Skip to content

Knight

Last updated

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

ItemDetails
FactionVillage
Win conditionEliminate every werewolf, with no third faction (such as the Fox) left alive
Night actionChoose one player to guard (Night 2 onward)
Restriction ①You cannot guard yourself
Restriction ②You cannot pick last night's target again (no back-to-back guards)
OptionYou 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.

NightActionNext night
Night 2Guard the Seer❌ the Seer can't be picked
Night 3Skip (guard no one)✅ the Seer can be picked again
Night 4Guard 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.

Related

  • Werewolf — the attack rules, and who survives a bite
  • Seer — your highest-priority protectee
  • Glossary — skipping the guard, failed attack
Back to top page