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 BookmarkletHow to use:
- Open your game on botc.app with the Grimoire visible.
- Click the bookmarklet in your bookmarks bar.
- 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.
#Healthy
interactionsSnake Charmer poisoned by their own ability and then swapped by the Barber is not poisoned anymore.
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.
Beggar must use a vote token to vote. If a dead player gives them theirs, the Beggar learns their alignment. The Beggar is sober and healthy.
All Minions know a Damsel is in play. If a Minion publicly guesses the Damsel (once), while the Damsel is sober and healthy, the Damsel's team loses.
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).
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.
Player protected by the Monk cannot be poisoned by the Pukka and thus does not die the next night. When the Monk protects the player already poisoned by the Pukka, the player becomes healthy and does not die from the Pukka.
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.
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.
If Pukka selects themself, they are permanently poisoned. The previously selected target is now healthy and doesn't die, unless Pukka becomes healthy - then they immediately die. If Pukka is healthy to make another choice, Pukka dies since they are now "previously selected target".