Extension
Guard
You patrol a district. Whoever comes hunting there tonight will run into you.
- In the village
- Among the wolves
- In the Cult
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: 0 Guards die, 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 defend along with the other guards.
- You count toward the defense strength against the Werewolves.
- Betrayal: If there is EXACTLY 1 other guard with you, you can assassinate them before the Werewolves arrive. You can activate this intent when choosing your district.
- The Blacksmith can arm you — you count as 2 Guards in combat.
In the Cult
Action: Night
- Choose a district to defend.
- If 1 Guard (you): you die, 1 Werewolf dies, the Werewolves' target is saved.
- If 2+ Guards: 0 Guards die, 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.