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Characters

Townsfolk

  • Steward

    Steward

    Almanac

    You start knowing 1 good player.

  • 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.

  • Balloonist

    Balloonist

    Almanac

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

  • General

    General

    Almanac

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

  • Monk

    Each night*, choose a player (not yourself): they are safe from the Demon tonight.

  • Savant

    Savant

    Almanac

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

  • Philosopher

    Philosopher

    Almanac

    Once per game, at night, choose a good character: gain that ability. If this character is in play, they are drunk.

  • Huntsman

    Huntsman

    Almanac

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

  • Slayer

    Slayer

    Almanac

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

  • Princess

    Princess

    Almanac

    On your 1st day, if you nominated & executed a player, the Demon doesn't kill tonight.

  • Alchemist

    Alchemist

    Almanac

    You have a Minion ability. When using this, the Storyteller may prompt you to choose differently.

  • 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.

  • Amnesiac

    Amnesiac

    Almanac

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

Outsiders

  • Ogre

    On your 1st night, choose a player (not yourself): you become their alignment (you don't know which) even if drunk or poisoned.

  • Drunk

    Drunk

    Almanac

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

  • 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.

Minions

  • Harpy

    Harpy

    Almanac

    Each night, choose 2 players: tomorrow, the 1st player is mad that the 2nd is evil, or one or both might die.

  • Cerenovus

    Cerenovus

    Almanac

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

  • Psychopath

    Psychopath

    Almanac

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

  • Vizier

    Vizier

    Almanac

    All players know you are the Vizier. You cannot die during the day. If good voted, you may choose to execute immediately.

Demons

  • Pukka

    Pukka

    Almanac

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

  • Ojo

    Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.

  • Kazali

    Kazali

    Almanac

    Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders]

  • Vigormortis

    Vigormortis

    Almanac

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

Fabled

  • 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

  • Cannibal Princess

    If the Cannibal nominated, executed, & killed the Princess today, the Demon doesn’t kill tonight.


Night Order

First Night

  • Dusk

    Dusk

    Check that all eyes are closed. Some Travellers, Fabled, & Loric act.

  • Kazali

    The Kazali chooses which players are which Minions. Wake each target. Show the YOU ARE and Minion tokens & give a thumbs-down.

  • Philosopher

    The Philosopher might choose a character. If necessary, swap their character token. Philosopher

  • Alchemist

    Show the YOU ARE info token and a Minion token.

  • Minion Info

    Minion Info

    If there are 7 or more players, wake all Minions: Show the THIS IS THE DEMON token. Point to the demon.

  • Demon Info

    Demon Info

    If there are 7 or more players, wake the Demon: Show the THESE ARE YOUR MINIONS token. Point to all Minions. Show the THESE CHARACTERS ARE NOT IN PLAY token. Show 3 not-in-play good character tokens.

  • 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.

  • Harpy

    The Harpy chooses 2 players. Harpy Harpy Put the Harpy to sleep. Wake the 1st target. Show the THIS CHARACTER SELECTED YOU token, the Harpy token, then point to the 2nd target.

  • Pukka

    The Pukka chooses a player. Pukka

  • Pixie

    Show the Townsfolk character token marked MAD.

  • Huntsman

    The Huntsman might choose a player. Huntsman If they chose the Damsel: Put the Huntsman to sleep. Wake the target. Show the YOU ARE info token & their new character token.

  • Damsel

    During Minion Info, show the Minions the Damsel token. If you haven't done this yet, do so now. If the Damsel was chosen by the Huntsman, show the YOU ARE info token & their new character token.

  • Amnesiac

    Do whatever needs to be done to satisfy the Amnesiac's ability.

  • Steward

    Point to the player marked KNOW.

  • Balloonist

    Point to any player. Balloonist

  • Ogre

    The Ogre chooses a player. Ogre

  • General

    Give a thumb signal.

  • Vizier

    Announce which player is the Vizier.

  • Dawn

    Dawn

    Wait a few seconds. Call for eyes open.

Other Nights

  • Dusk

    Dusk

    Check that all eyes are closed. Some Travellers, Fabled, & Loric act.

  • Philosopher

    The Philosopher might choose a character. If necessary, swap their character token. Philosopher

  • Monk

    The Monk chooses a player. Monk

  • 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.

  • Harpy

    The Harpy chooses 2 players. Harpy Harpy Put the Harpy to sleep. Wake the 1st target. Show the THIS CHARACTER SELECTED YOU token, the Harpy token, then point to the 2nd target.

  • Princess

    If the Princess nominated the player who was executed today, wake the Demon as normal, but no one dies to the Demon's ability. Princess

  • Pukka

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

  • Vigormortis

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

  • Ojo

    The Ojo chooses a character. Ojo

  • Kazali

    The Kazali chooses a player. Kazali

  • Huntsman

    The Huntsman might choose a player. Huntsman If they chose the Damsel: Put the Huntsman to sleep. Wake the target. Show the YOU ARE info token & their new character token.

  • Damsel

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

  • Amnesiac

    Do whatever needs to be done to satisfy the Amnesiac's ability.

  • Balloonist

    Point to a player with a different character type to the previously shown player. Balloonist

  • General

    Give a thumb signal.

  • Dawn

    Dawn

    Wait a few seconds. Call for eyes open.

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

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