
- Team
- Villagers
- From
- Base game
- Wakes
- #24 of 49 (the night order)
- In a deck
- Two cards, always together
What it does
The Masons wake together and see each other. A Mason who wakes alone knows the other Mason card lies in the center.
Rules and edge cases
- Masons come as a pair: a deck holds two Mason cards or none.
- A Mason with the Mark of Fear keeps their eyes closed, and the other one believes they are alone.
- You know who was dealt the other Mason, not who holds it now. Your partner may have been robbed or swapped later in the night.
How to play it
- Do not claim in the first seconds. Let a wolf claim Mason if they dare, then contradict them together.
- A lone Mason knows something too: the other Mason is in the center, so a second Mason claim is a lie (unless the Doppelgänger copied you).
When it is in the deck
- Two players confirming each other is also what two Werewolves would do. Check that the Mason story fits the deck and the other claims.
If the Doppelgänger copies it
A Doppelgänger who looks at this card becomes a second Mason. She wakes with the group when it is called.
Around it
Wakes just before it: Leader. Wakes just after it: Thing.
More from the base game: Doppelgänger, Werewolf, Minion, Seer, Robber, Troublemaker, Drunk, Insomniac, Villager, Hunter, Tanner.
See every role, or read how to play.