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Binary Supernovae  by Hystrex

  • Bootlegger

    If a Demon dies by execution, good wins. Summoner only removes 1 Demon. [+1 Demon]

Characters

Townsfolk

  • Chef

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

  • Empath

    Empath

    Almanac

    Each night, you learn how many of your 2 alive neighbors are evil.

  • Chambermaid

    Chambermaid

    Almanac

    Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.

  • Mathematician

    Mathematician

    Almanac

    Each night, you learn how many players’ abilities worked abnormally (since dawn) due to another character's ability.

  • 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.

  • Oracle

    Oracle

    Almanac

    Each night*, you learn how many dead players are evil.

  • Innkeeper

    Innkeeper

    Almanac

    Each night*, choose 2 players: they can't die tonight, but 1 is drunk until dusk.

  • Gambler

    Gambler

    Almanac

    Each night*, choose a player & guess their character: if you guess wrong, you die.

  • Exorcist

    Exorcist

    Almanac

    Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.

  • Philosopher

    Philosopher

    Almanac

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

  • Soldier

    Soldier

    Almanac

    You are safe from the Demon.

  • Fool

    The 1st time you die, you don't.

  • Magician

    Magician

    Almanac

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

Outsiders

  • Butler

    Butler

    Almanac

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

  • Tinker

    Tinker

    Almanac

    You might die at any time.

  • Golem

    Golem

    Almanac

    You may only nominate once per game. When you do, if the nominee is not the Demon, they die.

  • Moonchild

    Moonchild

    Almanac

    When you learn that you died, publicly choose 1 alive player. Tonight, if it was a good player, they die.

Minions

  • Godfather

    Godfather

    Almanac

    You start knowing which Outsiders are in play. If 1 died today, choose a player tonight: they die. [-1 or +1 Outsider]

  • Assassin

    Assassin

    Almanac

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

  • Summoner

    Summoner

    Almanac

    You get 3 bluffs. On the 3rd night, choose a player: they become an evil Demon of your choice. [No Demon]

  • Mastermind

    Mastermind

    Almanac

    If the Demon dies by execution (ending the game), play for 1 more day. If a player is then executed, their team loses.

Demons

  • Imp

    Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.

  • Pukka

    Pukka

    Almanac

    Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy.

  • Ojo

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

Travellers

  • 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.

  • Deviant

    Deviant

    Almanac

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

  • Matron

    Matron

    Almanac

    Each day, you may choose up to 3 sets of 2 players to swap seats. Players may not leave their seats to talk in private.

  • Apprentice

    Apprentice

    Almanac

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

  • Scapegoat

    Scapegoat

    Almanac

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

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

  • Mathematician Chambermaid

    The Chambermaid can detect if the Mathematician will wake tonight.

  • Summoner Pukka

    The Summoner may summon a Pukka on the 2nd night instead of the 3rd.


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.

  • 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.

  • Summoner

    Show the THESE CHARACTERS ARE NOT IN PLAY token. Show 3 not-in-play good character tokens.

  • Godfather

    Show the character tokens of all in-play Outsiders.

  • Pukka

    The Pukka chooses a player. Pukka

  • Chef

    Give a finger signal.

  • Empath

    Give a finger signal.

  • Fortune Teller

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

  • Butler

    The Butler chooses a player. Butler

  • Chambermaid

    The Chambermaid chooses 2 living players. Give a finger signal.

  • Mathematician

    Give a finger signal.

Other Nights

  • Philosopher

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

  • Innkeeper

    The Innkeeper chooses 2 players. Innkeeper Innkeeper Innkeeper

  • Gambler

    The Gambler chooses a player & a character. Gambler

  • Summoner

    Change the Summoner reminder token to the relevant night. If it is night 3, the Summoner chooses a player and a Demon. Put the Summoner to sleep. Wake the chosen player. Show the YOU ARE token, a thumbs down and the chosen Demon token.

  • Exorcist

    The Exorcist chooses a player. Exorcist Put the Exorcist to sleep. If the Exorcist chose the Demon: Wake the Demon. Show the THIS CHARACTER SELECTED YOU & Exorcist tokens. Point to the Exorcist.

  • 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.

  • Pukka

    The Pukka chooses a player. Pukka The previously poisoned player dies then becomes healthy. Pukka

  • Ojo

    The Ojo chooses a character. Ojo

  • Assassin

    The Assassin might choose a player. Assassin Assassin

  • Godfather

    If an Outsider died today, the Godfather chooses a player. Godfather

  • Tinker

    The Tinker might die. Tinker

  • Moonchild

    If the Moonchild is due to kill a good player, they die. Moonchild

  • Empath

    Give a finger signal.

  • Fortune Teller

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

  • Oracle

    Give a finger signal.

  • Butler

    The Butler chooses a player. Butler

  • Chambermaid

    The Chambermaid chooses 2 living players. Give a finger signal.

  • Mathematician

    Give a finger signal.

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