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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.

#Each Night

interactions

Each night Balloonist learns a player of a different character type than last night. There might be one additional Outsider in play. If the Balloonist is drunk or poisoned, they may learn a character of the same type as the previously shown player. When the Balloonist becomes sober and healthy, they must learn a player of a different character type to the previously shown player.

Each night, until dusk, either: a player becomes sober, healthy & gets true info, or: their ability works twice. They learn which. If the affected player is acting twice, then they do so at the normal time. If they would normally wake at night, they act, go to sleep, then wake to act again. If they have already used a “once per game” ability, they may use that ability again. If they have a “once per game” ability but have not used it yet, they may use it twice before dusk. If the Barista makes a player sober and healthy, their drunkenness and poisoning, if any, is removed, and they may not become drunk or poisoned until dusk. This player must get true information, even if the Vortox is in play.

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.

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

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

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

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.

Each night, Empath learns how many of their 2 alive neighbors are evil.

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.

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.

Each night, General learns which alignment the Storyteller believes is winning: good, evil, or neither.

Each night, the 1st player to choose the Goon with their ability is drunk until dusk. Goon becomes their alignment.

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

Each night, High Priestess learns which player the Storyteller believes they should talk to most.

Each night, if the dead equal or outnumber the living, King learns 1 alive character. The Demon knows who is the King.

King interaction with Riot

If Riot is in play, and at least 1 player is dead, the King learns an alive character each night.

King interaction with Leviathan

If the Leviathan is in play, and at least 1 player is dead, the King learns an alive character each night.

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.

Each night, Mathematician learns how many players' abilities worked abnormally (since dawn) due to another character's ability.

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.

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

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.

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.

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

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

Each night, Spy sees the Grimoire. The Spy might register as good and as a Townsfolk or Outsider, even if dead.

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

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.

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

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.