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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.

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.

#Poisoned

interactions

Each night* Acrobat chooses a player - if they are or become drunk or poisoned tonight, Acrobat dies.

Alchemist interaction with Xaan

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

Barber interaction with Snake Charmer

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.

Cannibal interaction with Recluse

Cannibal may be poisoned after the Recluse 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.

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.

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.

Exorcist interaction with Pukka

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.

Goon interaction with Lleech

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.

Lleech interaction with Lleech

If Lleech poisons themself, they are permanently poisoned.

Lleech interaction with Soldier

Soldier chosen by the Lleech as a host is not poisoned but becomes the host.

Mathematician interaction with Soldier

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

Monk interaction with Vortox

Ability of the Townsfolk protected by the Monk yields true info (unless the Townsfolk is poisoned or drunk).

Monk interaction with No Dashii

Townsfolk neighboring the No Dashii and protected by the Monk is not poisoned for the duration of the protection.

Monk interaction with Pukka

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.

Monk interaction with Vigormortis

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.

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.

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.

Poisoner interaction with Poisoner

If the Poisoner chooses themself, they are poisoned until dusk.

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.

Pukka interaction with Pukka

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".

Pukka interaction with Soldier

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

Recluse interaction with Snake Charmer

Recluse chosen by the Snake Charmer may swap character with them and then be poisoned but it's not recommended.

Recluse interaction with Vigormortis

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 interaction with Vigormortis

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.

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.