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.
Being a Mole is lying well with few weapons. Here are the principles that help most, derived from the game's rules.
Earn credibility before sabotaging
Play Clean when you must: opening a lock with the Crew buys credit for when one decisive sabotage is left. A Mole who has never been on an open lock raises suspicion.
Sabotage with cover
A lock that blows with only one possible Mole on the team gives him away. It is better to sabotage when another Mole could be there or the team is big, so suspicion spreads. With 7 or more players the Snitch may also be on the team without his teammates knowing.
Do not spend everything early
You have a few sabotages for the whole game, not per lock. Spending them all on the first two leaves nothing for the third, the one that decides.
Use the Patrol
Three rejections in a row blow a lock without spending sabotages. It is a tool, but visible: the Crew will notice who pushes to reject.
Vault: coordinate
If the Vault is played, lock 4 needs two sabotages. A lone sabotage spends the card, leaves the lock open and gives the team away. With 7-10 players, read the team and plan who sabotages when, without talking.
The Getaway: converge
If the Crew opens three, the Moles have one joint accusation. Each marks on their own and sees how many teammates marked each person, anonymously. Use those counts to converge on one person: if each marks someone different, chance decides between the tied. And never accuse another Mole: the accusation fails and the Crew wins.
Put it into practice
The best way to learn is to play a game.
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