Skip to content

Hunter

Last updated

A village role that, on dying to an execution or an attack, shoots one survivor down with them. Holding your fire is also a choice. (There is exactly one case where you can't shoot — below.)

At a Glance

ItemDetails
FactionVillage
Win conditionEliminate every werewolf, with no third faction (such as the Fox) left alive
Night actionNone (the ability fires the moment you die)
TriggerYour death is confirmed — whatever the cause (execution, attack, …)
Divination result'Not' (not a werewolf)

How the shot works

  • When your death is confirmed, the game pauses for the shot phase: pick one survivor to shoot, or hold your fire.
  • The shot resolves together with your death — on an execution, you shoot before any last words.
  • If the player you shoot is also a Hunter, they get their own shot (it chains).

The one case you can't shoot

If you die caught in the Princess's or the Creeper's death blast, you cannot shoot. Those collateral deaths are "instant deaths with no ability trigger" — the rule that keeps blasts from chaining.

What the shot is worth

  • For the village it's insurance — one shot back even after a misvote. For the wolves, it makes you an unappealing bite.
  • But the shot is not confirmed information. Just as your 'Not' reads can be wrong, your bullet can hit the wrong player. Leaving your reasoning behind before you die is what gives the bullet its value.

In the standard decks

Two of the standard decks include a Hunter. How one of those tables plays out is covered in The 9-Player Hunter Deck — Roles and Rules.

Strategy & Tips

Choosing your target, the craft of last words, and when to hold fire are covered in the strategy column.

Related

  • Knight — the shield that keeps you alive; the Hunter answers after death
  • Princess — also triggers on death, but takes the whole village instead
  • Glossary — Hunter's shot, executions left
Back to top page