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One Day More  by Robe

  • Bootlegger

    Signal Failure: There is a 24 hour delay impacting all characters with abilities that know or learn information.

Characters

Townsfolk

  • Chef

    You start knowing how many pairs of evil players there are.

  • 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.

  • Village Idiot

    Village Idiot

    Almanac

    Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk]

  • 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.

  • Dreamer

    Dreamer

    Almanac

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

  • Town Crier

    Town Crier

    Almanac

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

  • Savant

    Savant

    Almanac

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

  • Nightwatchman

    Nightwatchman

    Almanac

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

  • Philosopher

    Philosopher

    Almanac

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

  • Artist

    Artist

    Almanac

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

  • Sage

    If the Demon kills you, you learn that it is 1 of 2 players.

Outsiders

  • Recluse

    Recluse

    Almanac

    You might register as evil & as a Minion or Demon, even if dead.

  • 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.

  • 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

  • Poisoner

    Poisoner

    Almanac

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

  • Witch

    Witch

    Almanac

    Each night, choose a player: if they nominate tomorrow, they die. If just 3 players live, you lose this ability.

  • Cerenovus

    Cerenovus

    Almanac

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

  • Widow

    Widow

    Almanac

    On your 1st night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play.

Demons

  • Lil' Monsta

    Lil' Monsta

    Almanac

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

  • 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

  • Harlot

    Harlot

    Almanac

    Each night*, choose a living player: if they agree, you learn their character, but you both might die.

  • 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.

  • Gnome

    Gnome

    Almanac

    All players start knowing a player of your alignment. You may choose to kill anyone who nominates them.

Fabled

  • Djinn

    Djinn

    Almanac

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

Loric

  • Bootlegger

    Bootlegger

    Almanac

    This script has homebrew characters or rules.

Jinxes

  • Recluse Sage

    The Recluse might register as the Demon to the Sage.

  • Widow Damsel

    If the Widow is (or has been) in play, the Damsel is poisoned.


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

  • Widow

    Show the Grimoire for as long as the Widow needs. The Widow chooses a player. Widow

  • Witch

    The Witch chooses a player. Witch

  • 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.

  • Damsel

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

  • Librarian

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

  • Chef

    Give a finger signal.

  • Fortune Teller

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

  • Dreamer

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

  • Village Idiot

    Choose a Village Idiot to be drunk. Wake the Village Idiots one at a time, they choose a player, show either good or evil thumbs according to the alignment of that player.

  • 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.

  • High Priestess

    Point to a player.

  • General

    Give a thumb signal.

Other Nights

  • Harlot

    The Harlot points at any living player. Then, put the Harlot to sleep. Wake the chosen player, show them the THIS CHARACTER SELECTED YOU token, then the Harlot token. That player either nods their head yes or shakes their head no. If they nodded their head yes, wake the Harlot and show them the chosen player's character token. Then, you may decide that both players die.

  • Philosopher

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

  • Poisoner

    The Poisoner chooses a player. Poisoner

  • Witch

    The Witch chooses a player. Witch

  • 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.

  • 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

  • Sage

    If the Demon killed the Sage, wake the Sage and point to 2 players, 1 of which is the Demon.

  • Damsel

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

  • Fortune Teller

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

  • Dreamer

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

  • Town Crier

    Either nod or shake your head.

  • Village Idiot

    Wake the Village Idiots one at a time, they choose a player, show either good or evil thumbs according to the alignment of that player.

  • 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.

  • 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.