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Quick Maths  by Fran 🐬

Characters

Townsfolk

  • Noble

    Noble

    Almanac

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

  • Shugenja

    Shugenja

    Almanac

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

  • 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.

  • High Priestess

    High Priestess

    Almanac

    Each night, learn which player the Storyteller believes you should talk to most.

  • General

    General

    Almanac

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

  • Dreamer

    Dreamer

    Almanac

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

  • Savant

    Savant

    Almanac

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

  • Alsaahir

    Alsaahir

    Almanac

    Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.

  • Nightwatchman

    Nightwatchman

    Almanac

    Once per game, at night, choose a player: they learn you are the Nightwatchman.

  • Seamstress

    Seamstress

    Almanac

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

  • Philosopher

    Philosopher

    Almanac

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

  • Fisherman

    Fisherman

    Almanac

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

  • Juggler

    Juggler

    Almanac

    On your 1st day, publicly guess up to 5 players' characters. That night, you learn how many you got correct.

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.

  • Politician

    Politician

    Almanac

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

  • Snitch

    Snitch

    Almanac

    Each Minion gets 3 bluffs.

  • Puzzlemaster

    Puzzlemaster

    Almanac

    1 player is drunk, even if you die. If you guess (once) who it is, learn the Demon player, but guess wrong & get false info.

Minions

  • Spy

    Each night, you see the Grimoire. You might register as good & as a Townsfolk or Outsider, even if dead.

  • Xaan

    On night X, all Townsfolk are poisoned until dusk. [X Outsiders]

  • Marionette

    Marionette

    Almanac

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

  • Boffin

    Boffin

    Almanac

    The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which.

Demons

  • Riot

    On day 3, Minions become Riot & nominees die but nominate an alive player immediately. This must happen.

Fabled

  • Djinn

    Djinn

    Almanac

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

Jinxes

  • Spy Ogre

    The Spy registers as evil to the Ogre.

  • Boffin Ogre

    The Demon cannot have the Ogre ability.

  • Boffin Politician

    The Demon cannot have the Politician ability.


Night Order

First Night

  • Boffin

    Wake the Boffin and the Demon. Show the not-in-play good character token. Put the Boffin and the Demon to sleep.

  • Philosopher

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

  • Snitch

    Wake each Minion. Show the THESE CHARACTERS ARE NOT IN PLAY token and three not-in-play character tokens. Put each Minion to sleep.

  • Marionette

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

  • Xaan

    Mark the Xaan with the NIGHT 1 reminder. If X is 1, mark the Xaan with the X reminder token. Xaan Xaan

  • Pixie

    Show the Townsfolk character token marked MAD.

  • 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

  • Noble

    Point to all three players marked KNOW.

  • Shugenja

    Point clockwise or anticlockwise around the circle.

  • Nightwatchman

    The Nightwatchman might choose a player Nightwatchman Put the Nightwatchman to sleep. Wake the target and show the THIS PLAYER IS and Nightwatchman tokens and point to the Nightwatchman.

  • Spy

    Show the Grimoire for as long as the Spy needs.

  • Ogre

    The Ogre points to a player. Ogre

  • High Priestess

    Point to a player.

  • General

    Give a thumb signal.

Other Nights

  • Philosopher

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

  • Xaan

    Change the Xaan reminder token to the relevant night. If it is night X, mark the Xaan with the X reminder token. Xaan Xaan

  • 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

  • Juggler

    Give a finger signal.

  • Nightwatchman

    The Nightwatchman might choose a player Nightwatchman Put the Nightwatchman to sleep. Wake the target and show the THIS PLAYER IS and Nightwatchman tokens and point to the Nightwatchman.

  • Spy

    Show the Grimoire for as long as the Spy needs.

  • High Priestess

    Point to a player.

  • 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.