You start knowing how many steps from the Demon to its nearest Minion.
Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.
Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Each night*, you learn if a Demon voted today.
Each night*, you learn if a Minion nominated today.
Each night*, you learn how many dead players are evil.
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.
Once per game, during the day, privately ask the Storyteller any yes/no question.
On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.
If the Demon kills you, you learn that it is 1 of 2 players.
When you die, 1 player is drunk from now on.
When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.
If you are “mad” about being an Outsider, you might be executed.
Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.
Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.
Each night*, choose a player & a character they become (if not in play). If a Demon is made, deaths tonight are arbitrary.
You & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.
Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]
Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]
Each night, until dusk, 1) a player becomes sober, healthy & gets true info, or 2) their ability works twice. They learn which.
Each night*, choose a living player: if they agree, you learn their character, but you both might die.
Each day, after the 1st execution, you may nominate again.
Once per game, at night*, choose a dead player: they regain their ability until dusk.
If you were funny today, you cannot die by exile.
Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow.
Each night, choose a player (not yourself): their vote counts negatively tomorrow.
On your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil).
The Harlot points at any living player. Then, put the Harlot to sleep. Wake the chosen player, show them the THIS CHARACTER SELECTED YOU token, then the Harlot token. That player either nods their head yes or shakes their head no. If they nodded their head yes, wake the Harlot and show them the chosen player's character token. Then, you may decide that both players die.
https://botc-script-viewer.sthom.kiwi/base3/snv/