
- Team
- Aliens
- From
- Alien
- Wakes
- #14, then again at #16 of 49 (the night order)
- In a deck
- One card
- Setup
- Gives every player a number
What it does
Zerb wakes with the Aliens and takes part in the alien action. Then Zerb and Groob wake again, alone, and look for each other.
Rules and edge cases
- With both among the players when the night ends, each wins only if the other dies and they survive themselves.
- A death of either one is still an Alien’s death: the village wins and the other Aliens lose.
- If Groob did not wake, Zerb plays as a regular Alien.
- Passing cards during the alien action can hand the Zerb card to another Alien: whoever holds it when the rivals wake is Zerb.
How to play it
- The other Aliens want both of you alive. You cannot trust them to help, and they cannot trust you.
When it is in the deck
- With Groob and Zerb both in the deck, the Aliens are divided from the first minute. Offer one of them the other’s name and see who takes it.
If the Doppelgänger copies it
A Doppelgänger who looks at this card becomes a second Zerb. 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, Synthetic Alien, Groob, Leader, Cow, Psychic, Rascal, Exposer, Blob, Mortician.
See every role, or read how to play.