Groob

An Alien with a rival: when Zerb is at the table too, Groob wins only if Zerb dies and Groob survives.

Team
Aliens
From
Alien
Wakes
#14, then again at #16 of 49 (the night order)
In a deck
One card
Setup
Gives every player a number

What it does

Groob wakes with the Aliens and takes part in the alien action. Then Groob and Zerb wake again, alone, and look for each other.

Rules and edge cases

  • With both among the players when the night ends, each wins only if the other dies and they survive themselves.
  • The village still wins by killing either of them, and the other Aliens lose when one of them dies.
  • If Zerb did not wake, Groob plays as a regular Alien.
  • The Leader sees the two point at each other, and then wins only if both survive.

How to play it

  • You need a death on your own team. Feed the village what it needs to vote Zerb out, without being caught as an Alien yourself.

When it is in the deck

  • An Alien who helps the village find another Alien is strange, unless it is Groob or Zerb. If one of them is named, the namer may be the other.

If the Doppelgänger copies it

A Doppelgänger who looks at this card becomes a second Groob. She wakes with the group when it is called.

Around it

Wakes just before it: Doppelgänger. Wakes just after it: Cow.

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

See every role, or read how to play.