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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.

#Setup

interactions

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 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.

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

Boffin interaction with Bounty Hunter

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

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.

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

Choirboy interaction with Kazali

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

Choirboy interaction with Lord of Typhon

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

Evil Twin interaction with Spy

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

Each night*, Fang Gu chooses a player: they die. The first Outsider this kills becomes an evil Fang Gu and the original Fang Gu dies instead. There is one more Outsider.

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.

Once per game, at night, Huntsman may choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. The Damsel is in play.

Each night*, Kazali chooses a player: they die. Kazali chooses which players are which Minions. There might be more or fewer Outsiders than normal.

Each night*, a player might die. Executions fail if only evil voted. Legion players register as the Minions too. Most players are Legion.

Each night, Minions choose who babysits Lil' Monsta and thus registers as the Demon. Each night*, a player might die. There is an additional Minion in play.

Each night*, Lord of Typhon chooses a player: they die. Evil characters are in a line and the Lord of Typhon is in between them (does not have to be exactly in the middle). There is one additional Minion and there might be more or fewer Outsiders than normal.

Marionette interaction with Recluse

Marionette may be sitted next to the Recluse.

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.

There are X Outsiders in the game. On night X, all Townsfolk are poisoned until dusk.

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.