9 roles selected
Supercrew
Sheriff
Guardian
Engineer
Timelord
Hunter
Mystic
Spirit
Mayor
Detective
Nightwatch
Spy
Informant
Bait
Mentalist
Builder
Dictator
Sentinel
Teammate
Lawkeeper
Fake
Leader
Angel
Mercenary
Copycat
Revenger
Survivor
Cupid
Cultist
Jester
Eater
Outlaw
Arsonist
Cursed
Superimpo
Assassin
Vector
Morphling
Scrambler
Barghest
Ghost
Sorcerer
Guesser
Basilisk
Slave
Reaper
Traveler
Doctor
Mystic
Crewmate
The Mystic protects himself with a personal shield. The effect is automatic and permanent on the first turn, then it becomes activatable on subsequent turns.
Mayor
Crewmate
During meetings, the votes of the Mayor count double. He also has a bonus buzz allowing him to launch a remote meeting.
Informant
Crewmate
The Informant has the ability to know a player's side after completing a number of tasks.
Builder
Crewmate
The Builder can block up to 3 vents to make them unusable.
Sentinel
Crewmate
The Sentinel is able to temporarily know the number of deaths and if a player is in a wind.
Survivor
Neutre
The Survivor wins the game regardless of who wins on the sole condition that he remains alive.
Cultist
Culte
The Cultist must convert the other players into his cult. To win, the cult (cultist and cult members) must outnumber the number of non-cult members.
Outlaw
Outlaw
The Outlaw wins by killing all the players. He can start killing when an impostor is dead or there are very few players left alive.
Sorcerer
Impostor
The Sorcerer has several abilities. To use them, he must find randomly hidden runes on the map.