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Characters

Townsfolk

  • Librarian

    Librarian

    Almanac

    You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)

  • Investigator

    Investigator

    Almanac

    You start knowing that 1 of 2 players is a particular Minion.

  • Shugenja

    Shugenja

    Almanac

    You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary.

  • Balloonist

    Balloonist

    Almanac

    Each night, you learn a player of a different character type than last night. [+0 or +1 Outsider]

  • Dreamer

    Dreamer

    Almanac

    Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.

  • Snake Charmer

    Snake Charmer

    Almanac

    Each night, choose an alive player: a chosen Demon swaps characters & alignments with you & is then poisoned.

  • Town Crier

    Town Crier

    Almanac

    Each night*, you learn if a Minion nominated today.

  • Slayer

    Slayer

    Almanac

    Once per game, during the day, publicly choose a player: if they are the Demon, they die.

  • Savant

    Savant

    Almanac

    Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.

  • Amnesiac

    Amnesiac

    Almanac

    You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.

  • Seamstress

    Seamstress

    Almanac

    Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.

  • Courtier

    Courtier

    Almanac

    Once per game, at night, choose a character: they are drunk for 3 nights & 3 days.

  • Magician

    Magician

    Almanac

    The Demon thinks you are a Minion. Minions think you are a Demon.

Outsiders

  • Mutant

    Mutant

    Almanac

    If you are “mad” about being an Outsider, you might be executed.

  • Damsel

    Damsel

    Almanac

    All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses.

  • Lunatic

    Lunatic

    Almanac

    You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.

  • Politician

    Politician

    Almanac

    If you were the player most responsible for your team losing, you change alignment & win, even if dead.

Minions

  • Cerenovus

    Cerenovus

    Almanac

    Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.

  • Pit-Hag

    Pit-Hag

    Almanac

    Each night*, choose a player & a character they become (if not in play). If a Demon is made, deaths tonight are arbitrary.

  • Baron

    Baron

    Almanac

    There are extra Outsiders in play. [+2 Outsiders]

  • Goblin

    Goblin

    Almanac

    If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.

  • Marionette

    Marionette

    Almanac

    You think you are a good character, but you are not. The Demon knows who you are. [You neighbor the Demon]

Demons

  • Leviathan

    Leviathan

    Almanac

    If more than 1 good player is executed, evil wins. All players know you are in play. After day 5, evil wins.

Fabled

  • Djinn

    Djinn

    Almanac

    Use the Djinn's special rule. All players know what it is.

Jinxes

  • Magician Marionette

    If the Magician is alive, the Demon doesn't know which neighbor is the Marionette.

  • Cerenovus Goblin

    The Cerenovus may choose to make a player mad that they are the Goblin.

  • Pit-Hag Damsel

    If a Pit-Hag creates a Damsel, the Storyteller chooses which player it is.

  • Pit-Hag Politician

    If the Pit-Hag turns an evil player into the Politician, they can't turn good due to their own ability.

  • Marionette Balloonist

    If the Marionette thinks that they are the Balloonist, an Outsider might have been added during setup.

  • Leviathan Pit-Hag

    The Leviathan cannot enter play after day 5.


Night Order

First Night

  • Magician

    Include the Magician in the Minion and Demon Info steps.

  • Lunatic

    If there are 7 or more players, wake the Lunatic: Show the THESE ARE YOUR MINIONS token. Point to any players. Show the THESE CHARACTERS ARE NOT IN PLAY token. Show 3 good character tokens. Put the Lunatic to sleep. Wake the Demon. Show the YOU ARE info token and the Demon token. Show the THIS PLAYER IS info token and the Lunatic token, then point to the Lunatic.

  • Marionette

    Wake the Demon. Point to the player marked IS THE MARIONETTE and show the THIS PLAYER IS token and the Marionette character token.

  • Courtier

    The Courtier might choose a character. Courtier Courtier

  • Snake Charmer

    The Snake Charmer chooses a player. If they chose the Demon: Show the YOU ARE & Demon tokens. Give a thumbs down. Swap the Snake Charmer & Demon tokens. Put the old Snake Charmer to sleep. Wake the old Demon. Show the YOU ARE and Snake Charmer tokens & give a thumbs up. Snake Charmer

  • Cerenovus

    The Cerenovus chooses a player & a character. Cerenovus Put the Cerenovus to sleep. Wake the target. Show the THIS CHARACTER SELECTED YOU token, the Cerenovus token, then the madness-character token.

  • Damsel

    If the Damsel was chosen by the Huntsman, show them the YOU ARE info token and their new character token.

  • Amnesiac

    Run the Amnesiac's ability, if applicable.

  • Librarian

    Show the Outsider character token. Point to both the OUTSIDER and WRONG players.

  • Investigator

    Show the Minion character token. Point to both the MINION and WRONG players.

  • Dreamer

    The Dreamer points to a player. Show 1 good & 1 evil character token, 1 of which is their character.

  • Seamstress

    The Seamstress might choose 2 players. Nod or shake your head. Seamstress

  • Balloonist

    Show any player. Balloonist

  • Shugenja

    Point clockwise or anticlockwise around the circle.

  • Leviathan

    Declare that "The Leviathan is in play." Mark the Leviathan with the DAY 1 reminder. Leviathan

Other Nights

  • Courtier

    The Courtier might choose a character. Courtier Courtier

  • Snake Charmer

    The Snake Charmer chooses a player. If they chose the Demon: Show the YOU ARE & Demon tokens. Give a thumbs down. Swap the Snake Charmer & Demon tokens. Put the old Snake Charmer to sleep. Wake the old Demon. Show the YOU ARE and Snake Charmer tokens & give a thumbs up. Snake Charmer

  • Cerenovus

    The Cerenovus chooses a player & a character. Cerenovus Put the Cerenovus to sleep. Wake the target. Show the THIS CHARACTER SELECTED YOU token, the Cerenovus token, then the madness-character token.

  • Pit-Hag

    The Pit-Hag chooses a player & a character. If they chose a character that is not in play: Put the Pit-Hag to sleep. Wake the target. Show the YOU ARE token & their new character token.

  • Lunatic

    Do whatever needs to be done to simulate the Demon acting. Put the Lunatic to sleep. Wake the Demon. Show the Lunatic token & point to them, then their target(s).

  • Damsel

    If the Damsel was chosen by the Huntsman, show them the YOU ARE info token and their new character token.

  • Amnesiac

    Run the Amnesiac's ability, if applicable.

  • Dreamer

    The Dreamer points to a player. Show 1 good & 1 evil character token, 1 of which is their character.

  • Town Crier

    Either nod or shake your head.

  • Seamstress

    The Seamstress might choose 2 players. Nod or shake your head. Seamstress

  • Balloonist

    Show a player with a different character type to previously. Balloonist

  • Leviathan

    Optionally, declare that "The Leviathan is in play." Replace the reminder token. Leviathan

This website is not affiliated with The Pandemonium Institute. Character icons and descriptions are the property of Steven Medway and The Pandemonium Institute.

Website made by Stuart Thomson. Source code.