Minion

On the Werewolves’ side without being one: the Minion knows the wolves, and the wolves do not know the Minion.

Team
Werewolves
From
Base game
Wakes
#21 of 49 (the night order)
In a deck
One card

What it does

The Minion wakes after the Werewolves and sees who holds a werewolf card, the Dream Wolf included. The wolves get no sign that a Minion exists.

Rules and edge cases

  • The Minion wins with the Werewolves, and still wins if the Minion is the one who dies.
  • With no werewolf among the players (every wolf card lies in the center), the Minion wins if any other player dies.
  • The Minion is not a werewolf. The village gains nothing by killing one, and a Seer who looks at the card sees a Minion.

How to play it

  • Draw the vote onto yourself. A Minion who is voted out has won the game for the wolves.
  • Claim the role a wolf is being accused by, or accuse a villager with a confident, wrong story.
  • Do not rush to defend the wolves by name. An eager defender points straight at the pack.

When it is in the deck

  • A player who seems to want the vote may be the Tanner or the Minion. Killing either one loses the village the game, so vote for neither on a hunch.
  • The Minion saw the wolves. Whoever the Minion steers suspicion away from is worth a second look.

If the Doppelgänger copies it

A Doppelgänger who looks at this card becomes a second Minion. She plays its action at once, inside her own turn.

Around it

Wakes just before it: Mystic Wolf. Wakes just after it: Apprentice Tanner.

More from the base game: Doppelgänger, Werewolf, Mason, Seer, Robber, Troublemaker, Drunk, Insomniac, Villager, Hunter, Tanner.

See every role, or read how to play.