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#Good
interactionsIf 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.
Each night*, Riot chooses an alive good player (different to previous nights): a chosen Banshee dies & gains their ability.
Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Banshee dies & gains their ability.
Spy may register as good to the Beggar when giving them their dead vote.
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 the Demon has the Cult Leader ability, they can’t turn good due to this ability.
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.
If the Pit-Hag turns an evil player into the Cult Leader, they can't turn good due to their own ability.
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 can see the Recluse as a good character they are not and a Minion or a Demon.
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.
Good wins if good twin is executed or only two players live. Evil wins if the Demon and the Evil Twin are dead.
If Riot nominates and executes the Exorcist-chosen player, good wins.
If the Leviathan nominates and executes the Exorcist-chosen player, good wins.
When Farmer dies at night, an alive good player becomes a Farmer.
Each night*, Riot chooses an alive good player (different to previous nights): a chosen Farmer uses their ability but does not die.
Each night*, the Leviathan chooses an alive good player (different to previous nights): a chosen Farmer uses their ability but does not die.
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.
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.
If the Pit-Hag turns an evil player into the Goon, they can't turn good due to their own ability.
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.
Spy can register as a good character to the Grandmother.
If Riot nominates and executes an Innkeeper-protected player, good wins.
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.
If the Leviathan and the Mayor are alive on day 5 & no execution occurs, good wins.
If the Leviathan nominates and executes the Monk-protected player, good wins.
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*, Lycanthrope chooses an alive player. If good, they die & the Demon doesn’t kill tonight. One good player registers as evil.
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.
If the Storyteller would gain the Marionette ability, one of the Demon's good neighbors becomes the Marionette.
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.
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.
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.
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.
Spy may be drunk instead, if the Philosopher chose any good character, but it's not recommended.
If the Pit-Hag turns an evil player into the Politician, they can't turn good due to their own ability.
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.
Each night*, Riot chooses an alive good player (different to previous nights): a chosen Ravenkeeper uses their ability but does not die.
Recluse can register as being a different alignment than a good player.
Each night*, Riot chooses an alive good player (different to previous nights): a chosen Sage uses their ability but does not die.
Each night, Spy sees the Grimoire. The Spy might register as good and as a Townsfolk or Outsider, even if dead.
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.