The roles
Every player gets one of these roles when the game starts. The roles of the others are unknown. The WEREWOLVES are the exception: they know each other. The VULTURE knows the WEREWOLVES too. Whoever creates the game picks which ones come to the table and how many copies of each. Here is every role with its power: the same texts you read inside the game.
THE VILLAGE
THE VILLAGE has to make sure no WEREWOLF stays alive.
Wins when no WEREWOLF is left alive, even if other members of THE PACK are still alive. THE ALIENS win instead if at least one of them is alive and every non-alien player alive has been abducted.
VILLAGER
Has no power: by day they vote like everyone else. They do not know the role of the other players.
No power: they only have their words and their vote.
SEER
Power usable at night
Every night they choose a player still alive and find out at once whether they look like a WEREWOLF. Only the WEREWOLVES look like that: the other members of THE PACK show up as NOT A WEREWOLF. Once chosen, the target cannot be changed.
Whose appearance do you want to learn?
GRAVEDIGGER
Automatic power
At the end of each day, if alive, they automatically find out whether the player sentenced by the vote is a WEREWOLF. They learn nothing about players who die in other ways.
PRIEST
Power usable at night
Every night they choose a player still alive and protect them until morning. They cannot protect themselves. The protected player does not die from the WEREWOLVES attack or from the PREDATOR strike. The protection does not stop the KAMIKAZE explosion.
Who do you want to protect?
MOTHER-IN-LAW
Power usable at night
At night they point at a player still alive who gets one extra vote in the next day vote. The others cannot see the added vote. It only counts for that vote. Until dawn they can change the target.
Who do you want to add a vote to?
WHITE ANGEL
Power usable by day or at night · Only once per game
By day or by night they can sacrifice themselves to bring back to life a player who is already dead, whatever their faction. The effect happens at the end of the phase: at night it works even if they are killed that same night, by day only if they are still alive at the end of the day. Nobody knows who sacrificed themselves: the log lists them among the deaths of the phase.
Who do you want to bring back to life?
THE PACK
THE PACK has to support the WEREWOLVES and make sure only its members stay alive.
Wins when at least one WEREWOLF is alive and every player alive belongs to THE PACK. If no WEREWOLF is left alive THE PACK loses, even if other members are still alive.
WEREWOLF
Power usable at night
The WEREWOLVES know each other from the start of the game. Every night they choose a player still alive to kill and see the choices of the other WEREWOLVES. At dawn the player chosen by the most WEREWOLVES dies. On a tie nobody dies. The PRIEST protection saves the target. By day they vote like everyone else.
Who do you want to maul?
ACCOMPLICE
Has no power and votes by day like everyone else. Belongs to THE PACK but does not know who the WEREWOLVES are. To the SEER they look NOT A WEREWOLF.
No power: they only have their words and their vote.
MANIPULATOR
Power usable by day
By day they have two votes. The real vote counts and only they can see it. The fake vote does not count. If the vote is public the others only see the fake vote.
DARK ORACLE
Power usable at night
Every night they choose a player still alive and learn their exact role at once. Once chosen, the target cannot be changed.
Whose role do you want to learn?
BLACK ANGEL
Power usable by day or at night · Only once per game
By day or by night they can sacrifice themselves to bring back to life a player who is already dead, whatever their faction. The effect happens at the end of the phase: at night it works even if they are killed that same night, by day only if they are still alive at the end of the day. Nobody knows who sacrificed themselves: the log lists them among the deaths of the phase.
Who do you want to bring back to life?
KAMIKAZE
Power usable at night
At night they can choose a character still alive and blow themselves up with them: at dawn both die. The PRIEST protection does not stop the explosion.
Who do you want to blow yourself up with?
VULTURE
Automatic power
They know the WEREWOLVES from the start of the game, but the WEREWOLVES do not know them. They do not act: at dawn, if alive, they learn the role of the player killed by the WEREWOLVES. They learn nothing about players who die in other ways.
THE ALIENS
THE ALIENS are THE SYMBIOTE and the PREDATOR. They do not know each other. Every alien sees who has been abducted. THE SYMBIOTE can abduct one player per day. If there are aliens there must be at least one SYMBIOTE.
They win when no WEREWOLF is left alive, at least one alien is alive and every non-alien player alive has been abducted at least once. The aliens alive may or may not have been abducted. Dead players do not count. If no WEREWOLF is alive but another condition is missing THE VILLAGE wins.
THE SYMBIOTE
Power usable by day
Every day they can abduct a player still alive and learn their role at once. The abduction cannot be undone. They cannot abduct themselves or the same player twice. If the abducted player is not a WEREWOLF, the following night they know they were abducted but not by whom and cannot act. That night THE SYMBIOTE uses the night power of the abducted player in their place, if they have one.
PREDATOR
Power usable by day or at night · Only once per game
Once per game, by day or by night, they choose a player still alive to strike. Until the end of the phase they can change or withdraw the choice. The strike lands at the end of the phase. At night the PRIEST protection saves the victim. At night the strike lands even if the PREDATOR dies that same night. By day the strike does not go off if the PREDATOR is sentenced to death. A strike that goes off is spent even if it kills nobody.
Who do you want to strike?