BotC Script Viewer

Script Viewer

Council of the Dead  by Ember

  • Bootlegger

    At the start of N4, dead wake together for 2 min, then secretly vote on a living player (if there's no majority, the ST chooses). The chosen player gets a boon.

Characters

Townsfolk

  • Librarian

    Librarian

    Almanac

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

  • 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.

  • Town Crier

    Town Crier

    Almanac

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

  • Oracle

    Oracle

    Almanac

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

  • 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.

  • Alsaahir

    Alsaahir

    Almanac

    Each day, if you publicly guess which players are Minion(s) and which are Demon(s), good wins.

  • Philosopher

    Philosopher

    Almanac

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

  • Huntsman

    Huntsman

    Almanac

    Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel]

  • Fisherman

    Fisherman

    Almanac

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

  • Soldier

    Soldier

    Almanac

    You are safe from the Demon.

  • Mayor

    Mayor

    Almanac

    If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.

Outsiders

  • Drunk

    Drunk

    Almanac

    You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.

  • 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.

Minions

  • Mezepheles

    Mezepheles

    Almanac

    You start knowing a secret word. The 1st good player to say this word becomes evil that night.

  • Cerenovus

    Cerenovus

    Almanac

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

  • Summoner

    Summoner

    Almanac

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

  • Scarlet Woman

    Scarlet Woman

    Almanac

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

  • Baron

    Baron

    Almanac

    There are extra Outsiders in play. [+2 Outsiders]

Demons

  • Imp

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

  • Vigormortis

    Vigormortis

    Almanac

    Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbor. [-1 Outsider]

  • Vortox

    Vortox

    Almanac

    Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.


Night Order

First Night

  • Dusk

    Dusk

    Check that all eyes are closed. Some Travellers, Fabled, & Loric act.

  • Philosopher

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

  • Minion Info

    Minion Info

    If there are 7 or more players, wake all Minions: Show the THIS IS THE DEMON token. Point to the demon.

  • Summoner

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

  • Demon Info

    Demon Info

    If there are 7 or more players, wake the Demon: Show the THESE ARE YOUR MINIONS token. Point to all Minions. Show the THESE CHARACTERS ARE NOT IN PLAY token. Show 3 not-in-play good character tokens.

  • 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.

  • Mezepheles

    Show the secret word.

  • Huntsman

    The Huntsman might choose a player. Huntsman If they chose the Damsel: Put the Huntsman to sleep. Wake the target. Show the YOU ARE info token & their new character token.

  • Damsel

    During Minion Info, show the Minions the Damsel token. If you haven't done this yet, do so now. If the Damsel was chosen by the Huntsman, show the YOU ARE info token & their new character token.

  • 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).

  • Shugenja

    Point clockwise or anticlockwise.

  • Dawn

    Dawn

    Wait a few seconds. Call for eyes open.

Other Nights

  • Dusk

    Dusk

    Check that all eyes are closed. Some Travellers, Fabled, & Loric act.

  • Philosopher

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

  • Monk

    The Monk chooses a player. Monk

  • 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.

  • Mezepheles

    If a good player said the secret word, wake the player. Show the YOU ARE info token & give a thumbs-down. Mezepheles Mezepheles

  • Scarlet Woman

    If the Scarlet Woman became the Demon today, show them the YOU ARE token, then the Demon token.

  • Summoner

    Change the Summoner reminder token to the relevant night. Summoner If it is night 3, the Summoner chooses a player & a Demon character. Put the Summoner to sleep. Wake the target. Show the YOU ARE and Demon tokens & give a thumbs-down.

  • 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.

  • Vortox

    The Vortox chooses a player. Vortox

  • Vigormortis

    The Vigormortis chooses a player. Vigormortis If that player is a Minion, poison a neighboring Townsfolk. Vigormortis Vigormortis

  • Huntsman

    The Huntsman might choose a player. Huntsman If they chose the Damsel: Put the Huntsman to sleep. Wake the target. Show the YOU ARE info token & their new character token.

  • Damsel

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

  • Fortune Teller

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

  • Town Crier

    Either nod or shake your head.

  • Oracle

    Give a finger signal.

  • Dawn

    Dawn

    Wait a few seconds. Call for eyes open.

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