The Alien pack

Roles whose powers change every game: the app draws an instruction and reads it to the whole table.

The Alien pack hands part of the game to the app. Its roles do not have fixed powers: each game the app draws an instruction for them and announces it to the whole table. Everyone knows what kind of thing the Aliens did tonight. Nobody knows who they are.

How it changes the game

  • A third evil team. The Aliens wake together and carry out the announced action: look at cards, pass their cards around, show each other what they hold, or nothing.
  • Aliens against each other. Groob and Zerb each win only if the other dies. The Synthetic Alien wakes with the Aliens and wins by dying, which loses the game for them.
  • Announced instructions. The Psychic, the Rascal, the Exposer, the Mortician and the Oracle all act on what the app calls out. The table hears the instruction even when the card lies in the center.
  • Player numbers. Every player gets a number, and instructions use it: an even player, a player with a higher number.
  • Villagers who sense the enemy. The Cow feels an Alien next to it, and the Leader knows them all, at the risk of being voted out by them.
  • Neighbours matter. The Blob wins if the players around it survive. The Mortician wins if one beside him dies. Arrange the seats before you start.

In a deck without alien cards, the Cow and the Leader sense the Werewolves instead, so both work in any game.

A deck to start with

An Alien, Groob, Zerb, the Synthetic Alien and the Body Snatcher against a Leader, a Rascal, an Empath and a Seer. In the role picker it is the "Aliens" button, made for 6 players: Alien, Synthetic Alien, Groob, Zerb, Body Snatcher, Leader, Seer, Rascal, Empath. More in decks for every table.

The 12 roles

OracleAnswers a question from the app in front of the whole table, and may change sides by the answer.
AlienThe Aliens wake together, see each other, and do what the app tells them: a different action every game.
Synthetic AlienWakes with the Aliens but plays for itself: it wins only by dying.
GroobAn Alien with a rival: when Zerb is at the table too, Groob wins only if Zerb dies and Groob survives.
ZerbGroob’s rival: when both are at the table, Zerb wins only if Groob dies and Zerb survives.
LeaderA villager who knows the Aliens. If every one of them votes for the Leader, the Leader dies and the village loses.
CowLearns whether one of the players sitting next to it is an Alien.
PsychicLooks at cards as the app instructs: one player this game, two neighbours or a center card the next.
RascalMoves cards as the app instructs: like a Troublemaker this game, like a Robber, a Witch, a Village Idiot or a Drunk the next.
ExposerTurns one, two or three center cards face up for everyone.
BlobThe Blob absorbs the players next to it and wins if all of them, the Blob included, survive.
MorticianWins if one of the players sitting next to them dies.

More guides

The base game · Daybreak · Bonus roles · The Vampire pack. Or see all the guides.