How to spot the mole in Mole in the Crew
Verifiable clues for finding the Moles: votes, teams, sabotage counting and alibis.
In Mole in the Crew nobody can look at anyone's cards, but a game leaves plenty of public information. These are the clues that work best, all based on the real rules.
1. Count the sabotages
Each Mole has very few sabotages for the whole game: two with 5-6 players and one with 7-10 in the classic game (just one in the quick game). Each lock that blows spends at least one. A Mole who has used all of theirs cannot blow another lock: this narrows the list of possible culprits.
2. Cross teams and results
Note who was on each team and what happened. If a lock blows with a team of two and one of them was on another team that also blew, that person becomes a suspect. A lock that blows with only one possible Mole on the team gives that Mole away, and good Moles know it: that is why they avoid sabotaging like that.
3. Watch votes, not promises
The vote is public and has names. Whoever repeatedly approves teams that then blow, or always rejects those that open, gives information. Compare the vote history with lock results.
4. Use the alibi wisely
The Lookout's alibi points to someone who played Clean on that lock, not necessarily on the Crew: a Mole with sabotages may not have sabotaged. An alibi is a clue, not proof, and a Mole can make up a false alibi if the Lookout gives himself away.
5. Mind the Patrol
Three rejections in a row blow the lock with no cards. If the Crew rejects without criteria, it hands a lock to the Moles. Save rejections: two in a row are safe; the third blows.
6. Think about the Contact
The Moles win at the end if they find the Contact. A Crew that knows who to protect and how to disguise (with doubt spread over several people) wins more than one that fights over accusing.
Put it into practice
The best way to learn is to play a game.
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More: all guides · the seven roles · full rules