Cow

Learns whether one of the players sitting next to it is an Alien.

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.