
- Team
- Villagers
- From
- Base game
- Wakes
- #26 of 49 (the night order)
- In a deck
- One card
What it does
The Seer may look at one other player’s card, or at two of the center cards. Looking is optional, and a shielded card cannot be viewed.
Rules and edge cases
- The Seer sees the card as it lies at that moment. The Robber, the Witch, the Troublemaker and the Drunk all wake later and may move it.
- She cannot look at her own card: only the Insomniac learns what she ends the night as.
How to play it
- A player’s card is a hard fact about one person. Two center cards are two roles nobody holds, which catches anyone who claims them.
- Say what you saw before the wolves have agreed on a story, but hold back one detail so that you can test a second Seer claim.
- Mind the order. If the Troublemaker later swapped the player you looked at, your fact is about the card, not about the player.
When it is in the deck
- Wolves like to claim Seer because it lets them accuse. Ask a second Seer which card they saw and where: a made-up look often names a card that somebody else can disprove.
If the Doppelgänger copies it
A Doppelgänger who looks at this card becomes a second Seer. She plays its action at once, inside her own turn.
Around it
Wakes just before it: Thing. Wakes just after it: Apprentice Seer.
More from the base game: Doppelgänger, Werewolf, Minion, Mason, Robber, Troublemaker, Drunk, Insomniac, Villager, Hunter, Tanner.
See every role, or read how to play.