Lycantyr Play
Guard role card

Extension

Guard

You patrol a district. Whoever comes hunting there tonight will run into you.

By faction

In the village

Action: Night

  • Choose a district to defend.
  • If 1 Guard (you): you die, 1 Werewolf wounded, the Werewolves' target is saved.
  • If 2+ Guards: 1 randomly chosen defender dies, 1 Werewolf dies, the target is saved.
  • You'll learn in the morning the identity of the other guards present in your district (if you survive).
  • The Blacksmith can arm you — you count as 2 Guards in combat.

Among the wolves

Action: Night

  • Choose a district to patrol along with the other guards. You never defend: you don't count toward the defense against the Werewolves.
  • Betrayal: If there is EXACTLY 1 other guard with you, and they are not a Werewolf, you can assassinate them before the Werewolves arrive. Your victim cannot be resurrected by the life potion. You can activate this intent when choosing your district.
  • You'll learn in the morning the identity of the other guards present in your district (if you survive).
  • The Blacksmith can arm you, but you still don't fight.

In the Cult

Action: Night

  • Choose a district to defend.
  • If 1 Guard (you): you die, 1 Werewolf wounded, the Werewolves' target is saved.
  • If 2+ Guards: 1 randomly chosen defender dies, 1 Werewolf dies, the target is saved.
  • You'll learn in the morning the identity of the other guards present in your district (if you survive).
  • A purple pin permanently shows you on the map the district where the Cult Leader is hiding (or the Occultists if they're dead).
  • The Blacksmith can arm you — you count as 2 Guards in combat.

See also