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Trapper

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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

ItemDetails
FactionVillage
Win conditionEliminate every werewolf, with no third faction (such as the Fox) left alive
Night actionChoose one player to trap
On a hitThe target survives, and the attacking werewolf dies
On a missNothing happens (the target is never told)
TimingRight 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
NightTargetWolf
Trap only (no guard), attack comesSurvivesDies
Trap + guard stacked on the same player, attack comesSurvivesDies
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.

Related

  • Werewolf — what "the attack landed" means exactly
  • Knight — why stacking guard and trap isn't a waste
  • Glossary — trap, failed attack
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