Conceal the existence of the cure, preventing the Carrier from targeting you and seizing it.
Ensure the Curefinder's escape, protecting him from threats within and beyond the group.
Identify the Curefinder and steal the cure, ensuring humanity does not survive the Apocalypse.
Pursue personal gain, completing your secret mission undetected amidst the chaos.
The Code Breaker deciphers secrets by examining the hand cards of two players. This ability provides valuable insights needed for strategic advances.
*You can see how many Supply and Sample, what kind of support kit/s a player has.
The Geneticist gathers crucial information by uncovering someone's secret role, in exchange of revealing his own. While it narrows down to who-is-who, it cannot be taken lightly!
*If you are a Cure Finder, you would not want to accidentally reveal yourself to a Carrier!
The Investigator reveals hidden truths by involving more people. The person he chose to check another might say a truth or lie, making trust even more uncertain!
*You might want to choose a player who you already trust, so as not to stir any more confusion!
Unlike the Geneticist and Investigator, the Virologist can check secret roles multiple times, as long as you have 3 sample cards to discard.
*You might want to establish trust with the other players first, so they can give you sample cards to use, then you will be able to check more players' secret roles!
The Engineer salvages resources by searching the discard pile for supply cards, distributing them strategically to aid the group during Encounters.
*If you are a Carrier, you might not want to help give resources to the other players, but you definitely need to be sneaky about it!
The Pathfinder scouts ahead - examines and rearranges 6 cards from the game deck - to navigate the group through the upcoming Encounters.
*Whether you are a good or bad guy, you might want to take the most useful support kit for yourself, or even assign a "tricky" Encounter to someone you want to get rid of.
The Survivalist excels at resource management, ensuring that successful encounters always yield supply card refunds.
*Most often you will be asked to join every encounter to make sure there is enough Supply cards in play.
The Tactician strategically allocates resources by retrieving supply cards from the discard pile and distributing them to the group.
*You might prefer to distribute wisely the Supply cards among the trusted players, to maximize Character abilities and succeed Encounters.
The Impersonator sows confusion by swapping identities, making Secret Roles difficult to discern.
*Whether you are a good or bad guy, you might want to swap Character with more "useful" ability, or hinder a suspicious player from using his current ability - all depending on your motive!
The Curefinder holds the cure - the key to humanity's survival amidst Zombie Apocalypse. To win, they must escape without any Carrier/s while avoiding those infected. This role makes the Curefinder both a target and humanity's last hope.
The Apprentice steps into the limelight once the Curefinder is eliminated. To secure victory, the Apprentice must escape with the Patient Zero, all while avoiding relentless Carrier/s. This secret role is the safeguard when the unexpected thing happens.
Patient Zero holds the secret to immunity and is vital for re-developing the cure. To secure victory, he must escape with the Apprentice. Both the Apprentice and Patient Zero must make their identities unknown until the time they are needed!
The Carrier thrives on eliminating threats by killing whoever possesses the cure - making them a dangerous adversary and a pivotal figure in the fight for survival.
The Enthraller wields devastating power by eliminating one player for every four discarded sample cards. Unlike the Carrier, the Enthraller has more chances of killing, as long as the requirement is met - making him a formidable threat and a key figure in the struggle for control and survival.
The Super Carrier is a lethal force, capable of eliminating two players in one go. It is comparable to having two Carriers - might want to kill the two players most likely to have cure!
The Foreteller reveals crucial information when the "True Sight" event occurs. The Curefinder, Enthraller, and Pretender (can be changed accordingly) will be visible to the Foreteller only - providing a significant strategic advantage.
After eight sample cards are discarded, he can steal another player's Character and Secret Role, eliminating the chosen player from the game. This makes the Pretender a unpredictable force.
The Amnesiac's true allegiance remains a mystery until the fourth escape token is drawn, adding an element of suspense and uncertainty to the game. This role keeps both allies and enemies guessing, until surety is established.
Copyright © 2024 KODECCO - All Rights Reserved.
We use cookies to analyze website traffic and optimize your website experience. By accepting our use of cookies, your data will be aggregated with all other user data.