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#Poisoned
interactionsEach night* Acrobat chooses a player - if they are or become drunk or poisoned tonight, Acrobat dies.
Snake Charmer poisoned by their own ability and then swapped by the Barber is not poisoned anymore.
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.
Cannibal has the ability of the recently killed executee. If they are evil, Cannibal is poisoned until a good player dies by execution.
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.
Players that woke tonight due to their ability but are drunk or poisoned still count as having woke tonight.
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.
If on night X a player was chosen and poisoned, and on night X+1 the Exorcist chooses the Pukka and they don't wake up, then on night X+1 the player chosen on night X dies and stops to be poisoned, and on night X+2 no one dies from the Pukka and Pukka can make their choice.
If the Goon is selected as host on the first night, they become the host and turn evil but they are not poisoned and they make the Lleech drunk until dusk. If the Goon is then executed that first day, the Lleech does not die as they are drunk, but dies immediately when becomes sober. If the Goon dies after the first day, the Lleech dies too.
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).
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.
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.
Each night*, Lleech chooses a player: they die. The Lleech starts by choosing a player: they are poisoned. Lleech dies if and only if that player is dead.
Soldier chosen by the Lleech as a host is not poisoned but becomes the host.
The Mathematician learns if the Demon fails to poison the Soldier.
Ability of the Townsfolk protected by the Monk yields true info (unless the Townsfolk is poisoned or drunk).
Townsfolk neighboring the No Dashii and protected by the Monk is not poisoned for the duration of the protection.
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 the Monk protects a Townsfolk neighboring the Minion killed by the Vigormortis, the Townsfolk is not poisoned for the duration of the protection.
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*, 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.
On Ogre's 1st night, they must choose a player (not themself): Ogre becomes their alignment (but does not know which) even if drunk or poisoned.
Each night, Poisoner chooses a player: they are poisoned tonight and tomorrow day.
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".
Soldier cannot be poisoned by the Pukka and thus does not die the next night.
Recluse chosen by the Snake Charmer may swap character with them and then be poisoned but it's not recommended.
Recluse killed by the Vigormortis may poison their neighbor Townsfolk
Each night, Snake Charmer chooses an alive player: a chosen Demon swaps characters & alignments with the Snake Charmer and is then poisoned.
Soldier is immune to the poison from the neighbor Minion killed by the Vigormortis.
Each night*, Vigormortis chooses a player: they die. Minions killed that way keep their ability and poison one Townsfolk neighbor. There is one fewer Outsider in play.
If Townsfolk poisoned by the Minion killed by the Vigormortis becomes non-Townsfolk, a new neighbor Townsfolk is chosen for poisoning.
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.
There are X Outsiders in the game. On night X, all Townsfolk are poisoned until dusk.
If a “dead” Zombuul becomes drunk or poisoned, do not announce that the player is alive.