Knight
Each night you choose one player and protect them from the werewolves' attack. The Knight is the only role that picks who gets protected. In Mafia-style games this role is usually the Doctor or Bodyguard; in MAFIA it is the Knight (MAFIA's Hunter is a different role — it fires a shot when it dies).
At a Glance
| Item | Details |
|---|---|
| Faction | Village |
| Win condition | Eliminate every werewolf, with no third faction (such as the Fox) left alive |
| Night action | Choose one player to guard (Night 2 onward) |
| Restriction ① | You cannot guard yourself |
| Restriction ② | You cannot pick last night's target again (no back-to-back guards) |
| Option | You can end the night guarding no one — skipping the guard |
| Divination result | 'Not' (not a werewolf) |
No back-to-back guards — and the skip
The player you guarded last night disappears from tonight's choices. "Guard the Seer claimant every night" is not possible.
Ending the night without choosing anyone is skipping the guard. A skipped night records no "previous target", so the next night everyone is selectable again.
| Night | Action | Next night |
|---|---|---|
| Night 2 | Guard the Seer | ❌ the Seer can't be picked |
| Night 3 | Skip (guard no one) | ✅ the Seer can be picked again |
| Night 4 | Guard the Seer | ❌ skip a night again |
∴ In practice you can guard the same player only every other night.
Nobody learns whether the guard connected
On a night your guard connects, all that happens is that nobody dies. There is no "you saved someone" notice — not to the village, and not to you.
A no-death morning has more than one explanation (see the Werewolf guide's "targets that survive the attack"). ∴ even you cannot tell whether your guard connected or the wolves simply split their votes.
Strategy & Tips
When to guard whom, timing the skip, and whether to claim are covered in the strategy column.