These roles defend the innocent and eliminate threats during the day or night. Protective Roles
: Casts a vision to discover the exact role of one player each night.
The Werewolf team is the classic antagonist faction. Their goal is to survive the day's lynchings and kill the villagers at night. They generally know who their teammates are and must work together to spread misinformation. wolvesville all roles
Can trigger an ability that hides the voting patterns of the Werewolf pack for a day.
| Role | Aura | Ability Description | |------|------|---------------------| | | Evil | Makes a chosen player appear as "Wolf Shaman" (evil) to Seers, Aura Seers, and Detectives that night | | Nightmare Werewolf | Evil | Twice per game, put a player to "sleep" for one night. That player cannot use their ability that night | | Shadow Wolf | Evil | Can manipulate votes during the day. Doubles the werewolves' votes during a hidden voting phase | These roles defend the innocent and eliminate threats
Douses players in gasoline at night. The Arsonist can choose when to ignite the fuel, instantly killing all doused players in a single night.
The Village team wins by eliminating all Werewolves and other solo killing roles. They rely on information, protection, and deductive reasoning. Informational Roles : Reveals the exact role of one player each night. Their goal is to survive the day's lynchings
Can choose to execute one player at night. If they mistakenly kill a fellow Villager, the guilt forces the Vigilante to commit suicide the following night.
Can textually communicate with dead players at night. They can revive one dead player per game, bringing a crucial voice or power back into play. Protective Roles
Strategy : Spend 2–3 nights dousing key players, then ignite them all at once to devastate the lobby and instantly secure a win.