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#Drunk
interactionsEach night* Acrobat chooses a player - if they are or become drunk or poisoned tonight, Acrobat dies.
If the Alchemist has the Organ Grinder ability, the Organ Grinder is in play. If both are sober, both are drunk.
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.
Player drunk because of the Courtier for 3 days can be made sober by Barista at night, but gets back to being drunk at dawn for the rest of the drunk days.
The Demon (even if drunk or poisoned) has a not-in-play good character's ability. You both know which. If the ability modifies the setup (like with the Huntsman or Choirboy) the appriopriate tokens need to be put in the bag.
If Cerenovous inflicts madness on a player, but then is gone from the game, or is moved to another player, or gets drunk or poisoned - the madness stops affecting the player but they don't learn this.
Players that woke tonight due to their ability but are drunk or poisoned still count as having woke tonight.
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.
If Courtier chose a Minion or a Demon character, the Recluse can be drunk instead but it's not recommended.
If Courier chose a Townsfolk or an Outsider character, the Spy can be drunk instead but it's not recommended.
If the Courtier make drunk the Legion, only one player with the Legion token is drunk (including dead players).
Drunk does not know they are the Drunk. Drunk thinks they are a Townsfolk character, but they are not. If the Drunk is poisoned or drunk, nothing changes for them.
Each night, the 1st player to choose the Goon with their ability is drunk until dusk. Goon becomes their alignment.
If the Goon is selected as host on the first night, they become the host and turn evil but they are not poisoned and they make the Lleech drunk until dusk. If the Goon is then executed that first day, the Lleech does not die as they are drunk, but dies immediately when becomes sober. If the Goon dies after the first day, the Lleech dies too.
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.
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).
If the Grandmother is poisoned/drunk on the first night, they may get a different player (including evil players) and a different role from the actual grandchild (marked in the Grimoire), but after the Grandmother is no longer poisoned/drunk, they still dies when the real grandchild dies.
If Harpy inflicts madness on a player, but then is gone from the game, or is moved to another player, or gets drunk or poisoned - the madness stops affecting the player but they don't learn this.
Each night*, Innkeeper chooses 2 players: they can't die tonight, but 1 is drunk until dusk.
If the Innkeeper chooses themself and another player, a storyteller can decide to make the Innkeeper drunk until dusk.
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.
When a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.
After Recluse execution all players except Travellers may get drunk but it's not recommended.
Ability of the Townsfolk protected by the Monk yields true info (unless the Townsfolk is poisoned or drunk).
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.
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.
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.
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.
Spy may be drunk instead, if the Philosopher chose any good character, but it's not recommended.
If there is a spare token, the Pit-Hag can create an extra Village Idiot. If so, the drunk Village Idiot might change.
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 dead Puzzlemaster is gone from the game, either by being removed or by moving the character to another player, the drunk player is sober now.
Each night, Sailor chooses an alive player: either the Sailor or they are drunk until dusk. The Sailor can't die.
When Sweetheart dies, 1 player is drunk from now on.
If dead Sweetheart is resurrected or gone from the game, either by being removed or by moving the character to another player, the drunk player is sober now.
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.
If a “dead” Zombuul becomes drunk or poisoned, do not announce that the player is alive.