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Necromancer

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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

ItemDetails
FactionVillage
Win conditionEliminate every werewolf, with no third faction (such as the Fox) left alive
Night actionChoose one dead player (no target on nights with no dead)
The conversationA 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.

Related

  • Medium — learns the executed player's color as a result; you talk with the dead
  • Twins — the other role with a private night conversation
  • Glossary — channeling, executions left
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