
- Team
- Villagers
- From
- Alien
- Wakes
- #15 of 49 (the night order)
- In a deck
- One card
What it does
After the Aliens wake, the Cow is told whether it felt a tap: at least one of its two neighbours is an Alien, or neither is. Without alien cards in the deck it senses Werewolves instead.
Rules and edge cases
- It learns that a neighbour is one, not which neighbour.
- The Synthetic Alien, Groob, Zerb and the Body Snatcher count as Aliens.
- The answer is about the cards as the Aliens woke. The Body Snatcher and the roles that move cards act later.
How to play it
- "Neither neighbour" clears two players at once and is worth saying early. "A tap" gives the table two suspects.
When it is in the deck
- An Alien sitting next to the Cow is half caught, and knows where the Cow could be. Claiming Cow first is the counter.
If the Doppelgänger copies it
A Doppelgänger who looks at this card becomes a second Cow. She wakes with the group when it is called.
Around it
Wakes just before it: Body Snatcher. Wakes just after it: Werewolf.
More from the Alien pack: Oracle, Alien, Synthetic Alien, Groob, Zerb, Leader, Psychic, Rascal, Exposer, Blob, Mortician.
See every role, or read how to play.