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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.

#Evil

interactions
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.

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.

On Apprentice first night, they gain a Townsfolk ability (if good) or a Minion ability (if evil).

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.

The Storyteller can break the game rules, and if executed - good wins, even if Atheist is dead. There are no evil characters in the game with Atheist. If there is no Atheist in play and the Storyteller is executed, evil wins.

Beggar interaction with Recluse

Recluse may register as evil to the Beggar when giving them their dead vote.

Boffin interaction with Bounty Hunter

If Boffin grants the Demon the Bounty Hunter ability, a Townsfolk is made evil as part of the setup.

Bounty Hunter starts knowing 1 evil player. If the player they know dies, they learn another evil player tonight. One Townsfolk in play is evil and knows this (it can be Bounty Hunter themself).

Bounty Hunter interaction with Kazali

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

Bounty Hunter interaction with Philosopher

If the Philosopher gains the Bounty Hunter ability, a Townsfolk might turn evil.

Bounty Hunter interaction with Recluse

Bounty Hunter may learn the Recluse as an evil player.

Cannibal has the ability of the recently killed executee. If they are evil, Cannibal is poisoned until a good player dies by execution.

Starts knowing how many pairs of evil players there are.

Chef interaction with Recluse

Chef may register the Recluse sitting next to an evil player as the evil pair.

Clockmaker interaction with Recluse

Clockmaker may start knowing how many steps from the Demon to the Recluse, or from the Recluse to their nearest Minion, if they sit closer to each other than the rest of the evil players.

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.

Cult Leader interaction with Recluse

Cult Leader may become evil at night if they sit next to an alive Recluse.

Cult Leader interaction with Lycanthrope

Cult Leader may become evil at night if they sit next to the alive Faux Paw.

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.

Empath interaction with Recluse

Recluse may register as evil if sitting next to the Empath.

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.

Evil Twin and an opposing player (good twin) know each other. If the good player is executed, evil wins. Good can't win if both twins live.

If good Evil Twin is executed, evil wins - even if evil "good twin" is dead.

Evil Twin interaction with Heretic

Good wins if good twin is executed or only two players live. Evil wins if the Demon and the Evil Twin are dead.

Fearmonger interaction with Recluse

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

If the Red Herring becomes evil, the Red Herring token is moved to another good player.

Goon interaction with Pit-Hag

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

Goon interaction with Lleech

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.

Grandmother interaction with Riot

If Riot is in play and the Grandchild dies by execution, evil wins.

Grandmother interaction with Leviathan

If the Leviathan is in play and the Grandchild dies by execution, evil wins.

Harlot interaction with Recluse

Recluse may register as a Minion or a Demon to the Harlot, but it's not recommended if the Harlot is evil.

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 Legion

If Legion is created, all evil players become Legion. If Legion is in play, the Hatter has no ability.

Hermit interaction with Recluse

Hermit with the Recluse ability can register as evil & as a Minion or Demon, even if dead.

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 Recluse

Recluse, if chosen by the Klutz, can end the game with evil winning but it's not recommended.

Each night*, a player might die. Executions fail if only evil voted. Legion players register as the Minions too. Most players are Legion.

Legion interaction with Magician

The Magician wakes with Legion and might register as evil. Legion knows if a Magician is in play, but not which player it is.

Legion interaction with Politician

The Politician might register as evil to Legion.

Legion interaction with Summoner

If Legion is summoned, all evil players become Legion.

Legion interaction with Zealot

The Zealot might register as evil to Legion.

Legion interaction with Recluse

Recluse can register as an evil player to the Legion.

Legion interaction with Recluse

Recluse voting may be counted as evil.

If more than one good player is executed, evil wins. All players know Leviathan is in play. After day 5, evil wins.

Leviathan interaction with Recluse

Executed Recluse may count as evil.

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.

Lycanthrope interaction with Recluse

Recluse may additionally register as evil to Lycanthrope.

If the Faux Paw becomes evil, the Faux Paw token is moved to another good player.

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.

Noble starts knowing 3 players, 1 and only 1 of which is evil.

Noble interaction with Recluse

Recluse may register as evil to the Noble.

Ogre interaction with Recluse

If the Recluse registers as evil to the Ogre, the Ogre learns that they are evil.

Ogre interaction with Spy

The Spy registers as evil to the Ogre.

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*, Oracle learns how many dead players are evil.

Oracle interaction with Recluse

Recluse may register as evil to the Oracle.

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.

Politician interaction with Vizier

The Politician might register as evil to the Vizier.

If there are good-aligned Minions or Demons, they wake with evil Minions or Demons when the Poppy Grower dies.

Recluse might register as evil & as a Minion or Demon, even if dead.

Recluse interaction with Shugenja

Recluse can register as an evil player to the Shugenja.

Recluse interaction with Village Idiot

Recluse may register as evil to the Village Idiot.

Recluse interaction with Spy

Spy could see the Recluse in the Grimoire as evil or as a Minion or as a Demon but it is not recommended.

Recluse interaction with Vizier

Recluse vote can be counted as evil, but it's not recommended.

Recluse interaction with Widow

Widow could see the Recluse in the Grimoire as evil or as a Minion or a Demon but it is not recommended.

Recluse interaction with Scapegoat

Evil Scapegoat may be executed instead of the Recluse, but it's not recommended.

Seamstress interaction with Spy

Spy can register as being a different alignment than an evil player.

Shugenja starts knowing if their closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.

Vizier interaction with Zealot

The Zealot might register as evil to the Vizier.

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

If the player who knows the Widow is in play becomes evil, another good player learns that there is the Widow in play.

Wraith may choose to open their eyes at night. They wake when other evil players do.

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.