Roles

Doppelgänger

Doppelgänger

Doppelgänger

Becomes whoever they touch. · Village

You wake first and look at another player's card. You become that role for the rest of the game — team, night action and all.

At night· wakes first

Pick another player and see their card. You are now that role. If it has a night action (Seer, Apprentice Seer, Robber, Troublemaker, Drunk), do it right away. If you copied a Werewolf or Mason you wake with them; if you copied the Minion you see the wolves. If you copied the Insomniac you wake again at the end of the night.

How you win · Village

Whatever the role you copied needs. Copy a Werewolf and you're a Werewolf; copy the Tanner and you want to die.

Tips

  • The player you copied doesn't know. Use it.
  • If the Robber or Troublemaker moves the Doppelgänger card later, whoever ends up with it is the copied role's team.
Werewolf

Werewolf

Werewolf

Hunts in the dark. Lies at dawn. · Werewolf team

You're on the werewolf team. At night you open your eyes and see the other werewolves.

At night· wakes second

You see every other werewolf. If you're the only one awake, you're the lone wolf: you may look at one of the three center cards.

How you win · Werewolf team

Survive the vote. Werewolves win if no werewolf dies.

Tips

  • Claim a village role that's in the game — the Villager or a role whose card might be in the center.
  • A lone wolf who peeks at the center knows one role they can safely claim.
Minion

Minion

Minion

Serves the pack, not seen by it. · Werewolf team

You're on the werewolf team, but you aren't a werewolf. You see who the werewolves are; they don't know you.

At night· wakes third

You see which players are werewolves. They don't see you.

How you win · Werewolf team

Keep the werewolves alive. You win with them even if you die. If there are no werewolves among the players, you win if someone other than you dies.

Tips

  • Draw suspicion onto yourself — the village loses if they kill you instead of a wolf.
  • Act a little too much like a werewolf.
Mason

Mason

Mason

Brothers in the lodge. · Village

Masons always come as a pair. At night you see the other Mason, if they're a player.

At night· wakes fourth

You see the other Mason. If nobody else woke, the other Mason card is in the center.

How you win · Village

Village team: kill at least one werewolf.

Tips

  • Two players who confirm each other as Masons are a solid block of trust.
  • Werewolves love to claim Mason when one Mason card is in the center.
Seer

Seer

Seer

Sees what others hide. · Village

At night you get a vision: one player's card, or two of the center cards.

At night· wakes fifth

Choose one: look at another player's card, or look at two of the three center cards.

How you win · Village

Village team: kill at least one werewolf.

Tips

  • What you saw may have moved — the Robber, Troublemaker and Drunk act after you.
  • Knowing two center cards tells you which roles nobody can honestly claim.
Apprentice Seer

Apprentice Seer

Apprentice Seer

Still learning to see. · Village

Right after the Seer, you wake and may look at one of the center cards.

At night· wakes sixth

Pick one of the three center cards (1, 2 or 3) and see what it is, or skip.

How you win · Village

Village team: kill at least one werewolf.

Tips

  • Anyone claiming the role you saw in the center is lying — unless the Drunk took it later.
  • If the Seer looked at the center too, compare notes: together you may know all three.
Robber

Robber

Robber

Takes a card, takes a life. · Village

At night you may swap your card with another player's, then look at your new card.

At night· wakes seventh

Pick another player to rob (or skip). You swap cards and see your new role. You're now that role — if you stole a werewolf, you're a werewolf.

How you win · Village

Whatever card you end up holding. The player you robbed is now the Robber, on the village team.

Tips

  • You don't do the new card's night action — you just become it.
  • If you stole a werewolf, you might want to keep that to yourself.
Troublemaker

Troublemaker

Troublemaker

Stirs the pot. · Village

At night you may swap the cards of two other players without looking at them.

At night· wakes eighth

Pick two other players (or skip). Their cards trade places. Neither of them — nor you — gets to see what moved.

How you win · Village

Village team: kill at least one werewolf.

Tips

  • Say who you swapped. The two players now know their role may have changed.
  • Swapping a suspected werewolf with a trusted player can flush out lies.
Drunk

Drunk

Drunk

Wakes up someone else. · Village

At night you must swap your card with a center card — and you don't get to look.

At night· wakes ninth

Pick one of the three center cards. It becomes yours, and your Drunk card goes to the center. You don't see your new card.

How you win · Village

Whatever card you ended up with — which you don't know.

Tips

  • Tell people which center card (1, 2 or 3) you took; the Seer may know what it was.
  • You could now be a werewolf or the Tanner without knowing.
Insomniac

Insomniac

Insomniac

Never really sleeps. · Village

You wake at the very end of the night and look at your own card to see if it changed.

At night· wakes tenth

You see the card in front of you right now, after everyone else has acted. If it's no longer the Insomniac, someone swapped you.

How you win · Village

Whatever card you're holding at dawn.

Tips

  • If your card changed, the Robber or Troublemaker touched you — that's great evidence.
  • If you're still the Insomniac, you're one of the few people who knows their role for sure.
Villager

Villager

Villager

Honest folk with nothing to hide. · Village

You have no special ability. You sleep all night.

At night

Nothing. Keep your eyes closed.

How you win · Village

Village team: kill at least one werewolf.

Tips

  • Werewolves often claim Villager, so your claim alone won't be trusted.
  • Your job is to listen hard and catch inconsistencies.
Hunter

Hunter

Hunter

Takes one down on the way out. · Village

You have no night action. If you die in the vote, the player you voted for dies too.

At night

Nothing. Keep your eyes closed.

How you win · Village

Village team: kill at least one werewolf.

Tips

  • Revealing you're the Hunter can scare a werewolf off voting for you.
  • Point your vote at your top suspect — it's a loaded gun.
Tanner

Tanner

Tanner

Hates his job. Hates his life. · On their own

You're on your own team. You only win if you die.

At night

Nothing. Keep your eyes closed.

How you win · On their own

Get yourself voted out. If you die, you win — and the werewolves lose, even if they survive.

Tips

  • Act a little suspicious, but not so obviously that people smell a Tanner.
  • If the village kills you, nobody else from the village wins unless a werewolf also dies.