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Midnight Sun  by George

Characters

Townsfolk

  • Steward

    Steward

    Almanac

    You start knowing 1 good player.

  • Investigator

    Investigator

    Almanac

    You start knowing that 1 of 2 players is a particular Minion.

  • Librarian

    Librarian

    Almanac

    You start knowing that 1 of 2 players is a particular Outsider. (Or that zero are in play.)

  • 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.

  • 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.

  • Artist

    Artist

    Almanac

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

  • 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.

  • Magician

    Magician

    Almanac

    The Demon thinks you are a Minion. Minions think you are a Demon.

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.

  • Butler

    Butler

    Almanac

    Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.

  • Mutant

    Mutant

    Almanac

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

  • Lunatic

    Lunatic

    Almanac

    You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.

Minions

  • Poisoner

    Poisoner

    Almanac

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

  • Spy

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

  • Cerenovus

    Cerenovus

    Almanac

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

  • Baron

    Baron

    Almanac

    There are extra Outsiders in play. [+2 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]

Demons

  • Leviathan

    Leviathan

    Almanac

    If more than 1 good player is executed, evil wins. All players know you are in play. After day 5, evil wins.

Travellers

  • Apprentice

    Apprentice

    Almanac

    On your 1st night, you gain a Townsfolk ability (if good), or a Minion ability (if evil).

  • Bishop

    Bishop

    Almanac

    Only the Storyteller can nominate. At least 1 opposing player must be nominated each day.

  • Bureaucrat

    Bureaucrat

    Almanac

    Each night, choose a player (not yourself): their vote counts as 3 votes tomorrow.

  • Deviant

    Deviant

    Almanac

    If you were funny today, you cannot die by exile.

  • Thief

    Thief

    Almanac

    Each night, choose a player (not yourself): their vote counts negatively tomorrow.

Fabled

  • Djinn

    Djinn

    Almanac

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

Jinxes

  • Magician Marionette

    If the Magician is alive, the Demon doesn't know which neighbor is the Marionette.

  • Magician Spy

    When the Spy sees the Grimoire, the Demon and Magician's character tokens are removed.

  • Spy Ogre

    The Spy registers as evil to the Ogre.


Night Order

First Night

  • Apprentice

    Show the Apprentice the YOU ARE card, then a Townsfolk or Minion token. In the Grimoire, replace the Apprentice token with that character token, and put the Apprentice's IS THE APPRENTICE reminder by that character token.

  • Bureaucrat

    The Bureaucrat chooses a player. Bureaucrat

  • Thief

    The Thief chooses a player. Thief

  • Philosopher

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

  • Magician

    Include the Magician in the Minion and Demon Info steps.

  • Lunatic

    If there are 7 or more players, wake the Lunatic: Show the THESE ARE YOUR MINIONS token. Point to any players. Show the THESE CHARACTERS ARE NOT IN PLAY token. Show 3 good character tokens. Put the Lunatic to sleep. Wake the Demon. Show the YOU ARE info token and the Demon token. Show the THIS PLAYER IS info token and the Lunatic token, then point to the Lunatic.

  • Marionette

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

  • 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

  • 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.

  • Amnesiac

    Run the Amnesiac's ability, if applicable.

  • Librarian

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

  • Investigator

    Show the Minion character token. Point to both the MINION and WRONG players.

  • Butler

    The Butler chooses a player. Butler

  • 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

  • Steward

    Point to the good player marked KNOW.

  • 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.

  • Leviathan

    Declare that "The Leviathan is in play." Mark the Leviathan with the DAY 1 reminder. Leviathan

Other Nights

  • Bureaucrat

    The Bureaucrat chooses a player. Bureaucrat

  • Thief

    The Thief chooses a player. Thief

  • Philosopher

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

  • 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

  • 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.

  • Lunatic

    Do whatever needs to be done to simulate the Demon acting. Put the Lunatic to sleep. Wake the Demon. Show the Lunatic token & point to them, then their target(s).

  • Amnesiac

    Run the Amnesiac's ability, if applicable.

  • 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

  • Butler

    The Butler chooses a player. Butler

  • Spy

    Show the Grimoire for as long as the Spy needs.

  • High Priestess

    Point to a player.

  • General

    Give a thumb signal.

  • Leviathan

    Optionally, declare that "The Leviathan is in play." Replace the reminder token. Leviathan

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.