
- 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.