count. From a Storyteller’s perspective, I also love the idea of showing the Drunk who thinks they are the Librarian a Drunk between two other people.
Balloonist:
I love the Balloonist, particularly for the outsider count modification it provides, but on this script, it can gain some especially interesting information. For example, if they learn an Outsider on night 1 and are buffed the following day, they would learn 2 players that night who are not Outsiders. This could include 2 Townsfolk, 1 Minion and 1 Demon, or any combination of two of those three types. The information is powerful but creates a more challenging puzzle.
Preacher:
Some of the Minions are particularly strong on this script, especially if they can use their ability twice. The Preacher serves as the good team’s defense against this, especially when buffed.
Fortune Teller:
A buffed Fortune Teller is incredibly strong. Given the power the evil team can amass on this script, it’s a great role for the good team to buff in order to find the Demon as quickly as possible.
Dreamer:
Similar to the Fortune Teller, a buffed Dreamer provides excellent information. It can help identify evil players quickly or confirm good players to build trust chains.
Innkeeper:
Protecting 4 players at night is incredibly strong, but 2 of them will end up drunk. It’s a trade-off between protection and misinformation.
Exorcist:
Similar to the Preacher, there are some deadly Demon combos on this script. The Exorcist is a powerful tool against them, especially if buffed and able to identify the Demon.
Slayer:
This is a powerful role for good that grants them a way to potentially win the game if they can snipe the Demon. It also helps balance the amount of cover and escapes paths the Demon has on this script, especially considering the Djinn rule.
Fisherman:
I always like including at least one once-per-game Townsfolk on a script, and I think the Fisherman fits well here. They can either use their ability early to get advice and then become a sacrificial lamb for the good team, or wait to find someone willing to sacrifice themselves so they can gather double advice on the same day.
Ravenkeeper:
This is an interesting dynamic because it will always linger in the back of the evil team’s mind. Any buffed good player is an obvious target, but with the Ravenkeeper on the script, the evil team must be cautious about making hasty decisions. Are they the Ravenkeeper? Do I risk it and, if I’m wrong, let them learn two players tonight?
Mayor:
Another role that grants good another win condition as well as grants the Storyteller some agency via bounced kills.
Outsiders
Drunk:
I personally love the Drunk, but it’s even more detrimental here. If they convince someone to sacrifice themselves, it’s essentially a death for nothing. Figuring out whether you’re the Drunk has never been more important!
Plague Doctor:
The Plague Doctor can be devastating for the good team if they die. It grants the Storyteller some agency upon death to grant the evil team a little boost should they need it.
Barber:
The Barber is interesting because, while they can sacrifice themselves to buff a good player, doing so grants the evil team the ability to swap roles between players, potentially removing powerful abilities from the game. It’s a trade-off that requires careful consideration.
Politician:
The Politician synergizes extremely well with the custom Djinn rule by granting them an additional avenue through which they can potentially trigger their ability. If you can survive until the end then sacrifice yourself to the Demon to give the evil team that extra boost they need to win!
Minions
Witch:
A fantastic tool for the evil team to deny good players the chance to buff their teammates, as a cursed player would die immediately after nominating, preventing them from sacrificing themselves. Identifying players likely to be one of the roles designed as sacrificial lambs on this script can be highly effective in shutting down the good team’s efforts to buff their abilities.
Assassin:
A buffed Assassin is extremely powerful on this script. When coordinated well with their fellow evil team, they can effectively obfuscate the reasons for night deaths. Additionally, once their power is used, they can become a sacrificial lamb for their team.
Xaan:
I prefer scripts with outsider count obfuscation, and this does a great job of that while also providing the evil team with a source of poisoning. Additionally, their passive nature allows them to serve as a sacrificial lamb once they believe their poisoning effect has taken place.
Scarlet Woman:
The Scarlet Woman is a fantastic backup plan if the Demon gets themselves into trouble. It also synergizes very well with the custom Djinn rule enabling any Demon to now “Djinnpass” during the day.
Demons
No Dashii:
Another source of poisoning for evil. Beyond that, it’s essentially just a double kill if buffed.
Imp:
A quintessential Demon for any script. A straightforward Demon that kills simply and can star pass at night if they need to get out of Dodge.
Ojo:
I feel like this one works well here but can be a bit tricky to figure out. On a normal script, a single-kill Ojo can never be certain they’ve hit their intended target. While a buffed Ojo has two chances to kill high-priority targets, they also have two chances to miss.
Po:
Two properly executed nights by the evil team could potentially result in 5 kills by the Po. This is incredibly powerful, but to achieve it, the evil team will likely need to sacrifice two of their own players, which can significantly reduce their voting influence. Roles like the Innkeeper and Exorcist, especially when buffed, can be critical in countering this strategy.
Travellers
Butcher:
The ability to nominate and buff one more person after the first execution could give either team a significant edge or set them up for a counterplay going into the night phase.
Bone Collector:
A well-timed use of the Bone Collector’s ability could be pivotal in granting either team an additional use of a valuable power.
Judge:
A well-timed Judge execution could be pivotal in preventing either team from gaining too much power.
Apprentice:
Depending on the ability gained, they can become either a sacrificial lamb for their team or a target to be buffed.
Scapegoat:
This can be a useful tool for a Storyteller to balance the game if needed, or to add confusion and make things more interesting.
Special Thanks
Shoutouts to alasam, Chilip, etonio, reed, thejellydude and zyrain for helping me develop this idea. Appreciate it guys!