In the author’s words
Mini-almanac included in the PDF.
This Teensyville is based around the unique gameplay possibilities presented by the Vizier / Alsaahir jinx: the Storyteller doesn’t declare the Vizier is in play.
The thematic inspiration behind the script is the Monty Hall Paradox.
Behind these everchanging doors awaits a spectacular array of murder, mayhem, and a Demon!
Today, from the Ravenswood Bluff, the town is packed with 5 or 6 people ready to play everyone’s favorite game, Teensyville Blood on the Clocktower! And now, here’s our special guest host, ladies and gentlemen, the big dealer themself, THE STORYTELLER! โ Oh wait, they died.
The time has come for the final selection of the day! And behind door number 3 isโฆ a failed execution! Zonked! Good thing you didn’t bet the game on that player. Do you want to stick with the conclusion your data is showing you, or do you want to throw caution to the wind and put your vote to another option?
This Teensyville presents a scintillating puzzle for players. The solution to the game may require the good team to “switch doors” and ditch their data for their instinct to find their prize. Meanwhile, the evil team may make an infernal deal to condemn the good team before they solve the puzzle, or get zonked by their own hubris.
In a twist to the standard Teensyville formula, this script empowers the Minion to compete with the Townsfolk to guess which “door” the Demon is hiding behind and deliver a surprise twist ending to the game. A Bootlegger Loric rule removes the “-1 Outsider” from the Vigormortis’ setup ability to allow for the Sentinel’s adjustment of Outsiders during setup to take a clear and unambiguous priority over the Vigormortis. This way, a 5-player game may have 0 or 1 outsiders in play and a 6-player game can have 0, 1, or 2 Outsiders in play.
Toymaker Fabled is strongly not recommended for this script. Having the Minion and Demon never know each other for certain until the game ends is key gameplay consideration.

