Bonus roles

Single cards that drop into any deck, each with one sharp idea.

The bonus roles are the single cards published alongside the main sets. Each is one sharp idea that drops into any deck: a player who cannot die, a villager who may turn, a second servant for the wolves. This table also has one role of its own, the Giant Wolf.

Where they fit

  • For the village: the Aura Seer learns who acted at night, the Beholder finds the Seers, the Thing taps a neighbour, the Prince cannot be voted out, and the Empath watches everyone point.
  • For the wolves: the Squire sees where the wolf cards ended up, and the Giant Wolf votes twice.
  • Unsure of their side: the Cursed turns if a wolf votes for them, and Nostradamus joins the team of the last card he saw, in front of the whole table.
  • For themselves: the Apprentice Tanner wants the Tanner dead.
  • For the Aliens: the Body Snatcher turns the card he takes into an Alien card. He belongs in a deck with the Alien pack.

The 11 roles

Body SnatcherAn Alien who swaps his card as the night instructs. The card he takes becomes an Alien card for good.
Apprentice TannerKnows who the Tanner is, and wins if the Tanner dies.
ThingTaps one of the players sitting next to it. That is all, and it is enough to prove who the Thing is.
NostradamusLooks at up to three players’ cards and joins the team of the last one he saw, which the table then hears.
Aura SeerLearns which players looked at a card or moved one during the night.
BeholderAt the end of the night, sees who holds the Seer cards.
SquireOn the Werewolves’ side: at the end of the night, sees who holds the wolf cards.
EmpathEveryone points at a player with their eyes closed. Only the Empath sees who pointed at whom.
PrinceCannot be killed by the vote.
CursedA villager who becomes a Werewolf if a werewolf votes for them.
Giant WolfA Werewolf whose vote counts twice.

More guides

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