Wolf
Hidden enemy
Know the other wolves. At night, choose a non-wolf to attack. The wolves’ most-chosen target is attacked; ties are random.
MOONVEIL VILLAGE · PUBLIC ROLE CATALOG
Browse all 250 playable roles. No sign-in or game room needed.
Four classic roles and 246 distinct two-ability combinations built from 23 powers. Advanced roles belong to the Village team: choose one of your two abilities each night, or rest. These are combination roles, not 250 unrelated mechanics.
All Roles is the default: the game automatically draws from the full catalog. The lobby also recommends themed pools for 5–8, 9–15, 16–22, 23–30, 31–45, 46–60, 61–80 and 81–100 players. No roles need unlocking or adding one at a time. Advanced combinations remain experimental.
Showing 250 of 250 roles
Hidden enemy
Know the other wolves. At night, choose a non-wolf to attack. The wolves’ most-chosen target is attacked; ties are random.
Information
At night, inspect another living player. Learn privately whether they are a Wolf. You may share or conceal your information.
Protection
At night, protect one living player, including yourself. You cannot protect the same person on consecutive nights.
Deduction
At night, submit Ready without a target. During the day, discuss the evidence and vote to banish a wolf.
Information
Village team. Each night choose ONE ability and another living player, or rest. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Limited uses are spent even if blocked.
Information / Protection
Village team. Each night choose ONE ability and another living player, or rest. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Limited uses are spent even if blocked.
Protection
Village team. Each night choose ONE ability and another living player, or rest. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Limited uses are spent even if blocked.
Protection / Control
Village team. Each night choose ONE ability and another living player, or rest. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Limited uses are spent even if blocked.
Control / Attack
Village team. Each night choose ONE ability and another living player, or rest. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Limited uses are spent even if blocked.
Attack / Deception
Village team. Each night choose ONE ability and another living player, or rest. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Limited uses are spent even if blocked.
Deception
Village team. Each night choose ONE ability and another living player, or rest. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Limited uses are spent even if blocked.
Deception / Voting
Village team. Each night choose ONE ability and another living player, or rest. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Limited uses are spent even if blocked.
Voting
Village team. Each night choose ONE ability and another living player, or rest. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Limited uses are spent even if blocked.
Voting
Village team. Each night choose ONE ability and another living player, or rest. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Limited uses are spent even if blocked.
Voting / Protection
Village team. Each night choose ONE ability and another living player, or rest. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Limited uses are spent even if blocked.
Protection / Information
Village team. Each night choose ONE ability and another living player, or rest. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Limited uses are spent even if blocked.
Information / Voting
Village team. Each night choose ONE ability and another living player, or rest. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Limited uses are spent even if blocked.
Voting / Attack
Village team. Each night choose ONE ability and another living player, or rest. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Limited uses are spent even if blocked.
Attack
Village team. Each night choose ONE ability and another living player, or rest. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Limited uses are spent even if blocked.
Attack / Protection
Village team. Each night choose ONE ability and another living player, or rest. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Limited uses are spent even if blocked.
Protection / Information
Village team. Each night choose ONE ability and another living player, or rest. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Limited uses are spent even if blocked.
Information / Protection
Village team. Each night choose ONE ability and another living player, or rest. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Limited uses are spent even if blocked.
Information / Protection
Village team. Each night choose ONE ability and another living player, or rest. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Limited uses are spent even if blocked.
Protection / Control
Village team. Each night choose ONE ability and another living player, or rest. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Limited uses are spent even if blocked.
Protection / Attack
Village team. Each night choose ONE ability and another living player, or rest. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Limited uses are spent even if blocked.
Control / Deception
Village team. Each night choose ONE ability and another living player, or rest. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Limited uses are spent even if blocked.
Attack / Deception
Village team. Each night choose ONE ability and another living player, or rest. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Limited uses are spent even if blocked.
Deception / Voting
Village team. Each night choose ONE ability and another living player, or rest. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Limited uses are spent even if blocked.
Deception / Voting
Village team. Each night choose ONE ability and another living player, or rest. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Limited uses are spent even if blocked.
Voting
Village team. Each night choose ONE ability and another living player, or rest. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Limited uses are spent even if blocked.
Voting / Protection
Village team. Each night choose ONE ability and another living player, or rest. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Limited uses are spent even if blocked.
Voting / Information
Village team. Each night choose ONE ability and another living player, or rest. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Limited uses are spent even if blocked.
Protection / Information
Village team. Each night choose ONE ability and another living player, or rest. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Limited uses are spent even if blocked.
Information / Voting
Village team. Each night choose ONE ability and another living player, or rest. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Limited uses are spent even if blocked.
Information / Attack
Village team. Each night choose ONE ability and another living player, or rest. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Limited uses are spent even if blocked.
Voting / Attack
Village team. Each night choose ONE ability and another living player, or rest. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Limited uses are spent even if blocked.
Attack / Protection
Village team. Each night choose ONE ability and another living player, or rest. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Limited uses are spent even if blocked.
Attack / Information
Village team. Each night choose ONE ability and another living player, or rest. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Limited uses are spent even if blocked.
Protection / Information
Village team. Each night choose ONE ability and another living player, or rest. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Limited uses are spent even if blocked.
Information / Protection
Village team. Each night choose ONE ability and another living player, or rest. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Limited uses are spent even if blocked.
Information / Protection
Village team. Each night choose ONE ability and another living player, or rest. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Limited uses are spent even if blocked.
Information / Control
Village team. Each night choose ONE ability and another living player, or rest. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Limited uses are spent even if blocked.
Protection / Attack
Village team. Each night choose ONE ability and another living player, or rest. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Limited uses are spent even if blocked.
Protection / Deception
Village team. Each night choose ONE ability and another living player, or rest. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Limited uses are spent even if blocked.
Control / Deception
Village team. Each night choose ONE ability and another living player, or rest. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Limited uses are spent even if blocked.
Attack / Voting
Village team. Each night choose ONE ability and another living player, or rest. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Limited uses are spent even if blocked.
Deception / Voting
Village team. Each night choose ONE ability and another living player, or rest. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Limited uses are spent even if blocked.
Deception / Voting
Village team. Each night choose ONE ability and another living player, or rest. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Limited uses are spent even if blocked.
Voting / Protection
Village team. Each night choose ONE ability and another living player, or rest. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Limited uses are spent even if blocked.
Voting / Information
Village team. Each night choose ONE ability and another living player, or rest. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Limited uses are spent even if blocked.
Voting / Information
Village team. Each night choose ONE ability and another living player, or rest. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Limited uses are spent even if blocked.
Protection / Voting
Village team. Each night choose ONE ability and another living player, or rest. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Limited uses are spent even if blocked.
Information / Attack
Village team. Each night choose ONE ability and another living player, or rest. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Limited uses are spent even if blocked.
Information / Attack
Village team. Each night choose ONE ability and another living player, or rest. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Limited uses are spent even if blocked.
Voting / Protection
Village team. Each night choose ONE ability and another living player, or rest. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Limited uses are spent even if blocked.
Attack / Information
Village team. Each night choose ONE ability and another living player, or rest. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Limited uses are spent even if blocked.
Attack / Information
Village team. Each night choose ONE ability and another living player, or rest. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Limited uses are spent even if blocked.
Protection / Information
Village team. Each night choose ONE ability and another living player, or rest. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Limited uses are spent even if blocked.
Information / Protection
Village team. Each night choose ONE ability and another living player, or rest. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Limited uses are spent even if blocked.
Information / Protection
Village team. Each night choose ONE ability and another living player, or rest. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Limited uses are spent even if blocked.
Information / Control
Village team. Each night choose ONE ability and another living player, or rest. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Limited uses are spent even if blocked.
Information / Attack
Village team. Each night choose ONE ability and another living player, or rest. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Limited uses are spent even if blocked.
Protection / Deception
Village team. Each night choose ONE ability and another living player, or rest. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Limited uses are spent even if blocked.
Protection / Deception
Village team. Each night choose ONE ability and another living player, or rest. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Limited uses are spent even if blocked.
Control / Voting
Village team. Each night choose ONE ability and another living player, or rest. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Limited uses are spent even if blocked.
Attack / Voting
Village team. Each night choose ONE ability and another living player, or rest. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Limited uses are spent even if blocked.
Deception / Voting
Village team. Each night choose ONE ability and another living player, or rest. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Limited uses are spent even if blocked.
Deception / Protection
Village team. Each night choose ONE ability and another living player, or rest. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Limited uses are spent even if blocked.
Voting / Information
Village team. Each night choose ONE ability and another living player, or rest. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Limited uses are spent even if blocked.
Voting / Information
Village team. Each night choose ONE ability and another living player, or rest. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Limited uses are spent even if blocked.
Voting
Village team. Each night choose ONE ability and another living player, or rest. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Limited uses are spent even if blocked.
Protection / Attack
Village team. Each night choose ONE ability and another living player, or rest. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Limited uses are spent even if blocked.
Information / Attack
Village team. Each night choose ONE ability and another living player, or rest. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Limited uses are spent even if blocked.
Information / Protection
Village team. Each night choose ONE ability and another living player, or rest. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Limited uses are spent even if blocked.
Voting / Information
Village team. Each night choose ONE ability and another living player, or rest. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Limited uses are spent even if blocked.
Attack / Information
Village team. Each night choose ONE ability and another living player, or rest. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Limited uses are spent even if blocked.
Attack / Information
Village team. Each night choose ONE ability and another living player, or rest. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Limited uses are spent even if blocked.
Protection / Information
Village team. Each night choose ONE ability and another living player, or rest. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Limited uses are spent even if blocked.
Information / Protection
Village team. Each night choose ONE ability and another living player, or rest. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Limited uses are spent even if blocked.
Information / Protection
Village team. Each night choose ONE ability and another living player, or rest. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Limited uses are spent even if blocked.
Information / Control
Village team. Each night choose ONE ability and another living player, or rest. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Limited uses are spent even if blocked.
Information / Attack
Village team. Each night choose ONE ability and another living player, or rest. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Limited uses are spent even if blocked.
Information / Deception
Village team. Each night choose ONE ability and another living player, or rest. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Limited uses are spent even if blocked.
Protection / Deception
Village team. Each night choose ONE ability and another living player, or rest. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Limited uses are spent even if blocked.
Protection / Voting
Village team. Each night choose ONE ability and another living player, or rest. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Limited uses are spent even if blocked.
Control / Voting
Village team. Each night choose ONE ability and another living player, or rest. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Limited uses are spent even if blocked.
Attack / Voting
Village team. Each night choose ONE ability and another living player, or rest. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Limited uses are spent even if blocked.
Deception / Protection
Village team. Each night choose ONE ability and another living player, or rest. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Limited uses are spent even if blocked.
Deception / Information
Village team. Each night choose ONE ability and another living player, or rest. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Limited uses are spent even if blocked.
Voting / Information
Village team. Each night choose ONE ability and another living player, or rest. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Limited uses are spent even if blocked.
Voting
Village team. Each night choose ONE ability and another living player, or rest. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Limited uses are spent even if blocked.
Voting / Attack
Village team. Each night choose ONE ability and another living player, or rest. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Limited uses are spent even if blocked.
Protection / Attack
Village team. Each night choose ONE ability and another living player, or rest. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Limited uses are spent even if blocked.
Information / Protection
Village team. Each night choose ONE ability and another living player, or rest. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Limited uses are spent even if blocked.
Voting / Information
Village team. Each night choose ONE ability and another living player, or rest. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Limited uses are spent even if blocked.
Attack / Information
Village team. Each night choose ONE ability and another living player, or rest. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Limited uses are spent even if blocked.
Attack / Information
Village team. Each night choose ONE ability and another living player, or rest. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Limited uses are spent even if blocked.
Protection / Information
Village team. Each night choose ONE ability and another living player, or rest. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Limited uses are spent even if blocked.
Information / Protection
Village team. Each night choose ONE ability and another living player, or rest. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Limited uses are spent even if blocked.
Information / Protection
Village team. Each night choose ONE ability and another living player, or rest. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Limited uses are spent even if blocked.
Information / Control
Village team. Each night choose ONE ability and another living player, or rest. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Limited uses are spent even if blocked.
Information / Attack
Village team. Each night choose ONE ability and another living player, or rest. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Limited uses are spent even if blocked.
Information / Deception
Village team. Each night choose ONE ability and another living player, or rest. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Limited uses are spent even if blocked.
Information / Deception
Village team. Each night choose ONE ability and another living player, or rest. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Limited uses are spent even if blocked.
Protection / Voting
Village team. Each night choose ONE ability and another living player, or rest. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Limited uses are spent even if blocked.
Protection / Voting
Village team. Each night choose ONE ability and another living player, or rest. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Limited uses are spent even if blocked.
Control / Voting
Village team. Each night choose ONE ability and another living player, or rest. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Limited uses are spent even if blocked.
Attack / Protection
Village team. Each night choose ONE ability and another living player, or rest. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Limited uses are spent even if blocked.
Deception / Information
Village team. Each night choose ONE ability and another living player, or rest. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Limited uses are spent even if blocked.
Deception / Information
Village team. Each night choose ONE ability and another living player, or rest. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Limited uses are spent even if blocked.
Voting
Village team. Each night choose ONE ability and another living player, or rest. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Limited uses are spent even if blocked.
Voting / Attack
Village team. Each night choose ONE ability and another living player, or rest. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Limited uses are spent even if blocked.
Voting / Attack
Village team. Each night choose ONE ability and another living player, or rest. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Limited uses are spent even if blocked.
Protection
Village team. Each night choose ONE ability and another living player, or rest. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Limited uses are spent even if blocked.
Voting / Information
Village team. Each night choose ONE ability and another living player, or rest. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Limited uses are spent even if blocked.
Attack / Information
Village team. Each night choose ONE ability and another living player, or rest. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Limited uses are spent even if blocked.
Attack / Information
Village team. Each night choose ONE ability and another living player, or rest. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Limited uses are spent even if blocked.
Protection / Information
Village team. Each night choose ONE ability and another living player, or rest. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Limited uses are spent even if blocked.
Information / Protection
Village team. Each night choose ONE ability and another living player, or rest. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Limited uses are spent even if blocked.
Information / Control
Village team. Each night choose ONE ability and another living player, or rest. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Limited uses are spent even if blocked.
Information / Attack
Village team. Each night choose ONE ability and another living player, or rest. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Limited uses are spent even if blocked.
Information / Deception
Village team. Each night choose ONE ability and another living player, or rest. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Limited uses are spent even if blocked.
Information / Deception
Village team. Each night choose ONE ability and another living player, or rest. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Limited uses are spent even if blocked.
Information / Voting
Village team. Each night choose ONE ability and another living player, or rest. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Limited uses are spent even if blocked.
Protection / Voting
Village team. Each night choose ONE ability and another living player, or rest. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Limited uses are spent even if blocked.
Protection / Voting
Village team. Each night choose ONE ability and another living player, or rest. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Limited uses are spent even if blocked.
Control / Protection
Village team. Each night choose ONE ability and another living player, or rest. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Limited uses are spent even if blocked.
Attack / Information
Village team. Each night choose ONE ability and another living player, or rest. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Limited uses are spent even if blocked.
Deception / Information
Village team. Each night choose ONE ability and another living player, or rest. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Limited uses are spent even if blocked.
Deception / Voting
Village team. Each night choose ONE ability and another living player, or rest. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Limited uses are spent even if blocked.
Voting / Attack
Village team. Each night choose ONE ability and another living player, or rest. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Limited uses are spent even if blocked.
Voting / Attack
Village team. Each night choose ONE ability and another living player, or rest. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Limited uses are spent even if blocked.
Voting / Protection
Village team. Each night choose ONE ability and another living player, or rest. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Limited uses are spent even if blocked.
Protection / Information
Village team. Each night choose ONE ability and another living player, or rest. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Limited uses are spent even if blocked.
Voting / Information
Village team. Each night choose ONE ability and another living player, or rest. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Limited uses are spent even if blocked.
Attack / Information
Village team. Each night choose ONE ability and another living player, or rest. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Limited uses are spent even if blocked.
Attack / Information
Village team. Each night choose ONE ability and another living player, or rest. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Limited uses are spent even if blocked.
Protection / Information
Village team. Each night choose ONE ability and another living player, or rest. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Limited uses are spent even if blocked.
Information / Protection
Village team. Each night choose ONE ability and another living player, or rest. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Limited uses are spent even if blocked.
Information / Control
Village team. Each night choose ONE ability and another living player, or rest. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Limited uses are spent even if blocked.
Information / Attack
Village team. Each night choose ONE ability and another living player, or rest. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Limited uses are spent even if blocked.
Information / Deception
Village team. Each night choose ONE ability and another living player, or rest. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Limited uses are spent even if blocked.
Information / Deception
Village team. Each night choose ONE ability and another living player, or rest. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Limited uses are spent even if blocked.
Information / Voting
Village team. Each night choose ONE ability and another living player, or rest. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Limited uses are spent even if blocked.
Information / Voting
Village team. Each night choose ONE ability and another living player, or rest. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Limited uses are spent even if blocked.
Protection / Voting
Village team. Each night choose ONE ability and another living player, or rest. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Limited uses are spent even if blocked.
Protection
Village team. Each night choose ONE ability and another living player, or rest. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Limited uses are spent even if blocked.
Control / Information
Village team. Each night choose ONE ability and another living player, or rest. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Limited uses are spent even if blocked.
Attack / Information
Village team. Each night choose ONE ability and another living player, or rest. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Limited uses are spent even if blocked.
Deception / Voting
Village team. Each night choose ONE ability and another living player, or rest. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Limited uses are spent even if blocked.
Deception / Attack
Village team. Each night choose ONE ability and another living player, or rest. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Limited uses are spent even if blocked.
Voting / Attack
Village team. Each night choose ONE ability and another living player, or rest. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Limited uses are spent even if blocked.
Voting / Protection
Village team. Each night choose ONE ability and another living player, or rest. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Limited uses are spent even if blocked.
Voting / Information
Village team. Each night choose ONE ability and another living player, or rest. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Limited uses are spent even if blocked.
Protection / Information
Village team. Each night choose ONE ability and another living player, or rest. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Limited uses are spent even if blocked.
Voting / Information
Village team. Each night choose ONE ability and another living player, or rest. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Limited uses are spent even if blocked.
Attack / Information
Village team. Each night choose ONE ability and another living player, or rest. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Limited uses are spent even if blocked.
Attack / Information
Village team. Each night choose ONE ability and another living player, or rest. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Limited uses are spent even if blocked.
Protection
Village team. Each night choose ONE ability and another living player, or rest. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Limited uses are spent even if blocked.
Information / Protection
Village team. Each night choose ONE ability and another living player, or rest. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Limited uses are spent even if blocked.
Information / Attack
Village team. Each night choose ONE ability and another living player, or rest. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Limited uses are spent even if blocked.
Information / Deception
Village team. Each night choose ONE ability and another living player, or rest. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Limited uses are spent even if blocked.
Information / Deception
Village team. Each night choose ONE ability and another living player, or rest. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Limited uses are spent even if blocked.
Information / Voting
Village team. Each night choose ONE ability and another living player, or rest. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Limited uses are spent even if blocked.
Information / Voting
Village team. Each night choose ONE ability and another living player, or rest. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Limited uses are spent even if blocked.
Information / Voting
Village team. Each night choose ONE ability and another living player, or rest. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Limited uses are spent even if blocked.
Protection
Village team. Each night choose ONE ability and another living player, or rest. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Limited uses are spent even if blocked.
Protection / Information
Village team. Each night choose ONE ability and another living player, or rest. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Limited uses are spent even if blocked.
Control / Information
Village team. Each night choose ONE ability and another living player, or rest. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Limited uses are spent even if blocked.
Attack / Voting
Village team. Each night choose ONE ability and another living player, or rest. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Limited uses are spent even if blocked.
Deception / Attack
Village team. Each night choose ONE ability and another living player, or rest. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Limited uses are spent even if blocked.
Deception / Attack
Village team. Each night choose ONE ability and another living player, or rest. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Limited uses are spent even if blocked.
Voting / Protection
Village team. Each night choose ONE ability and another living player, or rest. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Limited uses are spent even if blocked.
Voting / Information
Village team. Each night choose ONE ability and another living player, or rest. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Limited uses are spent even if blocked.
Voting / Information
Village team. Each night choose ONE ability and another living player, or rest. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Limited uses are spent even if blocked.
Protection / Information
Village team. Each night choose ONE ability and another living player, or rest. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Limited uses are spent even if blocked.
Voting / Information
Village team. Each night choose ONE ability and another living player, or rest. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Limited uses are spent even if blocked.
Attack / Information
Village team. Each night choose ONE ability and another living player, or rest. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Limited uses are spent even if blocked.
Attack / Protection
Village team. Each night choose ONE ability and another living player, or rest. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Limited uses are spent even if blocked.
Protection
Village team. Each night choose ONE ability and another living player, or rest. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Limited uses are spent even if blocked.
Information / Control
Village team. Each night choose ONE ability and another living player, or rest. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Limited uses are spent even if blocked.
Information / Deception
Village team. Each night choose ONE ability and another living player, or rest. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Limited uses are spent even if blocked.
Information / Deception
Village team. Each night choose ONE ability and another living player, or rest. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Limited uses are spent even if blocked.
Information / Voting
Village team. Each night choose ONE ability and another living player, or rest. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Limited uses are spent even if blocked.
Information / Voting
Village team. Each night choose ONE ability and another living player, or rest. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Limited uses are spent even if blocked.
Information / Voting
Village team. Each night choose ONE ability and another living player, or rest. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Limited uses are spent even if blocked.
Information / Protection
Village team. Each night choose ONE ability and another living player, or rest. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Limited uses are spent even if blocked.
Protection / Information
Village team. Each night choose ONE ability and another living player, or rest. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Limited uses are spent even if blocked.
Protection / Information
Village team. Each night choose ONE ability and another living player, or rest. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Limited uses are spent even if blocked.
Control / Voting
Village team. Each night choose ONE ability and another living player, or rest. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Limited uses are spent even if blocked.
Attack
Village team. Each night choose ONE ability and another living player, or rest. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Limited uses are spent even if blocked.
Deception / Attack
Village team. Each night choose ONE ability and another living player, or rest. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Limited uses are spent even if blocked.
Deception / Protection
Village team. Each night choose ONE ability and another living player, or rest. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Limited uses are spent even if blocked.
Voting / Information
Village team. Each night choose ONE ability and another living player, or rest. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Limited uses are spent even if blocked.
Voting / Information
Village team. Each night choose ONE ability and another living player, or rest. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Limited uses are spent even if blocked.
Voting / Information
Village team. Each night choose ONE ability and another living player, or rest. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Limited uses are spent even if blocked.
Protection / Information
Village team. Each night choose ONE ability and another living player, or rest. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Limited uses are spent even if blocked.
Voting / Information
Village team. Each night choose ONE ability and another living player, or rest. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Limited uses are spent even if blocked.
Attack / Protection
Village team. Each night choose ONE ability and another living player, or rest. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Limited uses are spent even if blocked.
Attack / Protection
Village team. Each night choose ONE ability and another living player, or rest. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Limited uses are spent even if blocked.
Protection / Control
Village team. Each night choose ONE ability and another living player, or rest. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Limited uses are spent even if blocked.
Information / Attack
Village team. Each night choose ONE ability and another living player, or rest. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Limited uses are spent even if blocked.
Information / Deception
Village team. Each night choose ONE ability and another living player, or rest. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Limited uses are spent even if blocked.
Information / Voting
Village team. Each night choose ONE ability and another living player, or rest. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Limited uses are spent even if blocked.
Information / Voting
Village team. Each night choose ONE ability and another living player, or rest. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Limited uses are spent even if blocked.
Information / Voting
Village team. Each night choose ONE ability and another living player, or rest. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Limited uses are spent even if blocked.
Information / Protection
Village team. Each night choose ONE ability and another living player, or rest. Surveyor: Learn how many players submitted night actions toward your target, even if blocked. Every night. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Limited uses are spent even if blocked.
Information
Village team. Each night choose ONE ability and another living player, or rest. Cartographer: Learn the number of wolves among your target and their two nearest living neighbors in player-list order, ignoring disguises. Once per game. Courier: Privately tell your target the names of everyone who submitted a night action toward them, even if blocked. Once per game. Limited uses are spent even if blocked.
Protection / Information
Village team. Each night choose ONE ability and another living player, or rest. Warden: Protect your target from wolf attacks tonight. Does not prevent other abilities. Once per game. Herald: Publicly announce whether your target appears wolf at dawn. Masks and frames can alter the result; this is not proof. Once per game. Limited uses are spent even if blocked.
Protection / Voting
Village team. Each night choose ONE ability and another living player, or rest. Ferryman: If wolves would kill your target, die in their place. No sacrifice occurs if another protection stops the attack. Every night. Speaker: Reveal your own exact role publicly and gain a vote worth two for the rest of the game. Your target is only a decoy visit. Hush still overrides. Once per game. Limited uses are spent even if blocked.
Control / Attack
Village team. Each night choose ONE ability and another living player, or rest. Bellkeeper: Block your target’s night ability or wolf ballot. Blocks are simultaneous: a blocked blocker still blocks. Visits remain visible. Once per game. Avenger: If your target is a wolf, eliminate them. Otherwise eliminate yourself. Ignores disguises and protection. Once per game. Limited uses are spent even if blocked.
Attack
Village team. Each night choose ONE ability and another living player, or rest. Duelist: Eliminate your target at dawn, regardless of team. Night protection does not stop this. Once per game. Trapper: Eliminate your target only if they submitted a night action toward you tonight, even if blocked. Ignores protection. Once per game. Limited uses are spent even if blocked.
Deception / Protection
Village team. Each night choose ONE ability and another living player, or rest. Veilweaver: Make your target appear not-wolf to Lantern and Herald tonight. A frame overrides a mask. Every night. Gatekeeper: Protect your target and their next living neighbor in player-list order from wolf attacks tonight. Once per game. Limited uses are spent even if blocked.
Deception / Information
Village team. Each night choose ONE ability and another living player, or rest. Inkworker: Make your target appear wolf to Lantern and Herald tonight. Exact roles and wolf counts are unaffected. Every night. Chronicler: Learn how many wolves were alive at the start of this night. Your target is only a decoy visit. Once per game. Limited uses are spent even if blocked.
Voting / Information
Village team. Each night choose ONE ability and another living player, or rest. Standardbearer: Give your target a vote worth two in the coming ballot. Multiple boosts do not stack; hush overrides boosts. Once per game. Lantern: Learn whether your target is a wolf. Masks and frames can change this result. Every night. Limited uses are spent even if blocked.
Voting / Information
Village team. Each night choose ONE ability and another living player, or rest. Hushkeeper: Give your target a vote worth zero in the coming ballot. They still submit a ballot. All players see vote weights before voting. Once per game. Archivist: Learn your target’s exact role, ignoring masks and frames. Once per game. Limited uses are spent even if blocked.
Voting / Information
Village team. Each night choose ONE ability and another living player, or rest. Advocate: Your target cannot be banished in the coming ballot. A majority against them eliminates nobody. Protection is disclosed when it prevents banishment. Once per game. Pathfinder: Learn whom your target submitted a night action toward, even if blocked. Every night. Limited uses are spent even if blocked.
Protection / Information
Village team. Each night choose ONE ability and another living player, or rest. Hermit: Protect yourself from wolf attacks tonight. Your selected target is a decoy visit; it receives no protection. Once per game. Lookout: Learn the names of everyone who submitted a night action toward your target, even if blocked. Once per game. Limited uses are spent even if blocked.