How to play the Contact without being found
Tips for the most delicate role: guiding the Crew without the Moles recognising you.
The Contact sees a shuffled set of suspects with no labels and must guide the Crew without saying it out loud. If the Moles recognise the Contact at the end, they win even if three locks were opened.
Vote, do not talk
Your best tool is the vote: reject teams that carry suspects and approve those that do not, without explaining. Your proposals as Boss count too: put in people who are not in your set.
Remember what you do not know
You know how many names are in the set, but not who is who nor whether the set is complete. With 5 players the set is two names and both are Moles; with 6 it is two Moles and a Double; with 8 or more a random innocent (decoy) is mixed in.
Doubles exist to confuse you
A Double appears in your set even though he is on the Crew. Do not treat him as a Mole just for appearing: watch whether he opens locks.
Spread the doubt
The Contact's best defence is that many people seem to know something. The more players seem informed, the harder it is to accuse the right person. Help the Driver think about who looks like the Contact to the Moles' eyes.
Do not stay completely silent
A Contact who does not take part is not credible either. Talk, argue and play like any Crew member; the only thing you cannot do is point out the Moles with certainty.
Put it into practice
The best way to learn is to play a game.
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