
- Team
- Synthetic Alien
- From
- Alien
- Wakes
- #14 of 49 (the night order)
- In a deck
- One card
- Setup
- Gives every player a number
What it does
The Synthetic Alien wakes with the Aliens, sees who they are and takes part in the alien action.
Rules and edge cases
- It wins only if it dies. When it does, the village and the Aliens both lose.
- It is not an Alien for the village: killing it does not count as killing one.
- The Cow and the Leader count it among the Aliens.
- The Aliens cannot tell it from one of their own, unless the action shows them the cards.
How to play it
- You know the Aliens, and they take you for one. Get caught in their company: the village will want to vote for the Alien it can name.
When it is in the deck
- With the Synthetic Alien in the deck, an Alien who seems to be throwing the game may not be one. The real Aliens need it alive as much as the village does.
If the Doppelgänger copies it
A Doppelgänger who looks at this card becomes a second Synthetic Alien. She wakes with the group when it is called.
Around it
Wakes just before it: Doppelgänger. Wakes just after it: Cow.
More from the Alien pack: Oracle, Alien, Groob, Zerb, Leader, Cow, Psychic, Rascal, Exposer, Blob, Mortician.
See every role, or read how to play.