6 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.
Nightwatch
Crewmate
The Nightatch can temporarily improve his vision, even during a light sabotage.
Spy
Crewmate
The spy can increase its vision and see through obstacles once per turn.
Leader
Crewmate
The Leader can mark a player, when the Leader dies or he completes all these tasks, The player marks so that another player from another team is revealed at the next meeting.
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.
Barghest
Impostor
The Barghest can reduce other players' vision and slow them down slightly. He can also create one vent per turn.