Skip to content

Twins

Last updated

A village pair who know each other from the very start, with a twins-only chat at night. The price: when one twin dies, so does the other. (Werewolf traditions know the confirmed pair as the masons — MAFIA's Twins add the linked fate.)

At a Glance

ItemDetails
FactionVillage
Win conditionEliminate every werewolf, with no third faction (such as the Fox) left alive
Night actionNone
Night chatA twins-only private channel
Known from the startWho your twin is
Linked deathWhen one twin dies, every surviving twin dies
Divination result'Not' (not a werewolf)

The linked death doesn't care how

Execution, the night attack, any other cause — the moment one twin dies, every surviving twin dies too. There is no "only on execution" or "only at night" condition. (Standard decks run 2 twins; a custom deck with 3 or more behaves the same way.)

∴ A table with Twins always carries the risk of losing two players at once. At a 7-player table, the moment the Twins fall you're down to 5.

Twins vs. Lovers

"Two as one" sounds like the Lovers — but of the two pairings, only the Twins die together.

TwinsLovers
Know their partner?YesYes
When one diesThe other dies tooThe other lives on
FactionVillageLovers (their own win condition)

A Lover who loses their partner keeps playing. Mixing the two up leads the table into arguments built on the wrong premise ("their partner fell, so it's over").

In the standard decks

The beginner preset runs the Twins (as a pair) — and they are the only village players with a night conversation there. ⚠️ The Werewolves also talk at night — "only the Twins can talk at night" is not true.

Strategy & Tips

Spending two players' worth of trust, whether to claim, and what to do when one twin is about to be voted out — covered in the strategy column.

Related

  • Villager — the baseline villager, no night conversation
  • Werewolf — bite one twin, remove two villagers
  • Glossary — mason, confirmed
Back to top page