
- Team
- Villagers
- From
- Alien
- Wakes
- #1 of 49 (the night order)
- In a deck
- One card
- Setup
- Gives every player a number
What it does
The Oracle wakes first. The app asks one question, drawn for the game, and everyone hears it: would you like to join the other team, to view the center cards, to exchange your card with one from the center, or is your number odd or even? Everyone then hears what came of the answer.
Rules and edge cases
- Joining the Werewolves turns her card into a Werewolf card. Joining the Aliens or the Vampires puts her on that team: she wins only if it does, and is not one of its cards.
- Asking for the center cards lets her view one, two or three of them, as the app decides.
- Asking to exchange usually swaps her card with a center card she does not see. One time in four the app refuses.
- The odd-or-even answer tells the table whether her player number is odd or even, which narrows down who she is.
- The question is asked even when the Oracle card lies in the center.
How to play it
- The table heard the question and the result, so your night is half public. Build your claim on it.
- Saying yes to the other team is a real offer: you become their only member nobody among them knows.
When it is in the deck
- An Oracle who said yes is an enemy the village cannot find by counting wolves. The announcement tells you she exists, not who she is.
If the Doppelgänger copies it
A Doppelgänger who looks at this card becomes a second Oracle. She takes no action of her own and is whatever the card became.
Around it
Wakes just after it: Copycat.
More from the Alien pack: Alien, Synthetic Alien, Groob, Zerb, Leader, Cow, Psychic, Rascal, Exposer, Blob, Mortician.
See every role, or read how to play.