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#Passive
interactionsAn Alchemist-Marionette has no Marionette ability and the Marionette is in play.
An Alchemist-Mastermind has no Mastermind ability and the Mastermind is not-in-play.
If the Alchemist has the Boffin ability, the Alchemist does not learn what ability the Demon has.
If there would be two alive Demons, one of which was the Scarlet Woman, the Scarlet Woman becomes the Scarlet Woman again.
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.
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.
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.
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.
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.
During a riot, if the Storyteller is nominated, players vote. If they are "about to die", the game ends. If not, they nominate again.
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.
If the Marionette thinks that they are the Balloonist, an Outsider might have been added during setup.
Balloonist may learn the Recluse as a Demon character or a Minion character,
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.
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.
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.
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.
If the Storyteller would gain the Baron ability, up to two players become Outsiders.
Spy may register as good to the Beggar when giving them their dead vote.
Recluse may register as evil to the Beggar when giving them their dead vote.
If there is a spare token, the Boffin can give the Demon the Village Idiot ability.
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.
If Boffin grants the Demon the Bounty Hunter ability, a Townsfolk is made evil as part of the setup.
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.
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 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).
If the Philosopher gains the Bounty Hunter ability, a Townsfolk might turn evil.
Bounty Hunter may learn the Recluse as an evil player.
If the Juggler guesses on their first day and dies by execution, tonight the living Cannibal learns how many guesses the Juggler got correct.
If Cannibal has the Recluse ability, they keep that ability when they die, but loses their Cannibal ability.
If the Cannibal has the Ravenkeeper ability, they keep that ability when they die, but loses their Cannibal ability.
If the Cannibal has the Sweetheart ability, they keep that ability when they die, but loses their Cannibal ability.
If the Cannibal has the Moonchild ability, they keep that ability when they die, but loses their Cannibal ability.
If Recluse is executed, the Cannibal may gain a Demon or a Minion ability, but it's not recommended.
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.
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.
Psychopath executed by breaking madness plays roshambo with the Storyteller.
Starts knowing how many pairs of evil players there are.
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 may learn the Recluse as a Demon when the Demon kills the King but it's not recommended.
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.
The Summoner registers as the Demon to the Clockmaker.
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 starts knowing how many steps from the player holding Lil' Monsta to the nearest Minion.
If the living Summoner has no ability, the Storyteller has the Summoner ability.
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 may become evil at night if they sit next to an alive Recluse.
Cult Leader may become good at night if they sit next to the alive Spy.
Cult Leader may become evil at night if they sit next to the alive Faux Paw.
Recluse can learn that the Damsel is in play but it's not recommended.
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.
The Mathematician might learn if the Drunk's ability yielded false info or failed to work properly.
Librarian may start knowing that one of two players is the Drunk (if one of them is indeed the Drunk).
The Drunk thinks they are a Townsfolk but is actually an Outsider, so may therefore receive true information while the Vortox is in play.
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.
If the living Summoner is removed from play, the Storyteller has the Summoner ability.
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 can see paired Recluse as a Minion or as a Demon 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.
If Riot nominates and executes the Exorcist-chosen player, good wins.
If the Leviathan nominates and executes the Exorcist-chosen player, good wins.
If there would be two alive Demons, one of which was the Scarlet Woman, the Scarlet Woman remains the Scarlet Woman.
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.
When Farmer dies at night, the Spy might become a Farmer but it's not recommended.
Recluse may be spared becoming a Farmer when the Farmer dies but it's not recommended.
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 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.
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.
Recluse may misregister for the Godfather info but it's not recommended.
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.
If the Leviathan is in play and the Grandchild dies by execution, evil wins.
Spy can register as a good character to the Grandmother.
Grandmother can learn that the Recluse is a Minion or a Demon if shown as the grandchild.
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.
If Legion is created, all evil players become Legion. If Legion is in play, the Hatter has no ability.
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.
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.
If the Marionette thinks that they are the Huntsman, the Damsel was added during setup.
Recluse can become a new Imp if the original Imp kills themself but it is not recommended.
Spy might not become a new Imp, when the Imp kills themself, but it's not recommended.
If Riot nominates and executes an Innkeeper-protected player, good wins.
If the Leviathan nominates and executes an Innkeeper-protected player, good wins.
Investigator starts knowing that 1 of 2 players is a particular Minion.
The Storyteller doesn't declare the Vizier is in play.
Recluse can register as a Minion to the Investigator
Juggler can get a "yes" on incorrect guess on the Recluse as a Minion or as a Demon.
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.
If Riot is in play, and at least 1 player is dead, the King learns an alive character each night.
If the Leviathan is in play, and at least 1 player is dead, the King learns an alive character each night.
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.
The Magician wakes with Legion and might register as evil. Legion knows if a Magician is in play, but not which player it is.
The Politician might register as evil to Legion.
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.
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.)
If the Recluse is the only Outsider in-play, the Librarian can be told that there are no Outsiders in-play.
If there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.
If the Psychopath is babysitting Lil' Monsta, they die when executed.
If the Vizier is babysitting Lil' Monsta, they die when executed.
Marionette is not woken to choose a babysitter.
If the Mastermind is alive and the Lleech host dies by execution, the Lleech lives but loses their ability.
The Mathematician might learn if the Lunatic attacks a different player than the real Demon attacked.
Recluse may learn who the Lunatic is and who they picked at night but it's not recommended.
Recluse may additionally register as evil to Lycanthrope.
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.
If the Vizier is in play, the Magician has no ability but is immune to the Vizier's ability.
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.
If there would be a Marionette in play, they enter play after the Demon & must start as their neighbor.
The Mathematician might learn if the Marionette's ability yielded false info or failed to work properly.
Recluse may learn who the Marionette is, but it's not recommended.
Marionette may be sitted next to the Recluse.
Marionette does not get three bluffs if the Snitch is in play.
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.
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.
The Mathematician learns if the Demon fails to poison the Soldier.
The Mathematician learns if a player attempts to kill the Mayor and fails due to the Mayor's ability.
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.
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.
After Recluse execution all players except Travellers may get drunk but it's not recommended.
Spy may not trigger the Minstrel ability after execution, but it's not recommended.
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 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.
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.
If the Recluse registers as evil to the Ogre, the Ogre learns that they are evil.
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.
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 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.
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.
If the Poppy Grower has their ability, the Spy does not see the Grimoire.
If the Poppy Grower has their ability, the Widow does not see the Grimoire.
If the living Summoner has no ability, the Storyteller has the Summoner ability.
Recluse may learn that the Preacher chose them but it's not recommended.
Spy may register as non-Minion to the Preacher, but it's not recommended.
Psychopath self-nominated and executed plays roshambo with the Storyteller.
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 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.
Town Crier may learn that the Recluse nominated today.
Recluse, if executed during the day, can be shown to the Undertaker as a Minion or as a Demon.
Spy could see the Recluse in the Grimoire as evil or as a Minion or as a Demon but it is not recommended.
Recluse can register as being a different alignment than a good player.
Recluse killed by the Vigormortis may poison their neighbor Townsfolk
Widow could see the Recluse in the Grimoire as evil or as a Minion or a Demon but it is not recommended.
On day three, the Recluse might become Riot, but it's not recommended.
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 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.)
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.)
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 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 may register as a Townsfolk to the Washerwoman.
Steward starts knowing 1 good player.
Steward may start knowing that they are in play but it's not recommended.
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.
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.