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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.)

  • Pixie

    Pixie

    Almanac

    You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die.

  • Empath

    Empath

    Almanac

    Each night, you learn how many of your 2 alive neighbors are evil.

  • General

    General

    Almanac

    Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither.

  • Snake Charmer

    Snake Charmer

    Almanac

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

  • Balloonist

    Balloonist

    Almanac

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

  • Innkeeper

    Innkeeper

    Almanac

    Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.

  • Exorcist

    Exorcist

    Almanac

    Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.

  • Savant

    Savant

    Almanac

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

  • Courtier

    Courtier

    Almanac

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

  • Fisherman

    Fisherman

    Almanac

    Once per game, during the day, visit the Storyteller for some advice to help your team win.

  • Mayor

    Mayor

    Almanac

    If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.

  • Cannibal

    Cannibal

    Almanac

    You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.

Outsiders

  • Drunk

    Drunk

    Almanac

    You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.

  • Saint

    Saint

    Almanac

    If you die by execution, your team loses.

  • Mutant

    Mutant

    Almanac

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

  • Heretic

    Heretic

    Almanac

    Whoever wins, loses & whoever loses, wins, even if you are dead.

  • Politician

    Politician

    Almanac

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

Minions

  • Evil Twin

    Evil Twin

    Almanac

    You & an opposing player know each other. If the good player is executed, evil wins. Good can't win if you both live.

  • Poisoner

    Poisoner

    Almanac

    Each night, choose a player: they are poisoned tonight and tomorrow day.

  • Mastermind

    Mastermind

    Almanac

    If the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.

  • Scarlet Woman

    Scarlet Woman

    Almanac

    If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)

Demons

  • Imp

    Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.

  • Pukka

    Pukka

    Almanac

    Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.

  • Fang Gu

    Fang Gu

    Almanac

    Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]

Fabled

  • Djinn

    Djinn

    Almanac

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

Jinxes

  • Scarlet Woman Fang Gu

    If there would be two Demons, one of which was the Scarlet Woman, the Scarlet Woman remains the Scarlet Woman.


Night Order

First Night

  • Poisoner

    The Poisoner chooses a player. Poisoner

  • 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

  • Evil Twin

    Wake both twins. Allow eye contact. Show the good twin's character token to the Evil Twin & vice versa.

  • Pukka

    The Pukka chooses a player. Pukka

  • Pixie

    Show the Townsfolk character token marked MAD.

  • Librarian

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

  • Empath

    Give a finger signal.

  • Balloonist

    Show any player. Balloonist

  • General

    Give a thumb signal.

Other Nights

  • Poisoner

    The Poisoner chooses a player. Poisoner

  • Courtier

    The Courtier might choose a character. Courtier Courtier

  • Innkeeper

    The Innkeeper chooses 2 players. Innkeeper Innkeeper Innkeeper

  • 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

  • Scarlet Woman

    If the Scarlet Woman became the Demon today, show them the YOU ARE token, then the Demon token.

  • Exorcist

    The Exorcist chooses a player. Exorcist Put the Exorcist to sleep. If the Exorcist chose the Demon: Wake the Demon. Show the THIS CHARACTER SELECTED YOU & Exorcist tokens. Point to the Exorcist.

  • Imp

    The Imp chooses a player. Imp If the Imp chose themselves: Replace 1 alive Minion token with a spare Imp token. Put the old Imp to sleep. Wake the new Imp. Show the YOU ARE token, then show the Imp token.

  • Pukka

    The Pukka chooses a player. Pukka The previously poisoned player dies then becomes healthy. Pukka

  • Fang Gu

    The Fang Gu chooses a player. Fang Gu If they chose an Outsider (once only): Replace the Outsider token with the spare Fang Gu token. Put the Fang Gu to sleep. Wake the target. Show the YOU ARE and Fang Gu tokens & give a thumbs-down. Fang Gu

  • Empath

    Give a finger signal.

  • Balloonist

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

  • General

    Give a thumb signal.

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.