BotC Script Viewer

Script Viewer

Jumping to Conclusions v4.4  by b_Z

Characters

Townsfolk

  • Noble

    Noble

    Almanac

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

  • 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.

  • General

    General

    Almanac

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

  • Balloonist

    Balloonist

    Almanac

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

  • 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.

  • Artist

    Artist

    Almanac

    Once per game, during the day, privately ask the Storyteller any yes/no question.

  • 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]

  • Farmer

    Farmer

    Almanac

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

  • 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

  • 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.

  • Saint

    Saint

    Almanac

    If you die by execution, your team loses.

  • Heretic

    Heretic

    Almanac

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

  • Damsel

    Damsel

    Almanac

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

  • Politician

    Politician

    Almanac

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

Minions

  • Poisoner

    Poisoner

    Almanac

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

  • Cerenovus

    Cerenovus

    Almanac

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

  • Goblin

    Goblin

    Almanac

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

  • 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.

  • 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]

  • Lil' Monsta

    Lil' Monsta

    Almanac

    Each night, Minions choose who babysits Lil' Monsta & "is the Demon". Each night*, a player might die. [+1 Minion]

Fabled

  • Djinn

    Djinn

    Almanac

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

Jinxes

  • Cerenovus Goblin

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

  • Scarlet Woman Fang Gu

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

  • Lil' Monsta Scarlet Woman

    If Lil' Monsta dies with 5 or more players alive, the Scarlet Woman babysits Lil' Monsta for the rest of the game.


Night Order

First Night

  • Philosopher

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

  • Lil' Monsta

    Wake all Minions, allow them to choose a babysitter. Lil' Monsta

  • Poisoner

    The Poisoner chooses a player. Poisoner

  • 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.

  • Pixie

    Show the Townsfolk character token marked MAD.

  • 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.

  • Librarian

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

  • Noble

    Point to all three players marked KNOW.

  • Balloonist

    Show any player. Balloonist

  • General

    Give a thumb signal.

Other Nights

  • Philosopher

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

  • Poisoner

    The Poisoner chooses a player. Poisoner

  • 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.

  • Scarlet Woman

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

  • 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.

  • 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

  • Lil' Monsta

    Wake all Minions, allow them to choose a babysitter. Lil' Monsta A player might die. Lil' Monsta

  • 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

  • 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.