Blob

The Blob absorbs the players next to it and wins if all of them, the Blob included, survive.

Team
Blob
From
Alien
Wakes
#48 of 49 (the night order)
In a deck
One card

What it does

The Blob wakes and is told which players are part of it. Their number depends on the table: one neighbour with four players, two with five or six, three with seven or eight, four with nine or more. With three players the Blob is alone.

Rules and edge cases

  • An even number splits across both sides. An odd number runs to one side, left or right, drawn for the game.
  • The Blob wins if nobody in it dies, whichever team wins as well.
  • The members are seats, not cards, and they are not told they belong to it.

How to play it

  • You need the vote to land outside your group, or nowhere. Whether your neighbours are wolves does not matter to you.

When it is in the deck

  • The Blob is not the village’s friend. It will defend a wolf who sits inside it as warmly as a villager.

If the Doppelgänger copies it

A Doppelgänger who looks at this card becomes a second Blob. She wakes again on her own, right after the original.

Around it

Wakes just before it: Curator. Wakes just after it: Mortician.

More from the Alien pack: Oracle, Alien, Synthetic Alien, Groob, Zerb, Leader, Cow, Psychic, Rascal, Exposer, Mortician.

See every role, or read how to play.