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Delegator

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A village role that, in the day vote, entrusts its one vote to another player. Whatever your trustee votes, your vote is added on top.

At a Glance

ItemDetails
FactionVillage
Win conditionEliminate every werewolf, with no third faction (such as the Fox) left alive
Night actionNone
Day actionInstead of voting, choose one player to delegate to
RestrictionYou cannot delegate to yourself
If your trustee abstainsYou abstain too
Divination result'Not' (not a werewolf)

Where the vote flows

Delegation chains. If A delegates to B, and B delegates to C, then A's, B's, and C's votes — three in all — land on whoever C votes for.

But the vote can also lose its way:

SituationResult
Your trustee voted for someoneYour vote is added to that target
Your trustee abstainedYou abstain too
Your trustee is already dead / absentAbstention
The delegation forms a cycle (A→B→A, or A→B→C→A)Every vote in the loop is discarded

∴ Delegation is not "always one extra vote". Entrust it badly and your vote disappears with it.

When there's nobody to delegate to

In a runoff vote it can happen that no valid trustee exists (the tied players can't be chosen, and you can't delegate to yourself). Then — and only then — the Delegator casts a normal vote instead, so the vote isn't lost.

In the standard decks

The beginner preset runs one Delegator — it was designed as a role a newcomer can pilot by simply deciding whose judgment to trust.

Strategy & Tips

Whom to entrust, whether to reveal it, and avoiding the end-game accidents where votes evaporate — covered in the strategy column.

Related

  • Villager — the other no-night-action village seat
  • Twins — shares the beginner table with the Delegator
  • Werewolf — the side that farms delegated votes by acting trustworthy
  • Glossary — executions left, parity
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