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The Midnight Oasis  by Zets

Characters

Townsfolk

  • Noble

    Noble

    Almanac

    You start knowing 3 players, 1 and only 1 of which is evil.

  • Balloonist

    Balloonist

    Almanac

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

  • Snake Charmer

    Snake Charmer

    Almanac

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

  • 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.

  • Engineer

    Engineer

    Almanac

    Once per game, at night, choose which Minions or which Demon is in play.

  • Huntsman

    Huntsman

    Almanac

    Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]

  • Professor

    Professor

    Almanac

    Once per game, at night*, choose a dead player: if they are a Townsfolk, they are resurrected.

  • Fisherman

    Fisherman

    Almanac

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

  • Farmer

    Farmer

    Almanac

    When you die at night, an alive good player becomes a Farmer.

  • Poppy Grower

    Poppy Grower

    Almanac

    Minions & Demons do not know each other. If you die, they learn who each other are that night.

  • 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.

  • Atheist

    Atheist

    Almanac

    The Storyteller can break the game rules, and if executed, good wins, even if you are dead. [No evil characters]

Outsiders

  • Damsel

    Damsel

    Almanac

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

  • Drunk

    Drunk

    Almanac

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

  • Golem

    Golem

    Almanac

    You may only nominate once per game. When you do, if the nominee is not the Demon, they die.

  • Barber

    Barber

    Almanac

    If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.

Minions

  • Mezepheles

    Mezepheles

    Almanac

    You start knowing a secret word. The 1st good player to say this word becomes evil that night.

  • Poisoner

    Poisoner

    Almanac

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

  • 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.

  • Psychopath

    Psychopath

    Almanac

    Each day, before nominations, you may publicly choose a player: they die. If executed, you only die if you lose roshambo.

Demons

  • Al-Hadikhia

    Al-Hadikhia

    Almanac

    Each night*, you may choose 3 players (all players learn who): each silently chooses to live or die, but if all live, all die.

  • Vigormortis

    Vigormortis

    Almanac

    Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]

Fabled

  • Sentinel

    Sentinel

    Almanac

    There might be 1 extra or 1 fewer Outsider in play.

  • Spirit of Ivory

    Spirit of Ivory

    Almanac

    There can't be more than 1 extra evil player.

  • Djinn

    Djinn

    Almanac

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

Jinxes

  • Pit-Hag Damsel

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


Night Order

First Night

  • Poppy Grower

    Do not do the Minion Info and Demon Info steps. Wake the Demon, show the THESE CHARACTERS ARE NOT IN PLAY info token and any three good character tokens that are not in play.

  • Engineer

    The Engineer might choose Minions or Demons. Engineer If they do: Put the Engineer to sleep. Wake a target, show them the YOU ARE token and their new character token, then put that target to sleep. Repeat for all players that changed characters.

  • Poisoner

    The Poisoner chooses a player. Poisoner

  • 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

  • Mezepheles

    Show the written word.

  • Huntsman

    The Huntsman might choose a player. Huntsman If that player was the Damsel: Put the Huntsman to sleep. Wake the Damsel and show them the YOU ARE info token and their new 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.

  • Noble

    Point to all three players marked KNOW.

  • Balloonist

    Show any player. Balloonist

Other Nights

  • Poppy Grower

    If the Poppy Grower died today or tonight, wake the Minions, show the THIS IS THE DEMON info token and point to the Demon. Put them to sleep. Wake the Demon, show the THESE ARE YOUR MINIONS info token and point to the Minions. Put the Demon to sleep.

  • Engineer

    The Engineer might choose Minions or Demons. Engineer If they do: Put the Engineer to sleep. Wake a target, show them the YOU ARE token and their new character token, then put that target to sleep. Repeat for all players that changed characters.

  • Poisoner

    The Poisoner chooses a player. Poisoner

  • 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

  • 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.

  • Mezepheles

    If a player is marked with the TURNS EVIL reminder, wake them. Show the YOU ARE info token and a thumbs down. The Mezepheles loses their ability. Mezepheles

  • Vigormortis

    The Vigormortis chooses a player. Vigormortis If that player is a Minion, poison a neighboring Townsfolk. Vigormortis Vigormortis

  • Al-Hadikhia

    The Al-Hadikhia chooses three players. Al-Hadikhia Al-Hadikhia Al-Hadikhia Wake the player marked 1 and say "the Al-Hadikhia has chosen", then the player's name, then "Do you choose to live?" They either nod or shake their head. Put them to sleep and add or remove shrouds accordingly. Repeat for players marked 2 and 3. If all three players are now alive, add a shroud to all three.

  • Barber

    If the Barber died today or tonight, show the Demon the THIS CHARACTER SELECTED YOU & Barber tokens. If the Demon chose 2 players, wake one at a time. Show the YOU ARE token & their new character token.

  • Professor

    The Professor might choose a dead player. Professor Professor

  • Huntsman

    The Huntsman might choose a player. Huntsman If that player was the Damsel: Put the Huntsman to sleep. Wake the Damsel and show them the YOU ARE info token and their new 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.

  • Farmer

    If the Farmer died tonight, wake an alive good player. Show them the YOU ARE info token and a Farmer character token. Replace their previous token with the Farmer token.

  • Balloonist

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

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.