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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.

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#Passive

interactions
Acrobat interaction with Drunk

The Drunk registers as drunk to the Acrobat.

Alchemist interaction with Marionette

An Alchemist-Marionette has no Marionette ability and the Marionette is in play.

Alchemist interaction with Mastermind

An Alchemist-Mastermind has no Mastermind ability and the Mastermind is not-in-play.

Alchemist interaction with Boffin

If the Alchemist has the Boffin ability, the Alchemist does not learn what ability the Demon has.

Alchemist interaction with Xaan

Alchemist is a Townsfolk and is affected by the Xaan's poisoning.

Al-Hadikhia interaction with Scarlet Woman

If there would be two alive Demons, one of which was the Scarlet Woman, the Scarlet Woman becomes the Scarlet Woman again.

Al-Hadikhia interaction with Monk

Monk-protected player cannot die due to Al-Hadikhia's ability and no matter what they choose (to live or die) the outcome is that they live, so in case the other two players choose to live, all three should die - and since the Monk is protecting one of them, the protected one survives and the others die.

Al-Hadikhia interaction with Innkeeper

Innkeeper-protected player cannot die due to Al-Hadikhia's ability and no matter what they choose (to live or die) the outcome is that they live, so in case the other two players choose to live, all three should die - and since the Innkeeper is protecting one of them, the protected one survives and the others die.

Al-Hadikhia interaction with Sailor

Sober Sailor cannot die due to Al-Hadikhia's ability and no matter what they choose (to live or die) the outcome is that they live, so in case the other two players choose to live, all three should die - and since the Sailor is one of them, only Sailor survives and the others die.

Al-Hadikhia interaction with Fool

The first time about-to-die Fool cannot die due to Al-Hadikhia's ability and no matter what they choose (to live or die) the outcome is that they live, so in case the other two players choose to live, all three should die - and since the Fool is one of them, Fool survives and the others die.

Alsaahir interaction with Vizier

The Storyteller doesn't declare the Vizier is in play.

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.

Atheist interaction with Riot

During a riot, if the Storyteller is nominated, players vote. If they are "about to die", the game ends. If not, they nominate again.

Atheist interaction with Boffin

If the Demon has the Atheist ability, the Storyteller may break the rules and good team wins if the Storyteller is executed. Setup condition of the Atheist is not followed in that case.

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.

Balloonist interaction with Marionette

If the Marionette thinks that they are the Balloonist, an Outsider might have been added during setup.

Balloonist interaction with Recluse

Balloonist may learn the Recluse as a Demon character or a Minion character,

Balloonist interaction with Spy

Balloonist may learn the Spy as a Townsfolk or as an Outsider.

If the Demon kills Banshee, all players learn this. From now on, Banshee may nominate twice per day and vote twice per nomination.

Banshee interaction with Vortox

If the Vortox kills the Banshee, all players learn that the Banshee has died.

If Barber dies today or tonight, the Demon may choose 2 players (not another Demon) to swap characters. The players’ alignments stay the same when they swap characters.

Barber interaction with Snake Charmer

Snake 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.

Barista interaction with Courtier

Player drunk because of the Courtier for 3 days can be made sober by Barista at night, but gets back to being drunk at dawn for the rest of the drunk days.

There are two extra Outsiders in play. This change happens during setup, and it does not revert if the Baron dies.

Baron interaction with Heretic

Only 1 jinxed character can be in play.

Baron interaction with Plague Doctor

If the Storyteller would gain the Baron ability, up to two players become Outsiders.

Beggar interaction with Spy

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

Beggar interaction with Recluse

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

Boffin interaction with Village Idiot

If there is a spare token, the Boffin can give the Demon the Village Idiot ability.

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.

Boffin interaction with Bounty Hunter

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

Boffin interaction with Recluse

The Boffin can grant the Recluse a not-in-play good character's ability and then The Recluse wakes to get information which ability they have.

Boffin interaction with Exorcist

A Demon chosen by the Exorcist will not wake to use their Demon ability, but will still wake due to not-in-play good character's ability from the Boffin.

If Boomdandy is executed, all but three players die. After a 10 to 1 countdown, the player with the most players pointing at them, dies.

Boomdandy interaction with Vigormortis

Boomdandy killed by the Vigormortis still explodes when executed.

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 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 interaction with Juggler

If the Juggler guesses on their first day and dies by execution, tonight the living Cannibal learns how many guesses the Juggler got correct.

Cannibal interaction with Recluse

If Cannibal has the Recluse ability, they keep that ability when they die, but loses their Cannibal ability.

Cannibal interaction with Ravenkeeper

If the Cannibal has the Ravenkeeper ability, they keep that ability when they die, but loses their Cannibal ability.

Cannibal interaction with Sweetheart

If the Cannibal has the Sweetheart ability, they keep that ability when they die, but loses their Cannibal ability.

Cannibal interaction with Moonchild

If the Cannibal has the Moonchild ability, they keep that ability when they die, but loses their Cannibal ability.

Cannibal interaction with Recluse

Cannibal may be poisoned after the Recluse execution.

Cannibal interaction with Recluse

If Recluse is executed, the Cannibal may gain a Demon or a Minion ability, but it's not recommended.

Cannibal interaction with Vortox

Cannibal receives false information if there is a Vortox, even if the Cannibal has "eaten" a non-Townsfolk ability.

The Cannibal has the ability of the recently killed executee at the moment of their execution, even if their character or alignment changes afterwards.

Cannibal interaction with Damsel

When Cannibal eats the Damsel, Minions do not get the information that the new Damsel is in play but they have a new guess if they used it already.

If Cerenovous inflicts madness on a player, but then is gone from the game, or is moved to another player, or gets drunk or poisoned - the madness stops affecting the player but they don't learn this.

Cerenovus interaction with Psychopath

Psychopath executed by breaking madness plays roshambo with the Storyteller.

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.

If the Demon kills the King, Choirboy learns which player is the Demon. The King is in play.

Choirboy interaction with Recluse

Choirboy may learn the Recluse as a Demon when the Demon kills the King but it's not recommended.

Choirboy interaction with Lord of Typhon

The King may be removed from play by the setup effects of Lord of Typhon.

Clockmaker starts knowing how many steps from the Demon to its nearest Minion.

Clockmaker interaction with Summoner

The Summoner registers as the Demon to the Clockmaker.

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.

Clockmaker interaction with Lil' Monsta

Clockmaker starts knowing how many steps from the player holding Lil' Monsta to the nearest Minion.

Courtier interaction with Summoner

If the living Summoner has no ability, the Storyteller has the Summoner ability.

Courtier interaction with Vizier

If the Vizier loses their ability, they learn this, and cannot die during the day.

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

Cult Leader interaction with Recluse

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

Cult Leader interaction with Spy

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

Cult Leader interaction with Lycanthrope

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

Damsel interaction with Spy

If the Spy is (or has been) in play, the Damsel is poisoned.

Damsel interaction with Widow

If the Widow is (or has been) in play, the Damsel is poisoned.

Damsel interaction with Recluse

Recluse can learn that the Damsel is in play but it's not recommended.

Damsel interaction with Marionette

Marionette does not learn that the Damsel is in play.

Drunk does not know they are the Drunk. Drunk thinks they are a Townsfolk character, but they are not. If the Drunk is poisoned or drunk, nothing changes for them.

Drunk interaction with Mathematician

The Mathematician might learn if the Drunk's ability yielded false info or failed to work properly.

Drunk interaction with Librarian

Librarian may start knowing that one of two players is the Drunk (if one of them is indeed the Drunk).

Drunk interaction with Vortox

The Drunk thinks they are a Townsfolk but is actually an Outsider, so may therefore receive true information while the Vortox is in play.

Drunk interaction with Undertaker

Undertaker learns that the executed Drunk is the Drunk and not the Townsfolk they think they are.

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.

Empath interaction with Spy

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

Engineer interaction with Summoner

If the living Summoner is removed from play, the Storyteller has the Summoner ability.

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.

Evil Twin interaction with Recluse

Evil Twin can see paired Recluse as a Minion or as a Demon but it's not recommended.

Evil Twin interaction with Spy

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

If Evil Twin's opposite player changes alignment to the same as them, a new opposite player must be chosen, and the Evil Twin and a new "good twin" must learn each other.

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.

Fang Gu interaction with Scarlet Woman

If there would be two alive Demons, one of which was the Scarlet Woman, the Scarlet Woman remains the Scarlet Woman.

Fang Gu interaction with Pit-Hag

If Fang Gu killed an Outsider and jumped, they cannot jump again even if new Fang Gu was created.

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

Farmer interaction with Spy

When Farmer dies at night, the Spy might become a Farmer but it's not recommended.

Farmer interaction with Recluse

Recluse may be spared becoming a Farmer when the Farmer dies but it's not recommended.

Fisherman interaction with Vortox

If there is a Vortox in-play, the Fisherman's advice must not help the Fisherman's team win (but does not explicitly need to help the Fisherman's team lose; it may simply be irrelevant or useless).

Each night*, Flowergirl learns if a Demon voted today, and this information is given even if the Demon is not the Demon anymore at night. This ability does not trigger for Travellers exile.

Flowergirl interaction with Recluse

Flowergirl may learn if the Recluse voted today.

The first time the Fool dies, they don't.

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.

Godfather starts knowing which Outsiders are in play. If one died today, the Godfather chooses a player tonight: they die. There might be one more or one fewer Outsider.

Godfather interaction with Heretic

Only 1 jinxed character can be in play.

Godfather interaction with Recluse

Recluse may misregister for the Godfather info but it's not recommended.

Godfather interaction with Spy

Spy may register as an Outsider to the Godfather.

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

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

Grandmother interaction with Leviathan

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

Grandmother interaction with Spy

Spy can register as a good character to the Grandmother.

Grandmother interaction with Recluse

Grandmother can learn that the Recluse is a Minion or a Demon if shown as the grandchild.

Grandmother interaction with Yaggababble

If the Yaggababble ability kills the grandchild during the day, the Grandmother immediately dies.

If the Grandmother is poisoned/drunk on the first night, they may get a different player (including evil players) and a different role from the actual grandchild (marked in the Grimoire), but after the Grandmother is no longer poisoned/drunk, they still dies when the real grandchild dies.

If Harpy inflicts madness on a player, but then is gone from the game, or is moved to another player, or gets drunk or poisoned - the madness stops affecting the player but they don't learn this.

A player may die during the night due to a break of yesterday's Harpy madness, before the Harpy's turn in the night order.

If Hatter died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.

Hatter interaction with Legion

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

Hatter interaction with Leviathan

The Leviathan cannot enter play after day 5.

Hatter interaction with Marionette

When Hatter dies, the Marionette is not woken to choose a new Demon or Minion to be.

Whoever wins, loses & whoever loses, wins, even if Heretic is dead.

Heretic interaction with Spy

Only 1 jinxed character can be in play.

Heretic interaction with Pit-Hag

Only 1 jinxed character can be in play.

Heretic interaction with Widow

Only 1 jinxed character can be in play.

Heretic interaction with Lleech

Only 1 jinxed character can be in play.

Hermit interaction with Recluse

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

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

Huntsman interaction with Marionette

If the Marionette thinks that they are the Huntsman, the Damsel was added during setup.

Imp interaction with Recluse

Recluse can become a new Imp if the original Imp kills themself but it is not recommended.

Imp interaction with Spy

Spy might not become a new Imp, when the Imp kills themself, but it's not recommended.

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.

Investigator starts knowing that 1 of 2 players is a particular Minion.

Investigator interaction with Vizier

The Storyteller doesn't declare the Vizier is in play.

Investigator interaction with Recluse

Recluse can register as a Minion to the Investigator

Juggler interaction with Recluse

Juggler can get a "no" on a correct guess on the Recluse.

Juggler interaction with Recluse

Juggler can get a "yes" on incorrect guess on the Recluse as a Minion or as a Demon.

Kazali interaction with Marionette

If there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.

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.

King interaction with Recluse

Recluse may learn that the King is in play but it's not recommended.

King interaction with Recluse

King may learn that the alive Recluse is a Minion or a Demon.

King interaction with Vortox

The Vortox learns that a player who is not the King is the King

Knight starts knowing 2 players that are not the Demon.

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 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 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 Pit-Hag

The Leviathan cannot enter play after day 5.

Leviathan interaction with Soldier

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

Leviathan interaction with Recluse

Executed Recluse may count as evil.

Evil wins if more than one good player is executed after the Leviathan enter the play. If the Leviathan is removed from the game and they re-enter the play then the alternative winning condition is reset.

Librarian starts knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)

Librarian interaction with Recluse

If the Recluse is the only Outsider in-play, the Librarian can be told that there are no Outsiders in-play.

Lil' Monsta interaction with Marionette

If there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.

Lil' Monsta interaction with Psychopath

If the Psychopath is babysitting Lil' Monsta, they die when executed.

Lil' Monsta interaction with Vizier

If the Vizier is babysitting Lil' Monsta, they die when executed.

Lil' Monsta interaction with Marionette

Marionette is not woken to choose a babysitter.

Lleech interaction with Mastermind

If the Mastermind is alive and the Lleech host dies by execution, the Lleech lives but loses their ability.

Lunatic interaction with Mathematician

The Mathematician might learn if the Lunatic attacks a different player than the real Demon attacked.

Lunatic interaction with Recluse

Recluse may learn who the Lunatic is and who they picked at night but it's not recommended.

Lycanthrope interaction with Recluse

Recluse may additionally register as evil to Lycanthrope.

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.

The Demon thinks the Magician is a Minion. Minions think the Magician is a Demon.

Magician interaction with Vizier

If the Vizier is in play, the Magician has no ability but is immune to the Vizier's ability.

Magician interaction with Marionette

If the Magician is alive, the Demon doesn't know which neighbor is the Marionette.

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

Marionette interaction with Summoner

If there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.

Marionette interaction with Mathematician

The Mathematician might learn if the Marionette's ability yielded false info or failed to work properly.

Marionette interaction with Recluse

Recluse may learn who the Marionette is, but it's not recommended.

Marionette interaction with Recluse

Marionette may be sitted next to the Recluse.

Marionette interaction with Snitch

Marionette does not get three bluffs if the Snitch is in play.

Marionette interaction with Poppy Grower

When Poppy Grower dies, the Marionette does not learn who the Demon and other Minions are.

If the Demon dies by execution (ending the game), play for one more day. If a player is then executed, their team loses.

Mastermind interaction with Vigormortis

A Mastermind that has their ability keeps it if the Vigormortis dies.

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

Mathematician interaction with Soldier

The Mathematician learns if the Demon fails to poison the Soldier.

Mathematician interaction with Mayor

The Mathematician learns if a player attempts to kill the Mayor and fails due to the Mayor's ability.

Mathematician interaction with Monk

If the Demon fails to kill a player due to the Monk's protection, the Mathematician number increases by 1.

If only 3 players live & no execution occurs, Mayor's team wins. If the Mayor dies at night, another player might die instead.

Mayor interaction with Zombuul

Zombuul registering as dead counts as dead also for the Mayor's win condition.

When a Minion dies by execution, all other players (except Travellers) are drunk until dusk tomorrow.

Minstrel interaction with Recluse

After Recluse execution all players except Travellers may get drunk but it's not recommended.

Minstrel interaction with Spy

Spy may not trigger the Minstrel ability after execution, but it's not recommended.

Monk interaction with Riot

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

If Mutant is mad about being an Outsider, they might be executed.

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.

Noble interaction with Noble

Noble may start knowing that they are in play but it's not recommended.

Each night*, No Dashii chooses a player: they die. No Dashii's two Townsfolk neighbors are poisoned.

No Dashii interaction with Soldier

Soldier is immune to the No Dashii's poison (the poisoning ability is limited to only one Townsfolk in this case).

If Townsfolk poisoned by the No Dashii becomes non-Townsfolk, a new neighbor Townsfolk is chosen for poisoning.

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.

If the Ojo chooses a character which is not-in-play, the Storyteller may choose to kill no one, or any number of alive players (usually matching potential deaths from another Demon on the script).

Each night*, Oracle learns how many dead players are evil.

Oracle interaction with Recluse

Recluse may register as evil to the Oracle.

Executed good players might not die.

Pixie starts knowing 1 in-play Townsfolk. If Pixie were mad that they were this character, they gain their ability when the original character dies. If Pixie is drunk or poisoned when getting this info and got false character, they still get the false character ability when the real matched character dies, if madness was not broken.

Pixie interaction with Vortox

Pixie learns an out of play Townsfolk, with the mad token placed on anyone. If the madness was not broken, they gain the Townsfolk ability they saw first night, when player marked by the token dies.

When Plague Doctor dies, the Storyteller gains a Minion ability.

Politician interaction with Vizier

The Politician might register as evil to the Vizier.

Minions & Demons do not know each other. If Poppy Grower dies, they learn who each other are that night.

Poppy Grower interaction with Spy

If the Poppy Grower has their ability, the Spy does not see the Grimoire.

Poppy Grower interaction with Widow

If the Poppy Grower has their ability, the Widow does not see the Grimoire.

Preacher interaction with Summoner

If the living Summoner has no ability, the Storyteller has the Summoner ability.

Preacher interaction with Recluse

Recluse may learn that the Preacher chose them but it's not recommended.

Preacher interaction with Spy

Spy may register as non-Minion to the Preacher, but it's not recommended.

Psychopath interaction with Psychopath

Psychopath self-nominated and executed plays roshambo with the Storyteller.

Pukka interaction with Soldier

Soldier cannot be poisoned by the Pukka and thus does not die the next night.

1 player is drunk, even if Puzzlemaster dies. If the Puzzlemaster guesses (once) who it is, they learn the Demon player, but if the guess is wrong, they get false info.

Puzzlemaster interaction with Recluse

Puzzlemaster may learn the Recluse as a Demon but it's not recommended.

If dead Puzzlemaster is gone from the game, either by being removed or by moving the character to another player, the drunk player is sober now.

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

Recluse interaction with Sage

The Recluse might register as the Demon to the Sage.

Recluse interaction with Shugenja

Recluse can register as an evil player to the Shugenja.

Recluse interaction with Town Crier

Town Crier may learn that the Recluse nominated today.

Recluse interaction with Undertaker

Recluse, if executed during the day, can be shown to the Undertaker as a Minion or as a Demon.

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 Seamstress

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

Recluse interaction with Vigormortis

Recluse killed by the Vigormortis may poison their neighbor Townsfolk

Recluse interaction with Snitch

Recluse can get three bluffs 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 Riot

On day three, the Recluse might become Riot, but it's not recommended.

Riot interaction with Soldier

If Riot nominates and executes the Soldier, good wins.

If the Demon kills the Sage, the Sage learns that it is 1 of 2 players (of which one must be the killer themself).

If Saint dies by execution, their team loses.

Savant interaction with Vortox

Savant must get two false pieces of information if the Vortox is alive.

If a player of the Scapegoat's alignment is executed, the Scapegoat might be executed instead.

If there are 5 or more players alive and the Demon dies, Scarlet Woman becomes the Demon. (Travellers don't count.)

Scarlet Woman interaction with Yaggababble

If a player becomes the Yaggababble in the night and publicly said their phrase yesterday, player(s) might die tonight. (The Storyteller may assign a phrase retroactively.)

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.

Each Minion gets 3 bluffs.

Soldier is safe from the Demon.

Soldier interaction with Vigormortis

Soldier is immune to the poison from the neighbor Minion killed by the Vigormortis.

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 Washerwoman

Spy may register as a Townsfolk to the Washerwoman.

Steward starts knowing 1 good player.

Steward interaction with Steward

Steward may start knowing that they are in play but it's not recommended.

Summoner interaction with Yaggababble

If a player becomes the Yaggababble in the night and publicly said their phrase yesterday, player(s) might die tonight. (The Storyteller may assign a phrase retroactively.)

When Sweetheart dies, 1 player is drunk from now on.

If dead Sweetheart is resurrected or gone from the game, either by being removed or by moving the character to another player, the drunk player is sober now.

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

Tinker might die at any time.

Each night*, Town Crier learns if a Minion nominated today, and this information is given even if the Minion is not a Minion anymore at night. This ability does not trigger for Travellers exile.

Each night*, Undertaker learns which character died by execution today.

If Townsfolk poisoned by the Minion killed by the Vigormortis becomes non-Townsfolk, a new neighbor Townsfolk is chosen for poisoning.

The first time the Virgin is nominated, if the nominator is a Townsfolk, they are executed immediately.

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

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.

Only Voudon and the dead can vote. They don't need a vote token to do so. A 50% majority isn't required.

Washerwoman starts knowing that 1 of 2 players is a particular Townsfolk.

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.

Each night*, if no-one died today, Zombuul chooses a player: they die. The first time the Zombuul dies, they live but registers as dead.

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.