with
Search
Search
Search

Drag the button below to your bookmarks bar. If you don't see the bookmarks bar, press Ctrl+Shift+B (Windows/Linux) or Cmd+Shift+B (Mac) to show it.

Grimoire Bookmarklet

How to use:

  1. Open your game on botc.app with the Grimoire visible.
  2. Click the bookmarklet in your bookmarks bar.
  3. A new tab will open with all interactions for the characters in your current game.

Is this safe?

Yes. This bookmarklet runs entirely in your browser. It simply reads the character names from the page and opens a link - no data is sent anywhere except to this site. Your botc.app session, account, and game data remain completely private and untouched.

#Active

interactions

Each night* Acrobat chooses a player - if they are or become drunk or poisoned tonight, Acrobat dies.

Alchemist interaction with Spy

An Alchemist-Spy has no Spy ability and a Spy is in play. After each execution, a living Alchemist-Spy may publicly guess a living player as the Spy. If correct, the Demon must choose the Spy tonight.

Alchemist interaction with Widow

An Alchemist-Widow has no Widow ability and a Widow is in play. After each execution, a living Alchemist-Widow may publicly guess a living player as the Widow. If correct, the Demon must choose the Widow tonight.

Alchemist interaction with Wraith

An Alchemist-Wraith has no Wraith ability and a Wraith is in play. After each execution, a living Alchemist-Wraith may publicly guess a living player as the Wraith. If correct, the Demon must choose the Wraith tonight.

Alchemist interaction with Summoner

The Alchemist-Summoner does not get bluffs, and chooses which Demon but not which player. If they die before this happens, evil wins. No Demon at the beginning of a game.

Alchemist interaction with Organ Grinder

If the Alchemist has the Organ Grinder ability, the Organ Grinder is in play. If both are sober, both are drunk.

Each night*, Al-Hadikhia may choose three players (all players learn who): each silently chooses to live or die, but if all live, all die.

Al-Hadikhia interaction with Mastermind

If the Al-Hadikhia dies by execution, and the Mastermind is alive, the Al-Hadikhia chooses 3 good players tonight: if all 3 choose to live, evil wins. Otherwise, good wins.

Al-Hadikhia interaction with Princess

If the Princess nominated & executed a player on their 1st day, no one dies to the Al-Hadikhia tonight.

Each day Alsaahir can publicly guess which players are Minion(s) and which are Demon(s) - if correct, good wins.

Alsaahir interaction with Recluse

Alsaahir guessing the Recluse as a Demon or as a Minion does not count and is not required.

Each day Amnesiac privately guesses what their ability is and learns how accurate they are. The Storyteller can guide the Amnesiac with "cold", "warmer", "hot", "bingo" and so on.

Once per game, during the day, Artist can privately ask the Storyteller any yes/no question. The Storyteller can answer "I don't know" or prompt to ask another question if they cannot provide an answer.

Once per game, at night*, Assassin may choose a player: they die, even if for some reason they could not.

Assassin interaction with Goon

When Assassin picks the Goon as the first one in the night, the Goon still dies and turns evil and the Assassin becomes drunk until dusk.

Assassin interaction with Fool

If Assassin targets the Fool with their ability, the Fool dies, even if it's their first time dying.

Assassin interaction with Zombuul

When the Assassin chooses the Zombuul, the Zombuul dies for real.

Banshee interaction with Riot

Each night*, Riot chooses an alive good player (different to previous nights): a chosen Banshee dies & gains their ability.

Banshee interaction with Leviathan

Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Banshee dies & gains their ability.

Barber interaction with Recluse

In theory Recluse may choose two players to swap characters after the Barber died but it's not recommended.

Barber interaction with Evil Twin

If new Evil Twin is made, an opposing player to them must be chosen, and they must learn each other.

Barber interaction with Fang Gu

If Fang Gu killed an Outsider and jumped, they cannot jump again even if new Fang Gu was created.

If there is more than one living Demon, the Storyteller chooses which Demon makes the swap.

Barista interaction with Savant

A Savant affected by Barista either: learns two true statements; or learns two sets of statements, each containing a true and a false statement.

Beggar must use a vote token to vote. If a dead player gives them theirs, the Beggar learns their alignment. The Beggar is sober and healthy.

Bishop interaction with Recluse

Recluse may be nominated as an opposing player to good Bishop.

Once per game, at night*, Bone Collector may choose a dead player: they regain their ability until dusk (even a "once per game" ability).

Bone Collector interaction with Philosopher

If the Philosopher regains their ability via the Bone Collector, the Philosopher may choose a new ability, or the same ability as before.

Bounty Hunter interaction with Kazali

If the Kazali turns the Bounty Hunter into a Minion, an evil Townsfolk is not created.

Each night, Bureaucrat chooses a player (not themself): that player's vote counts as 3 votes tomorrow.

Each night, Butler chooses a player (not themself): tomorrow, Butler may only vote if they are voting too.

Butler interaction with Cannibal

If the Cannibal gains the Butler ability, the Cannibal learns this.

Each day, Cacklejack chooses a player: a different player changes character tonight.

Cannibal interaction with Princess

If the Cannibal nominated, executed, & killed the Princess today, the Demon doesn’t kill tonight.

Cannibal interaction with Zealot

If the Cannibal gains the Zealot ability, the Cannibal learns this.

Each night, Cerenovus chooses a player & a good character: they are mad they are this character tomorrow, or might be executed.

Cerenovus interaction with Goblin

The Cerenovus may choose to make a player mad that they are the Goblin.

Each night Chambermaid chooses 2 alive players (not themself) and learns how many woke tonight due to their ability.

Chambermaid interaction with Mathematician

The Chambermaid can detect if the Mathematician will wake tonight.

If there are less than two alive players (not including the Chambermaid) when the Chambermaid should be awoken then the Chambermaid don't wake up.

Players that woke tonight due to their ability but are drunk or poisoned still count as having woke tonight.

Choirboy interaction with Kazali

The King may be removed from play by the setup effects of Kazali.

Once per game, at night, Courtier may choose a character: they are drunk for 3 nights & 3 days. If Courtier becomes drunk or poisoned after choosing, the selected player becomes sober again, but gets back to being drunk if Courtier get sober or healthy before the third day.

Courtier interaction with Recluse

If Courtier chose a Minion or a Demon character, the Recluse can be drunk instead but it's not recommended.

Courtier interaction with Spy

If Courier chose a Townsfolk or an Outsider character, the Spy can be drunk instead but it's not recommended.

Each night, Cult Leader becomes the alignment of an alive neighbor. If all good players choose to join their cult, their team wins.

Cult Leader interaction with Pit-Hag

If the Pit-Hag turns an evil player into the Cult Leader, they can't turn good due to their own ability.

Damsel interaction with Pit-Hag

If a Pit-Hag creates a Damsel, the Storyteller chooses which player it is.

Damsel interaction with Recluse

Recluse can guess the Damsel and lose the game but it's not recommended.

Damsel interaction with Recluse

Recluse guess on the Damsel may be counted as once per game for the Minions but it's not recommended.

If Deviant were funny today, they cannot die by exile.

Each night, Devil's Advocate chooses a living player (different to last night): if executed tomorrow, they don't die.

Each night, Dreamer chooses a player (not themself or Travellers): Dreamer learns 1 good & 1 evil character, 1 of which is correct.

Dreamer interaction with Recluse

Dreamer can see the Recluse as a good character they are not and a Minion or a Demon.

Drunk interaction with Ravenkeeper

Ravenkeeper learns that the chosen Drunk is the Drunk and not the Townsfolk they think they are.

Once per game, at night, Engineer can choose which Minions or which Demon is in play.

Engineer interaction with Legion

If Legion is created, all evil players become Legion. If Legion is in play, the Engineer starts knowing this but has no ability.

Engineer interaction with Recluse

Recluse may become a Minion or a Demon after the Engineer chose which are in play but it's not recommended.

Evil Twin interaction with Pit-Hag

If new Evil Twin is made, an opposing player to them must be chosen, and they must learn each other.

Each night*, Exorcist chooses a player (different to last night): the Demon, if chosen, learns who Exorcist is and then doesn't wake tonight.

Exorcist interaction with Yaggababble

If the Exorcist chooses the Yaggababble, the Yaggababble does not kill tonight.

Exorcist interaction with Lil' Monsta

Lil' Monsta-sitter chosen by the Exorcist learns who Exorcist is and then doesn't wake tonight - they don't wake to use their Minion skill and to choose a new babysitter. The Demon death may still occur.

Exorcist interaction with Recluse

Recluse, if chosen by the Exorcist, may learn who the Exorcist is but it's not recommended.

Exorcist interaction with Po

If the Exorcist selects the Po, the Po does not act, but this night does not count as a night where the Po “chose no one.” However, if the Po chose no one the night before the Exorcist chose the Po, the Po chooses three players the night after the Exorcist chose the Po, because their last choice was no one.

Each night*, Fang Gu chooses a player: they die. The first Outsider this kills becomes an evil Fang Gu and the original Fang Gu dies instead. There is one more Outsider.

Fang Gu interaction with Spy

Spy, if chosen by the Fang Gu, may become a new Fang Gu, but it's not recommended.

Fang Gu interaction with Monk

When Monk-protected Fang Gu chooses an Outsider, the chosen Outsider dies and the Fang Gu remains alive.

Farmer interaction with Riot

Each night*, Riot chooses an alive good player (different to previous nights): a chosen Farmer uses their ability but does not die.

Farmer interaction with Leviathan

Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Farmer uses their ability but does not die.

Each night, Fearmonger chooses a player: if they nominate & execute them, that player's team loses. All players know if the Fearmonger chooses a new player.

Fearmonger interaction with Spy

If Fearmonger chooses the Spy, and then nominates them and executes, good may lose, but it's not recommended.

Fearmonger interaction with Recluse

If Fearmonger chooses the Recluse, and then nominates them and executes, evil may lose, but it's not recommended.

Once per game, during the day, Fisherman may visit the Storyteller for some advice to help their team win.

Fool interaction with Lycanthrope

Fool chosen by the Lycanthrope for the very first time, doesn't die, and the Demon can kill tonight.

Each night, Fortune Teller chooses 2 players and learns if either is a Demon. There is a good player that registers as a Demon to the Fortune Teller.

Fortune Teller interaction with Recluse

Fortune Teller may learn that the Recluse is a Demon, if chosen.

Each night*, Gambler chooses a player & guesses their character: if guess is wrong, the Gambler dies.

Gambler interaction with Recluse

Gambler can die if guessing the Recluse as a Recluse but it's not recommended.

Gambler interaction with Spy

Gambler can die if guessing the Spy as a Spy but it's not recommended.

Gambler interaction with Recluse

Gambler can live if guessing the Recluse as a Minion or as a Demon.

Gambler interaction with Spy

Gambler can live if guessing the Spy as a Townsfolk or as an Outsider.

Once per day, Gangster may choose to kill an alive neighbor, if Gangster's other alive neighbor agrees.

All players start knowing a player of Gnome's alignment. Gnome may choose to kill anyone who nominates that player.

If Goblin publicly claims to be the Goblin when nominated and is executed that day, Goblin's team wins.

Godfather starts knowing which Outsiders are in play. If one died today, the Godfather chooses a player tonight: they die. There might be one more or one fewer Outsider.

Godfather interaction with Recluse

Godfather may be denied a kill after the Recluse's death but it's not recommended.

Godfather interaction with Spy

Godfather may kill a player when the Spy dies.

If two or more Outsiders died today, the Godfather still only kills one player tonight.

Golem may only nominate once per game. When they do, if the nominee is not the Demon, they die.

Golem interaction with Recluse

Recluse may live if nominated by the Golem.

Goon interaction with Po

If the Po chooses the Goon as one of three players and the Po is the 1st player who chooses the Goon tonight, then the Goon and all players chosen after the Goon don't die and the Po is drunk but players chosen before the Goon can still die.

Goon interaction with Shabaloth

If the Shabaloth chooses the Goon as one of two players and the Shabaloth is the 1st player who chooses the Goon tonight, then the Goon (and the second player if the Goon is chosen as the first player) don't die and the Shabaloth is drunk but if the Goon is chosen as the second player then the first player can still die and Shabaloth is drunk.

Each day, Gossip (even if drunk or poisoned) may make a public statement. Tonight, if it was true and the Gossip is sober and healthy, a player dies (even if that statement is not true anymore at this time of the night).

Each day, after the first vote has been tallied, the Gunslinger may choose a player that voted: they die.

Each night*, Harlot chooses a living player: if they agree, the Harlot learns their character, but they both might die.

Each night, Harpy chooses two players: tomorrow, the first player is mad that the second is evil, or one or both might die.

Hatter interaction with Lil' Monsta

If the Hatter dies and the Demon chooses Lil' Monsta, they also choose a Minion to become.

Hatter interaction with Summoner

If the Summoner creates a second living Demon, deaths tonight are arbitrary.

High Priestess interaction with Vortox

If there is the Vortox in-play, the High Priestess is sent to anyone except the player whom the Storyteller believes they should talk to most. (They need not be sent to the "least useful" or "least helpful" player.)

Once per game, at night, Huntsman may choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. The Damsel is in play.

Huntsman interaction with Spy

Spy chosen by the Huntsman might be turned into a not-in-play Townsfolk, but it's not recommended.

Each night*, Imp chooses a player: they die. If the Imp kills themself this way, a Minion becomes the Imp.

Each night*, Innkeeper chooses 2 players: they can't die tonight, but 1 is drunk until dusk.

Once per game, if another player nominated, the Judge may choose to force the current execution to pass or fail.

On Juggler's 1st day, they publicly guess up to 5 players' characters. That night, the Juggler learns how many they got correct. If the Juggler is sober and healthy at night this information is true, even if they were drunk or poisoned when guessing.

Each night*, Kazali chooses a player: they die. Kazali chooses which players are which Minions. There might be more or fewer Outsiders than normal.

Kazali interaction with Summoner

If the Summoner creates a second living Demon, deaths tonight are arbitrary.

When Klutz learns that they died, they must publicly choose 1 alive player: if the player is evil, Klutz's team loses.

Klutz interaction with Spy

Spy chosen by the Klutz might not end the game, but it's not recommended.

Klutz interaction with Philosopher

If the Philosopher chooses Klutz's ability, it works if the Philosopher is dead.

Legion interaction with Preacher

If the Preacher chooses Legion, Legion keeps their ability, but the Preacher might learn they are Legion.

Legion interaction with Summoner

If Legion is summoned, all evil players become Legion.

Leviathan interaction with Ravenkeeper

Each night*, the Leviathan chooses an alive player (different to previous nights): a chosen Ravenkeeper uses their ability but does not die.

Leviathan interaction with Sage

Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Sage uses their ability but does not die.

Each night, Minions choose who babysits Lil' Monsta and thus registers as the Demon. Each night*, a player might die. There is an additional Minion in play.

Lil' Monsta interaction with Magician

If the Magician is alive, the Storyteller chooses which Minion babysits Lil' Monsta.

Lil' Monsta interaction with Poppy Grower

If Lil' Monsta and the Poppy Grower are alive, Minions wake one by one, until one of them chooses to babysit the Lil' Monsta.

Lil' Monsta interaction with Recluse

Recluse may wake to choose the next babysitter, but it's not recommended.

Lleech interaction with Slayer

If the Slayer slays the Lleech host, the host dies.

Lleech interaction with Soldier

Soldier chosen by the Lleech as a host is not poisoned but becomes the host.

Each night*, Lord of Typhon chooses a player: they die. Evil characters are in a line and the Lord of Typhon is in between them (does not have to be exactly in the middle). There is one additional Minion and there might be more or fewer Outsiders than normal.

Lord of Typhon interaction with Summoner

If a Lord of Typhon is summoned, they must neighbor a Minion & their other neighbor becomes an evil Minion.

Each night*, Lycanthrope chooses an alive player. If good, they die & the Demon doesn’t kill tonight. One good player registers as evil.

Magician interaction with Wraith

After each execution, the living Magician may publicly guess a living player as the Wraith. If correct, the Demon must choose the Wraith tonight.

Magician interaction with Spy

When the Spy sees the Grimoire, the Demon and Magician's character tokens are removed.

Marionette interaction with Preacher

If Preacher chooses the Marionette, the Marionette does not learn this.

Each day, Matron may choose up to three sets of two players to swap seats. Players may not leave their seats to talk in private.

Mayor interaction with Riot

The Mayor may choose to stop the riot. If they do so when only 1 Riot is alive, good wins. Otherwise, evil wins.

Mezepheles starts knowing a secret word. The first good player to say this word becomes evil that night.

Mezepheles interaction with Recluse

Recluse might not be turned evil after saying the secret word.

Mezepheles interaction with Spy

Spy might be "turned evil" after saying the secret word, but it's not recommended.

Mezepheles interaction with Preacher

If Preacher chooses the Mezepheles the first night, the Mezepheles does not learn a word untill they have their ability back. Once the word is given the first good player to say it turns evil, saying it before the Mezepheles learns it does not count. If the Preacher chooses the Mezepheles the night a player would turn evil, they do not, and the Mezepheles cannot turn another player evil later once they regain their ability.

Each night*, Monk chooses a player (not themself): they are safe from the Demon tonight.

Monk interaction with Vortox

Ability of the Townsfolk protected by the Monk yields true info (unless the Townsfolk is poisoned or drunk).

Monk interaction with No Dashii

Townsfolk neighboring the No Dashii and protected by the Monk is not poisoned for the duration of the protection.

Monk interaction with Pukka

Player protected by the Monk cannot be poisoned by the Pukka and thus does not die the next night. When the Monk protects the player already poisoned by the Pukka, the player becomes healthy and does not die from the Pukka.

Monk interaction with Vigormortis

When the Monk protects a Townsfolk neighboring the Minion killed by the Vigormortis, the Townsfolk is not poisoned for the duration of the protection.

When Moonchild learns that they died, they must publicly choose (even if drunk or poisoned) 1 alive player. Tonight, if it was a good player, and the Moonchild is sober and healthy, the player dies.

Moonchild interaction with Recluse

Recluse may live if picked by the Moonchild.

Moonchild interaction with Spy

Spy may die if picked by the Moonchild.

Moonchild interaction with Shabaloth

If the Shabaloth chose the Moonchild on the previous night and the dead Moonchild was regurgitated tonight but they were killed after being regurgitated then the Moonchild ability does not activate again because it is not announced that the Moonchild was resurrected and died.

If the Moonchild is sober and healthy at night but was drunk or poisoned when they chose a player today, that player dies (if they are good). If the Moonchild is drunk or poisoned at night but was sober and healthy when they chose a player today, that player doesn’t die.

Once per game, at night, Nightwatchman may choose a player: they learn who is the Nightwatchman.

Nightwatchman interaction with Vortox

The player chosen by the Nightwatchman learns that a different player is the Nightwatchman.

Each night*, No Dashii chooses a player: they die. No Dashii's two Townsfolk neighbors are poisoned.

On Ogre's 1st night, they must choose a player (not themself): Ogre becomes their alignment (but does not know which) even if drunk or poisoned.

Ogre interaction with Pit-Hag

If the Pit-Hag turns an evil player into the Ogre, they can't turn good due to their own ability.

Each night*, Ojo chooses a character: they die. If they are not in play, the Storyteller chooses who dies.

Ojo interaction with Recluse

Recluse may be killed instead, if Ojo chooses a Minion or a Demon character, but it's not recommended.

Ojo interaction with Spy

Spy may be killed instead, if Ojo chooses a Townsfolk or an Outsider character, but it's not recommended.

If there are multiple copies of a particular character in play, and the Ojo chooses that character to die, only one of those characters dies.

All players keep their eyes closed when voting and the vote tally is secret. Each night, Organ Grinder chooses if they are drunk until dusk.

Once per game, at night, Philosopher may choose a good character and gain their ability. If this character is in play, they are drunk.

Philosopher interaction with Sage

If the Philosopher chooses Sage's ability, it works if the Philosopher is dead.

Each night*, Pit-Hag chooses a player and a character they become (if not in play). If a Demon is made, deaths tonight are arbitrary.

Pit-Hag interaction with Village Idiot

If there is a spare token, the Pit-Hag can create an extra Village Idiot. If so, the drunk Village Idiot might change.

Pit-Hag interaction with Politician

If the Pit-Hag turns an evil player into the Politician, they can't turn good due to their own ability.

Pit-Hag interaction with Summoner

If the Summoner creates a second living Demon, deaths tonight are arbitrary.

Pit-Hag interaction with Spy

Pit-Hag might not create a good character if the Spy is in play, but it's not recommended.

If Pit-Hag changes the only living Demon into something else, the game ends with good winning.

Pixie starts knowing 1 in-play Townsfolk. If Pixie were mad that they were this character, they gain their ability when the original character dies. If Pixie is drunk or poisoned when getting this info and got false character, they still get the false character ability when the real matched character dies, if madness was not broken.

Each night*, Po may choose a player: they die. If Po's last choice was no-one, the Po chooses 3 players tonight.

Each night, Poisoner chooses a player: they are poisoned tonight and tomorrow day.

If Politician was the player most responsible for their team losing, the Politician changes alignment & wins, even if dead.

Poppy Grower interaction with Summoner

If the Poppy Grower is alive on the 3rd night, the Summoner chooses which Demon but not which player.

Each night, Preacher chooses a player: a Minion, if chosen, learns this. All chosen Minions have no ability. If Preacher becomes drunk or poisoned after choosing a Minion, they regain their ability until the Preacher is sober and healthy again.

On Princess' 1st day, if Princess nominated & executed a player, the Demon doesn’t kill tonight.

Once per game, at night*, Professor may choose a dead player: if they are a Townsfolk, they are resurrected.

Professor interaction with Spy

Spy chosen by the Professor may be resurrected but it's not recommended.

Each night, Pukka chooses a player: they are poisoned. The previously poisoned player dies then becomes healthy. If by any chance Pukka is drunk or poisoned when waking, the marked victim survives and is not poisoned when the Pukka is drunk or poisoned, and the new Pukka's choice has no effect, but the following night (assuming the Pukka is sober and healthy) the poison resumes on the previously marked player then the player dies and stops being poisoned.

Pukka interaction with Summoner

The Summoner may summon a Pukka on the 2nd night instead of the 3rd.

Pukka interaction with Pukka

If Pukka selects themself, they are permanently poisoned. The previously selected target is now healthy and doesn't die, unless Pukka becomes healthy - then they immediately die. If Pukka is healthy to make another choice, Pukka dies since they are now "previously selected target".

1 player is drunk, even if Puzzlemaster dies. If the Puzzlemaster guesses (once) who it is, they learn the Demon player, but if the guess is wrong, they get false info.

If Ravenkeeper dies at night, they are woken to choose a player: they learn their character.

Ravenkeeper interaction with Riot

Each night*, Riot chooses an alive good player (different to previous nights): a chosen Ravenkeeper uses their ability but does not die.

Ravenkeeper interaction with Recluse

Recluse, if chosen by the Ravenkeeper, can be shown as a Minion or as a Demon.

Recluse interaction with Snake Charmer

Recluse chosen by the Snake Charmer may swap character with them and then be poisoned but it's not recommended.

Recluse interaction with Village Idiot

Recluse may register as evil to the Village Idiot.

On day 3, Minions become Riot & nominees die but nominate an alive player immediately. This must happen.

Riot interaction with Sage

Each night*, Riot chooses an alive good player (different to previous nights): a chosen Sage uses their ability but does not die.

Each night, Sailor chooses an alive player: either the Sailor or they are drunk until dusk. The Sailor can't die.

Each day, Savant may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.

Once per game, at night, Seamstress may choose 2 players (not themself) and learn if they are the same alignment.

Each night*, Shabaloth chooses two players: they die. A dead player the Shabaloth chose last night might be regurgitated.

Once per game, during the day, Slayer may publicly choose a player: if they are the Demon, they die.

Each night, Snake Charmer chooses an alive player: a chosen Demon swaps characters & alignments with the Snake Charmer and is then poisoned.

Spy interaction with Virgin

Spy may be executed immediately if they nominated the Virgin for the first time.

Summoner gets 3 bluffs. On the 3rd night, they choose a player: that player becomes an evil Demon of Summoner's choice. There is no Demon at the beginning of the game.

Summoner interaction with Zombuul

If the Summoner summons a dead player into the Zombuul, the Zombuul has already "died once".

Each night, Thief chooses a player (not themself): that player vote counts negatively tomorrow.

Each night*, Vigormortis chooses a player: they die. Minions killed that way keep their ability and poison one Townsfolk neighbor. There is one fewer Outsider in play.

Each night, Village Idiot chooses a player and learns their alignment. There can be up to 2 additional Village Idiots and 1 of the extras is drunk.

All players know who is the Vizier. The Vizier cannot die during the day. If good voted, Vizier may choose to execute immediately.

Each night*, Vortox chooses a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.

On Widow's first night, they look at the Grimoire and choose a player: that player is poisoned. One good player knows a Widow is in play, but only if the Widow did not choose to poison themself.

Each night, Witch chooses a player: if that player nominates tomorrow, they die. If just 3 players live, the Witch loses this ability.

Once per game, Wizard may choose to make a wish. If granted, it might have a price & leave a clue as to its nature.

Yaggababble starts knowing a secret phrase. For each time the Yaggababble said it publicly today, a player might die.

If there are 5 or more players alive, Zealot must vote for every nomination.

Each night*, if no-one died today, Zombuul chooses a player: they die. The first time the Zombuul dies, they live but registers as dead.

What is a TAG?

A tag describes what a character's ability interacts with or references, not the character itself.

For example, the Chef can have an Evil tag for their interaction because their ability gives information about evil players ("You start knowing how many pairs of evil players there are"), even though the Chef is a good character.

Tags help you search and filter characters based on what their abilities deal with - this could be alignments (evil, good), character types (Outsider, Townsfolk, Minion), game mechanics (drunk, poisoned, death), or any other game element that abilities reference.

Think of tags as categories that make it easier to find characters whose abilities might be relevant to a specific situation or interact with each other during the game.

What tags do we have so far?

Each Night Each Night (*) First Night Day Once Per Game After Death Active Passive Alive Dead Evil Good Alignment Townsfolk Outsider Minion Demon Traveller Storyteller Drunk Sober Healthy Poisoned Death Resurrection Win Loss Voting Nomination Execution Jinx Mad Protected Neighbor Woke Setup Yes, but don't

Where can I get scripts?

Go to script.bloodontheclocktower.com for the official BOTC script tool. Use the export menu and JSON options.

For community made scripts go to botcscripts.com, select a script and then use JSON buttons.