Trapper
Each night you set a trap on one player. If the werewolves attack that player, they survive — and the attacking wolf dies. Defense and counterattack in a single move; nothing else on the village side works like it.
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 trap |
| On a hit | The target survives, and the attacking werewolf dies |
| On a miss | Nothing happens (the target is never told) |
| Timing | Right after the attack (the trap hooks the attack and rewrites it) |
| Divination result | 'Not' (not a werewolf) |
The trigger is "attacked" — not "died"
The trap fires on "this player was attacked (the attack landed)", not "this player died". ∴ Two things follow:
- The trap fires even if the Knight guarded the same player (the guard is spent too)
- A trap set on the Fox fires — the Fox never dies to the bite, but the attack still lands
| Night | Target | Wolf |
|---|---|---|
| Trap only (no guard), attack comes | Survives | Dies |
| Trap + guard stacked on the same player, attack comes | Survives | Dies |
| Trap set, no attack on that player | — | — |
Strategy & Tips
Where to set the trap, how it interacts with the Knight, and how wolves play around a Trapper — covered in the strategy column.