
Bear
You are the Bear. At dawn, the judge signals whether a neighboring player is a werewolf.
Fronts, numbered backs, and the eliminated state at a glance.




You are the Bear. At dawn, the judge signals whether a neighboring player is a werewolf.

You are the Big Bad Wolf. Hunt with the wolves; if no wolf has died, choose an extra target by card rules.

You are Cupid. On the first night, link two players as lovers by table rules.

You are the Dream Catcher. Choose a sleeper each night; the judge resolves choosing the same player twice in a row.

You are the Elder. Survive the first night attack; if villagers eliminate you, the judge applies the card's penalty.

You are the Evil Spirit Knight. Reflect the first ability used on you back to its source; the judge resolves the effect.

You are the Fox. Inspect three adjacent players and learn whether a werewolf is among them.

You are the Gargoyle. Inspect one player's role each night; gain a kill after all other wolves are out, as directed by the judge.

You are the Gravedigger. Each night, learn the role of the most recently deceased player.

You are the guard. Protect one player each night, but not the same player twice in a row.

You are the hunter. If you go out, take one player with you by table rules.

You are the Hybrid. Choose a player at the start and share their victory; the judge resolves the choice at the table.

You are the idiot. Reveal on vote-out by table rules.

You are the knight. Once during the day, challenge a player; if wrong, you are eliminated.

You are the Little Girl. Secretly watch the wolves at night; follow table rules if caught.

You are the Magician. Swap two players' night targets; the judge resolves the redirected powers.

You are the Mechanical Wolf. Choose a role at the start and gain its power under the judge's direction.

You are the Medium. Contact one spirit each night to learn a hidden truth from the judge.

You are the Miracle Merchant. Grant one player a special power at night; if you choose a werewolf, you die. The judge resolves the choice.

You are the Nightmare Shadow. Block one player's ability each night; the judge resolves its effect.

You are the Nine-Tailed Fox. Lose one tail when a villager dies, two when a power role dies; die when all tails are gone. The judge tracks them.

You are the Pied Piper. Charm two players each night; win independently when all living players are charmed.

You are the Raven. Mark one player each night; two extra votes count against that player the next day. The judge tracks the mark.

You are the seer. Check one player at night and guard the truth by day.

You are the Silencing Elder. Silence one player each night so they cannot speak the next day.

You are the Thief. If the table uses two spare role cards, view them at the start and choose one.

You are a villager. You have no night ability; read the table by day.

You are the Wild Child. Choose a role model at the start; if they die, become a werewolf by card rules.

You are a werewolf. Move with the pack at night and stay clean by day.

You are the White Wolf King. Reveal yourself and take one player with you by table rules.

You are the witch. Use your potions when the table gives you the moment.

You are the Wolf Beauty. Charm one player each night; if you die, they die with you by card rules.

You are the Wolf King. When eliminated, take one player with you by table rules.