
- Team
- Tanner
- From
- Bonus roles
- Wakes
- #22 of 49 (the night order)
- In a deck
- One card
What it does
The Apprentice Tanner wakes and sees which player holds the Tanner card.
Rules and edge cases
- He wins when the Tanner dies, whether or not he survives himself.
- With no Tanner among the players at the end of the night, the Apprentice Tanner is the Tanner: he wins only by dying.
- He is on the Tanner’s side, and wins with neither the village nor the wolves. The Revealer turns his card back down, as she does the Tanner’s.
How to play it
- Help the Tanner look guilty without overdoing it: accuse him with a detail that sounds like something you saw.
- If you woke and saw nobody, you are the Tanner now. Play as one.
When it is in the deck
- Two players pushing the same suspect may be a wolf hunt, or an Apprentice Tanner at work. Check the story they tell, not how sure they sound.
If the Doppelgänger copies it
A Doppelgänger who looks at this card becomes a second Apprentice Tanner. She wakes again on her own, right after the original.
Around it
Wakes just before it: Minion. Wakes just after it: Leader.
More from Bonus roles: Body Snatcher, Thing, Nostradamus, Aura Seer, Beholder, Squire, Empath, Prince, Cursed.
See every role, or read how to play.