Strategy guides
For the Crew, the Moles and every role
Guides written from the game's real rules: how to spot the mole, how to play the Mole, and tips for each role.
Android only · Web version in testing
Guides
How to spot the mole in Mole in the Crew
Verifiable clues for finding the Moles: votes, teams, sabotage counting and alibis.
How to play the Mole: sabotage without getting caught
Strategy for the Moles: when to sabotage, how to earn credibility and how to get the Getaway right.
How to vote in Mole in the Crew: when to approve and when to reject
The public vote is your only weapon: how many votes are needed, the cost of rejecting (the Patrol) and what your vote says about you.
How to play the Snitch: the Mole nobody knows
Snitch guide: what you can see, what they cannot see, how to sabotage with cover and how to use your mark in the Getaway.
Driver strategy: how to protect the right person
How the Driver decides in the Getaway: what the Moles see, whom to protect and why you do not have to protect the Contact.
How to organize a game of Mole in the Crew (checklist)
A practical checklist to set up a game without hiccups: group, mode, phones or room, the 20-second explanation and what to do if someone does not respond.
How to play the Contact without being found
Tips for the most delicate role: guiding the Crew without the Moles recognising you.
Strategy by player count (5 to 10)
How Mole in the Crew changes with 5, 6, 7, 8, 9 or 10 players: roles, teams and what to watch.
Quick tips
- The Crew: your information is the public vote. Note who approved each team and what happened after.
- The Moles: opening a lock buys credit for the one that matters.
- If you are Boss: you may include yourself in the team; you know your card is Clean.
- Everyone: save rejections: two in a row are safe, the third blows the lock.
All roles
MolesMole
Works for the police from inside the crew and sabotages locks without getting caught.
MolesSnitch
The Mole that not even the other Moles know. Sees every Mole; they do not see him.
CrewContact
The crew's informant. Knows where the danger smells from and cannot say it out loud.
CrewDouble
Plays for the Crew but shows up among the Contact's suspects.
CrewLookout
Gets an automatic alibi after each lock that blows: someone on the team who played Clean.
CrewDriver
Protects one person in the getaway car scene. If the Moles accuse that person, the accusation is void.
CrewCrew member
No powers, but three weapons: the public vote, memory and your voice.