
- Team
- Villagers
- From
- Alien
- Wakes
- #23 of 49 (the night order)
- In a deck
- One card
What it does
The Leader wakes and sees who the Aliens are. In a game without alien cards, the Leader sees the Werewolves instead.
Rules and edge cases
- If all the Aliens vote for the Leader (Groob and Zerb included, the Synthetic Alien not), the Leader dies whatever the count, the village loses and the Aliens win.
- Without alien cards in the deck the same goes for the Werewolves.
- With Groob and Zerb both at the table, the Leader sees them point at each other, and wins only if both survive.
How to play it
- With one Alien at the table, that Alien’s single vote kills you. Share what you know as if you were another role, and never show the Aliens who you are.
When it is in the deck
- For the Aliens, finding the Leader and voting together is the easiest win in the game. Listen for the player who knows too much.
If the Doppelgänger copies it
A Doppelgänger who looks at this card becomes a second Leader. She wakes again on her own, right after the original.
Around it
Wakes just before it: Apprentice Tanner. Wakes just after it: Mason.
More from the Alien pack: Oracle, Alien, Synthetic Alien, Groob, Zerb, Cow, Psychic, Rascal, Exposer, Blob, Mortician.
See every role, or read how to play.