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Roles

Every player is a Traitor or a Faithful. Some also carry a secret role that bends the game in their favour. Here is every one of them.

Updated

Traitor or Faithful

Every player is either a Traitor or a Faithful. Traitors know who each other are from the start. Faithfuls don't know anything, they have to work it out.

Traitor

Traitor

Your role

You know your fellow Traitors from the first roundtable onward. Every night, you and your team secretly choose one Faithful to murder.

Key mechanics

  • You can never vote to murder a fellow Traitor
  • If you're the last Traitor, you don't vote β€” you issue an Ultimatum instead (choose someone to join you or be murdered)
  • If they accept, you get a bonus second kill that night
  • If they refuse (or don't answer), they're murdered as normal

Winning

Survive to the finale and have the vote go your way, or convince players to end the game with you still alive.

Faithful

Faithful

Your role

You don't know anything beyond what you observe. Your only tools are conversation, memory, and your vote. Every roundtable, the group votes to banish someone, and their true role is revealed.

Plain Faithful

There's no special power. Your job is entirely social: pay attention, build trust carefully, and don't get swept up in a bad group decision.

How the game ends

How the game ends

  • Faithfuls win the moment every Traitor has been banished
  • Traitors win if they reach the finale with the pot and the vote goes their way. If even one Traitor remains, Faithfuls get nothing
  • The Traitors' Dilemma β€” if only Traitors are left, each secretly chooses Share or Steal. Nobody steals: the pot splits evenly. One steals: they take it all. Some steal: the stealers split it. Everyone steals: nobody gets anything

Once player count drops low enough, the game enters a finale where survivors vote each round: end it now, or banish one more person.

Faithful roles

Special roles dealt to Faithful players. Nobody else is told who holds them.

Faithful

Detective

Privately investigate one player's true role. Usable every other night; results delivered privately the next morning. You can share or keep it secretβ€”nobody else knows you're the Detective.

Faithful

Medic

Privately protect one player from that night's murder. Cannot protect the same person two nights in a row. Can protect yourself once per game only. Works independently of Shields.

Faithful

The Ravenkeeper

A Faithful whose power only works if they die. Each night, privately name the player their raven watches. Nothing happens while they live β€” but if the Traitors murder them before dawn, the whole castle is told at the morning reveal what the raven saw of that player: Traitor or Faithful. It also reveals who the Ravenkeeper was. Only a night murder triggers it β€” banished, or taken by anything else, and the raven never flies. If they never chose, a name is taken at random, so a pick is always better than none. A raven can be deceived by the same items that fool the Detective and The Seer: strong evidence, not proof.

Faithful

The Witchfinder

A Faithful with one irreversible accusation. Once per game, at any roundtable before the vote opens, they may name a player a Traitor β€” that player is executed on the spot, with no vote, no defence and no item to save them. Only players already immune from banishment that day cannot be named.

Named a Traitor: the Witchfinder lives, keeps their anonymity, and the banishment vote still goes ahead β€” so the Traitors can lose two in a day.

Named the Jester: the Jester's role is announced and the Witchfinder is spared β€” not exiled, not named, and the vote still goes ahead. The Jester is out of the game and leaves with nothing β€” only being banished by the castle's vote pays a Jester.

Named an innocent Faithful: they die, the Witchfinder is named publicly and then EXILED β€” killed for it, with nothing able to save them β€” and that round's banishment vote is cancelled entirely.

Faithful

The Steward

A Faithful who may stand up at any moment β€” any phase, day or night β€” and declare themselves the Steward. From that instant their vote at the roundtable counts twice. One vote, cast on one name, counted two times; it cannot be split between two players.

The price is the whole role. Only a Faithful can be the Steward, so revealing proves to the whole castle that they are one. Nobody will vote out a proven Faithful β€” which leaves the Traitors only one way to be rid of a trusted player with two votes: murdering them in the night.

It does not work at the fire pit. At the finale the Steward votes once, like everyone else.

If the Traitors recruit a Steward who has already revealed, they keep the double vote. Recruit one who has not revealed yet and the ability is gone forever, unused β€” so standing up early is also a hedge against being turned later.

Faithful

The Sworn

Two Faithfuls who know from the first night that each other is genuine, with a private room of their own. If one is murdered, the other is told at dawn, before the castle. Bound by oath, they can never be recruited β€” they can only say no, and an ultimatum costs their life unless they hold an Ultimatum Shield. Humans only.

Faithful

The Guardian Angel

A Faithful with no power while alive. Murdered, they get a button to shield one living player from murder β€” pressed whenever they choose, for tonight or the coming night. The player they shield is told. On a night nobody can be saved, it waits. Banishment gives no shield, and the unavoidable kills β€” Buried Alive, Marked for Death, the Dagger β€” go straight through it.

Neutral & Traitor roles

Neutral

The Jester

A neutral role β€” neither Faithful nor Traitor. The Jester wins by one thing only: getting themselves banished at the roundtable. Pull it off and they take a full share of the prize pot at the end, whichever side actually wins.

They get nothing if they are removed any other way. Murdered in the night β€” nothing. Executed by the Witchfinder β€” nothing either: their role is announced, but it was not the castle that chose to be rid of them, and that choice is the entire win condition. So they cannot afford to be obvious β€” court the vote too openly and the Traitors, or the Witchfinder, will simply remove them.

To everyone else, including the Detective, the Seer and the Mirror, they look like an ordinary Faithful, and they have no access to The Turret. Their role is revealed to the castle only if they are banished or denounced. Survive to the finale un-banished and they win or lose with the Faithfuls like anyone else.

Neutral

The Executioner

A neutral, dealt a secret target: another Faithful. Get the castle to banish that target while you are still in the game and your win is locked β€” a full share of the pot at the end. Then play on as a Faithful β€” survive to a Faithful win too and you take a second share. If the target is murdered or taken by the Witchfinder instead, you become the Jester β€” or, if the game already has one, a plain Faithful. When you win, the castle is told an Executioner has won β€” never who. Humans only.

Traitor

The Apothecary

One of the Traitors, with a power. Each night they poison one player; from dawn to dawn that player's role goes to the wrong door, and they are told so β€” a Detective investigates someone else, a Medic protects someone else, a Ravenkeeper's raven watches someone else, a Steward's double vote counts once. Every result is true of whoever it landed on. Items are never affected. Never the same player two nights running.

Traitor

The Spymaster

One of the Traitors, with a power. Every other night β€” never the first β€” they name one player and learn, at dawn, that player's exact special role, or that they have none. The answer never arrives in time to shape that night's murder. They cannot ask about a fellow Traitor. They can even uncover the Secret Traitor β€” until the Secret Traitor joins the Turret.

How roles are dealt

How roles are dealt

The roles switched on in Game Settings are a pool, not a promise. How many are dealt depends on how many real players there are:

Real playersFaithful rolesNeutral rolesTraitor roles
4-5311
6-8411
9-11522
12+622

Each column is the most special roles that side can be dealt. ⚠️ This caps the special roles, not the number of Traitors: a Traitor role is handed to one of the Traitors.

Each slot is filled at random from the pool, never with more roles than half the seats. Some roles are humans only; the Sworn take two players but one slot.

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