Werewolves are not the only danger faced by the village. It is usually hard to win with these solo or special teams, but they add an interesting twist to the gameplay for experienced players.
They can mean more work for the Moderator (the easiest are first below). At the very least the Moderator will need to explain the new role to the village, but be careful not to include too many roles that you need to call every night and you may need to make a call on which order to apply rules for the different roles. Unless stated otherwise the roles can be killed by Villagers and Werewolves in the normal way.
Survivor
Interested only in their own victory, they win as long as they are alive when any other team meets their win condition e.g. the Werewolves outnumber the villagers.
One strategy is to tell everyone you are the Survivor and try not to annoy anyone with your voting, however this role is a great one for other Solo teams to claim to be so the Village may still execute you. It is very easy to moderate.
Head Hunter
Wakes the first night to discover their target. The moderator can let them decide, but it can make their task a lot easier, so it is usually best to randomly pick someone (e.g. by spinning a bottle).
The Head Hunter wins if their target is killed in the day by execution (possibly with some help from them). If they die any other way then the Head Hunter can only win if the village wins. If the target survives them then the Head Hunter loses, but their target doesn’t know they are the target.
Optionally, the Moderator may want to continue the game after the Head Hunter wins, to see which other team will come through. Apart from calling the Head Hunter on the first night it is an easy role to moderate.
Puppet Master
At the start of the game the Moderator splits the village into two reasonably equal groups (e.g. kids and adults) and explains the division to the village. The Puppet Master will find themselves in one of these groups and their aim is to manipulate the village, so everyone in the other group dies before they do, in which case they win.
The moderator needs to know who the Puppet Master is in order to track if they have won, but otherwise it is a reasonably easy role to moderate.
Psychopath
Not an easy role to win at, but fun to play and can really put the Villagers off the Werewolves’ scent.
Woken by the Moderator every night, the Psychopath can choose whether to kill an immediate neighbour and, if so, on which side. The immediate neighbours are the nearest living person on either side, and they can pick either so could decide to pick all on one side of them. Clever Psychopaths space out their kills.
As long as they are alive in the morning after their fourth kill they win. If you want to make it easier the Moderator can decide that they will win once 4 of their neighbours are dead, regardless of who killed them, or make them immune to Werewolves on the nights that they kill (as they won’t be home when the Werewolves call).
The Psychopath works well with large groups and where you can play a few roles that kill or that can defend or are immune at night so it is not always obvious how someone was killed. It is best if the moderator doesn’t reveal how the players die or only the undertaker finds out.
Sandman
Every night the Moderator wakes the Sandman, who chooses a player and discovers their role. The Sandman can then choose whether to remove that role’s night time powers. The moderator then tells the Village that they will tap one player on the knee and that player must no longer wake in the night when called.
The Sandman wins when no roles wake at night. The Sandman doesn’t have to remove a player’s role, as they may want to use their knowledge of peoples’ roles to pretend to be a Seer or to allow the village to thin out some of the Werewolves first. The Defender cannot protect against the Sandman.
Cannibal
The Cannibal is woken by the Moderator every night to chose whether or not they are hungry and wish to feed on another player. If they chose to feed then they select a victim who will be found dead in the morning (unless they were protected or saved by another role). If they choose not to eat then the meal is saved to the next night, when they will need to chose two victims or again save their meals. When they chose to eat they have to use all of their saved meals that night. They cannot save more than five meals and must eat all five on the fifth night.
Depending on how you are playing, the Moderator can allow the Cannibal to be immune to other night time visitors if they are out eating that night. The Moderator will need to keep track on how many saved meals the Cannibal has and ideally not give clues to the Village as to whether the Cannibal has fed at night or not.
Necromancer
This powerful magician can steal powers from the dead and cause havoc in the village. The night after any role with a night time power dies, the Moderator calls the Necromancer separately at the time the dead role would have been called and lets them use the dead role’s power e.g. if the Defender dies they are woken at the start of the night to choose who to defend, or if a Werewolf dies they are woken alone to feed on someone before the other Werewolves wake. They win if they are in the last 4 players alive (or you can make this less if playing with a smaller group).
They are hard to moderate as you have to remember who died the subsequent night and day, and ensure you don’t call them at the same time as someone else.
With smaller groups limit them to one power when multiple people die in the preceding night/day. It is cool to play them if you are not revealing roles when people die, so that the village only find out what roles were amongst the recently deceased players when the Necromancer uses their power.