Codex·Chapter III

Factions

Your faction is your team. It describes how you win, who you can trust, and whether you know anyone else’s identity.

Village

The uninformed majority.

The Village starts the game knowing nobody’s identity. They have the numbers, but no idea who is lying. Their weapons are information, deduction and — above all — the vote.

Wins when
No Werewolves and no Evils are left alive.
Knows
Only their own role.

Werewolves

The informed minority.

The Werewolves know exactly who their packmates are. Every night they meet in the Cave and choose one player to attack. By day they hide among the Town, voting and arguing like everyone else.

Wins when
Werewolves equal or outnumber all other players, and no Evils are left alive.
Knows
Every other Werewolf.
Shared attack
One attack each night, performed by any one Werewolf.

Evil

A faction of one, against everyone.

Evil roles are powerful and selfish. An Evil player doesn’t know anyone else’s identity, and nobody knows them — not even the Werewolves. They’re usually killers with game-changing abilities, and both the Town and the pack want them gone.

Wins when
3 or fewer players are left alive, regardless of faction (or by their own special win condition).
Knows
Only their own role.

Neutral

Their own agenda.

Neutrals hold no allegiance. Most simply want to survive; some have a unique goal printed on their card — die during the day, protect two players, see their neighbours dead.

Wins when
They survive to the end of the game (or fulfil their own win condition).
Wins alongside
Anyone, a Neutral’s win doesn’t stop any other faction winning.
Knows
Only their own role.

Lesser Evil

On the dark side.

Lesser Evils are on the side of the Werewolves and Evils, but — unless their ability says otherwise — they don’t know who their allies are, and their allies don’t know them. They exist to sow chaos, corrupt information and sabotage the Town.

Wins when
The Werewolves or an Evil win.
Knows
Only their own role.

Changing faction

Your faction can change during the game. When it does, you are told, and you now win as your new faction.

Convert

An ability that changes a player’s faction.

Aura stays

Your aura is defined by your role, not faction.

Immunity

Some roles are immune to conversion.

Faction Balance

7 Town3 Werewolf1 Evil1 Wildcard = 12 players
A standard 12-player game. The wildcard seat is filled by either a Neutral or a Lesser Evil.