Madman
A human with no ability — on the werewolves' side. You can't attack anyone yourself, but if the werewolf faction wins, so do you. Lie, fake-claim, and pull the village apart. (Werewolf traditions know a close cousin of this role as the minion.)
At a Glance
| Item | Details |
|---|---|
| Faction | Werewolf (your result is decided with the wolves) |
| Win condition | The werewolf faction wins (if every werewolf dies, you lose even if you're alive) |
| Night action | None |
| Divination result | 'Not' (not a werewolf) |
| Medium's result | 'Not' (execution doesn't expose you either) |
You and the wolves don't know each other
- The Madman doesn't know who the werewolves are, and doesn't join their night chat.
- The wolves don't know who the Madman is either.
- ∴ All cooperation happens by reading each other's daytime play — shielding a likely wolf, splitting the table with a counterclaim. Teamwork you can never say out loud is the Madman's craft.
The power of dying 'Not'
Reading 'Not' to both divination and the Medium means the Madman never shows up in anyone's checks.
- Fake-claiming the Seer is the classic job. Fake results poison the village's reasoning.
- Executed? The Medium still reads 'Not' — the village miscounts it as a wasted vote, and you've burned one of their executions.
- Unlike the Fox, divination doesn't kill you. Being safely checkable is exactly what makes you the faction's designated liar.
In the standard decks
Most standard decks include one Madman — only the smallest tables go without. The bigger the table, the more a good fake claim matters, and the more the game revolves around you.
Strategy & Tips
When to fake-claim, how to work while lying low, and reading when your side is losing are covered in the strategy column.