Necromancer Strategy — Choosing Your Ghost
The Necromancer's rules (choosing one of the dead at night; the late-night two-way conversation) are collected in the role dictionary: Necromancer. This column is about whom to call, what to ask, and how to spend it.
Channeling is a conversation, not a result
Where the Medium receives a result — one bit, 'Werewolf' or 'Not' — the Necromancer talks with the dead, in live voice, both ways. Not one bit but "why did you read it that way", "what did you see right before dying" — one of this game's signature abilities, found in no other werewolf game.
Whom to call, in order
- A role who died holding results — a bitten Seer above all. An unpublished check is confirmed information the village doesn't have yet.
- An executed 'Not' — a dead player the board says was village gives you their living perspective, safely. "Who looked most suspicious before you died?" is a read more neutral than anything a survivor can say — the dead have no vote to dodge.
- A confirmed 'Werewolf', last — you can talk to an executed wolf, but the dead owe you no honesty. An anti-village ghost mixes in lies and steering. If you call one, ask with their motive to lie priced in.
A night with no dead has no target. Day one is jobless — spend it watching the living instead, unhurried.
Question shapes — the asking decides the yield
A vague "know anything?" wastes the seat. Hand the dead something answerable:
- "Your last vote — who, and why?" — the vote is a fact, the reason is a perspective. One question, both.
- "If you were village: of who's left, who's most suspicious?" — the dead can't be voted out. Out comes the frank read a survivor would swallow.
- "Right before you died — anything seen or heard?" — some information only an attack victim can speak.
Where what you heard gets spent
Say "the dead told me…" by day, and you have effectively claimed Necromancer — naming your source makes you the wolves' next bite.
∴ The default: hide the source, launder the view into your own reasoning — "I think #N is worth a look; yesterday's vote flow bothered me" — the ghost's perspective translated into your own words. The claim is worth it only when you've drawn confirmed information that translation can't carry — an unpublished divination result, above all.
The voice is the risk — it can't be hidden
The channeling conversation is live voice. Roles stay secret, but "the role stays hidden while the voice gets known" is built into the design (details in the role dictionary).
∴ Keep the late-night talk short, and to the point. The longer the call, the wider the exposure. Deciding your questions during the day pays off here too.
Common mistakes
- Calling "whoever died most recently", every night — channeling without the priority order (unpublished results > a 'Not's perspective > a wolf) is a chat, not an ability.
- Believing the ghost wholesale — the dead keep their faction. An anti-village ghost can still lie their side toward a win they won't see.
- Quoting the dead without noticing what it costs — that's the claim. Say it on purpose or not at all; translate if you're staying hidden. Halfway is the worst price.
A scene
A custom table with a Necromancer. On night two you channeled the bitten Seer.
"I was going to check #6 tonight. That result will never exist — but #5, I already have: 'Not'." One unpublished 'Not'. The next day you claimed nothing — just floated "#5 reads village to me" as your own take. The vote path bent off #5, and the rope found a grey wolf instead.
Day three: the fake Seer threw a 'Werewolf' at #5 — and you stood up: Necromancer, holding the real Seer's own 'Not' on that player. The fake collapsed on the spot, caught in a Slip. Confirmed information keeps — sell it on the day the price peaks.
Related
- The role dictionary: Necromancer — channeling rules and the voice exposure
- Medium Strategy — the Day-One Claim — the "result" side of speaking with the dead
- Glossary — Channeling, CO, Slip