Midnight Harvest

Truth Bites Harder

Game Guide › The Roles

The Roles

Villager, Werewolf, Seer, Doctor, Woodsman.

The Villager

The Villager role card

Team: the Village

You are the heart of the Village. You have no night action; at night you see only the moon.

By day, listen, ask questions and cast your ash. Most of the Village are Villagers, so every vote you cast matters.

You win with the Village: every Werewolf is found, or the fire is still burning at sunrise (5:00 AM).

Your night

The moon, the clouds and a sleeping village. There is nothing to choose, so use the time to remember what was said and who said it.

The Werewolf

The Werewolf role card

Team: the Werewolves

You hunt with a pack. You know your packmates from the moment the cards are dealt, and you can talk with them in the pack chat all match.

Each night, every wolf picks one:

You win when the Werewolves equal the Village in number, or the fire dies before sunrise.

Your night screen

Pick Kill, Hunt or Sabotage, then Confirm. You see your packmates' picks as they make them, and the night will not end while the pack is split on a Sabotage.

At the table: 2 Werewolves at 6–9 players (sharing one kill at 6–8), 3 at 10–12 (at most two kills a night).

The Seer

The Seer role card

Team: the Village

Each night, look at one living player and see their full role card, not just whether they are a Werewolf. The answer comes to you alone, the moment you choose.

What you know is powerful, and the Werewolves would dearly like to know who you are. Decide carefully when to speak and how much to say.

You win with the Village: every Werewolf is found, or the fire is still burning at sunrise (5:00 AM).

Your night screen

Pick a player, then Confirm. Their role appears on the compass rose, red for a Werewolf and blue for anyone else.

The Doctor

The Doctor role card

Team: the Village

Each night, protect one player at the bonfire. If the Werewolves come for them, they live, and the morning reports a quiet night. Nobody but you learns whom you saved.

You may protect yourself, and the same player night after night. You cannot guard the forest: a Woodsman caught on a Hunt cannot be saved.

You win with the Village: every Werewolf is found, or the fire is still burning at sunrise (5:00 AM).

Your night screen

Pick the player to watch over, then Confirm. Cancel clears your pick while the night lasts.

The Woodsman

The Woodsman role card

Team: the Village

Each night, choose: stay at the bonfire, safe from any Hunt, or go for wood, spending a wood token to add an hour to the fire. You have 2 wood tokens at 6 players, 3 at 7–12.

In the forest a hunting wolf has a chance of finding you. If one does, you die and the log is lost. If you slip away, you bring the log home and glimpse the wolf who hunted you, and that wolf is told it was seen.

A Kill aimed at your stool while you are out finds it empty. If you stay home on a night a wolf hunts, you alone hear something moving in the trees.

Your night screen

Pick Stay or Go for wood, then Confirm. Your panel shows how many spare hours the fire has, so you can judge whether tonight is worth the risk.

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