Mole in the Crew Español

Contact

Crew role

The crew's informant. Knows where the danger smells from and cannot say it out loud.

Android only · Web version in testing

Noir portrait of the Contact role

Crew Appears: Always (one Contact per game).

What it knows

  • At the start sees a shuffled set of suspects with no labels: every Mole (except the Snitch, if there is one) and the Doubles. With 8 or more players a random innocent, the decoy, is mixed in.
  • Knows how many names there are, but not who is who or whether the set is complete.

What it does

  • Guides the Crew through proposals and votes without saying who is suspicious. Plays Clean like any Crew member.
  • In the Getaway does nothing special: all that matters is that the Moles do not identify him.

Tips

  • Use votes, not words: reject teams with suspects and approve those without, without explaining why.
  • With 5 players the set is two names and both are Moles.
Avoid: Being too obvious. If the Moles recognise you at the end, they win even if the Crew opened three locks.

When it matters most

From the very first vote, and again in the Getaway, when the Moles try to identify you with their joint accusation.

How to play it with discretion

Spread your information: now and then approve a team that is not “yours” and voice doubts about someone who is not in your set. If your votes draw a perfect map, the Moles will read it.

How to spot it if you are a Mole

If you are a Mole: look for whoever always rejects the same people and always approves the same people with unnatural confidence, and who guesses right with votes more than the others. Mark the best “guesser”.

More context in the strategy guides, the role calculator and the role quiz.

Other roles

All roles · Strategy guides

Better in the appRoom notifications, full screen and your role always at hand.

Open on Google Play