Twins
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
| Item | Details |
|---|---|
| Faction | Village |
| Win condition | Eliminate every werewolf, with no third faction (such as the Fox) left alive |
| Night action | None |
| Night chat | A twins-only private channel |
| Known from the start | Who your twin is |
| Linked death | When 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.
| Twins | Lovers | |
|---|---|---|
| Know their partner? | Yes | Yes |
| When one dies | The other dies too | The other lives on |
| Faction | Village | Lovers (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.