The night order

Every role wakes at a fixed moment. Knowing the order tells you whose information is still true in the morning.

Why the order matters

Cards move during the night. The Seer looks before the Robber steals, the Robber steals before the Troublemaker swaps, and the Drunk trades with the center after all of them. So a look tells you what a card was at that moment, not what the player holds in the morning. The roles are numbered in the order they wake, and the number is printed small on each card of the roles page.

Take a table with a Seer, a Robber, a Troublemaker and an Insomniac. The Seer sees that Ann is a Werewolf. The Robber then robs Ann and becomes the Werewolf. The Troublemaker swaps the Robber’s card with Ben’s. In the morning the Seer truthfully says "Ann was a Werewolf", yet the wolf card lies in front of Ben, and only the Insomniac, who looked last, knows for certain what she holds.

Dusk comes first

With a role of the Vampire pack in the deck, the night is preceded by dusk. Everyone starts with a face-down Mark of Clarity, and the dusk roles hand out other marks. When dusk ends, everyone looks at their own mark and the players with a Mark of Love see each other. The marks are described in Marks and artifacts.

The full order

Every step of a night with all 60 roles. A real game has only the steps of the roles in its deck. The unnumbered rows are steps the whole table takes.

#Who wakesWhat happens
Before dusk
1OracleAnswers a question the whole table hears, and may change sides by the answer
2CopycatLooks at a center card and becomes that role
Dusk (only with marks in play)
3Vampire, The Count, The MasterThe Vampires see each other and give a player the Mark of the Vampire
4The CountGives a player the Mark of Fear: no night action for them
5RenfieldSees the Vampires and the player they marked; takes the Mark of the Bat
6DiseasedGives a neighbour the Mark of Disease
7CupidMay give two players a Mark of Love
8InstigatorMay give a player the Mark of the Traitor
9PriestTakes a Mark of Clarity and may give another, wiping the mark under it
10AssassinGives a player the Mark of the Assassin
11Apprentice AssassinSees the Assassin, or gives the mark herself when there is none
EveryoneEveryone looks at their own mark
EveryoneThe players with a Mark of Love see each other
Night
12SentinelMay shield another player’s card for the rest of the night
13DoppelgängerLooks at a player’s card and becomes that role (at dusk when marks are in play)
14Alien, Synthetic Alien, Groob, Zerb, Body SnatcherThe Aliens see each other and carry out the action the app announces
15CowLearns whether a neighbour is an Alien
16Groob, ZerbGroob and Zerb look for each other
17Body SnatcherMay swap his card as the app instructs; the card he takes becomes an Alien card
18Werewolf, Giant Wolf, Alpha Wolf, Mystic WolfThe Werewolves see each other; a lone wolf may look at one center card
19Alpha WolfSwaps the Center Werewolf card with a player’s card
20Mystic WolfMay look at one player’s card
21MinionSees who the Werewolves are
22Apprentice TannerSees who the Tanner is
23LeaderSees who the Aliens are
24MasonThe Masons see each other
25ThingMay tap a neighbour
26SeerMay look at one player’s card or two center cards
27Apprentice SeerMay look at one center card
28Paranormal InvestigatorMay look at up to two players’ cards, and becomes the first evil one he sees
29MarksmanMay look at one player’s card and another player’s mark
30NostradamusMay look at up to three players’ cards; the table hears which team he ends on
31PsychicLooks at cards as the app instructs
32RobberMay swap cards with a player, and looks at the new card
33WitchMay look at a center card, and must then give it to a player
34PickpocketMay swap marks with a player, and looks at the new mark
35TroublemakerMay swap two other players’ cards
36Village IdiotMay shift every other player’s card one seat left or right
37Aura SeerSees who has looked at a card or moved one so far
38GremlinMay swap two players’ cards, or their marks
39RascalMoves cards as the app instructs
40DrunkSwaps their card with a center card, unseen
41InsomniacLooks at her own card
42SquireSees who holds the werewolf cards now
43BeholderSees who holds the Seer cards now
44RevealerMay turn a player’s card face up
45ExposerTurns one to three center cards face up
EveryoneEveryone points at a player, eyes closed
46EmpathSees who pointed at whom
47CuratorMay give a player a random artifact
48BlobLearns which neighbours are part of the Blob
49MorticianLooks at a neighbour’s card as the app instructs

Roles that never wake

Villager, Dream Wolf, Hunter, Bodyguard, Prince, Tanner, Cursed. Their powers work in the vote, or not at all. Any of them may still wake up as something else: what counts is the card in front of you when the night ends.

Acting at the same time

At a physical table a narrator calls the roles one after another. Here every player has their own screen, so roles that cannot affect each other act at the same moment: the Seer need not wait for the Masons. Each player sees the table as it was when their group began, plus their own changes, and the card moves are then applied in wake order. The result is exactly what calling the roles one by one would give, in a fraction of the time.

Timing gives nothing away either. When a role’s card lies in the center, the night still pauses for it, for a few seconds of random length. Nobody can tell from the rhythm of the night whether a role is in play, who is awake, or who acted last.

Rules of thumb for the morning

  • A look is about the card, not about the player. Ask what moved after it.
  • When two roles moved the same card, the later one decides where it lies. The Robber comes before the Witch, the Witch before the Troublemaker, the Troublemaker before the Village Idiot, the Gremlin and the Drunk.
  • The Insomniac, the Squire, the Beholder, the Revealer, the Exposer and the Mortician act after every move. What they saw is how the night ended.
  • The Sentinel acts before nearly all of them: from then on a shielded card can be neither looked at nor moved.

More guides

Strategy for your first games · Decks for every table · Marks and artifacts · Hosting a game night · How the bots play. Or see all the guides.