Mole in the Crew Español

How to vote in Mole in the Crew: when to approve and when to reject

The public vote is your only weapon: how many votes are needed, the cost of rejecting (the Patrol) and what your vote says about you.

In Mole in the Crew the vote is public and by name. It is the information the Crew and the Moles share, so voting well is half the game.

How many votes you need

Everyone votes Approve or Reject at the same time. The team is approved with more than half of the votes; a tie rejects.

PlayersVotes to approveOn a tie
53Rejects
64Rejects
74Rejects
85Rejects
95Rejects
106Rejects

The Patrol: rejecting has a cost

Each rejection adds 1 to the Patrol and the Boss role passes to the left. Three rejections in a row blow the lock without cards, and the Patrol resets to 0. Rejecting without a reason hands the Moles a lock; save your rejections: two in a row are safe, the third already costs a lock.

When to approve

Approve when the team has nobody you find suspicious, when it includes someone who has opened locks with the Crew, or when the alternative is getting closer to the third rejection. A team that is approved and opens is clean information: you know nobody sabotaged.

When to reject

Reject when the team repeats names from a lock that already blew, when it includes two or more suspects, or when the Boss includes themselves with only very friendly players. If the Patrol is at 2/3, weigh whether the risk is worth the third rejection.

What your vote says about you

Everybody sees how you vote. Whoever approves teams that later blow, or always rejects the ones that open, gives clues. If you are the Contact, your vote can give you away; if you are a Mole, also approve teams that open to earn credit.

Voting as a Mole

Approving a team where you will sabotage is normal, but do not approve everything. Mix approvals with reasoned rejections so that your history looks like someone seeking information, not someone seeking a lock.

Voting as the Contact

Your best tool is the vote: reject teams with your suspects and approve those without, but do not be a perfect map. Now and then approve a “foreign” team to spread the doubt. More in how to play the Contact.

Put it into practice

The best way to learn is to play a game.

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