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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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:
| Players | Witches' camp | Village |
|---|---|---|
| 5 | 1 Witch | Oracle, 3 Villagers |
| 6 | Matriarch, 1 Witch | Oracle, Healer, 2 Villagers |
| 7 | Matriarch, 1 Witch | Oracle, Healer, Vigilante, Pyre Martyr, 1 Villager |
| 8 | Matriarch, 1 Witch | Oracle, 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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