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Psychosocial  by Dave

Characters

Townsfolk

  • Knight

    Knight

    Almanac

    You start knowing 2 players that are not the Demon.

  • Washerwoman

    Washerwoman

    Almanac

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

  • Librarian

    Librarian

    Almanac

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

  • Dreamer

    Dreamer

    Almanac

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

  • Balloonist

    Balloonist

    Almanac

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

  • 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.

  • Courtier

    Courtier

    Almanac

    Once per game, at night, choose a character: they are drunk for 3 nights & 3 days.

  • Fisherman

    Fisherman

    Almanac

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

  • Philosopher

    Philosopher

    Almanac

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

  • Alchemist

    Alchemist

    Almanac

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

  • Ravenkeeper

    Ravenkeeper

    Almanac

    If you die at night, you are woken to choose a player: you learn their character.

  • Poppy Grower

    Poppy Grower

    Almanac

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

Outsiders

  • Snitch

    Snitch

    Almanac

    Each Minion gets 3 bluffs.

  • 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.

  • Barber

    Barber

    Almanac

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

Minions

  • Fearmonger

    Fearmonger

    Almanac

    Each night, choose a player: if you nominate & execute them, their team loses. All players know if you choose a new player.

  • Psychopath

    Psychopath

    Almanac

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

  • Assassin

    Assassin

    Almanac

    Once per game, at night*, choose a player: they die, even if for some reason they could not.

  • Goblin

    Goblin

    Almanac

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

  • Boomdandy

    Boomdandy

    Almanac

    If you are executed, all but 3 players die. After a 10 to 1 countdown, the player with the most players pointing at them, dies.

Demons

  • Kazali

    Kazali

    Almanac

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

  • 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]

Travellers

  • Butcher

    Butcher

    Almanac

    Each day, after the 1st execution, you may nominate again.

  • Deviant

    Deviant

    Almanac

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

  • Judge

    Judge

    Almanac

    Once per game, if another player nominated, you may choose to force the current execution to pass or fail.

  • Scapegoat

    Scapegoat

    Almanac

    If a player of your alignment is executed, you might be executed instead.


Night Order

First Night

  • Kazali

    Wake the Kazali, allow them to choose Minions.

  • Philosopher

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

  • Alchemist

    Show the YOU ARE token and the character token of a Minion.

  • 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.

  • 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.

  • Courtier

    The Courtier might choose a character. Courtier Courtier

  • Fearmonger

    The Fearmonger chooses a player. Fearmonger Declare that "the Fearmonger has chosen a player."

  • Damsel

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

  • Washerwoman

    Show the Townsfolk character token. Point to both the TOWNSFOLK and WRONG players.

  • Librarian

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

  • Dreamer

    The Dreamer points to a player. Show 1 good & 1 evil character token, 1 of which is their character.

  • Knight

    Point to the two non-Demon players marked KNOW.

  • Balloonist

    Show any player. Balloonist

  • 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.

Other Nights

  • Philosopher

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

  • 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.

  • Courtier

    The Courtier might choose a character. Courtier Courtier

  • Fearmonger

    The Fearmonger chooses a player. Fearmonger If the player wasn't already marked with the FEAR reminder, declare that "the Fearmonger has chosen a player."

  • 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

  • Kazali

    The Kazali chooses a player. Kazali

  • Assassin

    The Assassin might choose a player. Assassin Assassin

  • 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.

  • Damsel

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

  • Ravenkeeper

    If the Ravenkeeper died tonight, the Ravenkeeper chooses a player. Show that player's character token.

  • Dreamer

    The Dreamer points to a player. Show 1 good & 1 evil character token, 1 of which is their character.

  • Balloonist

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

  • 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.

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.