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Switchcraft  by AV

Characters

Townsfolk

  • 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.)

  • 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.

  • Fortune Teller

    Fortune Teller

    Almanac

    Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you.

  • Preacher

    Preacher

    Almanac

    Each night, choose a player: a Minion, if chosen, learns this. All chosen Minions have no ability.

  • Town Crier

    Town Crier

    Almanac

    Each night*, you learn if a Minion nominated today.

  • Undertaker

    Undertaker

    Almanac

    Each night*, you learn which character died by execution today.

  • 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.

  • Engineer

    Engineer

    Almanac

    Once per game, at night, choose which Minions or which Demon is in play.

  • Ravenkeeper

    Ravenkeeper

    Almanac

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

  • Soldier

    Soldier

    Almanac

    You are safe from the Demon.

Outsiders

  • Hermit

    Hermit

    Almanac

    You have all Outsider abilities. [-0 or -1 Outsider]

  • Sweetheart

    Sweetheart

    Almanac

    When you die, 1 player is drunk from now on.

  • Hatter

    Hatter

    Almanac

    If you died today or tonight, the Minion & Demon players may choose new Minion & Demon characters to be.

  • Klutz

    Klutz

    Almanac

    When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.

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.

  • Scarlet Woman

    Scarlet Woman

    Almanac

    If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don't count.)

  • Goblin

    Goblin

    Almanac

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

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]

  • No Dashii

    No Dashii

    Almanac

    Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned.

  • Ojo

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

Travellers

  • Thief

    Thief

    Almanac

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

  • Bureaucrat

    Bureaucrat

    Almanac

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

  • Gunslinger

    Gunslinger

    Almanac

    Each day, after the 1st vote has been tallied, you may choose a player that voted: they die.

  • Scapegoat

    Scapegoat

    Almanac

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

  • Beggar

    Beggar

    Almanac

    You must use a vote token to vote. If a dead player gives you theirs, you learn their alignment. You are sober & healthy.

Fabled

  • Djinn

    Djinn

    Almanac

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

Jinxes

  • Scarlet Woman Fang Gu

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


Night Order

First Night

  • Bureaucrat

    The Bureaucrat chooses a player. Bureaucrat

  • Thief

    The Thief chooses a player. Thief

  • Engineer

    The Engineer might choose Minions or Demons. Engineer If they do: Put the Engineer to sleep. Wake a target, show them the YOU ARE token and their new character token, then put that target to sleep. Repeat for all players that changed characters.

  • Preacher

    The Preacher chooses a player. Preacher If they chose a Minion: Put the Preacher to sleep. Wake the target. Show the THIS CHARACTER SELECTED YOU token and the Preacher token.

  • Poisoner

    The Poisoner chooses a player. Poisoner

  • 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.

  • Fortune Teller

    The Fortune Teller chooses 2 players. Nod if either is the Demon (or the RED HERRING).

  • Noble

    Point to all three players marked KNOW.

  • Shugenja

    Point clockwise or anticlockwise around the circle.

  • Spy

    Show the Grimoire for as long as the Spy needs.

Other Nights

  • Bureaucrat

    The Bureaucrat chooses a player. Bureaucrat

  • Thief

    The Thief chooses a player. Thief

  • Engineer

    The Engineer might choose Minions or Demons. Engineer If they do: Put the Engineer to sleep. Wake a target, show them the YOU ARE token and their new character token, then put that target to sleep. Repeat for all players that changed characters.

  • Preacher

    The Preacher chooses a player. Preacher If they chose a Minion: Put the Preacher to sleep. Wake the target. Show the THIS CHARACTER SELECTED YOU token and the Preacher token.

  • Poisoner

    The Poisoner chooses a player. Poisoner

  • Monk

    The Monk chooses a player. Monk

  • 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

  • No Dashii

    The No Dashii chooses a player. No Dashii

  • Ojo

    The Ojo chooses a character. Ojo

  • Hatter

    If the Hatter died today or tonight, wake Minions and Demons, allow them to choose new characters.

  • Sweetheart

    If the Sweetheart died, a player became drunk immediately. If you haven't done this yet, do so now. Sweetheart

  • Ravenkeeper

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

  • Fortune Teller

    The Fortune Teller chooses 2 players. Nod if either is the Demon (or the RED HERRING).

  • Undertaker

    If a player was executed today, show their character token.

  • Town Crier

    Either nod or shake your head.

  • Spy

    Show the Grimoire for as long as the Spy needs.

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.