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.
The Snitch is a Mole with a big edge: he knows every Mole, but they do not know who he is and the Contact does not see him in the suspect set. He appears from 7 players (or with 5-6 if “Snitch (advanced)” is on).
Your information
You see all the Moles. Use it to read the game: when a lock blows you know whether a teammate did it, and so how much suspicion is spread. If it blows with a teammate on the team, you do not need to spend a sabotage.
What they cannot see of you
Your teammates do not know who you are and the Contact does not have you in the set: the Crew, applying its usual logic, looks at your teammates first. You are the last card of the game; protect it.
Sabotage with cover
You have the same sabotages as a Mole (with 7-10 players, one in the classic game and one in the quick game; with Vault and 7 players, two). A single sabotage with only one suspect on the team gives you away. Pick bigger locks or ones with a Mole teammate so the doubt spreads.
Earn credit without giving yourself away
Since you see the Moles, you can defend an innocent who is accused or doubt a teammate without showing that you know. Do not do it every time: accusing all your teammates earns credit with the Crew but leaves you without allies.
The Getaway
If the Crew opens three locks, your mark counts like a Mole's. You see, anonymously, how many teammates marked each person: use it to converge. Never mark another Mole: the accusation fails.
Common mistakes
- Telling the other Moles that you are the Snitch: you lose your only edge over the Contact.
- Spending the sabotage on the first locks and being left with no weapons.
- Always defending the same teammates: it is a visible pattern.
Put it into practice
The best way to learn is to play a game.
Android only · Web version in testing
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