Storytellers may say "no" to Grimoire pictures. This idea existed in a widely circulated draft rulebook and was subsequently struck from the rules before the retail release of the game.
Sharing or showing photos between players should be discouraged. Many Storytellers allow photos of the Grimoire and stipulate that pictures must remain as memory aides only and not be shown to anyone else, including their Demon.
In Trouble Brewing, having a Spy take and share photos of the Grim on Day 1 will not completely break the game. It's no different than having an extremely efficient conversation between the Spy and Imp. The game still has to play out. The good team will still get multiple clues and opportunities to execute the Demon.
However, having the entire Grimoire accessible at all times will significantly enhance the Spy's potential benefit to the evil team. It will also lower the possibility of the evil team getting caught exchanging detailed information.
When using the Spy or grim-viewers with experimental scripts and characters, sharing photos may spoil intended gameplay ambiguity:
Showing the actual Demon the Grimoire will remove any doubt that the Demon might be a Lunatic.
Showing the Marionette the Grimoire will remove any doubt that they might not be a Marionette.
At the risk of leaking the evil team to the good team, showing the actual Demon the Grimoire will remove any doubt that the Magician is one of the Minions.
"An early draft of the rules mentions the Spy taking a photo of the Grimoire as a creative strategy, implying that it's fine, but this reference was removed from the final version of the rules. Steven (designer of BOTC) is actually fine with Spies taking photos of the Grimoire, but a number of the rules lawyers around the game (myself included, ugh) think it brings up a whole bunch of issues around sharing the photo, looking at it after they die, breaking rule 2 ('no peeking'), etc.
Opinion is split enough that we removed the reference from the rulebook so that there's no definitive 'official' ruling one way or the other. It gives us space to come to some other official decision in future if we choose, via the Wiki, or just leave it as something that each gaming group can determine for themselves how they feel about it, which seems to be working so far. Currently, in the groups I play with, Spy photos are pretty subjective and everyone seems fine with this. Some Storytellers don't allow Spy photos at all. Some are fine for it at all times. For others it's dependent on the player - like, a Storyteller might let a Spy take a photo if it's a newer player or someone who's not great at memory stuff (the intent of the Spy isn't really meant to be a memory-game thing), but if it's an experienced player the Storyteller will shake their head when the phone comes out..."
Source: Reddit | r/BloodOnTheClocktower | Question about the Spy
"We recommend you keep the Mayor alive until the final day, since it is most fun for the players that way. On rare occasions, if the group is overwhelmingly convinced early in the game that the Mayor is the Mayor, let the Mayor die so that evil has a chance to win."
Source: TB Almanac, page 12
"It's less about whether the Mayor claimed to be the Mayor and more about whether you believe that everyone on the good team believes the Mayor when they claim to be the Mayor. Basically, if the Mayor is so fully believed/confirmed that the final day is going to be uninteresting, then you should take their protection away. (For examples, if the Mayor was seen by the Washerwoman, was sitting next to an Empath getting 'zero', and was confirmed by the Ravenkeeper, and is taking no pains to hide who they are from the evil team, then yeah you should probably take that protection away. If the Mayor was in an Investigator ping or the drunk/poisoned Empath was getting a 'one' on them, etc, then they'll have more of a struggle to convince people on the final day and you should let them live by redirecting the kill.)
Otherwise, the Mayor's protection exists because they only get to use their main ability on the final day, and the protection ensures that they're more likely to get to the final day without slowing the game down."
If the Mayor is poisoned by the Poisoner (or any other means), then the Mayor does not have their ability and cannot be saved by Storyteller discretion.
"REGISTER: A player that “registers as” a specific character or alignment counts as that character or alignment for game rule purposes and for other players’ abilities. For example, if a good player “registers as evil” they are still good (and win when good wins), but they count as evil to characters that detect evil. Registering as a character does not impart that character’s ability."
Source: BASE Almanac, page 44
"Whenever the Recluse’s alignment is detected, the Storyteller chooses whether the Recluse registers as good or evil.
Whenever the Recluse is targeted by an ability that affects specific Minions or Demons, the Storyteller chooses whether the Recluse registers as that specific Minion or Demon.
The Recluse may register as either good or evil, or as an Outsider, Minion, or Demon, at different parts of the same night. The Storyteller chooses whatever is most interesting.
A Recluse that registers as a particular Minion or Demon does not have this character’s ability. For example, a Recluse that registers as a Poisoner does not wake at night and cannot poison a player...
Each time the Recluse is targeted by an ability that detects or affects evil characters, choose which character and alignment the Recluse registers as. (Do whatever is appropriate, such as showing an evil character token, nodding, giving finger signals, or allowing an ability to work that would normally only affect evil, Minion, or Demon players.)"
Source: TB Almanac, page 16
"If any character has an ability that would detect or affect a good player, then the Spy might register as good to that character. If any character has an ability that detects Townsfolk or Outsiders, then the Spy might register as a specific Townsfolk or Outsider to that player. It is the Storyteller’s choice as to what the Spy registers as, even as many characters or both alignments during the same night.
A Spy that registers as a particular Townsfolk or Outsider does not have this character’s ability. For example, a Spy that registers as a Slayer cannot slay the Demon...
Each time the Spy is targeted by an ability that detects or affects good characters, choose what character and alignment the Spy registers as. (Do whatever is appropriate, such as showing a good character token, nodding, giving finger signals, or allowing an ability to work that would normally only affect good, Townsfolk, or Outsider players.)"
Source: TB Almanac, page 17
"Remember that the Recluse can register as the Demon to the Fortune Teller, Undertaker, and Slayer! And remember that the Spy can register as a Townsfolk to the Virgin, Undertaker, and Washerwoman!"
Source: BASE Almanac, page 11
The Storyteller has explicit discretion to allow the Recluse to be killed by a Slayer shot or the Spy to be executed after the Spy nominates the Virgin.
For the purposes of Trouble Brewing, this means that if the Monk protects the Imp at night, the Imp cannot die by it's own ability.
"The Monk protects the Imp. The Imp chooses to kill themself tonight, but nothing happens. The Imp stays alive and a new Imp is not created."
Source: TB Almanac, page 9
The keyword "safe" used for the Monk & Soldier is not found in the Base Rulebook's Glossary. To get an idea of what this keyword means, we need to consult the Trouble Brewing Almanac:
"In other editions, Demons may have abilities other than killing. The Monk’s protection also prevents all other harmful effects of the Demon’s ability, such as poisoning or turning the protected player evil."
Source: TB Almanac, page 9
"In other editions, Demons may have abilities other than killing. The Soldier is also protected from all other harmful effects of the Demon’s ability, such as poisoning or turning the Soldier evil."
Source: TB Almanac, page 11
When the Monk & Soldier move into the experimental space and mix with Demons that are not the Imp, "safe" sometimes needs a nuanced approach.
Generally, the Monk and Soldier abilities turn off or block all aspects of the Demon's ability which can be construed as "harmful" to the Monk-protected or Soldier player.
Monk-protection or the Soldier's ability prevents the protected player from dying by the Demon's ability.
Monk-protection temporarily turns off any No Dashii poison ability.
If a Soldier is a target for the No Dashii's poison ability, the poison token is "parked" on the Soldier and has no effect on the Soldier's ability.
Monk-protection temporarily turns off any Vigormortis poison ability.
If a Soldier is a target for the Vigormortis' poison ability, the poison token is "parked" on the Soldier and has no effect on the Soldier's ability.
Monk-protection temporarily turns off Vortox-required false information for the specific Monk-protected Townsfolk. They receive a night of true information as it relates to the character's ability.
The specifics of the Shabaloth/Monk/Soldier interactions with regards to regurgitations are left ambiguous by the Almanacs. This is the generally accepted interpretation:
Regurgitation is not a harmful effect on a player, ergo a Monk-protected already-dead player could conceivably be regurgitated at the Storyteller's discretion.
A dead Soldier has no ability, so an already-dead Soldier picked the previous night by the Shaboloth could conceivably be regurgitated at the Storyteller's discretion.
The Pukka ability reads: "Each night, choose a player: they are poisoned. The previously poisoned player dies then becomes healthy."
Monk or Soldier prevents the protected player from dying by the Pukka's ability.
No "Poisoned" or "Dead" action from the Pukka will affect the Soldier due to the Soldier's ability.
The specifics of the Pukka/Monk interaction are left ambiguous by the Almanacs. This is the generally accepted interpretation:
Put simply, the Monk has two chances to save a player from the Pukka
If the Monk picks the player who was picked by the Pukka on the same night, the "Poisoned" never initiates on the picked player, and the player cannot die tomorrow.
If the Monk picks the player who was picked by the Pukka last night, the player is no longer poisoned, survives the Pukka "Dead" activate, and becomes healthy.
Why not let the Pukka selection to persist into the next day and afford the Monk only one chance to save players from the Pukka?
Alternative interpretation: A player is selected by the Monk then Pukka on the same night and remains healthy for the same night. On the next night, Monk protection must move to another player by rule, the previously picked player becomes poisoned again, dies while poisoned, and then becomes healthy.
This approach honors the Pukka's ability over the Monk's ability. It overrides a successful Monk protection by Storyteller arbitration of 'protection departure' from a sober and healthy ability and accepts only one specific path for Monk protection.
With a strict reading of the night order sheet, this approach appears to be correct. However, elsewhere in the game rules, it's confirmed that character ability text is more important than the night order sheet and the night order sheet is merely a list of reminders and not exhaustive nor authoritative for the purpose of game rules.
However, this alternative approach is conceivably permissible by the rules of the game as written. Use caution if using this approach.
The Monk prevents the protected player from dying by the Fang Gu's ability, be it the Fang Gu or the Fang Gu's target.
The Fang Gu's ability reads: "Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]"
The specifics of the Fang Gu/Monk interaction are left ambiguous by the Almanacs. This is the generally accepted interpretation:
If the Monk protects the Fang Gu, the Fang Gu selects an Outsider to die, and the Fang Gu would normally die and turn the Outsider into an evil Fang Gu, then the Outsider dies, the Fang Gu does not die, and the Fang Gu does not "jump," the Fang Gu loses its ability to jump since the "1st Outsider" has been killed.
Why not only prevent the Fang Gu from dying and let the Outsider be turned into the 2nd Fang Gu?:
The alternative interpretation allows two alive and evil Fang Gu Demons on the board, which both need to be eliminated for good to win the game, and no means for the Storyteller to arbitrarily kill one of the Fang Gu Demons as if it were created by a Pit Hag. The Storyteller may need to adjudicate pick order if at least one Demon pick another in the night. A two-Demon board state created late in the game is difficult, and sometimes impossible, for good to overcome.
However, this alternative approach is conceivably permissible by the rules of the game as written. Use caution if using this approach.
Steven Medway spoke about the Lunatic's intended design purpose and giving Fake Lunatics to Lunatics specifically on a podcast: Script Notes special w/ Steven Medway by AlejoFBlack - Timestamp 02:21:30 | 2023.05.20
Per the outline given by Steven Medway, the Lunatic is intended to figure out that they're the Lunatic and come out early in the game as a good Outsider, perhaps getting a good player or two killed before realizing that they were not really the Demon. Having the Lunatic survive for most of the game or the entire game fooled is a rare happy occurrence.
Ergo, it's important that the Storyteller set up a Lunatic state that's plausible enough for at least a day or two before the illusion crumbles, potentially more.
The evil team can, in turn, bluff openly as a self-actualized Lunatic after a day or two.
In BMR, consider giving fake information to the Lunatic in a way that will not totally "snitch" out the evil team's advantages in the early game and turn the Lunatic into a Townsfolk with free Demon information.
Strongly consider scrambling true and false Demon bluffs among Lunatic's three fake bluffs, or giving the Lunatic three roles that are not actually Demon bluffs. Sharing the exact same bluffs that the Demon received to the Lunatic will likely work against the evil team. When the Lunatic suspects that they're the Lunatic and comes out, the Lunatic will very likely share the three fake bluff roles that they were given. If all of those bluffs can reliably be deuced to be potential Demon bluffs, then the town can work backwards and eliminate the evil team easily.
Strongly consider showing the Lunatic a slate of fake Minions that does not exactly match the real Minions in the game. Sharing the exact same Minions that the Demon received to the Lunatic will likely work against the evil team. When the Lunatic suspects that they're the Lunatic and comes out, the Lunatic will very likely out all of the fake Minions shown to them. If all of those players can be reliably deuced to be the actual Minions, then the town can work backwards and eliminate the evil team easily.
In smaller games with one or two Minions, showing actual Minions to the Lunatic may create fun situations where the Minion actively assists with misleading the Lunatic.
"You can make the Lunatic think they are a different Demon than the in-play Demon by instead putting two Demon tokens in the bag, then replacing one of them with the Lunatic token once they are in the Grimoire."
Source: BMR Almanac, page 14
If you do intend to have the Lunatic think that they are a different Demon, make sure you adhere to the expected wakeup and kill pattern that the Lunatic drew so that a Storyteller mistake isn't the reason for the Lunatic to self-actualize.
In BMR, it's not the end of the world if the Lunatic knows the exact Demon that's in the game. A real Demon who is bluffing as the Lunatic would have that information. Experiencing an unusual kill pattern will likely break the illusion for the Lunatic immediatly. A Lunatic that knows it's a Zombuul game is likely going to be in the dark for longer than any other Demon and the field of potential Zombuul players scopes out to include every living and dead player.
Giving the Lunatic their own fake Lunatic is a legal Storyteller option. The referenced video clip above explicitly endorses giving Lunatics fake Lunatics. It should be used rarely with care, and with seasoned BMR players only.
In the experimental space, some scripts are designed specifically to preserve the possibility of a Lunatic being fooled for the whole game.
With this in mind, the Greater BotC Community conventional wisdom regarding giving the Lunatic a fake Lunatic is a “Yes, you can do it, but use your judgement” for three reasons:
(1) It requires the Storyteller to expend significant time and mental effort for a plausibility state that may crumble at any time for to mislead a single player and minimally benefit to the game as a whole.
(2) When running BMR with new and intermediate skilled players, fake Lunatics create extra opportunities for overwhelming confusion.
(3) Using this tactic too much will cause Demons in your games to doubt that they're the actual Demon and act in ways that unintentionally lose games for their team.
It's often stated that the Storyteller will be dictating the Demon’s kills with the fake Lunatic picks given to the real Lunatic and then relayed to the actual Demon. This can be mitigated by selecting suboptimal targets, such as telling the real Lunatic that they were selected by the fake Lunatic.
Also, in the experimental space, simulating an action that would affect the Demon is also legal Storyteller option and is within the scope of "The Lunatic thinks they are the Demon." This includes having the Storyteller simulate the Exorcist, Flower Girl "Did You Vote Today?" checks, Storm Catcher, Poppy Grower, Marionette, King, Magician, & Boffin to a Lunatic.
Credit to Tan for the original chart
Credit to u/Not_Quite_Vertical / Ali C. for clean up and enhancements to the flowchart.
Pukka-majig created by LivFreeOrPie
Running the Pukka is a common pain point for new Storytellers. A common BotC joke for Storytellers: "The Pukka ability is: You pick a player and the Storyteller pauses the game to check the interaction in the Almanac."
The Pukka has multiple complicated interactions with the roles on Bad Moon Rising. Careful reading of the almanac is required to fully prepare to run the Pukka.
Independently, I created an in-Grimoire cheat sheet based off of my reading of the rule that is straightforward and portable. My version is condensed and crated into a token so that it fits inside of the BMR token box.
Before I made the Pukka-Majig, TPI endorsed a flowchart in a Reddit FAQ which explains how to handle interactions in the Almanac. The chart was later updated to be more helpful comprehensive. I compared my tool to the chart and found that both concur with each other.
imgur | Direct link to the latest Pukka Flowchart by u/Not_Quite_Vertical / Ali C.
Reddit | r/BloodOnTheClocktower | Original Pukka Flowchart by Tan on Discord
Source: BMR Almanac, page 18
Triggering the Shabaloth and Pacifist abilities to regurgitate or save players is always a judgement call by the Storyteller. Typically, Storytellers want to bring the game to an exciting conclusion with the final 3 players. Storytellers must make careful decisions to regurgitate or save players based on the state of the game an potential trajectories the game may take.
The BMR Almanac recommends an average of one discretionary Shabaloth regurgitation and/or one discretionary Pacifist save per game, maybe two or zero.
Full discretion is left to the Storyteller to arbitrate regurgitations & execution saves to create a fun and interesting game.
Inside of the Base 3, the Shabaloth has the fastest kill velocity in the game and regurgitations are a Storyteller-powered tool to manage the competitiveness of the game.
It's usually best to have Shabaloth regurgitations occur early in the game. This can help support a Professor bluff by an member of the evil team. A Professor would likely use their ability within the first few days of the game, lest they be killed by evil and loose the opportunity to act.
However, there are some instances where late game regurgitations make sense:
Regurgitating a good player late in the game may make sense if the good team is outnumbered, doing very poorly, or is about to lose the next night by total team annihilation.
Regurgitating an evil player late in the game may make sense if evil is getting crushed by the good team.
If a Shabaloth selects a dead player, this may signal to the Storyteller to consider a particular regurgitation the next night, usually to bring back a Minion.
It's usually best to make a Pacifist execution save once early in the game before the Pacifist dies.
Pacifist execution saves in general have a less drastic impact than the Shabaloth's regurgitations because the evil team has the opportunity to either frame Pacifist-saved players as Devil's Advocate-saved players eligible for a repeat execution, or simply use their toolset to kill Pacifist-saved players at night.
Multiple Pacifist execution saves may make sense in a game with a Zombuul because failed enable the Zombuul to make kills and progress the game.
Multiple Pacifist saves timed correctly may also be used to simulate the activity of a Devil's Advocate.
Multiple saves and resurrections prolong the game and add execution opportunities for the town, usually to the good team's advantage.
Generally, every two no-death outcomes at dusk or dawn adds one more day to the game and the Demon must survive that extra execution opportunity afforded to the town to win the game. (e.g., Demon-sunk kill, failed execution, protection from night death, regurgitation/revive)
In BMR, two resurrections in the same game confirm the presence of a Shabaloth.
In BMR, any resurrections permanently clear players as Demons.
In BMR, multiple resurrections solve the game if two resurrected players survive to the final three players.
In BMR, two consecutive execution saves on two consecutive days confirms double-saved players as good team members with near certainty because the Devil's Advocate cannot select the same evil player on consecutive nights.
(Having a double-saved player end up evil at the end of the game in BMR would require an exceptionally timed Goon turn, thanks to A.B. for pointing out this possibility.)
Late regurgitations and saves have the potential to wildly swing game momentum depending on who gets saved or resurrected.
Resurrected players add nomination sources and repeating votes back into the game.
In BMR, allowing the Shabaloth to regurgitate a player after the town sleeps at four alive is mechanically possible, since the regurgitation happens before the kill. Be advised that this will result in final 3 player game with a 50-50 town decision between the two surviving non-resurrected living players.
If you decide to present a 50-50 dilemma to players with a regurgitation into the final 3 players, you must ensure that the non-Demon survivor is suspicious enough to be frameable to give the evil team a path to victory.
"Triggering the Pacifist ability once per game is usually about right. You can trigger it more if you feel it is appropriate. On rare occasions, to make the Pacifist look suspicious, you can never trigger it."
Source: BMR Almanac, page 11
"Since the Shabaloth cannot regurgitate themself—they have no ability when dead—it is best to only rarely make the Shabaloth regurgitate. Once per game, maybe twice, is usually sufficient."
Source: BMR Almanac, page 19
When working with characters that select more than one player, accept their picks in order and assess the outcome of each action individually before moving on to the next pick. Keep careful track of the order in which multi-pickers select players and take your time at night to prevent Storyteller mistakes.
Protection from the Innkeeper or Tea Lady stays in effect up until the exact moment that the character dies.
If the Shaboloth or Charged Po are unlucky and pick protected players before killing the Innkeeper or Tea Lady, then those protected players will not die.
If the Shaboloth or Charged Po are fortunate and kill the Innkeeper or Tea Lady with their first selection, then players protected by the Innkeeper or Tea Lady are potentially fair game for later Demon kills.
If the Grandmother's "Grandchild" is killed by the Demon, the check for the Grandmother's death happens only the moment the "Grandchild" dies. If the Grandmother is protected by the Tea Lady or Innkeeper at the moment the Demon kills the Grandchild, then the Grandmother will survive the tandem death with their "Grandchild." It does not matter if the Grandmother's protection source is removed by a later selection from the Demon (or elsewhere).
If a Chambermaid, Innkeeper, or Lunatic (sometimes) are making multiple selections and pick the Goon at any point, and they are the first player to pick the Goon with their ability at night, then they are made drunk until the next Dusk:
The Demon does not learn Lunatic information
the Chambermaid gets arbitrary information
Both of the Innkeeper's selections are vulnerable and not made drunk by the Innkeeper.
The Goon turns good if evil.
The Shaboloth's optional regurgitations occur before kill selections, so the one resurrection cannot be retroactively reversed by the Goon.
If a Shaboloth or Charged Po pick the Goon first, and they are the first player to pick the Goon with their ability at night, then none of their kills will take effect at night. The Goon then turns evil and survives the Demon.
If the Shaboloth picks the Goon second or the Charged Po picks the Goon second or third in sequence, and they are the first player to pick the Goon with their ability at night, then only the kills made before the Goon pick follow through to completion. The Goon then turns evil and survives the Demon.
"The Shabaloth attacks the Goon, then the Gossip. Since the Shabaloth became drunk as soon as they chose the Goon, neither player dies tonight, and the Goon turns evil. The next night, the Shabaloth attacks the Gambler then the Goon. The Gambler dies, then the Shabaloth becomes drunk again. The Goon is still alive and still evil."
Source: BMR Almanac, page 14
The Bad Moon Rising script has the possibility for the drunk or poison status of a good player to change between when they declare their ability during the day and when the ability activates at night.
When running BMR, always record the Gossip & Moonchild's declaration in the Grimoire with reminder tokens. Then, determine if their kill activates after the "evil team's turn" to kill at night.
Drunkenness or Poison will stop a good team player from killing.
If a Demon or Minion in BMR kills the Gossip at night during their "turn," then the Gossip does not survive to kill a player and receive their data.
The Moonchild's selection happens during the day. So, this does not count as the "Each night, the first person to select you with their ability..." for the Goon.
If the Moonchild's kill is the first thing to happen to the Goon at night, the Goon dies by the Moonchild's curse and does not make the dead Moonchild drunk.
The Goon is eligible to be killed by the Moonchild if and only if the Goon is on good team at the time of the Moonchild selection. Alignment changes on the subsequent night do not matter.
"If the Gossip made a true statement during the day while drunk or poisoned, but is sober and healthy when their ability triggers that night, the Storyteller still kills a player."
Source: BMR Almanac, page 9
"If the Moonchild is sober and healthy at night but was drunk or poisoned when they chose a player today, that player dies. If the Moonchild is drunk or poisoned at night but was sober and healthy when they chose a player today, that player doesn’t die.
The Moonchild kills the Goon if the Goon was good when the Moonchild chose them, regardless of the Goon’s alignment at night."
Source: BMR Almanac, page 15
"If chosen by the Assassin, the Goon dies but still turns evil."
Source: BMR Almanac, page 14
"If the Assassin attacks the Goon, the Goon dies and turns evil."
Source: BMR Almanac, page 17
This recommendation specifies how to handle Assassin kills when the Assassin is the first player to pick the Goon at night. The Assassin's ability to kill overrides the Goon's ability to make its selecting player drunk.
If the Goon is picked by any other player earlier in the night order, then they do not change alignment from the Assassin and their selecting player ceases to be drunk by the Goon once the Goon dies.
Neither the Minstrel nor Mastermind are found on the Night Order reminder sheet. These character abilities create special circumstances on the execution and death of Minions or the Demon. Some interactions may not be immediately intuitive to newer BMR players and require explanation privately during the game, or after the game is over.
It's very important for the the Storyteller check the Grimoire carefully for these two characters to avoid "tripping over" them and making mistakes.
Handy rule of thumb: Take a pause between announcing the execution to check the Grimoire for the Minstrel or Mastermind, then make the announcement that a player has died and if the game continues.
Missing the Minstrel, giving players sober information, and announcing any deaths at Dawn cannot be walked back and ends the game in a "no contest."
It's important to reminder that the Minstrel trigger begins the moment after the Minion dies by execution and proceeds through the next day, ending at dusk. This matters especially for any BMR protection roles that would cause an execution survival. All execution survival abilities are turned off during the "Minstrel Day."
Executed Minions who are already dead or survive do not trigger a "Minstrel Day." They did not die.
If a dead Zombuul that's made drunk by the Minstrel, the Zombuul does not get announced as alive. The Zombuul continues to register as dead and stays "undercover." (If the Zombuul was sober, they would be ineligible to wake up and kill that night anyway because a Minion died during the day.)
If any BMR Demon is executed during a "Minstrel Day," the Demon dies and the game is over. The Devil's Advocate protection and the Mastermind's extra day ability are both made Minstrel-drunk " and inactive during a "Minstrel Day."
An alive and executed Minstrel-drunk Zombuul does not have its ability and does not "go undercover" and register as dead, they just die and end the game.
Missing the Mastermind, announcing the the Demon has been executed, and the game has ended cannot be walked back and ends the game in a "no contest."
A "Mastermind Day" ending in no execution is a victory for the good team.
If the Demon dies from any non-execution source, the "Mastermind Day" does not activate. The Mastermind's ability specifies that the Demon must die by execution.
When the Zombuul is executed and registers as dead, this does not trigger a "Mastermind Day." The Zombuul did not actually die nor end the game.
When the dead Zombuul is excuted and dies for real, then a "Matermind Day" is triggered if the Mastermind is sober and healthy.
Carefully read the entire BMR Almanac, especially pages 10 for the Minstrel and 17 for the Mastermind. All rulings covered above are in the Almanac.
When the Zombuul is killed the first time, does not die, and registers as dead for the rest of the game, their death is mechanically effective on the board for all purposes except for determining the end of the game. They effectively go "undercover." Some interactions may not be immediately intuitive to inexperienced BMR players and require explanation.
The Zombuul can never "check out" or "wake up" from their "registers as dead" status. Do not permit them to nominate or vote again after they spend their one dead vote. This exposes the Zombuul and may spoil the game on the final day.
The "undercover" Zombuul cannot be picked by the Sailor, Chambermaid, Moonchild, or Devil's Advocate. Allowing the Zombuul to be picked as an "alive" player is not permitted and will accidentally expose the Zombuul.
The "undercover" Zombuul does not count as a Tea Lady neighbor. Determinations of "living neighbors" skip over the "undercover" Zombuul.
The Zombuul may pick themselves to die and move "undercover."
The Godfather may kill the Zombuul and move the Zombuul "undercover."
If the Assassin picks the Zombuul, the Assassin totally kills the Zombuul and ends the game. The Assassin pierces through both of the Zombuul's "lives" in one stroke and does not trigger a "Mastermind Day."
An Minstrel-drunk Zombuul who gets executed does not have its ability and does not "go undercover" and register as dead, they simply die and end the game.
If the "undercover" Zombuul is made drink by the Minstrel, Courtier, or Goon, do not announce that the Zombuul is alive. They will not have the ability to kill when they are drunk. Publicly announcing the change in a player's status to town gives the game away.
When the Zombuul is executed and registers as dead, this does not trigger a "Mastermind Day." The Zombuul did not actually die nor end the game.
Both the Zombuul and Mastermind can cause the town to wake up a play a day with 2 players alive. This can create some unusual circumstances before the final day:
Only one vote is needed to put somebody on the block for execution.
The Chambermaid does not have two eligible "living" targets with themselves and one other player alive, so they should be woken and given a "no."
Carefully read the entire BMR Almanac, especially page 18 for the Zombuul. All rulings covered above are in the Almanac.
The specifics of the Lunatic-Zombuul interaction are left ambiguous by the Almanacs. This is the generally accepted interpretation:
After the Lunatic-Zombuul dies, do not wake the Lunatic.
The dead Lunatic no longer has an ability.
There are no carve-out exceptions in the Base Almanac or BMR Almanac to positively suggest that the Lunatic who thinks they're the Zombuul should ever be woken for selections after the Lunatic is dead.
The Lunatic-Zombuul will likely self-actualize after they are not woken after a day without anyone dying.
Why not let the Lunatic-Zombuul wake up after death and continue to mislead the player?
The Lunatic's ability does not have an "even if dead" or element to their ability which makes it persistent like the Spy or Recluse.
The Lunatic's ability does not have an "if/when you die" trigger like the Ravenkeeper or others who activate under particular circumstances before the character dies and loses its ability.
The Lunatic will have been dead for at lease one day before a Zombuul-simulating wakeup opportunity arrives.
When discussing giving the Lunatic a fake Lunatic, Steven Medway clarified the design intention of the Lunatic as a good team Outsider who will figure out that they're the Lunatic after "a day or two." The Lunatic is not intended to spend the whole game thinking that they're the Demon. It might happen, but it's not the intention of the character.
Ergo, waking a dead Lunatic-Zombuul is not "rules as written" or "rules as intended."
However, this alternative approach is conceivably permissible by the "rules as fun" with application of a Bootlegger Loric / house rule. Use caution and warn players if using this approach.
Carefully read and re-read the Base Almanac, pages 22-23 and the entire SNV Almanac, to get an idea of how the "Madness" mechanic is intended to be run.
"MAD: A player who is “mad” about something is trying to convince the group that something is true. Some players are instructed to be mad about something—if the Storyteller thinks that a player has not tried to convince the group of the thing they were instructed to be mad about, then a penalty may apply. Some players are instructed to not be mad about something—if the Storyteller thinks that a player has tried to convince the group of that thing, then a penalty may apply."
Source: BASE Almanac, page 43
The creator of the game goes into a little more depth in this article:
Madness (as explained by Steven): https://botclinks.page/MadnessGuide
"The purpose of the madness mechanic is to encourage good players to knowingly spread misinformation. If they do this, they get a reward (or avoid a penalty).
This simple way of looking at things can be very helpful, and avoids the trap of thinking that madness has, or needs to have, a precise set of criteria that the player "needs to meet". Either the player is on board with acting mad, or they are not. Either is fine. Trouble arises when a player is not on board with acting mad and is looking for loopholes to technically qualify as "on board" so that they can get the benefits without the downsides, or when they believe that acting mad is about fulfilling a specific set of criteria that is written in the rules."
Madness performance is always optional and up to the player
Opting out accepts the penalty / forfeits the boon
If opting in, players must "get on board" and perform as instructed
Any departure from instructions may be penalized
Total silence or “de minimis” performance may be penalized
“Angle shooting” or loophole seeking may be penalized
Make affirmative effort to spread misinformation as instructed
Appear sincere while knowingly lying
Support your character claims if possible:
Fabricate or explain your character’s expected data if challenged
Dismiss or explain any past claims if challenged
Dispute or explain any public double-claims if challenged
If your claim is typically a low profile role, give a reason why you’re claiming
Contest the group consensus if everyone else thinks that you are “mad”
New players get leeway for a sincere performance
Experienced players are expected to perform well
The Storyteller is the final judge of madness, no appeals
I printed this on an index card for my personal reference as a list of personal talking points. I made this list as an exercise to prepare how to explain why I made a Storyteller decision to enforce Madness to player who is new to the concept of "madness" after the game concludes. I never show this index card or bullet list to players. It's a personal reminder. It's not meant as a rigid set of criteria to fulfill, simply a list of things to consider when adjudicating "madness."
The best way I heard this explained back to me was from a newcomer who replied to my rules explanation with "OK, it's blackmail." That was the perfect crystallization of the mechanic. It's ability-based blackmail that a Storyteller adjudicates.
You may say anything you want at any time.
EITHER knowingly spread misinformation, OR accept the penalty / forfeit the boon.
Make a sincere effort to follow the "madness" instructions and persuade the group that something is true.
If your “madness” instructions are unclear, privately ask the Storyteller for clarification.
The Storyteller is the final judge of who is and who is not behaving “madly.”
For player instruction: XL Floor Reminders | Madness Explained Helper
For Storyteller recognizance: ST Helper Index Cards | Madness Performance Notes (Confidential from Players)
"What if I'm made mad as the Mutant?" Is a new SNV player question I've encountered with surprising frequency. Careful reading the the Cerenovus ability can explain how this scenario works:
Cerenovus ability: "Each night, choose a player & a good character: they are "mad" they are this character tomorrow, or might be executed."
Therefore, the Cerenovus selecting a player and then "Mutant" gives the following instructions to the "mad" player: You have been selected by the Cerenovus. Make a sincere effort to convince the group that you are the Mutant tomorrow, or you might be executed.
Somehow, the "mad" player will need to reveal that they are Mutant to earnestly persuade others or they risk execution from the Cerenovus ability.
Note that the player is not instructed to mimic typical Mutant character concealment behavior by the Cerenovus' "madness" instructions. Instead, they are being instructed to be open and forthcoming about being the specific character selected by the Cerenovus.
If a player that has been made Cerernovus-mad as the Mutant for the day and the player proceeds to...
Consistently claim that they are a Townsfolk through the entire day
Never admit or suggest that they are the Mutant
Deny that they are the Mutant or Outsider if challenged
...then they have broken the Cerenovus' "madness" instructions and risk execution at the Storyteller's discretion. The "mad" player is not taking any action to convince other players to that they themselves are the Mutant.
This logic extends to roles that are normally inclined to be quiet in SNV like the Sage, Barber, Sweetheart, Klutz.
In experimental games involving "madness," this logic extends to other roles who are inclined not to announce themselves freely and be upfront about their characters, such as the Soldier, Ravenkeeper, Pixie, Damsel, or Banshee.
"What if I'm the Mutant and made mad as an Outsider by the Cerenovus?" Good luck! This is a lucky stroke for the Cerenovus. Mutant is now in a double-bind. Doomed if they share, doomed if they conceal themselves, and subject to execution at the whim of the Storyteller.
"Simply hinting is not enough to avoid death. The player must make a decent effort to convince the group. Mad players are never literally forced to say things they don’t want to—but if the Storyteller doesn’t hear them make an effort, they pay the price."
"On paper, making someone mad that they are the Mutant seems like a fun trick. In reality, this madness doesn't help you - your target will be forced to reveal they are the Mutant, which obviously does nothing since they (probably) do not have the Mutant ability. The good team will know they are probably afflicted by madness, thus revealing you are in play!"
Source: BotC Wiki | Cerenovus
"When making a Juggler guess, the Juggler may not guess the same player and character more than once."
"The Juggler MAY guess the same player as different characters, or different players as the same character."
Rule source: SNV Almanac, page 11
Interpretation source: Steven Medway X Post | 2024.06.20
The intention of this rule clarification is to prevent an over-optimized Juggler selection pattern that gives the Juggler enhanced information if the Juggler is sober, healthy, and survives through the second night:
Hypothetical illegal juggle:
Alice juggles Bob as the Sage
Alice juggles Bob as the Sage
Alice juggles Charlie as the Witch
Alice juggles Charlie as the Witch
Alice juggles Charlie as the Witch
Hypothetical sober & healthy outcomes from the illegal juggle:
0 = Both Bob & Charlie incorrect
1 = N/A - not mechanically possible
2 = Bob correct, Charlie incorrect
3 = Charlie correct, Bob incorrect
4 = N/A - not mechanically possible
5 = Both Bob & Charlie correct
This subverts the intended design and function of the role per the the SNV Almanac.
derived from the Greater BotC Community
editorial by LivFreeOrPie
Stoytellers should strongly consider rejecting Vortox-proofed or overly complicated yes/no questions and ask players to rephrase or simplify their questions.
The possibilities for the contents of the Artist question are unlimited by design of the character. The Storyteller always has the discretion to reject Artist questions as presented and ask for them to be rephrased before considering questions. Informing players of this discretion is especially helpful for players that present vague, subjective, or unanswerable questions:
"Before I answer your question, please understand that 'yes,' 'no,' and 'I don't know' are the only responses I can give to artist questions. Consider rephrasing your question with that in mind before I answer and you exhaust your ability."
"Please simplify the question, I'm concerned that I'm going to botch the answer."
It's always always for an Artist to ask a simple objective question like "Is 1+1=2?" to check if they are poisoned or in a Vortox game. It's a valid use oif the ability.
One common tactic to over-optimize the Artist question is to phrase it in a way that will bypass a Vortox with a question similar to this:
"Is EXACTLY ONE of these statements true: (1) There is a Vortox in play OR (2) [any yes/no binary Artist question]?"
YES Vortox in play, AND YES to the binary question, THEREFORE "YES" response, because more than one statement is true and the Vortox flips the "NO" with the required lie.
YES Vortox in play, AND NO to the binary question, THEREFORE "NO" response, because one statement is true and the Vortox flips the "YES" with the required lie.
NO Vortox not in play, AND YES to the binary question, THEREFORE "YES" response, because only the binary question is true.
NO Vortox not in play, AND NO to the binary question, THEREFORE "NO" response, neither part is true.
A Storyteller may accept and answer this question as a reward for clever thinking. However, if this meta takes root in the group, then every following Artist question will very likely be phrased in a Vortox-proof way.
In a podcast interview, Steven Medway suggests that he rejects Vortox-proofed Artist questions in his games because they go against the spirit of the character and create an over-optimized gameplay meta that can't be changed once it takes root. SOURCE: Script Notes special w/ Steven Medway by AlejoFBlack - Timestamp 03:51:22 | 2023.05.20
"Some abilities may happen at a different time than what is listed on the night sheet. The night sheet lists which characters act in what order, but some abilities may take effect earlier or later, such as when an ability triggers immediately when a character dies. The night sheet order is a guide to remind you to wake players and to place reminder tokens and shrouds, so that no character is forgotten. The ability text on the character token is more important than the order of resolution on the night sheet."
Source: BASE Almanac, page 20 [Emphasis added]
The SNV night order sheet as written may give an incorrect impressions about the timing of the activation "If you died today or tonight" & "When you die" roles.
TPI has clarified in community resources that these roles activate immediately on death, as soon as possible.
If a Barber is executed by the town or dies during the day by the Witch (or by other non-execution means), then the swap opportunity will happen immediately after Dusk.
If a Barber is killed later in the night, the swap opportunity happens immediately after the night kill.
By extension, this applies to the Sweetheart. Sweetheart-drunkeness is applied immediately by the Storyteller.
Sweetheart-drunkeness must be applied immediately if the Sweetheart dies during the day by the Witch (or by other non-execution means).
These principles apply to other experimental characters with "If you die" and "when you die" abilities.
Night order sheets generated by TPI resources list roles that activate "If you died today or tonight..." after the killing Demons & Minions.
According to TPI, the Barber and Sweetheart placement in the night order list is only a reminder for the Storyteller in the event that these Outsiders are killed at night. Their abilities actually activate as soon as possible.
Every character ability that causes a character change in SNV includes an option recommendation in the Almanac to remind players of their alignment before they wake up. The reminder is framed as optional to accommodate specific interactions with experimental scripts and characters.
When playing on SNV specifically, especially with new and intermediate level players, strongly consider making a habit to remind players of their alignment whenever their character changes. It's especially important when a the alignment and character token are fundamentally changed or mismatched from their usual states.
Having a player lose a game of SNV because they didn't understand the Storyteller or the nuance of alignment-changing rules on a script full of information is a devastating way to fumble a game. On more than one occasion, I've seen Storytellers forget the thumb signal and players receive the thumb signal, forget what team that they were playing for, and botch the game.
The standard way to handle this is to give a "thumbs up" or a "thumbs down," but this signal may not be clear to new SNV players. When I am using thumbs, I typically add two gestures to this signal: (1) point to the player with an index finger and silently mouth "you are" (2) give the thumb signal and and silently mouth "good team" and " evil team" with exaggerated mouth movements.
I've also created PocketMods that explicitly tell players their alignment to use in place of thumb signals to mitigate confusion.
Character and alignment changes become more complicated when character changers and "you think you are" or "you don't learn" characters are mixed into experimental scripts.
If an experimental script includes character changing and at least one character that is supposed to think that they are a character or alignment that they are not, then consider using this approach: Unless a player's alignment has changed, character change notifications receive no alignment reminders. Tell players "your alignment has not changed" if clarification is requested.
If a player is changed into the Drunk, you may pass on notifying them of the character change altogether if they were previously a Townsfolk, or wake them and show them any other Townsfolk token.
If a player is changed into the Marionette, you may pass on notifying them of the character change altogether if they were previously a Townsfolk or Outsider, or wake and show them any other Townsfolk or Outsider token. Don't forget to notify the Demon immediately.
If a player is changed into the Lunatic, you can show them any Demon. Don't forget to notify the real Demon immediately.
If the Lunatic or Marionette has their character changed, disclosing their actual alignment will break the intended function of their character in the game by giving unearned information to players.
The Ogre changes alignment to match their picked "Friend" but does not learn their own actual alignment from this selection as an intended function of the role (absent specific jinxes). Disclosing their actual alignment on a character change gives unearned information to players.
When playing on experimental scripts with the Fang Gu, it's especially important to always telegraph the character change and give an alignment reminder:
Fang Gu/Lunatic: If a Lunatic gets jumped into by a Fang Gu, you must notify the new Fang Gu that they are both evil and the Fang Gu. Their character and alignment have changed. Having a Lunatic-turned-Fang Gu execute themselves because they think that they're on the good team and expendable may be an anticlimactic way to end the game.
Fang Gu/Ogre: If an Ogre gets jumped into by the Fang Gu, notify the Ogre, even if the Ogre started as an evil player.
"The player learns of changes... If a player’s alignment or character changes, they learn this at the earliest opportunity, in secret. You will usually show the YOU ARE info token and then their new character or alignment. The night sheet or character almanac will tell you when an alignment or character changes, prompting you to wake the changed player and inform them.
Learning a new character or alignment isn’t information in the normal sense. It is not affected by drunkenness or poisoning, or by characters such as the Vortox. This is so that players know their own alignment and character.
...with a few exceptions. Sometimes, a player thinks they are a character or alignment that is different from their true character or alignment. For example, the Drunk and the Lunatic are designed to not know who they really are."
Source: BASE Almanac, page 21
"If that player is the Demon, the old Snake Charmer changes into the new (evil) Demon, and the old Demon changes into the new (good) Snake Charmer—swap the Snake Charmer token and the Demon’s token. The new Snake Charmer is poisoned—mark them with the POISONED reminder. Wake the new Demon and show them the YOU ARE info token, a thumbs-down, the YOU ARE token, then the Demon’s token. (This shows they are now evil and the Demon.) Put the new Demon to sleep. Wake the new Snake Charmer and show them the YOU ARE info token, a thumbs-up, the YOU ARE info token, then the Snake Charmer token. (This shows they are now good and the Snake Charmer.) Put the new Snake Charmer to sleep.."
Source: SNV Almanac, page 7
"If a good player becomes a Minion or Demon, or an evil player becomes a Townsfolk or Outsider, you may wish to remind them that their alignment has not changed."
Source: SNV Almanac, page 14
"(You may need to turn character tokens upside-down to remind you that a player’s alignment is opposite to the color of the token. You may need to remind the player that their alignment is unchanged, by giving a thumbs-up or thumbs-down.)"
Source: SNV Almanac, page 17
When a Demon assigned to a specific player leaves play or changes places due to death or swap, sweep all of Demon-associated reminder tokens from the Grimoire. All persistent effects from the Demon cease immediately after the player dies or changes characters. This includes instances in experimental games where the Demon dies and a Scarlet Woman becomes the same new Demon.
Fang-Gu Exception: The Fang Gu's "ONCE" reminder persists for the rest of the current game. The SNV Almanac specifically clarifies that the Fang Gu's jump and turn is a global "ONCE" in every game to prevent the good team from getting outnumbered by evil players.
Good must kill all Demons to win the game, so be very careful if you elect to let two Demons persist after the Pit Hag creates a second living Demon on the board. The opportunity window to arbitrarily kill players closes after the players wake up and will likely not return.
If there are no Demons on the board, good usually wins immediately. In SNV, an Evil Twin pair alive prevents the good from winning immediately when no Demons are on the board.
In SNV, if a Pit Hag changes the existing Demon into a different Demon, it's recommended that the Storyteller have no deaths at night. This recommendation serves two purposes: (1) it signals to the good team that the Demon has changed and (2) it imposes a cost on the evil team for the benefit of having an unknown new Demon type in play.
In SNV, if a Pit Hag changes another player into a new Demon, it's recommended that the prior Demon die, plus one other player on the good team decided by the Storyteller. You can have the new Demon point to their selection and consider accepting their choice, or override it with another kill. This recommendation allows the evil team to sacrifice one of its own players at night to move the Demon without giving up its nightly kill. It's "1-for-1" exchange to balance the game.
Final 3 Exception: If a Pit Hag makes a new Demon with 4 alive at night, it's best to arbitrate only one death at night and bring the game to the final 3 with one Demon. This lets the players decide the outcome of the game.
"If a player becomes a new character, they gain the new character’s ability immediately. They lose their old ability immediately and any of its persistent effects end. If the new ability is a “once per game” ability and has already been used, they may use it again. If the new ability normally only functions on the first night, it functions tonight. Players that are brought back from the dead, or players that become a new character via a character swap, gain their ability in this way too..."
Source: BASE Almanac, page 17
"DOES THE GAME ALWAYS END WHEN THE DEMON DIES? Nope! Some characters, such as the Scarlet Woman, keep the game going after the Demon dies, without the good team knowing what has happened.
In some intermediate and advanced editions, multiple Demons can be alive at once. All Demons must die for good to win. Also, some Demons might be good rather than evil. The good team still only wins when all the Demons are dead, regardless of whether they are good or evil."
Source: BASE Almanac, page 16
"If the Pit-Hag changes a Demon into a new Demon, it is best to make no death occur tonight, so the good team gets a clue that the Demon has changed. You can even wake the Demon, see who they choose to attack, and decide that no one dies. If the Pit-Hag creates a new evil Demon, it is best to kill the old Demon and some other player, to signal to the good team that the Demon has changed. If the Pit-Hag creates a good Demon, it is best to kill either Demon (if it is the final night), or to just let two Demons run amok (if it is not the final night)—but since all Demons must die for good to win, use caution."
Source: SNV Almanac, page 17
"If the chosen player is an Outsider and the ONCE reminder is not in the centre of the Grimoire, the Fang Gu dies—mark them with the DEAD reminder. Wake the chosen Outsider. Show them the YOU ARE info token, then the Fang Gu token, then the YOU ARE info token, then a thumbs-down. Change their character to a Fang Gu—swap their character token with the spare Fang Gu token. They become evil. Put the new Fang Gu to sleep. Put the ONCE reminder in the center of the Grimoire. (Unlike “Once per game” abilities, this reminder stays there for the rest of the game. Don’t remove it, even if the Fang Gu dies or changes character.)"
Source: SNV Almanac, page 18
If the are 3 players alive and those players are EXACTLY the following:
The Demon
The Evil Twin
The Evil Twin's good pair.
Good cannot win. You can immediately end the game.
"While both twins are alive, the good team cannot win. If the only living players are the two twins, the game ends and evil wins. For this reason, the good team must deal with the twins earlier in the game - a final 3 consisting of only the twins and the Demon is an automatic loss for the good team."