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Osteonix roles

Every player gets a secret role when the game starts. It decides your side, what you know and what you can do at night. Here are the game's 11 roles, how many players they need to appear, and a tip to play each one well.

The village

It wins as soon as every witch (Witches and Matriarch) has been eliminated.

  • The Villager: a village woman in a headscarf, a basket of bread on her arm, glancing warily down a night-time lane.

    Villager

    Village

    “You have no power, only your instinct and your voice when the vote comes.”

    When:
    In every game.
    Power:
    None at night. Each day, they vote against whoever they suspect.
    Tip:
    Your vote counts as much as a special role's. Watch who accuses whom, and change your mind without shame when an argument convinces you.
  • The Oracle: hooded woman leaning over a bowl of water by candlelight.

    Oracle

    Village

    “Each night, the spirits whisper a truth to you. The hard part is making it heard without giving yourself away.”

    When:
    In every game.
    Power:
    Each night, the Oracle learns which side a player is on.
    Tip:
    Don't reveal what you know too soon: an exposed Oracle becomes the next night's target. Wait until you've found a witch, or until the village heads down the wrong track.
  • The Healer: a village woman preparing an herbal remedy by lantern light.

    Healer

    Village

    “You know the herbs that save lives. One person a night, no more.”

    When:
    From 6 players.
    Power:
    Each night, she protects another player from the witches, never the same one two nights in a row.
    Tip:
    Consider protecting whoever shone brightest in the day's debate: the witches may well go after them.
  • The Vigilante: man in a leather coat holding a dagger, in front of a village sunk in darkness.

    Vigilante

    Village

    “If the village gets you wrong, it will pay for it.”

    When:
    From 7 players.
    Power:
    If eliminated, by day or by night, they choose a player to take with them.
    Tip:
    Always keep your main suspect in mind. If you fall, that's who you'll take with you.
  • The Pyre Martyr: young man tied to a stake, pointed at by hands reaching out of the shadows.

    Pyre Martyr

    Village

    “When the village can't decide, every eye turns to you.”

    When:
    From 7 players.
    Power:
    If the village vote ends in a tie, they're the one who burns.
    Tip:
    A tie costs you your life. Push the village to make a clear choice rather than let the votes split.
  • The Owl: a barn owl perched on a thatched roof under the full moon, above a lane where one window is still lit.

    OwlPremium

    Village

    “Perched on the rooftops, you see who goes out at night.”

    When:
    With Premium, from 9 players.
    Power:
    Each night, the Owl watches a player and learns whether they went out, that is, whether they used a power or voted.
    Tip:
    Villagers do nothing at night. Someone who claims to be a plain villager and still went out probably has something to hide.
  • The Archivist: an old man with glasses and a long white beard, quill in hand, leaning over a ledger by candlelight.

    ArchivistPremium

    Village

    “The village records don't lie. They tell you how many enemies still hide in the village.”

    When:
    With Premium, from 10 players.
    Power:
    Each night, he learns how many witches (Witches and Matriarch) are still alive.
    Tip:
    That number tells you whether the last pyre hit the mark. Share it at the right moment, without making yourself a target too early.

The witches' camp

It wins as soon as it has at least as many players alive as the village.

  • The Witch: hooded figure reaching out a hand wreathed in violet smoke, a spellbook under one arm.

    Witch

    Witches' camp

    “By day, you act like everyone else. By night, you choose who won't see the dawn.”

    When:
    In every game, about one for every four players.
    Power:
    Each night, she chooses a villager to eliminate with her coven. The witches know each other.
    Tip:
    By day, play the worried villager: suggest suspects, vote with the majority when you must. Silence ends up drawing attention.
  • The Matriarch: woman veiled in black holding a staff crowned with a violet flame.

    Matriarch

    Witches' camp

    “The coven obeys you. At night, nothing is decided without your say.”

    When:
    From 6 players.
    Power:
    Each night, she confirms the victim the coven chose and breaks ties. If she is eliminated, another witch takes her place.
    Tip:
    The coven doesn't end with you. If the village suspects you, let your accomplices vote against you rather than drag them down with you.
  • The Enchantress: a young woman with long black hair, a finger to her lips, her outstretched hand wrapped in chains and violet smoke.

    EnchantressPremium

    Witches' camp

    “A whisper, a gesture, and someone else's power goes dark until dawn.”

    When:
    With Premium, from 10 players.
    Power:
    Each night, she bewitches a player to cancel their power, never the same one two nights in a row.
    Tip:
    The village can win while you're still alive: only the Witches and the Matriarch count. Your job is to help them hold out, by taking away the Oracle's or the Healer's power at the right moment.
  • The Fanatic: a man with an unsettling grin holding up a torch, a hooded figure resting a hand on his shoulder.

    FanaticPremium

    Witches' camp

    “You have sworn loyalty to the witches. But to share their victory, you'll have to survive.”

    When:
    With Premium, at 14 players.
    Power:
    No power, and they don't wake at night. The Oracle sees them as a villager. They win if the witches prevail and they are still alive.
    Tip:
    You can draw suspicion to protect the witches, but not too much: you only win with them if you're still alive at the end.

Which roles for how many players

The number of players decides the roles. Here is the free version's default line-up:

Default line-up, 5 to 8 players
PlayersWitches' campVillage
51 WitchOracle, 3 Villagers
6Matriarch, 1 WitchOracle, Healer, 2 Villagers
7Matriarch, 1 WitchOracle, Healer, Vigilante, Pyre Martyr, 1 Villager
8Matriarch, 1 WitchOracle, Healer, Vigilante, Pyre Martyr, 2 Villagers

With Premium, the table grows to 14 players and the host can add the four advanced roles: the Owl from 9 players, the Archivist and the Enchantress from 10, the Fanatic at 14.

What role will fate deal you?

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