Mole in the Crew Español

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.

The role deal, team sizes and sabotages change with the group. This is what to bear in mind at each size.

5 players

2 Moles. Teams per lock: 2-2-2-3-3. Each Mole has 2 sabotages in the classic game. 3 votes approve a team. With two Moles who know each other and a Contact whose set is those two names, the Crew has information but so do the Moles: beware of being obvious.

6 players

2 Moles, 1 Double. Teams per lock: 2-3-3-3-4. Each Mole has 2 sabotages in the classic game. 4 votes approve a team. A Double appears: the Contact's set has three names, one of whom is on the Crew.

7 players

3 Moles (one of them the Snitch), 1 Double. Teams per lock: 2-2-2-3-3. Each Mole has 1 sabotage in the classic game. 4 votes approve a team. The Snitch appears: one of the three Moles is invisible to his teammates and to the Contact. Teams on locks 1 to 3 are two people.

8 players

3 Moles (one of them the Snitch), 1 Double. Teams per lock: 3-3-3-3-4. Each Mole has 1 sabotage in the classic game. 5 votes approve a team. The decoy enters: a random innocent is mixed into the Contact's set. Teams on locks 1 to 4 are three people.

9 players

3 Moles (one of them the Snitch), 1 Double. Teams per lock: 3-4-4-4-5. Each Mole has 1 sabotage in the classic game. 5 votes approve a team. Teams of up to five people: a single sabotage hides its author among many. Count the remaining sabotages carefully.

10 players

3 Moles (one of them the Snitch), 1 Double. Teams per lock: 4-5-5-5-6. Each Mole has 1 sabotage in the classic game. 6 votes approve a team. The maximum size: teams of four to six people and more noise in the vote. A good size for the Vault.

The full table and variants are in How to play and Modes.

Put it into practice

The best way to learn is to play a game.

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