Villager
The most basic village role — you have no night action. In exchange, discussion and voting are your entire job.
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 | None (no private channel like the Twins have) |
| Divination result | 'Not' (not a werewolf) |
| Count | Depends on the deck — larger decks run more Villagers |
No ability is not the same as no information
A Villager holds one certain fact — you know you are on the village side. You can't prove it to anyone, but as the starting point of your own reasoning it is hard information.
And Villagers have strengths the power roles don't:
- Being attacked costs the village no information — to the wolves, a Villager is a low-value target
- You can fake-claim — claiming Seer to burn one of the wolves' fake claims is a real, legitimate play
- Being voted out hurts less — the village loses an execution, but no ability is lost with you
How many Villagers are there?
It depends on the deck: the larger the preset, the more Villagers it runs. Some decks run none at all — the 7-player beginner preset deliberately gives every seat its own special rule, so nobody is left without an ability (at the cost of more rules to learn).
Strategy & Tips
Narrowing the grey pool, playing from a bad vote position, and deciding whether to fake-claim are covered in the strategy column.