Necromancer
Each night you choose one of the dead and speak with them directly, by voice, in the dead of night. A bridge that carries what the dead saw back to the living village.
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 dead player (no target on nights with no dead) |
| The conversation | A two-way voice conversation with your chosen ghost, late in the night |
| Divination result | 'Not' (not a werewolf) |
How channeling works
- You talk with the chosen ghost directly, in a late-night phase — ask questions, get answers.
- The other dead players are listening in (they can't cut into the conversation).
- The living hear none of it.
- You may choose the same ghost again on a later night.
Your voice can't be hidden
The Necromancer's role is hidden like any other — but the conversation is your real voice. The dead hear you, so who the Necromancer is spreads through the ghost world. "The role stays hidden while the voice becomes known" — that exposure is by design, and it's the Necromancer's built-in risk.
What the dead are worth
- The dead lived through the executions and the attacks. "Why was I the one bitten?" carries information no living player's reasoning can reach.
- But the dead aren't automatically on your side. Channel a dead werewolf or Madman and you may be lied to. Choosing whom to channel is itself a deduction.
In the standard decks
No standard deck includes the Necromancer — it's a custom-deck role.
Strategy & Tips
Whom to channel first, how to question the dead, and when to bring the answers to the table — covered in the strategy column.