Creeper
A third-faction role that turns the game inside out: get killed, and you win. When the Creeper dies, it takes every survivor with it in a blast, and the game ends on the spot in a Creeper solo win.
At a Glance
| Item | Details |
|---|---|
| Faction | Third faction (neither village nor werewolf — solo win) |
| Win condition | Your own death (execution, attack, … — penalty deaths excepted) |
| Night action | None (the ability fires the moment you die) |
| On death | Every survivor dies with you, and the game ends instantly in your solo win |
| Divination result | 'Not' (not a werewolf) |
How the blast works
- It fires on any cause of death — execution, night attack, and the rest. The moment it fires, the game is over and the Creeper has won alone.
- The casualties are "instant deaths with no ability trigger": the Hunter cannot shoot, and the Princess's own death effect does not chain.
- With multiple Creepers in a custom deck, only one of the Creepers alive at the blast is chosen as the winner.
The one death that doesn't blast
A penalty death — being removed for abuse — triggers no blast and no solo win. Griefing your way to death pays nothing; that's the deterrent rule.
How it warps the table
Once a Creeper is confirmed — or even suspected — killing itself becomes a trap.
- The village's "suspicious, vote them out" can lose the game on the spot if the target is the Creeper.
- The wolves are no safer: bite the Creeper and the whole pack dies at the brink of victory.
- ∴ The Creeper's job is to get killed: act suspicious enough to draw the vote, or fake-claim a role the wolves want dead. Walking toward death is the win condition.
(The closest classic analogue is the jester — see the glossary's role comparison. The Creeper is the more extreme cousin.)
In the standard decks
No standard deck includes the Creeper — it's a custom-deck role.
Strategy & Tips
Drawing suspicion the honest-looking way, choosing between the vote and the bite, and how the village defuses a Creeper — covered in the strategy column.