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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.

#Good

interactions
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).

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.

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.

Beggar interaction with Spy

Spy may register as good to the Beggar when giving them their dead vote.

Bishop interaction with Recluse

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

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.

Boffin interaction with Cult Leader

If the Demon has the Cult Leader ability, they can’t turn good due to this ability.

Boffin interaction with Goon

If the Demon has the Goon ability, they can’t turn good due to this ability.

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

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

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 Spy

Cult Leader may become good at night if they sit next to the alive Spy.

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.

Empath interaction with Spy

Spy may register as good if sitting next to the Empath.

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.

Evil Twin interaction with Spy

Spy may be selected as a good twin but it's not recommended.

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.

Exorcist interaction with Riot

If Riot nominates and executes the Exorcist-chosen player, good wins.

Exorcist interaction with Leviathan

If the Leviathan nominates and executes the Exorcist-chosen player, good wins.

When Farmer dies at night, an alive good player becomes a Farmer.

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.

Fearmonger interaction with Spy

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

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.

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

Fortune Teller interaction with Spy

The Spy can register as a Demon for the Fortune Teller, but if in any moment of a game the Spy registers as evil then Red Herring token must be moved to another good player and can't be placed on the Spy until the good player with the token will register as evil or become evil. However it's not recommended.

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 Moonchild

The Moonchild kills the Goon if the Goon was good when the Moonchild chose them, regardless of the Goon’s alignment at night.

Grandmother starts knowing a good player & their character. If the Demon kills them, the Grandmother dies too.

Grandmother interaction with Spy

Spy can register as a good character to the Grandmother.

Innkeeper interaction with Riot

If Riot nominates and executes an Innkeeper-protected player, good wins.

Innkeeper interaction with Leviathan

If the Leviathan nominates and executes an Innkeeper-protected player, good wins.

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 Mayor

If the Leviathan and the Mayor are alive on day 5 & no execution occurs, good wins.

Leviathan interaction with Monk

If the Leviathan nominates and executes the Monk-protected player, good wins.

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.

Leviathan interaction with Soldier

If the Leviathan nominates and executes the Soldier, good wins.

Leviathan interaction with Spy

Executed Spy may register as good but it's not recommended.

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 Spy

Spy may register as good to Lycanthrope.

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

Marionette thinks they are a good character, but they are not. The Demon knows who they are. Marionette neighbors the Demon.

Marionette interaction with Plague Doctor

If the Storyteller would gain the Marionette ability, one of the Demon's good neighbors becomes the Marionette.

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 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.

Monk interaction with Riot

If Riot nominates and executes the Monk-protected player, good wins.

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.

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.

Executed good players might not die.

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 Spy

Spy may be drunk instead, if the Philosopher chose any good character, but it's not recommended.

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 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.

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

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.

Recluse interaction with Seamstress

Recluse can register as being a different alignment than a good player.

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.

Riot interaction with Soldier

If Riot nominates and executes the Soldier, good wins.

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

Spy interaction with Steward

Steward may learn the Spy as a good player.

Spy interaction with Tea Lady

Spy may register as good to the Tea Lady.

Spy interaction with Vizier

Spy may be counted as good when voting, but it's not recommended.

Steward starts knowing 1 good player.

If both of the Tea Lady's alive neighbors are good, they can't die.

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

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.

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

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.